DeutscherRitterPlatz's Wishlist
-
Synecdoche
Welcome to SYNECDOCHE!
Synecdoche (noun) Sin-eck-doh-key: A figure of speech in which a part is made to represent the whole.
Crafted over the course of years, this map offers something extraordinarily rare in this community. Custom monuments are amazing and fun to explore! I've seen so much hard work go into them and people have made some really cool stuff. However, custom monuments are only a small part of the level design in Rust. Wouldn't it be nice if we could get as much unique design detail out of the rest of the map? Wouldn't it be nice if your server felt like a real place, instead of a procedural blob map?
A Map Focused on Detail, no matter where you are:
But who would be insane enough to do such a thing? And how would it be possible? A 4k Rust map is 16 square kilometers. To make this feel like a real place, and give each space the attention to detail it needs demands thousands of hours working with consistent standards. This is why almost all of the maps aside from a handful on these sites will choose to use some form of procedural generation, and what makes synecdoche so uncommon. Every square meter was hand crafted with care, to make a place that feels alive and fantastical. it's what makes the map feel so beautiful.
Still Not Convinced?
Well, here's some of the feedback we've gotten from the community!
Where Reality Meets Fantasy
Each and every spot on the map was precisely manicured to feel unique and significant. Every rock has its purpose, and every nook and cranny was deliberately sculpted to inspire exploration. There are no locations on the map that were forgotten or left behind. Each location plays its part to represent the world as a whole.
Information and Specifics:
This map includes only vanilla monuments and can be run under the community tab. It does not require any 3rd party dependencies, not even the RustEdit Oxide DLL. However, you will need to place the included Harmony mod in you harmony folder to prevent Cargoship from leaving the map while it docks at the northern harbor.
Size: 4096 x 4096
Entity Count: ~68,000
Prefab Count: ~16,000
Can Edit: True
Required Plugins:
Block CargoShip Egress (Included with Map Download) Monuments
Junkyard Trainyard Outpost Bandit Camp Fishing Village (X3) Missile Silo Arctic Research Base Military Base (X2) Airfield Water Treatment Plant Sewer Branch (X2) Satellite Dish The Dome Harbor (X3) Military Tunnel Launch Site Power Plant Mining outpost (X7) Oxum's Gas Station Supermarket (X3) Lighthouse (X5) Abandoned Cabins Oil Rigs (large and small) Caves Underground train system Aboveground train system Underwater Labs (X2) Featured Videos:
- #map
- #synecdoche
- (and 8 more)
-
Karuza Vehicle Detector
If your players forgot where they parked their Little Bird 😎, Give them the Karuza Vehicle Detector to help them Ping Their Custom Vehicle Locations!
CHAT COMMAND - /GIVEKVD - GIVES PLAYERS WITH ADMIN PERMISSION THESE TRANSMITTERS
BASE ITEM SHORTNAME IS - "rf.detonator"
Simply add this item to your loot table via your loot table plugin or sell via shop, skin an rf detonator, with your detector skin of your choosing set in config to inherit its properties.
{ "Karuza Vehicle Detector SkinID": 3403374509, "Vehicle Detection Range": 20.0, "Vehicle Ping Time": 60.0, "Sphere Color - 1 Green, 2 Red, 3 Purple": 1, "Cooldown Time": 1, "Only Show Owned Vehicles": false }
Video Demo
- #karuza
- #karuza vehicle
-
(and 1 more)
Tagged with:
-
Figma To Rust UI Exporter
Discover the Figma to Rust UI Export Plugin, a powerful tool designed to streamline the process of converting Figma interfaces into UI code compatible with Rust game plugins. This plugin enables designers and developers to seamlessly translate their Figma designs into functional UI elements for Rust-based games, enhancing workflow efficiency and maintaining design consistency.
📝 Guidelines
🖼️ Use Frames, Not Groups
Why: Groups with rectangles won’t export correctly. Frames with fills ensure proper Rust UI hierarchy. How: Always use Frames (Shift + A) for containers. Apply fills directly to the frame (not nested rectangles). Frame Example:
🖌️ Icons: Vector or PNG Only
Why: Nested icon frames cause export errors. How: Flatten icons into a single vector shape (Combine paths) or export as PNG. Right-click icon layers → Flatten Selection or export via Export Settings. 🏷️ Parent Naming Conventions
Why: Rust requires parent layers to be named Overlay or Hud (case-sensitive). How: Rename root frames in Figma to exactly Overlay or Hud in the Layers panel. 🎚️ Constraints Configuration
Why: Defines how elements scale/position in Rust’s UI system. Horizontal Constraints: Left/Right/Center: Anchors to screen edges. Scale: Full-width (AnchorMin="0 0" AnchorMax="1 1"). Vertical Constraints: Top/Bottom/Center: Anchors to top/bottom edges. Scale: Full-height (AnchorMin="0 0" AnchorMax="1 1"). Constraints Example:
⚡ Pro Tips
Test constraints in Figma’s Prototype mode to preview scaling behavior. Avoid mixed constraints (e.g., Left + Scale) unless intentional. Use Auto Layout for responsive elements (supports padding/spacing).
