G_SAPLING's Wishlist
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Auto Signs
By YaMang -w- in Plugins
Tired of re-setting your signs after every server wipe?
Then this plugin is for you!
This plugin saves image data to signs added ingame or added with RustEdit.
Quickly add the image url to the desired sign/s with the "/sign add" command and the plugin will automatically fetch the image data each time the plugin is loaded.
Even after server wipes!
You can easily change the image url for each sign from the config file!
Permission:
autosigns.admin Commands:
/sign add url /sign remove while looking at the sign
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HVMs
Swipe a keycard to start hacking HVMs, after hacking, enjoy discounted items and extra loot.
Default Hacking Times:
AccessLevel 1 - 2 minutes AccessLevel 2 - 3.75 minutes AccessLevel 3 - 7.5 minutes Default Reset Times:
AccessLevel 1 - 15 minutes AccessLevel 2 - 20 minutes AccessLevel 3 - 25 minutes
3 Tiers (AccessLevel 1, 2, 3). Map Marker off by default, enable in config.
Rewards:
Item Shop & Loot Stashes
Tier 2 HVM Rewards Example:
Starting the HVM hacking gives you rewards in Economics & ServerRewards if configured.
HVMs are located at every monument by default, configurable in config.
+ Spawn HVMs manually by using commands.
Commands:
(permission - "hvms.Admin")
/hvm: Shows all available commands.
/hvm spawn [1-3] [name]: Spawns an HVM and saves its location.
/hvm remove [name]: Destroys an HVM and removes its location.
/hvm list [page]: Lists all HVM spawn locations.
Config preview:
Map Marker Visibility, Custom Messages, Notifications, Vending Machine Skins, Hacking Times, Reset Times, Success Rates, Rewards (Item Shop & Loot Stashes), Locations Default Config:
{ "General Settings": { "Map Marker Visibility || '1'= Always until Hacked, '2'= Only when Hacking, '3'= Off": 3, "Marker Name": "A Locked Vending Machine", "Marker Name (Hacking)": "Hacking...", "Gametip Msg when HVM is Locked": "Swipe keycard to start hacking.", "Gametip Msg when HVM is Hacking": "Hacking... {formattedTime}", "Global Chat Notify Hacking": false, "Global Chat Hacking Msg": "HVM Hacking near {mapGridLocation} !", "Notify Groups Only || All 0.0 = Global Chat; Chance 0.0 = 0%; 1.0 = 100%": { "Default": 0.0, "Admin": 0.0 }, "Economics Reward Msg": "You received {economicsAmount} <color=#3e9c35>$</color>", "Server Rewards Msg": "You received {serverRewardsAmount} <color=#cd4632>RP</color>", "Remove Non-Monument HVM Locations on Wipe": true, "Disable 'Dynamic Pricing' for HVM Item Shop": true, "Console Debug": false }, "Main Settings": { "Workshop SkinIDs for HVMs": { "|AccessLevel 1|": 3174792873, "|AccessLevel 2|": 3174791726, "|AccessLevel 3|": 3174785929 }, "Hacking Times | 1.0 = 1 second": { "|AccessLevel 1|": 119.0, "|AccessLevel 2|": 225.0, "|AccessLevel 3|": 450.0 }, "Reset Times | 1.0 = 1 second": { "|AccessLevel 1|": 900.0, "|AccessLevel 2|": 1200.0, "|AccessLevel 3|": 1500.0 }, "Hacking Success Rates | 1.0 = 100%": { "|AccessLevel 1|": { "Min": 0.85, "Max": 0.9 }, "|AccessLevel 2|": { "Min": 0.9, "Max": 0.95 }, "|AccessLevel 3|": { "Min": 0.95, "Max": 1.0 } }, "Item Shop - Added when Hacking completes - Chance 1.0 = 100%": { "|AccessLevel 1|": [ { "Chance To Add": 0.7, "Item For Sale": "pistol.revolver", "Sell Amount": 1, "Stock": 3, "Currency": "scrap", "Price": 25 }, { "Chance To Add": 1.0, "Item For Sale": "ammo.pistol", "Sell Amount": 10, "Stock": 100, "Currency": "scrap", "Price": 10 }, { "Chance