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    Pocket Dimensions

    Introducing portable 3 x 3 bases in a box - that you can carry in your inventory! Deploy them and open them to go inside  - to store, craft, smelt, grow, party... live.  Expand and maintain the upkeep to protect from raiders. Pick them up and deploy somewhere else. Think outside of the box... and inside too!

    Questions? Support? Join the discord: https://discord.nikhub.dev

    WATCH THE TUTORIAL BY SRTBULL!

    AS FEATURED BY SHADOWFRAX! (around 0:55 mark)
     
    Just like the TARDIS from Doctor Who, they're bigger on the inside! In the "real" Rust world, an entire 9x9x9 metre large (over 25000 cubic foot) Pocket Dimension fits neatly inside of a Small Wooden Box. You can skin that box any way you like to camouflage or disguise it - whatever the player's Workshop Skins / server skin plugins allow.
    Players can convert existing buildings into Pocket Dimensions easily with one button in the Tool Cupboard's UI. Or if that's too much of an effort, entire, fresh, ready-to-be-moved-in Copy Paste files can be sold as boxes with your own, custom defined skin - this is entirely optional and requires Copy Paste, more on that in the dedicated section below. Whether to allow either approach is entirely up to your configuration.
    By default, the configuration allows raiding the Pocket Dimensions in several different ways - but if you're planning on running this plugin on a PVE server and you don't want any of that, there's many configuration options that can be adjusted to enhance your server experience. Both styles of servers have their own dedicated sections on this page - just read below.
    Make sure you maintain the integrity of your Pocket Dimension! If any of the external structures (wall/doorway) of the Pocket Dimension building   either 1) decays 2) is raided 3) is removed by an admin/plugin, or 4) the box housing the dimension itself gets destroyed, the Dimension will Collapse, teleporting all players inside of it, and dropping all contents of storage containers, turrets, the Tool Cupboard, and anything else that can store any items, to the location where the box is/was last deployed. Easy come, easy go!
    You can pick the Pocket Dimension boxes up and move them somewhere else at any time, and everything will still be there. You can even deploy Pocket Dimensions inside Pocket Dimensions inside Pocket Dimensions... a box-ception! By default, the configuration does not allow picking up boxes with players inside of them, but you can toggle this setting.
    Quick Start
    As an admin: make sure you grant your groups/players appropriate permissions from the list below. Make sure Copy Paste, No Escape and Server Rewards / Economics are loaded in and configured properly, if you're planning on utilising any of the extended capabilities. More on the support for those plugins below. That also goes for any potentially compatible plugins that dispense/support skinned box templates from the config, like Kits or Shop by Mevent, or Copy Paste - based plugins, like Raidable Bases. As a player: make a 3 x 3 x 3 cube that meets the validity requirements (more on that below) - if you have the proper permission and the appropriate amount of required currency, open the Tool Cupboard and press the pink "Convert to Pocket Dimension" button. If built correctly, you will now receive a box containing that entire cube inside. Alternatively, deploy a new Small Wooden Box skinned with a skin ID mentioned in the config that references a valid Copy Paste template - no construction by players necessary, but still possible. This plugin comes with several pre-built, already known to be valid Pocket Dimensions, ready to be enjoyed by your players. Permissions (Oxide.Grant user YourName [permission name starting with pocketdimensions.])
    This plugin utilises the plain Oxide permission system. For a quick setup on a typical server, grant yourself the pocketdimensions.admin permission, and grant the default group in Oxide the pocketdimensions.player.all permission.
    pocketdimensions.admin - this permission is required to execute the admin commands mentioned in the section Admin Commands just below this section. pocketdimensions.player.all - this permission is the quick-start equivalent of giving all 4 permissions mentioned below. Don't grant this if you want a more customised permission setup. For example, if you don't want to allow respawning inside and converting by players, and you only want to allow deployment/pickup and entering/exiting, use the combination of the 4 permissions below. pocketdimensions.deploy.pickup - holders of this permission can deploy and pick up Pocket Dimension boxes, be it already existing ones and fresh ones based on skin ID/Copy Paste file combo in your config. Of course, this takes into account building block/other conditions, too. pocketdimensions.player.enter.exit - holders of this permission can enter Pocket Dimensions by opening their boxes, and exit them by interacting with their portals. If a player doesn't have that permission, they will be informed upon opening/interaction, and barred from traversing in/out. pocketdimensions.player.convert - holders of this permission can create new Pocket Dimensions by converting an existing building from its Tool Cupboard's UI - as long as they have the required amount of currency (certain required item / Server Rewards / Economics), and the building itself meets the structural requirements. Players without this permission won't even see the conversion button in the UI. pocketdimensions.player.respawn - holders of this permission can respawn on bags, beds and towels deployed inside Pocket Dimensions. If a player doesn't have that permission, and a bag is deployed by them (or someone else bags them in) inside a Pocket Dimension, the players will not see that bag on their Death Screen as a possible respawn location. Admin Commands (require the pocketdimensions.admin permission)
    These commands can be executed both from console and the chat - in case of chat, they must be prefixed with a forward slash ( / ), and in case of console, no forward slash.
    /pd.check
    Come close to a TC and look directly at it, then issue this command from the chat or F1 console. It will perform the validity check without actually converting anything. If any problems are found, it will tell you exactly what's wrong. Useful for making your own Copy Paste templates.
    /pd.convert
    Come close to a TC and look directly at it, then issue this command from the chat or F1 console. It will first perform the validity check. If any problems are found, it will tell you exactly what's wrong. Then, if no problems are found, it will convert the building into a Pocket Dimension and you will receive it as a deployable Small Wooden Box item.
    /pd.lostnfound
    When a Pocket Dimension Item despawns, is recycled, is placed in a container that gets destroyed, or is otherwise removed from the world, the Dimension that it represents will be marked as "lost". This special marking will NOT happen as long as the Item still exists in a container (including players' inventories) somewhere in the World. Pocket Dimensions marked as "lost" can then be reclaimed as a newly created Item tied to the building by an admin, deployed and inspected, and given back to the rightful owner... or Collapsed by the admin, if the admin has a hunch that the player "lost" their dimension on purpose so nobody would be able to access anything while the player was offline.
    Using this command will either give you ALL newly reclaimed box items (so make sure you have room in your inventory), or it will tell you there's nothing in the lost-and-found to be reclaimed.
    /pd.givebox [skin ID or Copy Paste filename] [optionally: player partial name / full steam ID]
    Use this command to create a Small Wooden Box item, skinned with a special skin mentioned in your config, and then given to a player. A new Pocket Dimension based on the Copy Paste template will be created inside of that box the first time it's deployed somewhere.
    This command requires Copy Paste to be installed to work properly, and a properly set up Skin ID - to - Copy Paste filename entries in your config. The filenames mentioned must exist in your Copy Paste data folder, too.
    Use the first parameter to identify the template mentioned in your Copy Paste section of the config either by its skin ID or its Copy Paste file name. Multiple skin IDs can lead to the same Copy Paste filename, so if you're identifying the template by filename, the skin ID of the first entry in your config that leads to this file name will be picked as the skin of the newly created and given box.
    If the optional second parameter is not provided, it will be assumed a freshly skinned box should be given to the player executing this command - typically an admin. This command can be used by plugins that support executing commands with the STEAM ID or player name parameter.
    /pd.emergencycleanup
    Use this as a last resort to completely get rid of ALL Pocket Dimensions entities on the server   for whatever reason. This is a very experimental plugin after all and things COULD go wrong... This includes all the Pocket Dimension buildings, their contents, loot inside of them, and the boxes containing Pocket Dimensions deployed in the world. If a dimension was not deployed as a box, but held as an Item in a container, those items will NOT be removed, but when deployed, the player will be informed that its associated Pocket Dimension was raided or decayed away. USE WITH CAUTION, THIS COMMAND CANNOT BE UNDONE.
    Those are all the admin commands so far. There's no player commands, as I consider them to be the last resort option when there's just no other elegant way of player input/interaction.
    What makes buildings "valid" candidates to be used as a Pocket Dimension?
    Not every building is viable to be converted. Generally speaking, a 3 x 3 x 3 cube with exactly 1 external single doorway anywhere on the side must be constructed - and nothing else on the outside (apart from the potential exception for Solar Panels / Wind Turbines on the roof, if your config allows them). The building blocks can be of any tier or a mix of tiers - from Twig to Armoured. It doesn't matter what's inside of the cube, only the outer "shell" matters. Once converted into a Pocket Dimension, players can build/expand/demolish inside just like they would with regular bases.
    To be more specific, when a check for the validity of a building is made, the following criteria are tested for, and the answer to each consecutive question must be "yes" before the test proceeds to the next question - if the answer is "no", the player will be informed of the reason:
