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  1. More information about "Canvas"

    $5.24

    Canvas

    Canvas  provides your server a new way to allow your community to connect or play against eachother in an art pixel war. This is heavily inspired by r/place.
     
    Features
    Large canvases that players in your server can draw on Three different types of pixel group-based payments for fresh or overtaking fees Group-based cooldowns for placing pixels Zooming in and out / scrolling capabilities, or coordinate inputs Pixels are registered per players that overtook them Pixel age tracking Exporting to Imgur or PNG in super-size resolutions (API optimal)   Next Update
    Multi-selection  support — for selective pixels exporting + API Custom empty-pixel background colors (dark/light mode or paper) Viewer settings — saved to file Timelapse support — record placed pixels + API Pixel notes — for any purchased pixels, you can leave notes More exporting options Roadmap
    Load in the actual 2022-edition r/place datasets into Canvas Add image loader into the Canvas Add private canvases, multiple global canvas pages and showcase lists Integrate export Canvases onto signs (can already do it by exporting the Canvas to Imgur, and using SignArtist to place it on) Pixel notes Live feed of other players' selected pixels  
    API
    byte [] ExportCanvas ( int scale = 25, int yOffset = 1, bool transparent = false, int blur = 0 ); // Exports PNG squared Canvas void UploadCanvasToImgur ( Action<string> onUpload, int scale = 25, int yOffset = 1, bool transparent = false, int blur = 0 ); void SetPixel ( int x, int y, string color, string note, ulong playerId ); // playerId can be 0 to anonymously set it void ClearPixel ( int x, int y ); void ApplyImage ( string url ); // Downloads and applies the pixels of an image - make sure it's the same resolution as the canvas byte [] ExportCanvas ( Canvas.Painting painting, int scale = 25, int yOffset = 1, bool transparent = false, int blur = 0 ); // Exports PNG squared Canvas void UploadCanvasToImgur ( Canvas.Painting painting, Action<string> onUpload, int scale = 25, int yOffset = 1, bool transparent = false, int blur = 0 ); void SetPixel ( Canvas.Painting painting, int x, int y, string color, string note, ulong playerId ); // playerId can be 0 to anonymously set it void ClearPixel ( Canvas.Painting painting, int x, int y ); void ApplyImage ( Canvas.Painting painting, string url ); // Downloads and applies the pixels of an image - make sure it's the same resolution as the canvas Configuration
    Permissions
    Canvas.use: To be able to call the  /canvas  and do any activity. Canvas.export: To be able to run the Export UI command and see the button on the Canvas.
  2. More information about "Simple Radar"

    $9.99

    Simple Radar

    Simple Radar is an advanced, performance-optimized plugin for Rust, designed to enhance server administration and gameplay experience. This plugin provides real-time information about players, stashes, and tool cupboards, making it an essential tool for admins.
    Key Features
    Enhanced Player Tracking: Displays players' names, distances, and health status, along with a unique team color indicator for easy differentiation. Stash and Tool Cupboard ESP: Identify the locations and distances of stashes and tool cupboards effortlessly. Voice Transmission Indicator: A new feature that signals when players are transmitting voice, adding a strategic layer to gameplay. Player Vision Arrows: Visual arrows show the direction in which players are looking, offering tactical insights for admins. Configurable Settings: Tailor the radar with adjustable refresh rates, visibility distance, and more through an easy-to-use configuration file. Efficient and Performant: Built with performance in mind, ensuring smooth gameplay even on busy servers. Commands
    /radar: Activates radar for players with a default 1-second refresh rate and 250m range. /radar <refresh rate>: Sets a custom refresh rate for player radar. /radar <refresh rate> <distance>: Customizes both refresh rate and distance for the radar. /radar <refresh rate> <distance> <players/stashes/all>: Extends radar functionality to include players, stashes, or all entities. Config
    {   "Make players with moderatorid not see players with ownerid": true,   "Enable player vision arrows": false,   "Add a voice indicator for players who are tansmitting voice": true,   "Show voice indicator for x seconds after speaking": 2.0,   "Minimum allowed radar refresh rate": 1.0,   "Maximum radar distance": 250.0 } Why Choose Simple Radar?
    Simple Radar was built with performance in mind!
    Permissions: you need  simpleradar.use permissions or admin on the server to use the plugin
    Support
    Join our Discord for support and community interaction:  https://discord.gg/YnbYaugRMh
     
    VIDEO SHOWCASE (OLD):  
     