To Add": 0.06, "Item For Sale": "pistol.prototype17", "Sell Amount": 1, "Stock": 1, "Currency": "scrap", "Price": 150 }, { "Chance To Add": 0.5, "Item For Sale": "pistol.semiauto", "Sell Amount": 1, "Stock": 3, "Currency": "scrap", "Price": 65 }, { "Chance To Add": 0.05, "Item For Sale": "supply.signal", "Sell Amount": 1, "Stock": 1, "Currency": "scrap", "Price": 50 } ], "|AccessLevel 2|": [ { "Chance To Add": 0.5, "Item For Sale": "rifle.sks", "Sell Amount": 1, "Stock": 3, "Currency": "scrap", "Price": 100 }, { "Chance To Add": 0.7, "Item For Sale": "smg.thompson", "Sell Amount": 1, "Stock": 2, "Currency": "scrap", "Price": 100 }, { "Chance To Add": 1.0, "Item For Sale": "ammo.rifle", "Sell Amount": 25, "Stock": 150, "Currency": "scrap", "Price": 15 }, { "Chance To Add": 1.0, "Item For Sale": "ammo.pistol", "Sell Amount": 15, "Stock": 300, "Currency": "scrap", "Price": 10 }, { "Chance To Add": 0.15, "Item For Sale": "grenade.flashbang", "Sell Amount": 1, "Stock": 30, "Currency": "scrap", "Price": 1 } ], "|AccessLevel 3|": [ { "Chance To Add": 0.06, "Item For Sale": "shotgun.m4", "Sell Amount": 1, "Stock": 1, "Currency": "scrap", "Price": 250 }, { "Chance To Add": 0.4, "Item For Sale": "rifle.ak", "Sell Amount": 1, "Stock": 3, "Currency": "scrap", "Price": 150 }, { "Chance To Add": 1.0, "Item For Sale": "ammo.rifle", "Sell Amount": 25, "Stock": 300, "Currency": "scrap", "Price": 10 }, { "Chance To Add": 0.05, "Item For Sale": "explosive.timed", "Sell Amount": 1, "Stock": 3, "Currency": "scrap", "Price": 100 }, { "Chance To Add": 0.055, "Item For Sale": "ammo.rocket.basic", "Sell Amount": 1, "Stock": 2, "Currency": "scrap", "Price": 75 } ] }, "Loot Stash Slots": { "|AccessLevel 1|": 5, "|AccessLevel 2|": 8, "|AccessLevel 3|": 10 }, "Loot Stash Rewards - Added when Hacking completes - Chance 1.0 = 100%": { "|AccessLevel 1|": [ { "Chance": 1.0, "Item": "scrap", "Item Amount": { "Min": 125, "Max": 450 } }, { "Chance": 0.3, "Item": "halloween.lootbag.small", "Item Amount": { "Min": 1, "Max": 4 } } ], "|AccessLevel 2|": [ { "Chance": 1.0, "Item": "scrap", "Item Amount": { "Min": 325, "Max": 850 } }, { "Chance": 0.3, "Item": "halloween.lootbag.medium", "Item Amount": { "Min": 1, "Max": 2 } } ], "|AccessLevel 3|": [ { "Chance": 1.0, "Item": "scrap", "Item Amount": { "Min": 625, "Max": 1850 } }, { "Chance": 0.3, "Item": "halloween.lootbag.large", "Item Amount": { "Min": 1, "Max": 1 } } ] }, "ServerRewards & Economics Rewards - Given when Player starts Hacking - |Plugins Required|": { "|AccessLevel 1|": { "Economics - Plugin": { "Min": 0, "Max": 0 }, "ServerRewards - Plugin": { "Min": 0, "Max": 0 } }, "|AccessLevel 2|": { "Economics - Plugin": { "Min": 0, "Max": 0 }, "ServerRewards - Plugin": { "Min": 0, "Max": 0 } }, "|AccessLevel 3|": { "Economic - Plugin": { "Min": 0, "Max": 0 }, "ServerRewards - Plugin": { "Min": 0, "Max": 0 } } } }, "HVM Locations": { "harbor/harbor_1.prefab": [ { "Enabled": true, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "5.15,1.25,98.2", "HVM Rotation X,Y,Z": "0.0,180.0,0.0" } ], "harbor/harbor_2.prefab": [ { "Enabled": true, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "36.68,4.0,77.8", "HVM Rotation X,Y,Z": "0.0,-180.0,0.0" } ], "harbor/ferry_terminal_1.prefab": [ { "Enabled": true, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "-7.5,5.25,0.45", "HVM Rotation X,Y,Z": "0.0,0.0,0.0" } ], "medium/junkyard_1.prefab": [ { "Enabled": true, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "11.5,0.6,1.3", "HVM Rotation X,Y,Z": "0.0,162.0,0.0" } ], "lighthouse/lighthouse.prefab": [ { "Enabled": true, "|AccessLevel|": 1, "Monument Quantity (or 0)": 2, "HVM Location X,Y,Z": "3.0,14.0,6.0", "HVM Rotation X,Y,Z": "0.0,-70.0,0.0" } ], "roadside/warehouse.prefab": [ { "Enabled": true, "|AccessLevel|": 1, "Monument Quantity (or 0)": 2, "HVM Location X,Y,Z": "-4.35,0.0,-1.76", "HVM Rotation X,Y,Z": "0.0,165.0,0.0" } ], "roadside/supermarket_1.prefab": [ { "Enabled": true, "|AccessLevel|": 1, "Monument Quantity (or 0)": 2, "HVM Location X,Y,Z": "0.45,0.025,-6.9", "HVM Rotation X,Y,Z": "0.0,-180.0,0.0" } ], "medium/radtown_small_3.prefab": [ { "Enabled": true, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "-50.1,19.7725,-46.3", "HVM Rotation X,Y,Z": "0.0,90.0,0.0" } ], "roadside/gas_station_1.prefab": [ { "Enabled": true, "|AccessLevel|": 1, "Monument Quantity (or 0)": 2, "HVM Location X,Y,Z": "1.75,3.245,16.0", "HVM Rotation X,Y,Z": "0.0,-180.95,0.0" } ], "small/satellite_dish.prefab": [ { "Enabled": true, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "5.85,6.025,0.0", "HVM Rotation X,Y,Z": "0.0,-90.0,0.0" } ], "large/powerplant_1.prefab": [ { "Enabled": true, "|AccessLevel|": 2, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "41.7,0.27,69.2", "HVM Rotation X,Y,Z": "0.0,180.0,0.0" }, { "Enabled": true, "|AccessLevel|": 3, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "10.3,0.27,-39.1", "HVM Rotation X,Y,Z": "0.0,-90.0,0.0" } ], "large/military_tunnel_1.prefab": [ { "Enabled": true, "|AccessLevel|": 2, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "-62.4,19.65,36.25", "HVM Rotation X,Y,Z": "0.0,-23.0,0.0" }, { "Enabled": true, "|AccessLevel|": 3, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "-1.0,13.4,67.9", "HVM Rotation X,Y,Z": "0.0,-85.0,0.0" } ], "large/airfield_1.prefab": [ { "Enabled": true, "|AccessLevel|": 2, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "26.2,0.3,7.0", "HVM Rotation X,Y,Z": "0.0,-90.0,0.0" }, { "Enabled": true, "|AccessLevel|": 3, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "-44.1,0.3,-75.3", "HVM Rotation X,Y,Z": "0.0,-45.0,0.0" } ], "small/sphere_tank.prefab": [ { "Enabled": true, "|AccessLevel|": 2, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "-28.3,10.6,-16.1", "HVM Rotation X,Y,Z": "0.0,-115.0,0.0" } ], "large/water_treatment_plant_1.prefab": [ { "Enabled": true, "|AccessLevel|": 2, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "3.25,0.3,-67.4", "HVM Rotation X,Y,Z": "0.0,90.0,0.0" } ], "large/trainyard_1.prefab": [ { "Enabled": true, "|AccessLevel|": 2, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "48.5,0.27,-13.5", "HVM Rotation X,Y,Z": "0.0,-90.0,0.0" }, { "Enabled": true, "|AccessLevel|": 3, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "-21.5,0.27,17.0", "HVM Rotation X,Y,Z": "0.0,90.0,0.0" } ], "xlarge/launch_site_1.prefab": [ { "Enabled": true, "|AccessLevel|": 3, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "182.0,3.0,12.0", "HVM Rotation X,Y,Z": "0.0,-90.0,0.0" }, { "Enabled": true, "|AccessLevel|": 3, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "182.0,3.0,-12.0", "HVM Rotation X,Y,Z": "0.0,-90.0,0.0" } ], "medium/nuclear_missile_silo.prefab": [ { "Enabled": true, "|AccessLevel|": 3, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "6.08,0.27,19.9", "HVM Rotation X,Y,Z": "0.0,-178.0,0.0" } ], "arctic_bases/arctic_research_base_a.prefab": [ { "Enabled": true, "|AccessLevel|": 3, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "-26.70,0.23,6.0", "HVM