    Does the building have exactly 9 square foundations overall? Does the building have exactly 9 square floors overall (presumably, for the ceilings)? Does the building have at least 1 single doorway overall? Does the building have at least 35 normal walls overall? Are the 9 square foundations all at the same level? For each of the 9 square foundations, does it have a matching square floor for ceiling, exactly 9 metres above it? Is the building's middle foundation NOT marked as belonging to a Pocket Dimension already? Does the building have either a normal wall (or a single doorway, but only one) all 4 sides, and not a wall frame, window frame, or a missing building block, to make the shell "air-tight" and prevent players from falling out of the Dimension into the void? Does the building have exactly 1 single doorway - no more, no less - on the external shell? Is the only external doorway currently "empty", i.e. no doors / vending machines are deployed there at this moment? If the config doesn't allow Solar Panels / Wind Turbines placed on the ceiling, is the building free of those potentially forbidden structures? Are all the electrical/water entities inside of the 3 x 3 x 3 cube free of any wire/hose connections to entities outside of that cube? (if Solar Panels / Wind Turbines are allowed in your config, those entities get a special pass at this stage of the check)  Is the building free of ANY entities "sticking out" from the 3 x 3 x 3 cube - for instance roofs, honeycombs, porches, SAM sites, stairs etc, or Solar Panels / Windmills if your config does not allow them? If the answer to all those questions is a resounding "yes" -   don't worry, it's the plugin's job to ask and answer those, not you! - the building is considered valid and as such can be converted into a Pocket Dimension! You will be informed of the result, whether it was successful or not.
    Raiding Pocket Dimensions (only applies to the default PVP-enabled settings)
    This is the default behaviour on a fresh configuration. If you're planning on running this plugin on a PVE server (player vs. environment, i.e. no raiding/hurting between human players themselves), you can skip this section and go straight to the Recommended PVE Settings section below.
    There are two main ways of raiding a Pocket Dimension:
    From the inside, by damaging the building structures belonging to the external shell - either the wall or the doorway housing the exit portal From the outside, by damaging the deployed Pocket Dimension box. By default, no locks can be placed on boxes containing Pocket Dimensions, to allow players raiding from the inside, too - but this setting can be toggled if you only want players to raid the boxes in the boring way. Of course, anything INSIDE of the Pocket Dimension can - and should - be locked!
    When raiding from the outside, on default configuration, the dimensional box will take 2% (1/50) of the damage it would normally take if it were just a regular Small Wooden Box. In other words, on default configuration, it takes about 7-8 C4 charges to make the dimension inside of it Collapse (so more or less as much as an Armoured-tier foundation).
    Just like with regular vanilla building raids, the same strategies (or combinations of those) can be applied here, too:
    The Deep - get in, take the goods, get out, leave, say GG to the building owner, who gets to keep their Pocket Dimension. The quintessence of sportsmanship in Rust raiding. The Grief - get in, take the goods (or not), make the building unusable till it eventually decays (and the dimension Collapses), leave. Highly malicious, but sometimes the only option... The Yoink - get in, take the goods, re-seal the entrance, and claim the dimension as now yours. You might want to move its box to another location though. The End - get in, and immediately start damaging one of the external blocks of the shell (typically the doorway housing the exit portal, or a wall next to it - or even both!). As soon as one of the external shell elements is gone (or is "ent killed" by an admin, or removed with a plugin), the entire dimension Collapses. More on dimensional Collapses in the section below. Recommended PVE Settings (only applies to default PVE-enabled settings)
    This will require adjusting some config settings and reloading the plugin. If you're planning on running this plugin on a PVP server (player vs. player, i.e. raiding/hurting between human players allowed), go back to the Raiding Pocket Dimensions section above - most default settings should work fine in the majority of scenarios. To find out what each of these   recommended settings does, check out the Configuration section below for details.
      "DimensionalBoxesSubtractItemConditionWhenPickingUp": 0.0,   "DimensionalBoxesAllowLockingWithLocks": true,   "DimensionalBoxesAllowDamage": false,   "DimensionaBoxesDamageResistanceDivisor": 50.0,   "DimensionalBoxesAlwaysHaveStability": true,   "DimensionalBoxesCheckForPlayersInsideWhenPickingUp": false,   "DimensionalBoxesCheckBuildingBlockOutsideWhenEnteringDimension": true,   "DimensionalBoxesCheckTCAuthInsideWhenEnteringDimension": false,   "DimensionalBoxesCheckTCAuthInsideWhenPickingUp": false,   "DimensionalPocketsAllowSolarAndWindmill": true,   "DimensionalPocketsTrapImmunityAfterTeleport": 5.0,   "DimensionalPocketsExteriorBlocksAllowNonDecayDamage": false,   "DimensionalPocketsActualAltitudeMin": 3200.0,   "DimensionalPocketsActualAltitudeMax": 3900.0,   "DimensionaPocketsAllowVendingMachineBroadcast": true,   "EffectPlayerTeleportAppear": "assets/prefabs/missions/portal/proceduraldungeon/effects/appear.prefab",   "EffectPlayerTeleportDisappear": "assets/prefabs/missions/portal/proceduraldungeon/effects/disappear.prefab",   "EffectsPlayerTeleportEnable": true, Collapse of a Pocket Dimension
    All good things eventually come to an end. "Collapse" in this context means that a certain Pocket Dimension and all its associated entities get destroyed and in the end, it's as if the Pocket Dimension never existed at all - save for all the juicy loot dropped from it.
    This can happen when...
    The box containing a Pocket Dimension gets "ent killed" by an admin/plugin, or gets damaged to the point of destruction One of the external shell structures inside of the Pocket Dimension (wall/external doorway) gets "ent killed" by an admin plugin, or decays/gets damaged to the point of destruction The exit portal housed in the external doorway gets "ent killed" by an admin/plugin Under normal circumstances, on a typical PVP server, you only expect the Pocket Dimensions to Collapse when they decay away, are raided, or purposefully removed by an admin (by "ent killing" the box or the external shell structure).
    If the Dimensions suddenly disappear with no apparent reason, it probably comes from another plugin's functionality, for example Abandoned Bases - but that's a completely expected outcome in this case: the Pocket Dimensions should behave as much as normal bases on the server as possible! On the topic of Abandoned Bases, if you use that plugin, you should definitely NOT allow locks on boxes containing Pocket Dimensions - otherwise the now-unlocked abandoned Pocket Dimension won't be accessible, as the box itself will not count as a base, and it will stay locked!
    During the Collapse, the last known position of the box associated with the Dimension will serve as the nexus point, where...
    All players inside of the dimension, asleep or online, alive or as dead bodies or bodybags, will be teleported to the nexus point, unharmed All entities that have an inventory, i.e. something stored inside of them - TC, boxes, turrets, traps, lockers etc - will drop their grey loot bags at the nexus points, as if all those entities were raided at the same time All building blocks and other structures will die, crumbling with gibs at the nexus point If the collapsing Dimension also contains Pocket Dimensions inside of it, and so on (A.K.A. box-ception), the entire "tree" collapses as well, at the root. That way, the best way to raid is always at the Dimension deployed directly in the world (the first one in the "box-ception" sequence), because it involved the least materials and effort.
    Works great with CopyPaste (and any plugin utilising it, like Raidable Bases)
    This plugin is fully compatible with Copy Paste and includes it as an optional dependency: i.e. Copy Paste is not needed for Pocket Dimensions to operate, but can potentially enhance the player's experience with extra capabilities. It's strongly recommended. Both the uMod version and the custom patched version distributed to work with Raidable Bases will work.
    As an admin, you can /copy and /paste a building and either convert it straight away (either with a command or in the Tool Cupboard UI), or just check if it's a valid candidate to be converted - more on validity below. You can also define some Skin IDs as special in the plugin configuration: when boxes with those particular skins are spawned for the first time (either being deployed by players, spawned/pasted by other plugins - Copy Paste itself or plugins utilising it, like Raidable Bases, or entirely separate plugins ), whatever Copy Paste filename you define, this box will be instantly made into a Pocket Dimension containing everything from the building that was copied under that name. And after that, the box can be re-skinned without any issues, too.
    You can also use the /pd.give command to give individual fresh Pocket Dimensions to players,  by name or steam ID (look in the section Admin Commands above) from the server / F1 console or the chat - it's made in a way that shop/kit plugins relying on custom commands can utilise those easily. Useful if you don't want your players to convert their own buildings.
    Pocket Dimensions plugin even comes with a few predefined templates for those, so you can see how to set up your own. Just issue the /pd.give command without any arguments to get the list. If you want them to work properly, make sure you install the latest version of Copy Paste, and also upload the included Copy Paste files to the proper folder on your server.
    Compatible with Server Rewards / Economics
    Converting a valid building to a pocket dimension should NOT be free - and it isn't. By default, players need to deposit 500 Scrap into the TC - or have that amount ready in their inventory, both will work. You can adjust the amount and the shortname of the currency item in your config to your liking. You can even make it so that not only the shortname of this currency item is checked, but also its skin - useful if you have plugins that come with custom items.
    But you can also use Server Rewards or Economics as potential currencies, too! Check out the Configuration section above for more details. For this, either Server Rewards or Economics must be installed, depending on which one you want to use.
    Additionally, boxes with skin IDs mentioned in your config (leading to Copy Paste templates) can be sold in the Server Rewards shop, so it works both ways.
    Compatibility with No Escape
    If you don't use the No Escape plugin on your server, you can skip this section.
    Pocket Dimensions are just regular bases in many regards, so damaging any entities belonging to them will impose a Raid Block, and attacking any players inside will impose a Combat Block.