🚨 Troubleshooting
Export fails? Check for unnamed parents or nested groups. Icons missing? Ensure they’re flattened vectors or PNGs. UI misaligned in Rust? Re-validate constraints and parent names.- #ui exporter
- #figma plugin
-
(and 4 more)
Tagged with:
-
Priority Queue
By Whispers88 in Plugins
Priority Queue redefines the vanilla queue skip with a brand new permission based system. Previously queue skips would allow players to bypass the max player limit of a server. Priority queue gives you full control of which players move to the front of the queue or can skip the queue. You can also offer players a new system of saving their spot when they disconnect from the queue or the server.
Priority Queue - Skip Players to the front of the queue Bypass Queue - Skip the entire queue Hold Queue Position - Holds your position in queue if you disconnect Bypass Queue on Disconnect - Allows you to bypass the queue if you just dc'ed Noob Bypass or Priority - Allows first time players to skip or priority queue
priorityqueue.bypass - permission for queue skip priorityqueue.priority - permission to skip all non-priority players in the current queue priorityqueue.bypassDC - permission to bypass the queue if you have recently disconnected priorityqueue.hold - permission to hold your position in the queue if recently disconnected
{ "Bypass Queue on Disconnect Timeout (minutes)": 5, "Hold Queue Position on Disconnect Timeout (minutes)": 5, "Disable native slot reservation": true, "Noob Queue Priority": false, "Noob Bypass Priority": false }
- #priorityqueue
- #priority queue
- (and 14 more)
-
Better Armor Insert
This plugin allows you to add and customize custom Armor Inserts to clothing items. Each such insert has its own parameters that give an additional percentage of protection from different types of damage to the standard indicators of the plate, and can also be configured to fall out of different boxes with a given probability. The plugin is easily managed through the configuration file, where you can set the damage and chance of failure for each insert.
The main features of the plugin:
You can create an unlimited number of custom armor insert variations. For each custom item, you can set the percentage of protection for absolutely any damage (more on this below) You can customize the dropout of each custom item in the crates or add them to the preset of the custom interface for crafting items that cannot be done through the standard menu. How does it work?
The values specified in the configuration file DO NOT REPLACE the standard percentage of damage protection, but only add their own value to it. That is, if the armor insert indicates that it provides 2% protection against bullets, and in the config you have, for example, the entry "Bullet": 2.0, this means that this armor insert will have 4% protection. Everything is very easy, the standard percentage of protection + the one that you specify in the config
Plugin Config
config How to configure the plugin correctly
To set up a custom item correctly, you must specify the type of damage and the percentage of protection against it in the "Damage type and scale (0-100) for it". Keep in mind that you should not focus on the description that we see in the game, because you can see one line of the record, and in fact it means the percentage of protection for several types of damage at once. Therefore, I strongly recommend that you use the plaque that I will provide below with all the damage types that you could customize.
Types of damage and their description:
"Hunger" : "Hunger damage" "Thirst" : "Water shortage damage" "Cold" : "Cold damage" "Drowned" : "Suffocation damage" "Heat" : "Heat damage" "Bleeding" : "Bleeding damage" "Poison" : "Poison damage" "Bullet" : "Bullet damage" "Slash" : "Melee weapon damage" "Blunt" : "Melee weapon damage" "Fall" : "Fall damage" "Radiation" : "Radiation damage" "Bite" : "Animal bite damage" "Stab" : "Melee damage from NPCs" "Explosion" : "Explosion damage" "RadiationExposure" : "Radiation exposure damage" "ColdExposure" : "" "ElectricShock" : "Electric shock damage" "Arrow" : "Arrow damage" "AntiVehicle" : "Transport damage" "BeeSting" : "Bee damage" Console Command (RCON only)
giveinsert <StemID|Player name> (wooden|asbestos|lead|metal) <SkinID> <Amount> - gives the player a custom armor insert
For each custom item in the config, there is a table in the format [Damage type] = [Additional percentage of protection]
Check out more of my work here JTedal's library.
Come see our whole teams work Mad Mapper Library.
Come by the Mad Mapper Discord for support, feedback, or suggestions!
- #jtedal
- #mad mappers
-
(and 11 more)
Tagged with: