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  1. More information about "Special Items Z"

    $15.00

    Special Items Z

    With this plugin you can sell and put to loot containers the  special items for players.
    Boost your server with special weapons, clothing, grenades, and tools. All devices can be customized in the config.
    It can be added to the Shop, with the itemID and skinID.
    Added spawn Special Items to Loot container after spawn.
    Config
     
    { "Command_and_General_Settings": { "Command": "sishop", "Cost_Type__1_Scrap__2_Economics__3_ServerRewards": 1, "VIP_Cost_Multiplier__1_0__default__0_5__50_": 0.5, "Can_Attack_Other_Players_Entities_": false, "UI_Size__default__1_": 1.0 }, "Weapons": { "_1_hit_npc_Knife": { "Cost__0_disable": 1, "Damage_Multiplier": 1, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "SMG": { "Cost__0_disable": 1, "Damage_Multiplier": 2, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Semi_automatic": { "Cost__0_disable": 1, "Damage_Multiplier": 2, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "MP5": { "Cost__0_disable": 1, "Damage_Multiplier": 2, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "LR300": { "Cost__0_disable": 1, "Damage_Multiplier": 2, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "M39": { "Cost__0_disable": 1, "Damage_Multiplier": 2, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "AK47": { "Cost__0_disable": 1, "Damage_Multiplier": 3, "Loot_Chance_Percent__0_disable": 0, "Loot_Amount": 0 }, "m249": { "Cost__0_disable": 1, "Damage_Multiplier": 3, "Loot_Chance_Percent__0_disable": 0, "Loot_Amount": 0 } }, "Armor": { "Facemask": { "Cost__0_disable": 1, "Damage_Absorption_Percent": 25, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Chest_Plate": { "Cost__0_disable": 1, "Damage_Absorption_Percent": 25, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Kilt": { "Cost__0_disable": 1, "Damage_Absorption_Percent": 25, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Boots": { "Cost__0_disable": 1, "Damage_Reflection_Percent": 10, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Gloves": { "Cost__0_disable": 1, "Damage_Reflection_Percent": 10, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "TShirt": { "Cost__0_disable": 1, "Damage_Reflection_Percent": 10, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Pants": { "Cost__0_disable": 1, "Damage_Reflection_Percent": 10, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Animal_Gloves": { "Cost__0_disable": 1, "Damage_to_Healing_Conversion_Percent": 10, "Loot_Chance_Percent__0_disable": 0, "Loot_Amount": 0 } }, "Grenades": { "Trap_Grenade": { "Cost__0_disable": 1, "Radius": 4.0, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Wall_grenade": { "Cost__0_disable": 1, "Radius": 4.0, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Door_grenade": { "Cost__0_disable": 1, "Radius": 3.0, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Tank_grenade": { "Cost__0_disable": 1, "Radius": 10.0, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Cluster_grenade": { "Cost__0_disable": 1, "Radius": 15.0, "Spawn_Grenades_Amount": 20, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Spawn_landmines_grenade": { "Cost__0_disable": 1, "Radius": 20.0, "Spawn_Mines_Amount": 10, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Basic_rocket_grenade": { "Cost__0_disable": 1, "Radius": 30.0, "Spawn_Rockets_Amount": 25, "Loot_Chance_Percent__0_disable": 0, "Loot_Amount": 0 }, "MLRS_grenade": { "Cost__0_disable": 1, "Radius": 40.0, "Spawn_Rockets_Amount": 35, "Loot_Chance_Percent__0_disable": 0, "Loot_Amount": 0 } }, "Utility_Tools": { "Repair_hammer": { "Cost__0_disable": 1, "Repair_Radius": 20.0, "Loot_Chance_Percent__0_disable": 0, "Loot_Amount": 0 }, "Remover_hammer": { "Cost__0_disable": 1, "Loot_Chance_Percent__0_disable": 0, "Loot_Amount": 0 } }, "Gathering_Tools": { "Golden_hatchet": { "Cost__0_disable": 1, "Gather_Multiplier": 2, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Golden_icepick": { "Cost__0_disable": 1, "Gather_Multiplier": 2, "Loot_Chance_Percent__0_disable": 1, "Loot_Amount": 1 }, "Diamond_hatchet": { "Cost__0_disable": 1, "Gather_Multiplier": 4, "Loot_Chance_Percent__0_disable": 0, "Loot_Amount": 0 }, "Diamond_icepick": { "Cost__0_disable": 1, "Gather_Multiplier": 4, "Loot_Chance_Percent__0_disable": 0, "Loot_Amount": 0 }, "Rubin_hatchet": { "Cost__0_disable": 1, "Gather_Multiplier": 8, "Loot_Chance_Percent__0_disable": 0, "Loot_Amount": 0 }, "Rubin_icepick": { "Cost__0_disable": 1, "Gather_Multiplier": 8, "Loot_Chance_Percent__0_disable": 0, "Loot_Amount": 0 } }, "Lootcontainer_Settings": { "Custom_Spawn_Shortnames": [ "bradley_crate", "heli_crate", "codelockedhackablecrate" ] } } Language: 31 file
    Permissions
    SpecialItemsZ.use //player can open ui SpecialItemsZ.vip SpecialItemsZ.freebuy Required plugin:
    Imagelibrary.cs Usable plugin:
    ServerRewards.cs, Economics.cs  