    Both of these count as an Escape Block. If this plugin detects that a player is Escape Blocked, several optional restrictions can be enabled/disabled in the Pocket Dimension config, to change how this Escape Block affects the gameplay for affected players:
    Entering Pocket Dimensions Exiting Pocket Dimensions Deploying Pocket Dimension Items into Boxes Picking up Pocket Dimension Boxes into Items Compatibility with other plugins
    Any plugin capable of issuing /utilising skinned items / spawning skinned Small Wooden Boxes, should work with Pocket Dimensions right out of the box (pun not intended). If there are any that have issues, please don't hesitate to let me know.
    Configuration (oxide/config/PocketDimensions.json)
    Below is a rundown of all the config values (and their defaults) that, combined with player permissions, will affect the gameplay on your server. Everything apart from the advanced stuff (like positioning/styling of the TC UI Button, or the CopyPaste templates) is explained in this section:
    "DimensionalBoxesSubtractItemConditionWhenPickingUp": 0.0,
    It would be highly inconvenient to be forced to constantly fix your Pocket Dimension box pretty much every time you pick it up, so this value will determine how much condition (in the range of 0.0 to 1.0, representing 0% to 100%) will be lost - and by default, it's 0.0, so the box will only lose condition when damaged. Set it to higher values (but never more than 1.0) to discourage players from moving their boxes too much, too effortlessly.
    "DimensionalBoxesAllowLockingWithLocks": false,
    Self-explanatory. By default, if a Key Lock or a Code Lock is placed on a Pocket Dimension box (be it automatically, with plugins, or manually, by players), the lock will just fall to the ground. It's to give the raiding players an opportunity to do the arguably HARDER option for raiding (statistically speaking) a dimension - from the inside. Set this to true to disable this behaviour and allow locks.
    "DimensionalBoxesAllowDamage": true,
    By default, boxes containing Pocket Dimensions will take damage - this enables the arguably easier raiding option, to raid from the outside, by destroying the box. How much damage is taken depends on the ResistanceDivisor value defined below. Set this to false if you want to make deployed Pocket Dimensions indestructible from the outside, by not letting players damage the box that contains it.
    "DimensionaBoxesDamageResistanceDivisor": 50.0,
    This value will determine how much stronger a Dimensional box is compared to its regular Small Wooden Box counterpart. For example, the default value of 50 means that it takes 50 times less damage, i.e 2% (1 divided over 50). Increase and decrease this value to make raiding from the outside harder or easier, accordingly.
    "DimensionalBoxesAlwaysHaveStability": true,
    This setting is true by default and it means that if a floor/foundation that the Dimensional box is placed on is suddenly destroyed, the box itself will remain floating in the air, instead of being destroyed along with it. It basically treats all boxes with Pocket Dimensions as if they were always placed directly on indestructible terrain. Of course, this never applies to Dimensions that are collapsing - no child Dimension in a "box-ception" sequence will ever remain floating "in Narnia". Set this to false if you want to make raiding the Dimensions from the outside easier if a box is not placed directly on actual terrain.
    "DimensionalBoxesCheckForPlayersInsideWhenPickingUp": true,
    If a player is inside of a Pocket Dimension and its box was just picked up, the player inside is now stuck, until the box gets re-deployed somewhere else. On the other hand... entire 30-man teams could be "smuggled" this way, all tucked quietly inside! Thus, by default, you cannot pick up pocket dimensions with players inside, and it's also not recommended to allow players to respawn inside, either, for the same reason. Set this to false if you really know what you're doing.
    "DimensionalBoxesCheckBuildingBlockOutsideWhenEnteringDimension": false,
    In vanilla Rust, if a box is unlocked, it can be opened, even if the player attempting it is not authorised on the TC. As such, this value is set to false, so that even if you're not authorised on the TC, you can still enter inside of a Dimensional Box. Set this value to true if you want that extra layer of security, in lieu of having a lock on the box that contains a Dimension.
    "DimensionalBoxesCheckTCAuthInsideWhenEnteringDimension": false,
    This setting, on the other hand, makes sure that an authorization on the TC is needed INSIDE of the pocket dimension itself (if there's one present at that point). For the same reason as above, it's set to false, but if you're feeling extra EXTRA paranoid, feel free to set it to false, and the only players that will be able to enter a Pocket Dimension were those originally authed on the TC before it as converted - and others bagged in later, but this requires the pocketdimensions.player.respawn permission, too.
    "DimensionalBoxesCheckTCAuthInsideWhenPickingUp": false,
    Similar to above, but related to picking up the Dimensional Box - of course, all the other checks for picking up are tested for, too (like building block outside). By default, this value is set to false, but if you want, you can toggle it to true, so that the only way to pick up a pocket dimension is to be authorised on its TC inside.
    "DimensionalPocketsAllowSolarAndWindmill": false,
    Allowing pretty much unlimited AND unchallenged electrical power inside of a Pocket Dimension can have several consequences for gameplay - and as such the default is false. Also, when the wires connection to the Solar/Wind generators on the roof are severed, the only way to restore them is with an intervention of an admin using "noclip". If you don't want your players to rely on fuel generators when inside of a Pocket Dimension, set this to true.
    "DimensionalPocketsAllowTestGenerators": true,
    Similar to the setting above, just dealing with Test Generators (either the static one, static invisible one, or deployable one). Normally those cannot be obtained by regular players (unless admins/plugins are involveds), and as such, this setting is true. If you have plugins/kits that make it possible for players to get them/spawn them, you should set it to false.
    "DimensionalPocketsTrapImmunityAfterTeleport": 1.5,
    When you enter an unknown Pocket Dimension, you never know if a shotgun trap or a turret are placed aiming right at the entry portal. Similarly, when you're inside of a Pocket Dimension, you don't know what's going on outside, so you can never be sure if somebody hasn't placed a trap aiming at the box containing the Dimension. Because of that, the default cooldown to be targeted by auto-traps right after a player enters/exits a pocket dimension is set to 1.5 seconds. Make it longer or shorter as you please, just not negative, and preferably no longer than 60 seconds.
    "DimensionalPocketsExteriorBlocksAllowNonDecayDamage": true,
    This effectively enables Collapsing an entire Pocket Dimension by attacking one of its external shell blocks (wall/doorway) from the inside - and as such, it's set to true. If you want to make the entire external shell impervious to damage (other than decay damage), set this to false.
    "DimensionalPocketsActualAltitudeMin": 3200.0,
    So here's the trick: in reality, the actual Pocket Dimension buildings exist at a randomly picked position on the map, but high up in the sky, and players are physically teleported to and from them - so it creates an illusion of being in a completely secluded place outside of "normal reality", where you can't even hear anything happening on the actual map. Similar to how Halloween Portals work. This setting defines the minimum random altitude at which Pocket Dimensions will physically reside for the duration of the wipe - by default, 3200 metres (3.2 kilometres, or roughly 2 miles). Adjust it if you have any other plugins that spawn things high up in the sky. IT'S NOT RECOMMENDED TO SET IT TO LOWER THAN 1000 - PLAYERS INSIDE MIGHT THEN HEAR THINGS HAPPENING ON THE ACTUAL MAP, LIKE C4, SUPPLY PLANES, HELI ETC.
    "DimensionalPocketsActualAltitudeMax": 3900.0,
    Similar to the setting above, this defines the maximum altitude. Both settings, together, effectively create a cuboid space high up in the sky, where Pocket Dimensions are expected to actually physically reside, at randomly picked locations. By default, this value is set to 3900.0, and there's a very good reason for that: AT EXACTLY 4000 METRES OF ALTITUDE, ALL PLAYERS WILL INSTANTLY DIE, INCLUDING ADMINS IN GOD MODE, AND THIS IS VANILLA RUST BEHAVIOUR. AS SUCH, IT IS NOT RECOMMENDED TO SET THIS VALUE TO HIGHER THAN DEFAULT.
    "DimensionaPocketsAllowVendingMachineBroadcast": false,
    While on the topic of maintaining an illusion - allowing players to effectively broadcast the location of their Pocket Dimension on the map would definitely break that illusion, so this value is false by default. Players who try to enable broadcasting in the Vending Machines deployed inside Pocket Dimensions will receive a warning instead, and the broadcast won't be enabled. Set this to true if you honestly couldn't care less about a visual detail like that.
    "DimensionalPocketsRespawningInsideRequiresDeployment": true,
    A safeguard against players trying to respawn inside bags/beds/towelrs in dimensions that are not currently deployed, to prevent the players from being effectively stuck inside (until they respawn somewhere else, at least, or until the box is re-deployed on the outside).
    "DimensionalPocketsTeleportingInsideRequiresDeployment": true,
    Similar to the setting above, but rather than dealing with respawning inside sleeping bags, this will prevent players from teleporting into a pocket dimension that is currently not deployed (works for any type of warp/teleport plugin). NOTE: Admins who are currently in noclip are allowed to teleport as they please, this is only checked for regular players.
    "DimensionalPocketsMaxInceptionDepth": 10,
    If you want to limit the amount of dimensions inside of dimensions inside of dimensions etc, this is the setting for you. If you change this value mid-wipe, only newly deployed boxes will be checked to see if they stay within the limit, and it won't affect already existing dimension trees.
    "DimensionalPocketsLocationMinTemperature": 15.0,
    When a new random location for a pocket dimension is checked, this setting will ensure that the biome-based temperature at 12PM (noon) will always be larger than this value. Decrease this value if you want a cooler climate.
    "DimensionalPocketsLocationMaxTemperature": 32.0,
    Similar to the setting above, this will put the upper limit on the biome-based temperature at 12PM (noon) when a new random location for a Pocket Dimension is considered. Increase this value if you don't mind a hotter climate.
     
    "EffectPlayerTeleportAppear": "assets/prefabs/missions/portal/proceduraldungeon/effects/appear.prefab",
    This is a purely cosmetic setting. When a player enters or exits a Pocket Dimension, it counts as a teleport. An audio-visual effect of your choosing will be played at the player's new location when that happens. By default, it's the same one used for the Halloween Dungeon. You can use most prefab effect on this list, just filter by "effect" in the "Search" box.
    "EffectPlayerTeleportDisappear": "assets/prefabs/missions/portal/proceduraldungeon/effects/disappear.prefab",
    The counterpart of the setting above - it just creates an effect at the old position of the player that's being teleported. And similarly, it's an effect from the Halloween Dungeon. Check out the prefab list I linked above if you want to use a different effect. You can use the Play FX plugin to test all the ones you can find in-game first, before you commit.
    "EffectsPlayerTeleportEnable": true,
    Effects can be loud and attract attention. Maybe you don't want. By default, the teleport effects are enabled, but if you set this setting's value to false, no special effects will be played while players are entering or exiting.
    "CheckEscapeBlockWhenEnteringDimensions": true,
    If you have No Escape installed, this will prevent players that are Escape Blocked from entering Pocket dimensions, like the name suggests. By default it's true. Feel free to change it to false if you believe that players raiding from the outside should still be able to enter inside.
    "CheckEscapeBlockWhenExitingDimensions": true,
    Again, if you don't have No Escape installed, ignore this setting and the next two after that. Similar to above, just when exiting the dimensions. Players will be informed that they cannot exit or enter dimensions for the reason of being Escape Blocked. Change the default value to false if you feel like the Escape Block should not matter for exiting.
    "CheckEscapeBlockWhenDeployingDimensions": true,
    No Escape specific setting number 3. You get it by now: if this setting is true (and it IS by default), Escape Blocked players won't be able to deploy any Pocket Dimension Items into their Box form that can be entered. Change the default "true" value to false if you consider this restriction to be too tight.
    "CheckEscapeBlockWhenPickingUpDimensions": true,
    And the last setting that's applicable to No Escape - it's the reverse of the one above. By default, players with an Escape Block imposed on them cannot pick up boxes with Pocket Dimensions inside. Change this to false if you beg to differ.
    "ForbiddenCommandsInsideDimensions": ["tp","warp","back","home","tpr","tpa","kit"],
    This blacklist contains the default chat and console commands that players without the admin permission will NOT be able run, while they themselves are within the Pocket Dimension layer altitude range. You can add or remove your own sets of commands (do not include the forward slash).
    "ForbiddenCommandsCheckingEnabled": true,
    If you set this to false, this will disable relying on the blacklist above, and any command will be permitted inside a Pocket Dimension to be executed by any player.
    "ConversionCostCurrencyUsed": "CustomItemAmount",
    By default, conversion from a normal base to a Pocket Dimension costs a certain physical Item that exists in Rust, and that setting is reflected by the value of "CustomItemAmount". If you instead prefer Server Rewards / Economics to be used to pay for conversion, set this value to "ServerRewards" or "Economics", respectively. You can even set this to "NoCost" - and the conversion will be free for the player (but the base will still need to be built correctly and maintained).
    "ConversionCostAmount": 500,
    500 scrap to convert sounds like a moderate amount. 500 RP, or ¤500 however, do not - so you can adjust this amount to be higher or lower however you like,depending on your currency used. Only integers larger than 0 are accepted.
    "ConversionCostCustomItemShortname": "scrap",
    What else but "scrap" by default - the universal currency. Of course, if you picked Server Rewards or Economics instead, this setting won't matter in the slightest. Whatever valid item shortname from the approved list you pick, this is what players will be charged for conversion. Since not everything can be put in the TC, it will also check the player's inventory for that item.
    "ConversionCostCustomItemOverrideName": null,
    Again, this only applies to the "CustomItemAmount" option. If you want to use a completely custom item, for example, one registered by another plugin, that has a different icon/behaviour, those items often have a custom name. If this value is null (with no quotes) or empty (just the "" quotes), the Item's definition name translated to the client's language will be used.
    "ConversionCostCustomItemSkinID": 0,
    And finally: if you only want to accept certain skinned variants of an item - again, useful for plugins with custom items like Water Bases - set the default value of 0 to any valid item ID available on the Steam Workshop. This setting will also be ignored if your currency is not set to "CustomItemAmount".
    There's a few more settings, but these are all the most important ones that will shape your unique server experience.
    Translation support (oxide/lang/en/PocketDimensions.json)
    Almost every string the players see, including the text displaying in the chat and the GUI, can be edited. Just load the plugin and let it generate the file - after you edit it, reload the plugin.
    Hooks/API (for plugin developers)
    You can call these through Interface.CallHook() as well, if you don't want to add a [PluginReference]
    //get an array of BasePortal entities that are assigned to Dimensional Pockets // - or null if none are present var portalArray = PocketDimensions?.CallHook("GetDimensionalPortals") as BasePortal[]; //get an array of BuildingManager.Building instances that are assigned to Dimensional Pockets // - or null if none are present var pocketArray = PocketDimensions?.CallHook("GetDimensionalPockets") as BuildingManager.Building[]; //get an array of StorageContainer entities that are assigned to Dimensional Pockets // - or null if none are present var boxArray = PocketDimensions?.CallHook("GetDimensionalBoxes") as StorageContainer[]; //pass a BasePortal entity and get a boolean true if it's assigned to a Dimensional Pocket // - or false if it's not var isDimensionalPortal = PocketDimensions?.CallHook("CheckIsDimensionalBox", basePortal).Equals(true); //pass a BuildingManager.Building instance and get a boolean true if it's assigned to a Dimensional Pocket // - or false if it's not var isDimensionalPocket = PocketDimensions?.CallHook("CheckIsDimensionalPocket", building).Equals(true); //pass a StorageContainer entity and get a boolean true if it's assigned to a Dimensional Pocket //- or false if it's not var isDimensionalBox = PocketDimensions?.CallHook("CheckIsDimensionalBox", storageContainer).Equals(true); //pass a BuildingBlock entity and get a boolean true if it's assigned to a Dimensional Pocket SPECIFICALLY as a Shell Block // - or false if it's not var isDimensionalShellBlock = PocketDimensions?.CallHook("CheckIsDimensionalShellBlock", buildingBlock).Equals(true); //pass a DecayEntity entity and get a boolean true if inside a DimensionalPocket Building // - or false if it's not var doesBelongToDimensionalPocket = PocketDimensions?.CallHook("CheckBelongsToDimensionalPocket", decayEntity).Equals(true); //pass a global::Item instance and get a boolean true if it's assigned to a Dimensional Pocket // - or false if it's not. //You must also specify whether you're looking for "fresh", unopened dimensions in that item OR an already existing dimensions. //If you want to check both cases, you must do two separate checks, passing a different boolean (true when looking for fresh, //false when not) as the second (counting from 0th) argument. var isDimensionalItem = PocketDimensions?.CallHook("CheckIsDimensionalItem", item, lookingForFresh).Equals(true);  
  2. More information about "0xF's CUI TOOL"

    $50.00

    0xF's CUI TOOL

    0xF's CUI TOOL is a tool that allows you to make UIs for Rust plugins in minutes with loaded game assets directly in Unity and in an exportable easy to understand format.

    This tool is suitable for Unity 2021, version 2021.3.29f is recommended. Download here.
     
    Features:
    Working with game assets of the game you have installed. You will always have all sprites, materials, fonts available. Easy to understand exportable UI code using advanced CUI library by 0xF. Multifunctional interface that allows you to write your own variables with code with the ability to use in most fields of components, as well as If statements and parts of the code before and after the object. Tagging system allowing to insert automatically the necessary parts depending on the object, such as the name of the object or their child index.

    Installation instruction:
    Installation Instructions: Create a 2D project. After loading the project, transfer 0xF's CUI Tool.unitypackage file to the project explorer window, then click import. After the import is complete, open a scene named UI. Go to the Game tab, click Free Aspect and create a new one with a resolution of 1280x720. Enjoy.  
    Quick start to get started with the tool:
    To get started, install the tool according to the instructions without skipping a step (especially the last one). If something is not clear, you can ask it in the discussion section or write to the author in private messages with a question. Look at the scene hierarchy on the left, you can see the objects that correspond to the layers in the game (Overall, OverlayNonScaled, Overlay, Hud.Menu, Hud, Under, UnderNonScaled). They are sorted according to their priority in the game and each is displayed on its own display in the Game tab (the display number for the layer is specified in the Canvas component). Open the tool window by selecting 0xF -> CUI Tool (near File, Edit, ..., Window, Help). Attach the window to a convenient part of the Unity interface. Select the appropriate layer in the object hierarchy and then select the desired element to create in the tool window. I think Panel will do for you for starters. If necessary, familiarize yourself with how to create UIs in Unity by watching tutorials on youtube or other sources. Try each of the presented variants of objects in the tool window. When you're done with the UI creation, click Export to export the UI to code.  
    How do I use the exported code?
    In your plugin, change the access specifier of your plugin class to partial Go to GitHub and copy the library code Paste it to the end of your plugin file, change the text YourPartialPluginClassName to the name of your plugin class, move usings to the top of the file. Paste the exported code in the place you want in your plugin  and call it in a convenient way. The access specifier, as well as arguments in the exported method can be changed in the ExportProperties component.  
    An example of exported code from a product preview:
     
  3. More information about "Vote Reward"

    $8.99

    Vote Reward

    Vote Reward

    Turn votes into rewards players can claim

    Give voters a familiar /vote command and a catalogue they can browse and claim from. Vote Reward combines the vote-points service and reward engine in one matching download.
    Normal bundle: VoteReward 2.1.4 + VoteSystem 2.1.5 + CustomRewards 2.0.4. The interface is native CUI; PimpMyCUI is not required.
    The player votes on a provider you have configured. VoteSystem checks the provider and records the player's vote points. The player opens the catalogue with /vote or another configured alias. CustomRewards shows unlocked, locked and claimed rewards, then checks the claim before delivering it. 1 point unlocks the first reward, 2 points the second, and so on. Claiming does not spend those points. Choose a progression appropriate for your server, with items, commands, permission changes or group changes.
    The native catalogue shown above is a historical capture of a custom example. The supplied starter contains one 100-wood reward, not this multi-reward progression.
    Configure the vote pack in one workspace


    Set vote providers, choose the commands players use, build the reward catalogue and edit its language files. Import your current files and export the configuration or catalogues you need.
    Configure Vote Reward on PimpMyRust →
    The combined workspace includes the VoteSystem settings. CustomRewards is required by the normal Vote Reward pack; Economics deposits are optional.
    Redesign the reward UI with the separate beta


    Vote Reward 2.2.0 beta is a separate download on PimpMyRust. Choose a PimpMyCUI-based reward layout and edit its appearance in the visual Editor.
    The beta preview uses sample reward data. It is not the native interface included in this normal bundle.
    Explore the Vote Reward beta →
    Sign in to PimpMyRust, link your Codefling account and refresh your purchases. Beta access is for verified Vote Reward buyers. Install the free PimpMyCUI plugin separately and keep the matching beta components together; do not mix beta and normal components.
    What the normal download includes