  3. More information about "Tiered Electricity"

    $14.99

    Tiered Electricity

    Tiered Electricity allows players with permission to be granted increased power output and other properties from all available electricity power source entities in the game:
    Small Battery Medium Battery Large Battery Solar Panels Wind Turbines Fuel Generators Test Generators Simply grant permissions to players and all their electric power sources will inherit the property of that Tier immediately, as set in the config.
    Works excellently with any Shop/Reward Shop that can issue commands and/or permissions.
    There are 3 basic Tiers which will probably suit most people, but server owners can create as many tiers as they like by cloning an existing tier in the config and editing to suit, the number of tiers is infinite!
    PLEASE NOTE:  
    Due to limitations within the game, the modified power output and will not be displayed on the UI panel. Only the maximum default values can be displayed. But the output will be modified and you will see this modified value when using the wire tool when you take the output and connect it to the input of a IO Entity.
    Quantum Batteries:
    There is also an option to enable Quantum Batteries for players with permission. All batteries owned/placed by a player with this permission will have infinite power!
    NOTE: Tier order in the config is IMPORTANT. The lowest tier must be at the top of the list in the config, with the highest tier at the bottom. If you don't do this, f players are in more than one group with multiple permissions for this plugin, the values may be undesirable!
    PERMISSIONS DO NOT STACK.
    Permissions:
    tieredelectricity.admin (needed for the reload command) tieredelectricity.quantum (all players batteries will be quantum type) tieredelectricity.tier1 tieredelectricity..tier2 tieredelectricity..tier3 etc (Permissions will be set for each tier you create and will be named after the tier name in the config.)
    Commands (prefix with / for use in chat):
    reload <batteries|solar|turbine|fuelgen|testgen|all> Note: Reloading can cause heavy load, depending on how many IOEntities are on the map, high pop will obviously be higher load. You can mitigate this by only reloading the config you need to if you have made changes, without reloading the whole plugin or all types.
    Config is very easy with clear instructions and Rust default values available, but very customisable.
    Default Config:
     
  4. More information about "Power Modifier"

    $19.99 $9.99

    Power Modifier

    Supports: Wind Mills | Solar Panels | Fuel & Test Generators | Small-Medium-Large Batteries | Tesla Coils | Heaters
    Both Globally & with permission-based settings allowing you to create as many different levels as you wish!
    Written for the best performance possible!
    Defaults to first permission assigned in the config if you give out multiple.
    Wind Mill Note:
    Max height Needed for Max output is floor 18
    Battery Options Explained
    MaxOutput: Maximum Power Out Put Efficiency: How Efficient Battery is When Charging ( this How Fast it Charges ) MaxCapacitySeconds: How Much Energy We Can Request From Power Sources For Charging is this value * our maxOutput Batteries will not show new Max Out-Puts Batteries will show New Power Usage! ( Pic is below, this is because its hardcoded on client side )