     
    I guarantee the functionality of the plugin as described. However, I cannot take responsibility for conflicts or issues arising from incompatibility with third-party plugins or themes. Please take this into account before purchasing. I will list all known compatibility details in the product description.
  2. More information about "Lighthouse Outpost"

    $25.00

    Lighthouse Outpost

    Video demo: 
    Lighthouse Outpost is a combined outpost and bandit camp monument that lives on the sea. It provides the perfect stop for teams going to the deep sea, oil riggers, or ocean dwellers.
    Lighthouse Outpost Features:
    1 Boat Vendor
    1 Heli Vendor
    All outpost and bandit camp vending machines
    All mission providers
    Drone marketplace
    3 Poker tables
    5 blackjack machines
    6 slot machines
    1 spinning wheel for gambling
    1 refinery
    1 shop front
    1 zipline
    1 clan table
    A place to take a piss
    And much much more!
  3. More information about "OPERATION FORTRESS"

    $41.95 $31.95

    OPERATION FORTRESS

    OperationFortress is a PvE base assault event for Rust servers. You and your team break into a heavily fortified enemy base at the Airfield monument, fight NPCs, capture towers and kill a boss. OperationFortress is hard even for skilled players.
     
      
     
    ⭐ Features of Operation Fortress
    Epic Base Assault: Break into a heavily fortified enemy base at the Airfield monument with several defensive towers. Dynamic Tower System: Capture 6 guard towers. Each has its own NPC defenders and electric switches that disable the base's security system. Intelligent NPC Combat: Fight elite enemy NPCs: snipers, assault troops, machine gunners and grenadiers. Boss Battle: Fight the "Fortress" commander in the main base. He has extra health and elite weapons. Reinforcement System: Enemy reinforcements spawn after towers are captured. Rich Loot System: Loot captured towers, killed NPCs and the commander's personal safe. PvE Mode Integration: Works with PvE mode for fair loot distribution and team play. Customizable Difficulty: Adjust the number of required towers to access the main base, event duration, and NPC configurations. Visual Markers: Map markers show tower status, base location and event progress. Automatic Scheduling: Run the event on a schedule with your own intervals and preparation times. Team Support: Teams share loot rights and can assault the base together. Performance Optimized: NPC spawning and cleanup are built to keep the game smooth even with many players.  
    📊 Event Overview
    Operation Fortress turns the Airfield monument into a military base held by the hostile "Fortress" faction. Players work together to:
    Capture Guard Towers: Take 6 guard towers, each defended by elite NPCs. Disable Security System: Activate electric switches in captured towers to disable the base's security system and gain access to the main facility. Assault Main Base: Breach the heavily fortified main base located in one of the Airfield's large hangars. Eliminate Commander: Kill the "Fortress" commander and his elite bodyguards in the final fight. Secure Rewards: Collect loot from killed enemies, captured positions and the commander's personal safe.  
    🖼️ Showcase
              
    🎮 Commands
    operation.start - Manually start the Operation Fortress event (requires admin permissions) operation.stop - Stop the current Operation Fortress event (requires admin permissions)  
    🛡️ Permissions
    operationfortress.start - Permission to start Operation Fortress events operationfortress.stop - Permission to stop Operation Fortress events  
    ⚙️ Web Config Editor
    Manage the OperationFortress settings in our web config editor. You change the config in a browser form instead of editing files on the server by hand.

    P.S. The web config editor is open to members of the "OperationFortress" group in our Discord server. Join at https://discord.gg/mevent and ask for the group.
     
    📚 FAQ
    Q: Can players use their own weapons and equipment?
    A: Yes. Players use their own weapons, armor and equipment during the event. The event gives out no special gear.
    Q: How does the loot system work?
    A: Loot is collected manually from defeated NPCs, captured towers, and the commander's safe. With PvE mode, loot is split fairly among team members based on the damage they dealt.
    Q: Can the event be played solo?
    A: Yes. The event scales with player count. A solo player can complete the operation, but it is harder. We recommend playing in a team.
    Q: How often does the event occur?
    A: The event can run automatically at intervals you set, or admins can start it manually with the commands above.
    Q: What happens if players fail to complete the event?
    A: If the event timer expires or all players are eliminated, the event ends automatically. Players can attempt the operation again when it becomes available.
    Q: Does the event interfere with other Airfield activities?
    A: The plugin has options to disable other NPCs and events at the Airfield while Operation Fortress is running, so they don't conflict.
    Q: Can I customize the NPC types and weapons?
    A: Yes. You can set health, weapons, behavior patterns and reinforcement types for each tower and for the main base.
    Q: How does the PvE mode integration work?
    A: The plugin works with PvE mode to split loot fairly among team members. Players who deal more damage to NPCs get priority access to loot, and the team can still play together.
     
    📡 Plugin Integration
    OperationFortress works with these Rust plugins:
    PvE Mode: Fair loot distribution and team play NpcSpawn: Spawns the NPCs and runs their AI Notify/UINotify: Notifications for event announcements and player updates BetterNpc: Compatible with its NPC system MonumentOwner: Works with its monument ownership system  
    🧪 TEST SERVER
    Join our test server to try Operation Fortress yourself.
    Copy the IP address below to start playing.
     
    connect 155.103.86.38:28015  
    🛠️ API / Hooks
    OnOperationFortressStart()
    Triggered when the Operation Fortress event starts. OnOperationFortressStop()
    Triggered when the Operation Fortress event stops (ends or is canceled). OnOperationFortressEnter(BasePlayer player)
    Triggered when a player enters the event zone. OnOperationFortressLeave(BasePlayer player)
    Triggered when a player leaves the event zone or dies inside it. OnOperationFortressWin(BasePlayer player)
    Triggered when the boss is defeated and the victory chest is opened. player is the boss killer/owner.
  4. More information about "Linking System"

    $25.95 $21.95

    Linking System

    Linking System is a Discord integration plugin for your Rust server. It links your players' Rust accounts to their Discord profiles, assigns roles automatically and rewards linked players with exclusive perks. Linking System comes with a beautiful UI, a complete Discord bot and automation features, and helps keep your Discord server active.
     
      
     
    ⭐️ Features of Linking System
    Discord integration with automatic role assignment for linked players. Beautiful, customizable UI with ServerPanel V1 and V2 templates, so it fits into your existing server interface. Secure code generation with a configurable cooldown to prevent abuse. Linked players are added to a permission group automatically. Customizable UI elements show the benefits and server perks they can get. A complete Python Discord bot is included, with installation guides for Windows, Linux and Pterodactyl. Multi-server support: one Discord bot handles linking for several Rust servers at once. Automatic group management with a configurable group for linked players, useful for permission and role-based systems. Discord and the Rust server stay in sync over RCON, so updates and status changes apply right away. Linking data is saved and loaded automatically, so player links survive server restarts. Works with the ImageLibrary, ServerPanel and Notify plugins. An API for custom integrations: other plugins can check linking status and trigger their own actions. Players get notifications about their linking status, with support for several notification plugins. Configurable UI settings: set "Use UI ?" to false to run in command-only mode without a graphical interface.  
    🤖 Complete Discord bot solution
    LinkingSystem includes a complete Python Discord bot with everything needed for the integration. Setup is simple: follow our step-by-step guides.
    ⚠️ Important: Python 3.12 is required. Python 3.13 is not compatible due to library issues.
    🖥️ Windows Installation Complete guide for Windows servers with automatic startup configuration and service management. 🐧 Linux Installation Full Linux support with systemd service configuration for Ubuntu, Debian, CentOS, and RHEL systems. 🦕 Pterodactyl Support Optimized for Pterodactyl game panel with dedicated setup instructions and panel integration. 🔗 Multi-Server One bot can manage multiple Rust servers simultaneously with individual RCON configurations.  
    📬 Video Overview 
     
    🎮 Commands
    /link - Opens the linking interface for players to connect their Discord account /link status - Shows your current linking status with Discord /link code - Generates a new linking code for Discord connection /link remove - Removes the existing link between Discord and Rust accounts  
    🛡️ Permissions
    linkingsystem.use - Permission to access the linking system and connect Discord account  
    ⚙️ How It Works
    Linking Discord and Rust accounts takes three steps, through the UI or with commands only:
    Generate Code: players use the /link command to open the UI, or /link code to generate a code by command only, with a built-in cooldown. Discord Verification: players post their code in the designated Discord channel, and the bot links the accounts automatically. Instant Benefits: once linked, players get their Discord role right away, along with exclusive in-game perks and rewards. Discord and your Rust server stay in sync in real time, so role changes and new links are processed instantly.
     
    📚 FAQ
    Q: Do I need to create my own Discord bot?
    A: Yes, but we provide complete step-by-step instructions for creating and configuring your Discord bot, including all necessary permissions and settings.
    Q: Can LinkingSystem work with multiple Rust servers?
    A: Yes. The Discord bot supports multiple servers at once. Add your server configurations to the bot's config file.
    Q: How do I add LinkingSystem to the ServerPanel menu?
    A: Follow these steps:
    1. Open ServerPanel menu in-game and click "+ADD CATEGORY" button
    2. Set these exact parameters:
    Type: Plugin Plugin Name: LinkingSystem Plugin Hook: API_OpenPlugin 3. Click "SAVE" button to create the category
    Q: How do linked players receive their rewards?
    A: Rewards are granted automatically when a player links their Discord account: the system assigns the configured permission group to linked players.
    Q: Are the rewards shown in the UI actually given to players?
    A: The reward items in the UI are for display only. What players actually get is automatic membership in a permission group (default: "discord"), which you can set up to give server perks through your permission system.
    Q: Can I customize the rewards for linked players?
    A: Yes. You choose which permission group linked players receive and what benefits that group gives through your server's permission system. The reward elements shown in the UI are customizable too.
    Q: What happens if a player leaves the Discord server?
    A: The bot automatically detects when linked players leave the Discord server and can remove their in-game benefits accordingly.
    Q: Is the linking data saved if the server restarts?
    A: Yes. All linking data is saved automatically and survives server restarts, so player links are not lost.
    Q: Can I use LinkingSystem without the UI interface?
    A: Yes. Set "Use UI ?" to false in the configuration to switch to command-only mode. Players then use /link code to generate linking codes, /link status to check their connection and /link remove to unlink their accounts, all through chat commands.
     
    🔄 Migrations
    LinkingSystem includes migration tools for moving from other linking plugins. Currently supported:
    DiscordLink Migration keeps all existing player links and Discord information, so no data is lost when you switch to LinkingSystem.
     
    💻 Developer API
    Linking System has an API for integration with other plugins:
    CuiElementContainer API_OpenPlugin(BasePlayer player) - Opens the linking interface for ServerPanel integration  
    🧪 TEST SERVER
    Join our test server to try Linking System and all our features yourself.
    Copy the IP address below to start playing.
    connect 155.103.86.38:28015
  5. More information about "Setup Furnaces"

    $14.99

    Setup Furnaces

    Smelting & cooking control Quick smelt as a rank, not a server setting Speed, output and fuel burn are set per permission and per cooker — a large furnace behaves one way for your default group and another for VIP, and the furnaces standing in monuments get a tier of their own. Grant a rank and the ovens that player already placed change on the spot, still burning. Everything is edited from an in-game menu.
    8 Cookers supported out of the box 9 Settings per cooker, per rank 3 Tiers preconfigured, unlimited more 0 Dependencies ✓Speed, output and fuel burn — three independent multipliers per cooker ✓Ranks apply instantly — existing ovens switch tier the moment the permission lands ✓Cooking with no fuel at all — including electric furnaces with no power ✓A separate tier for ownerless ovens — monument furnaces don't inherit anyone's rank ✓One-click reorganize button inside the oven — load it, fuel it exactly, empty it ✓A live line telling you when it's done — and whether the fuel or the output space runs out first ✓Ovens that feed themselves — wood in from the boxes next to them, metal out into the same boxes 01 — Tiers A furnace that knows who placed it Every oven is matched to its owner's permission when it spawns, so the same building looks identical and behaves differently depending on who built it.
    Per rank, per cooker Not one blanket smelt rate. A rank sets its own numbers for the small furnace, the large furnace, the electric furnace, the refinery, campfires, the BBQ, the hobo barrel and the fireplace — eight cookers, nine settings each, per tier. Grant a rank, the ovens change immediately Permissions and groups are watched live. Sell VIP at 2am and the furnaces that player left burning speed up right then — no relog, no re-placing, no server restart. Revoke it and they drop back just as fast. Ownerless ovens get their own tier Furnaces and campfires that came with the map or with an event have no owner and therefore no rank. A dedicated static tier covers exactly those, so a monument furnace can stay at 1x while your players' ovens run at 4x — or the other way around. 02 — The dials Three multipliers that don't overlap Speed, yield and fuel are separate problems, so they're separate numbers. Combine them into anything from a slightly generous furnace to one that never needs wood.
    Quick smelt Scales how fast the oven ticks. At 4x an ore stack finishes in a quarter of the time — and everything else about the oven, including charcoal, stays proportional. Output, with fractions that aren't thrown away More metal out of the same ore. Set 1.5x and the leftover halves are carried over and paid out as whole items later, so a fractional multiplier really is 1.5x over a stack instead of quietly rounding down to 1x on every tick. Fuel burn Make wood last twice as long, or twice as short. Independent of speed, so a fast furnace doesn't have to be a hungry one. Or no fuel at all One toggle and the oven runs empty — put ore in, take metal out, no wood involved. Electric furnaces get the same treatment and cook without being wired to anything, which is the version people actually ask for. And a multiplier for one resource High quality ore can smelt at half speed while everything else runs at four times, or give double metal without touching the rest of the economy. Any shortname goes into Multipliers for a single raw item with its own speed and yield, multiplied on top of the tier. 03 — Reorganize One button instead of thirty drag-and-drops A small icon appears inside the oven interface for ranks you enable it for. Pressing it does the whole loading routine at once.