    VoteSystem: Top-Serveurs, Top-Games and Rust-Servers.net polling, player points and optional Economics deposits. CustomRewards: the native catalogue, pagination, rarity colours, reward requirements and delivery. VoteReward: chat entry points and checks that the two required components and selected catalogue are ready. Starter files: example configuration, a VoteSystem reward catalogue and its English messages. Both supporting plugins are required and included. Economics is optional and not included. Add your own progression to the one-reward starter before enabling it for players.
    VoteSystem details → · CustomRewards details →
    Set up your providers and catalogue

    Back up existing configuration, language files and VoteSystem/CustomRewards data. Install all three supplied plugin files. For manual loading, use CustomRewards, VoteSystem, then VoteReward. For a new server, copy the sample catalogue from Examples/oxide/data/CustomRewards_rewards/ to the matching server data folder, and its language file to oxide/lang/en/. In VoteSystem, enter your provider tokens and enable the providers you use. All providers start disabled. Keep the same reward type across the stack: VoteSystem by default. In CustomRewards, review the rewards and enable the catalogue. Grant customrewards.votesystem.use to the players who should open it. Reload and test with a non-administrator account. The default chat aliases are /vote, /votes, /vote_rewards, /vote_reward, /votes_reward and /votes_rewards. Change them in VoteReward; avoid registering the same alias in another plugin. The supplied CustomRewards catalogue leaves its own show-command list empty for this reason.
    Read the installation guide →
    Voting identity and this bundle update

    Top-Serveurs and Top-Games players enter their SteamID64 in the site's nickname/player-name field. No manual nickname mapping is needed for new votes. To allow server nicknames, explicitly enable Enable nickname votes for that provider. Exact duplicate or unresolved names wait instead of being guessed.
    Neither a freely entered SteamID64 nor a nickname proves Steam ownership on these two sites. Rust-Servers.net keeps its SteamID ranking and Steam OpenID voting workflow.
    This bundle revision updates VoteSystem to 2.1.5 only. VoteReward 2.1.4, CustomRewards 2.0.4 and the native catalogue are unchanged. Existing users of these normal versions can replace VoteSystem.cs and keep their custom files. Read the included migration instructions before updating; never overwrite existing data with starter files.
    Requirements and support

    Rust with Oxide or Carbon, your voting-provider accounts/API tokens, and all three included components loaded. VoteReward stores no separate player balance: VoteSystem owns points and CustomRewards owns claims.
    For support, include all three plugin versions, the selected reward-type name and the first relevant error. Redact tokens and private player data.
    Codefling support · PimpMyRust Discord
     
     
     
  4. More information about "NpcRaiders"

    $20.00

    NpcRaiders

    NpcRaiders
    Raid night, any night. Players call a squad of armed NPC raiders onto their own base and defend it wave after wave. It's safe, self-contained raid content for solo players, small groups and PvE servers, with no waiting for a real raider.
    The raiders spawn near the base, pick a side and work through it layer by layer with rockets and explosives, then push in through the holes they make. Wipe out every wave before time runs out to win the reward. Lose the TC, or run out the clock, and the raiders win.
    Fully sandboxed. Only players authorized on the targeted TC can hurt the raiders, and the raiders only fight those players. Nobody else can interfere, and the raiders never wander off to bother the rest of the server.
    Note
    New in 2.0.0: smarter raiding AI with roles, raiders that don't know where your TC is, pushing in through breaches, a fully configurable raid HUD you can move in game, Loottable and CustomLoot support, and SimplePVE support. Configs from 1.9.x upgrade themselves, there's nothing to delete.
    Video Showcase
     