Rotation X,Y,Z": "0.0,90.0,0.0" } ], "military_bases/desert_military_base_a.prefab": [ { "Enabled": false, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "0.0,10.0,0.0", "HVM Rotation X,Y,Z": "4.64,0.01,-0.41" } ], "military_bases/desert_military_base_b.prefab": [ { "Enabled": false, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "0.0,0.0,0.0", "HVM Rotation X,Y,Z": "0.0,0.0,0.0" } ], "military_bases/desert_military_base_c.prefab": [ { "Enabled": false, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "0.0,0.0,0.0", "HVM Rotation X,Y,Z": "0.0,0.0,0.0" } ], "military_bases/desert_military_base_d.prefab": [ { "Enabled": false, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "0.0,0.0,0.0", "HVM Rotation X,Y,Z": "0.0,0.0,0.0" } ], "OilrigAI": [ { "Enabled": false, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "9.8,27.01,-4.5", "HVM Rotation X,Y,Z": "0.0,165.0,0.0" } ], "OilrigAI2": [ { "Enabled": false, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "-10.7,36.15,-9.0", "HVM Rotation X,Y,Z": "0.0,90.0,0.0" } ], "assets/bundled/prefabs/autospawn/monument/medium/bandit_town.prefab": [ { "Enabled": false, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "0.0,0.0,0.0", "HVM Rotation X,Y,Z": "0.0,180.0,0.0" } ], "assets/bundled/prefabs/autospawn/monument/medium/compound.prefab": [ { "Enabled": false, "|AccessLevel|": 1, "Monument Quantity (or 0)": 1, "HVM Location X,Y,Z": "-7.0,0.25,-1.4", "HVM Rotation X,Y,Z": "0.0,0.0,0.0" } ] } }
- #vending
- #vendingmachine
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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:
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NpcRaiders
They will raid your base tell they find the tc or the time set in the config runs out or you kill all npc waves.
Only People authorized on the tc they are going after can kill the npc and only the npc can attack them.
You can use kits plugin from umod to kit them with clothing and guns See config example below.
Perms are set in config per raid type.
Permissions
npcraiders.use - Needed to use /raidme chat command.
npcraiders.admin - Needed to use /raidme reload chat command.
npcraiders.nocooldown - Disable the setting of your cooldown.
npcraiders.nocost - Disable the being charged.
Chat Command
/raidme - Will show raid help menu.
/raidme buy - Will show raid buy help menu and costs.
/raidme buy <type> - To start raid of the type.
/raidme reload player <playerName> = Will cancel there raid event.
/raidme reload all - Will cancel all events.
/raidme terrain - Get Terrain name your standing on.
/raidme loot - Generate a loot profile with all the items in your inventory
Loot Profiles
/raidme loot add <profileName> - Create or add more items to a profile
/raidme loot clear <profileName> - Clear all information from a profile
When you create a loot profile you will need to edit its datafile and set the min and max amount of items to give.. There you can change other min/max for item ammounts default is 1 to Amount when created
Config BuyType
ByTypes can be "Itemid" , "ServerRewards", or "Economics"
Default is scrap "-932201673"
Config.RewardType
RewardType can be "Itemid" , "ServerRewards", "Economics" , or "kit"
Config.AutoTurretDamage
"AutoTurretDamage": 0.0 - Disable targeting the npc.
"AutoTurretDamage": 1.0 - Full damage to the npc / Range is 0.0 to 1.0.
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Professions
By imthenewguy in Plugins
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)