    Fills, fuels and empties in one press Ore goes from your inventory into the oven, finished output comes back out to you, and the wood is trimmed to exactly what this batch needs — the surplus is handed straight back rather than sitting there burning. The fuel maths accounts for your rank The amount of wood it leaves is calculated from that oven's real smelting speed and temperature, so a VIP furnace running at 4x isn't loaded with four times the wood it will actually burn. 04 — Hands off Ovens that run themselves Three switches per rank, per cooker. Turn them on for VIP and their base stops being a queue of furnaces waiting to be poked.
    A line that says when it's done Open an oven and it tells you the time left in green. It turns yellow and counts down to the moment the wood runs out, or to the moment the output slots fill up, whichever comes first. If the oven is already stuck it says so in red instead of pretending it's working. Wood in, metal out, without the player An oven out of fuel takes what it needs from a box standing next to it, and finished bars and charcoal go back into a box instead of clogging the output. It only touches boxes belonging to the same owner, only what the current batch needs, and only inside the radius you set. Off when there's nothing left to smelt The last ore turns into metal and the furnace shuts down instead of burning through the rest of the stack. Pull the ore out mid-batch and it stops the same second. 05 — Setup Configured by looking at things Three chat commands and a menu. The config file exists, but you shouldn't need to open it.
    Menu: rank, then cooker, then numbers Pick a permission, pick a cooker, set three values and six toggles. Every change is saved and pushed to every matching oven on the map right away — including the ones currently burning. Any cooker, including modded ones Look at an oven that isn't in the list and add it with a command — it appears under every tier with its in-game name, ready to configure. Custom furnaces from other plugins work the same way, as long as they're built on the game's own oven type. Reliability Built to be left alone ✓No dependencies — nothing to install alongside it ✓Unloads back to vanilla without a restart — burning ovens are restarted on plain game rules and carry on cooking ✓Charcoal and byproducts behave exactly as vanilla — the game's own byproduct rules are kept, including the charcoal rate of each oven ✓Other plugins keep working — the standard fuel-consumption hooks are still called, so anything listening to them isn't cut out ✓Multipliers can't be set to zero — a typo can't freeze every furnace on the server ✓Destroyed ovens are forgotten immediately — no growing table of dead entities Commands & permissions Three admin commands, none for players All three require setupfurnaces.use; admins have access anyway. Players never type anything.
    /fsetupOpen the setup menu /faddLook at a cooker to add it to every tier /fremoveLook at a cooker to drop it from the list setupfurnaces.useAccess to the setup menu and commands setupfurnaces.staticThe tier for ovens with no owner. Never grant this one to a player setupfurnaces.defaultVanilla speed, with the reorganize button and no-fuel cooking on setupfurnaces.vip4x smelt speed on every cooker. Rename it, retune it, or add more tiers Questions Before you buy Does a player have to re-place their furnaces after getting VIP?No. Granting or revoking a permission, and adding or removing someone from a group, re-applies the tier to every oven that player owns, right then. What about furnaces in monuments and event ovens?They have no owner, so they use the static tier, which you configure separately. Don't grant that permission to anyone — it exists to describe ownerless ovens, not people. A player has two tiers. Which one applies?The one further down the config list, so keep your tiers in ascending order and the top rank last. Is 1.5x output actually 1.5x, or does it round down?It's actually 1.5x. Fractions left over from each tick are carried and paid out once they add up to a whole item, so fractional multipliers aren't silently lost. Which boxes will an oven pull fuel from?Only boxes with the same owner as the oven, only inside the radius you set in the config, and only the amount the current batch actually needs. Someone else's box next door is never touched. Can an electric furnace run without electricity?Yes, with the no-fuel toggle on for that tier and that cooker. What happens to ovens if I unload the plugin?Everything burning is restarted on vanilla rules and keeps cooking. No restart needed, nothing stuck on. Will it conflict with another smelting plugin?Two plugins both rewriting smelting will fight, as always — run one. Plugins that only listen to fuel consumption are fine: those hooks are still fired.

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