    Features
    The raid
    Self-raid events. Players call raiders on a base they're authorized on. Nobody else's base can be targeted. Waves. Set the NPCs per wave, the number of extra waves and the delay between them, from a quick skirmish to a full siege. Time limit. Every wave has to be cleared before the event timer runs out. Chat warns you 60 and 30 seconds before the end. MLRS strikes (optional). On chosen waves an MLRS barrage spreads across the base. Set the spread, the damage and whether it can hurt building blocks. Block repairs (optional) during the event, so players can't just hammer their walls back. Raiders that actually raid
    Real aim. Every rocket goes at the first wall or door between the raider and its target, so a base gets opened up layer by layer instead of splashing the outside. Roles. Each wave is split into Rocketeers who circle the base and fire rockets, Breachers who walk up and plant C4 or satchels, and Assault raiders who come in closer and hunt defenders. You set the split per tier. They don't always know where your TC is. Turn it off per tier and the raiders pick one random side and dig in from there, like a real raid group. On the wave you choose (the last wave by default) they find the TC and go straight for it. Pushing in. When a wall or door breaks, a few raiders go through the gap toward the TC. Breach alerts. Defenders get a chat message telling them which side was breached. No friendly fire. Raiders never kill each other, whatever the weapon, and the MLRS strike can't hurt them either. Raid HUD
    Live raid card for everyone authed on the TC: wave, time left, raiders left, TC health and status lines such as MLRS strikes, the raiders finding your TC, or the next wave countdown. Fully configurable. Position, background color and material, frame, hazard tape, icon background, icon (image URL, png ID, or item shortname with skin) and every text color. All text comes from the lang file, so it can be translated. Move it in game. Admins nudge or snap it with /raidme hudpos, and the position is saved to the config. Players can hide it with /raidme hud. Tiers and economy
    Unlimited raid tiers. Easy, Medium, Hard, Expert and Nightmare come built in, each with its own AI tuning. Add as many as you like, each with its own permission. Per-tier tuning. NPC count, waves, health, names, kits, aim, damage scales, AI behaviour, loot, cost and reward. Pay to raid. Charge any item (Scrap by default), Economics money or ServerRewards points. Win rewards. Give an item, Economics money, ServerRewards points or a kit, to the starter or to everyone on the TC. Sell it in your shop. A console command starts a raid for a player from any shop or GUI plugin. Fair play
    Locked-down combat. No griefing and no stray damage to bystanders. Cooldowns. A raid cooldown, plus a separate TC-auth cooldown so nobody re-auths a cupboard to farm events. VIP cooldowns. Give permission groups their own shorter cooldowns. Queue. At the maximum number of running raids, new events wait in line and players are told when it's their turn. Location checks. No raids underground, in deep water, or on terrain you block (icebergs, ice sheets and cliffs by default). Loot and stats
    NPC loot from anywhere. AlphaLoot profiles, Loottable presets, CustomLoot presets, your own loot files, or vanilla scientist loot. Build loot files in game. Put items in your inventory and type /raidme loot add <name>. Done. Corpses are locked to the raid's members, so nobody else can steal the loot. Leaderboards. /raidme stats opens a Top 25 screen for wins, losses, kills, deaths and waves, plus your own stats. Kits support. Dress and arm each tier's raiders to match its difficulty. Server friendly
    PvE friendly. Works with SimplePVE, TruePVE and LifeSupport. The raid's damage rules keep working even while your PvE plugin is switched off for a PvP or purge schedule. Every message in the player's own language. All chat and HUD text is in the lang file. Light on the server. Raiders scan for targets twice a second instead of every frame. How a raid works
    Start it. Stand in your building area and type /raidme buy <type>. The cost is taken, or you join the queue if the server is busy. Get ready. You get a short warning before the first wave, and the raid HUD appears. Defend. Raiders spawn around the base, take up positions and start working through your walls. Breachers walk in with explosives, and when a wall falls some raiders push inside. Chat tells you where they broke through. Win or lose. Result When ✅ Win Every raider in every wave is dead before the timer runs out ❌ Loss The raiders destroy your tool cupboard ⏱️ Time's up The timer runs out with raiders still alive: no reward Everyone authorized on that TC fights together. A win pays the reward and adds to your stats.
    Raid tiers
    Each tier is a preset in the config with its own permission, so you can sell them separately or bundle them into ranks. The built-in tiers come tuned like this:
    Tier Permission NPCs per wave Waves Knows the TC Rockets every Pushers Easy npcraiders.easy 10 3 No (finds it on the last wave) 8-14s Off Medium npcraiders.medium 15 4 No (finds it on the last wave) 6-11s 2 Hard npcraiders.hard 20 5 Yes 5-9s 3 Expert npcraiders.expert 30 5 Yes 4-8s 4 Nightmare npcraiders.nightmare 30 6 Yes 3-6s 5 Note
    Add your own tier: copy a tier block in the config, give it a new lowercase name and permission, then add matching entries under Raid Buy Options and Raid Reward Options. The new permission is registered on reload.
    Raider AI
    Every tier has an AI behaviour block in the config.
    Roles
    Role What it does Rocketeer Circles the base on the stand-off ring and fires rockets at whatever is between it and the target Breacher Walks up to the wall in its way, plants an explosive from the tier's explosive list, then falls back Assault Stands closer, sees further and goes after defenders on walls and roofs Rocketeers and Assault raiders also walk in to plant an explosive now and then, instead of firing a rocket (20% of the time by default).
    Does the raid know where the TC is?
    Yes: raiders circle the whole base and aim straight at the TC. No: they pick one random side and aim for the middle of the base. If the middle is already blown open, they switch to the nearest standing low wall. On the wave you set (0 = the last wave) they find the TC, move to its side and go for it, and the HUD tells the defenders. Pushing in
    When a wall or door of the raided base breaks, up to the tier's max pushers go through the gap toward the target, shooting the next piece in their way. Only Breachers and Assault raiders push.
    Tip
    Raiders firing too many rockets? Seconds between rockets counts per raider, so 20 raiders firing every 5-10 seconds is still 2-4 rockets a second across the raid. Raise both numbers for a slower siege, or raise the Breacher share for more explosives.
    Permissions
    Permission Allows npcraiders.use Using /raidme to view and start raids npcraiders.<tier> Starting that raid tier (for example npcraiders.hard) npcraiders.admin Admin commands: cancel raids, clear data, loot files, HUD position, debug view npcraiders.nocooldown Skipping the raid and TC-auth cooldowns npcraiders.nocost Starting raids for free npcraiders.vip1 / vip2 / vip3 Shorter cooldowns (set in Raid Vip Options, add as many as you like) Commands
    The chat command is /raidme by default. You can rename it in the config.
    Players
    Command Description /raidme Help menu: the tiers you can use, with NPC and wave counts /raidme buy Every tier you can buy, with its cost /raidme buy <type> Start a raid of that tier on the base you're authorized on /raidme stats Open the leaderboards and your personal stats /raidme hud Hide or show the raid HUD Admins
    Command Description /raidme reload all Cancel every running raid /raidme reload player <name> Cancel one player's raid /raidme clear Wipe all stored cooldowns and player data /raidme loot add <name> Create a loot file from your inventory, or add your inventory to one /raidme loot clear <name> Remove all items from a loot file /raidme hudpos Show a preview of the raid HUD and its current position /raidme hudpos left|right|up|down [pixels] Move the HUD (10px by default) and save it to the config /raidme hudpos anchor <name> Snap the HUD to topleft, top, topright, left, center, right, bottomleft, bottom or bottomright /raidme hudpos reset Put the HUD back in its default spot /raidme debug Draw every raider's role, state, destination and aim, plus the ring, target and breaches (needs a real admin) /raidme terrain Debug: shows the terrain colliders and water depth where you stand (for the block list) Server console
    Command Description npcraiders buy <type> <playerID> Start a raid purchase for a player (for shops and GUI plugins) npcraiders.debug One line per running raid: wave, raiders alive by role, fighting, pushing, breaches and time left NPC loot
    Loot only drops when the tier has Npc drop loot on death set to true. Each corpse uses the first source that's set up, in this order:
    AlphaLoot: profile names in AlphaLoot profile names For Npc Loot Loottable: custom preset names in Loottable custom preset names For Npc Loot CustomLoot: preset names in CustomLoot preset names For Npc Loot Your own loot files: names in Npc drop loot config names Vanilla scientist loot, when none of the above is set If a list has more than one name, each corpse gets one at random. If a plugin isn't loaded or a preset doesn't exist, that source is skipped and the console tells you once.
    Making your own loot file
    Put the items you want raiders to drop into your inventory. Type /raidme loot add <name>. (Optional) Open oxide/data/NpcRaiders/LootProfiles/<name>.json and set the min / max number of items to drop. If you leave them at 0, a corpse drops between 1 and all of the file's items. Each item's amount ranges from 1 to the amount you had when you created it, and you can change those too. Add the name to a tier's Npc drop loot config names. Hosting partner
    Installation
    Upload NpcRaiders.cs to oxide/plugins. Grant the basic and tier permissions, for example: oxide.grant group default npcraiders.use oxide.grant group default npcraiders.easy (Optional) Install Kits and create kits for each tier's raiders. Set the costs and rewards in the config, then reload. Stand in your base and type /raidme buy easy. Note
    Updating from 1.9.x? Just replace the file. Your config keeps all its settings and gets the new ones added on load. Upgraded tiers get the standard AI values (raiders know the TC, rockets every 5-10s, up to 3 pushers). A fresh config gets the per-tier values from the table above.
    Configuration
    Key settings explained
    Setting What it does BuyType Item ID (for example -932201673 = Scrap), economics or serverrewards BuyAmmount How much it costs to start the raid RewardType Item ID, economics, serverrewards or kit RewardAmmount Amount of the reward, or the kit name for kit rewardAll true = every online player authorized on the TC is rewarded (items for each, money or points split between them), false = only the starter How many extra waves Waves after the first one, so 2 means 3 waves in total Mlrs waves and amounts Which wave fires MLRS, and how many rockets ("1": 6 = 6 rockets on wave 1) Mlrs spread radius How wide the barrage lands around the base. 0 uses the size of the base Mlrs damages building blocks Whether the strike can damage the raided base. Only the raided base can ever be hit External Tc Scan Range How far from the event the target base's TC is searched for. If none is found, the event ends NPC aimConeScale Raider accuracy: lower = more accurate NPCs know where the TC is false = raid one random side until the TC is found Wave the NPCs find the TC The wave they find it on when they don't know it. 0 = the last wave Stand-off ring How far from the base centre Rocketeers stand. Bigger bases push the ring out on their own Seconds between rockets Per raider, the wait between rockets Role split in percent How each wave is split between Rocketeers, Breachers and Assault raiders Push into the base / Max NPCs pushing in at once Whether raiders go through breached walls and doors, and how many at a time Background material Any UI material. Blur materials are skipped unless Use blur materials is true, because they wash out on Rust's new render pipeline Icon image An image URL or a png ID. Leave it empty to show the item from Icon item shortname and Icon item skin Block raid in colider Terrain names where raids can't start. Use /raidme terrain to find names Optional plugins
    None are required. NpcRaiders connects to these on its own when they're installed:
    Plugin Used for Kits Raider loadouts and kit rewards AlphaLoot Raider corpse loot profiles Loottable Raider corpse loot from custom presets CustomLoot Raider corpse loot from presets Economics Raid costs and money rewards ServerRewards Raid costs and point rewards SimplePVE / TruePVE Raid combat works on PvE servers LifeSupport Revives are handled correctly during an event FAQ
    Can players raid other players with this?
    No. A player can only start an event on a base they're authorized on, so it's self-contained PvE content.
    Can I sell different difficulty levels?
    Yes. Every tier has its own permission, NPC count, waves, AI behaviour, loot, cost and reward. Sell each tier on its own or bundle them into ranks.
    What does it depend on?
    Nothing. Kits, AlphaLoot, Loottable, CustomLoot, Economics, ServerRewards, SimplePVE/TruePVE and LifeSupport are optional and connect on their own.
    Do I need to delete my config when updating to 2.0.0?
    No. New settings are added to your existing config on load, and everything you've set stays as it is.
    The raiders only shoot rockets, I want more C4.
    Raise the Breacher share in the role split, lower Seconds between explosive plants, or raise the walk-in plant chance. Make sure the tier's Explosive item shortnames list isn't empty.
    Can I move or restyle the raid HUD?
    Yes. As an admin use /raidme hudpos to move it in game. Colors, material, icon and every text color are in the Raid HUD section of the config, and the text itself is in the lang file.
    The HUD background looks washed out or see-through.
    Leave Use blur materials on false. Blur materials are broken on Rust's new render pipeline, so they're skipped unless you turn that on.
    Can players skip paying or the cooldown?
    With permissions: npcraiders.nocost makes raids free and npcraiders.nocooldown skips both cooldowns. That's useful for staff testing or as a VIP perk.
    Can players re-auth on TCs to farm rewards?
    No. A separate TC-auth cooldown stops players from authorizing on a cupboard and starting another event straight away.
    What happens when too many raids are running?
    New raids wait in a queue. Players see their place in line and get a warning 60 seconds before their event starts.
    Can I start a raid from my shop plugin?
    Yes. Run npcraiders buy <type> <playerID> from the shop as a server command.
    Raids won't start on my map's terrain.
    That terrain is in the Block raid in colider list. Stand there, use /raidme terrain to see the collider names, and remove the one you want to allow.
    For developers
    void NpcRaidersEventStart(BasePlayer player, ulong playerID, string raidType, Vector3 location, object raidEvent) void NpcRaidersEventEnd(BasePlayer player, ulong playerID, string raidType, Vector3 location) void NpcRaidersGenerateEventMembers(BasePlayer player, ulong playerID, string raidType, int totalWaves, Vector3 location, object raidEvent) Support
    Need help or found a bug? Open a support ticket on this page.
    Check out my other plugins
  5. More information about "Professions"

    $19.99

    Professions

    Professions is a plugin designed for role play and PVE servers.
    Players can choose from any 7 professions, including:
    Miner - Has a chance to find gold nuggets while mining, which can be sold to the market for scrap/economy. Miners also gather more resources from nodes. Logger - Has a chance to find Pinecones while chopping trees, which can be sold to the market for scrap/economy. Loggers also gather more resources from trees. Skinner - Has a chance to obtain prime meat while butchering animals, which can be sold to the market for scrap/economy. Skinners can also use a command to locate the nearest animal from their position. Skinners also gather more resources from animals. Weaponsmith - Specializes in crafting weapons from melee swords to guns. Tailor - Specializes in crafting clothing and armour. Electrician - Specializes in electrical components and power sources/storage. Mechanic - Specializes in engine parts and vehicle modules. Also gets access to a quest to unlock car parts by destroying cars at the junkyard (using the magnetic crane & shredder).
    The coolest thing about this plugin is that it uses a group system in oxide. This means you can assign permissions from other plugins to a specifc group as part of the professions perks.  
    Example, on my server we use the Vehicle Tow plugin, and have assigned the "vehicletow.user" permission to the mechanic group. This means that if a player is employed as a mechanic, they can use the tow hammer and tow vehicles around!
    We also use the Tree Planter plugin on umod as a perk for loggers, so they can decorate areas with trees.
     
     
     

    When a player chooses a profession, their xp/level will be set to 0.
    Both gathering and crafting skills have a level/xp.
    Gathering: Increasing the gathering level will increase the chance of obtaining the professions unique item (prime meat, gold nugget or pinecone). It will also increase the amount of extra resources you obtain while doing your profession.
    Crafting:  Crafting levels cap at level 3, and are required in order to craft items of equal workbench tier to the players level. For example, a player who is a level 1 weaponsmith cannot craft a semi-automatic rifle, as it requires a tier 2 workbench.  
    This feature can be disabled entirely in the config, if you do not want level requirements for items.
    To gain xp as a crafter, players will need to craft items specific to their profession from level 1 onwards.
    IE weaponsmiths will need to craft items unique to their class in order to get xp.
    XP is calculated based on the components required to make the item. You can adjust the xp rates for each component (such as laptops, metal pipes etc) via the config. Items can also have a multiplier attached to them, offering further xp.
    Another way to obtain xp is to research items specific to your profession. Researching offers 3x the xp you would have received for crafting the item (by default), but allows you to research items that you do not have the level for (IE researching AK at level 1 will still provide you with xp).
    Mechanics in particular have an additional method of levelling. See the Mechanics Quest section below.
     

    Crafting professions can be setup in a number of ways.  
    By default, only professions that specialize in set items will be able to craft them. For example, a weaponsmith is the only profession that can craft a pistol or rifle.
    This can be adjusted in the config to instead use a tax system, charging players who are not part of that profession a scrap or economics tax for crafting it, where as players that are specialized would not be charged this fee. The exception to this is when an item is a "free_craft" item. All players can craft "free_craft" items without issue.
    Example: Joe is a weaponsmith who is in need of a roadsign chest piece. He has the blueprint researched, so he decides to craft it himself. Joe is charged 125 scrap (default) to do so, in addition to the material costs.
    The idea behind this system is to stimulate an economy, forcing players of differeing professions to trade between each other. This has worked with much success on my RP server.
     

    All players have the chance to receive gold nuggets, prime meat and pinecones while gathering (although gathering professions are significantly more likely to find these items).
    These items can be sold at the resource market for scrap or economy dollars (configurable).  
    The market can be access via a chat command (requires permission), or via an NPC (requires HumanNPC).
     

    The mechanics quest is a plugin that is included with this package. If you do not wish to run it, simply remove it from your server (MechanicQuest.cs).
    This plugin will assign mechanics a quest upon employment. The quest involves destroying modular cars at the junkyard using the magnet crane.
    Doing so will provide them with xp per car crushed, as well as medium & High quality parts blueprint unlocks unpon completion of each quest.
    This quest works extremely well with the towing plugin, as players can tow cars to the junkyard for destruction.
     

    Command:  rbag
    Action:  Opens the resource bag to store prime meat, pinecones and gold nuggets.
    Permission:  professions.chat.bag
    Command:  pmarket
    Action:  Opens the resource market to sell prime meat, pinecones and gold nuggets.
    Permission:  professions.chat.market
    Command:  jobmenu
    Action:  Opens the job menu to choose employment/quit your job.
    Permission:  professions.chat.jobmenu
    Command:  clearjobs
    Action:  Clears all job data from all players.
    Permission:  professions.admin
    Command:  updateitems
    Action:  Searches for any new craftable items added to Rust, and adds them to the data file.
    Permission:  professions.admin
    Command:  updatexp
    Action:  Recalculates the xp using the component xp values in the configuration file.
    Permission:  professions.admin
    Command:  setjob
    Parameters:  <player name> <job>
    Action:  Sets to the players job, removing their accumulated xp and levels.
    Permission:  professions.admin
    Command:  class
    Action:  Shows the players class, level and xp until next level.
    Permission:  none
    Command:  printlevels
    Action:  Prints the xp requirement for each level into console.
    Permission:  none
    Command:  updatemultiplier
    Parameters:  <item shortname> <value>
    Action:  Sets the xp multiplier for the desired item when crafting.
    Permission:  professions.admin
    Command:  showitems
    Action:  Prints the item list and xp values for each item in the players profession into the console.
    Permission:  none
    Command:  clearstoragebags
    Action:  Clears all storage bags for every player. This is done automatically on wipe.
    Permission:  professions.admin
    Command:  clearprofessions
    Action:  Clears all professions data.
    Permission:  professions.admin
    Command:  resettax
    Action:  Resets the tax rate for all items back to default.
    Permission:  professions.admin
    Command:  giverbag
    Action:  Gives the user a resource bag item, used to open the resource bag storage without a chat command/permissions.
    Permission:  professions.admin
    Command:  track
    Action:  Finds the closest animal and prints the direction of it from the players location.
    Permission:  skinner
    Command: prof.addnpc
    Action: Adds a job npc at the players location.
    Permission: admin
    Command: prof.removenpc
    Action: Removes the target job npc.
    Permission: admin

    professions.admin professions.chat.bag professions.chat.market professions.chat.jobmenu  

    void OnPlayerEmployed(BasePlayer player, string job) void OnPlayerUnemployed(BasePlayer player, string job)  

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