    Fuel Generator Options Explained
    StackSize: Sets Inventory Stack Size for Fuel Inside The Fuel Generator OutputEnergy: Sets Power OutPut FuelPerSec: Sets How Much Fuel to Use Per Second Electrical Heater Options Explained
    GLOBAL SETTER ONLY > "Sets the Max Temperature Range for Electric Heaters Only (Default is 4.0)": 4.0, FadeDuration: Sets How Long Before Heat Dissipates ( when powered off ) HeatAmount: Sets Heat Amount ( when powered on ) Solar Panel Explained
    To get max Output you Need 1 floor up else it will only ever be half! + Panel must Face Direct Sun-light! Tesla Coil Options Explained
    A TeslaCoils Power consumption amount Is Calculated By ( MaxDamageOutput Divided / By PowerToDamageRatio ) A TeslaCoils DamageAmount is Calculated By Its (currentEnergy input * powerToDamageRatio) * dischargeTickRate A TeslaCoils SelfHarmAmount is Calculated By Its ( dischargeTickRate Divided / By maxDischargeSelfDamageSeconds * SetHealth ) SetHealth: Sets Item Condition Level MaxDamageOutput: Sets the Maximum Damage it Can OutPut Like Ever PowerForHeavyShorting: Sets Electrical Input Amount Needed for Strong-Zap Zap else = Weak-Zap Zap DischargeTickRate: Sets How Fast A TeslaCoil Discharges its Zap Zap MaxDischargeSelfDamageSeconds: Configuration
    { "Enables use of permission based settings": true, "Reset all modifications on unload (recommended true if uninstalling)": false, "Global Battery Small": { "MaxOutput": 9000, "Efficiency": 4.0, "MaxCapacitySeconds": 1, "Permissions": { "toptier": { "MaxOutput": 30, "Efficiency": 2.0, "MaxCapacitySeconds": 18000 }, "midtier": { "MaxOutput": 20, "Efficiency": 1.4, "MaxCapacitySeconds": 13500 }, "lowtier": { "MaxOutput": 14, "Efficiency": 1.0, "MaxCapacitySeconds": 11250 } } }, "Global Battery Medium": { "MaxOutput": 50, "Efficiency": 0.8, "MaxCapacitySeconds": 540000, "Permissions": { "toptier": { "MaxOutput": 100, "Efficiency": 2.0, "MaxCapacitySeconds": 1080000 }, "midtier": { "MaxOutput": 75, "Efficiency": 1.5, "MaxCapacitySeconds": 810000 }, "lowtier": { "MaxOutput": 60, "Efficiency": 1.0, "MaxCapacitySeconds": 675000 } } }, "Global Battery Large": { "MaxOutput": 100, "Efficiency": 0.8, "MaxCapacitySeconds": 1440000, "Permissions": { "toptier": { "MaxOutput": 200, "Efficiency": 3.0, "MaxCapacitySeconds": 2880000 }, "midtier": { "MaxOutput": 150, "Efficiency": 2.0, "MaxCapacitySeconds": 2160000 }, "lowtier": { "MaxOutput": 125, "Efficiency": 1.0, "MaxCapacitySeconds": 1800000 } } }, "Global Electric Generator": { "MaxOutputTestGen": 8, "Permissions": { "toptier": { "MaxOutputTestGen": 30 }, "midtier": { "MaxOutputTestGen": 20 }, "lowtier": { "MaxOutputTestGen": 12 } } }, "Global Fuel Generator": { "StackSize": 1000, "OutputEnergy": 35, "FuelPerSec": 1.0, "Permissions": { "toptier": { "StackSize": 2000, "OutputEnergy": 70, "FuelPerSec": 1.2 }, "midtier": { "StackSize": 1500, "OutputEnergy": 60, "FuelPerSec": 1.1 }, "lowtier": { "StackSize": 1250, "OutputEnergy": 45, "FuelPerSec": 1.0 } } }, "Global Solar Panel": { "MaxOutputSolar": 20, "Permissions": { "toptier": { "MaxOutputSolar": 30 }, "midtier": { "MaxOutputSolar": 20 }, "lowtier": { "MaxOutputSolar": 13 } } }, "Global Electric Wind Turbine": { "MaxOutput": 100, "TargetSpeed": 0.0, "Permissions": { "toptier": { "MaxOutput": 250, "TargetSpeed": 3.0 }, "midtier": { "MaxOutput": 200, "TargetSpeed": 2.0 }, "lowtier": { "MaxOutput": 140, "TargetSpeed": 1.0 } } }, "Global Electric Heater": { "FadeDuration": 1.0, "HeatAmount": 5.0, "HeaterTemperatureGrowableRange": 4.0, "Permissions": { "toptier": { "FadeDuration": 9.0, "HeatAmount": 16.0, "HeaterTemperatureGrowableRange": 14.0 }, "midtier": { "FadeDuration": 6.0, "HeatAmount": 12.0, "HeaterTemperatureGrowableRange": 10.0 }, "lowtier": { "FadeDuration": 3.0, "HeatAmount": 8.0, "HeaterTemperatureGrowableRange": 6.0 } } }, "Global Tesla Coil": { "SetHealth": 250.0, "PowerToDamageRatio": 2.0, "DischargeTickRate": 0.25, "MaxDischargeSelfDamageSeconds": 120.0, "MaxDamageOutput": 35.0, "PowerForHeavyShorting": 10, "Permissions": { "toptier": { "SetHealth": 350.0, "PowerToDamageRatio": 2.0, "DischargeTickRate": 0.25, "MaxDischargeSelfDamageSeconds": 120.0, "MaxDamageOutput": 50.0, "PowerForHeavyShorting": 10 }, "midtier": { "SetHealth": 325.0, "PowerToDamageRatio": 2.0, "DischargeTickRate": 0.25, "MaxDischargeSelfDamageSeconds": 120.0, "MaxDamageOutput": 45.0, "PowerForHeavyShorting": 10 }, "lowtier": { "SetHealth": 300.0, "PowerToDamageRatio": 2.0, "DischargeTickRate": 0.25, "MaxDischargeSelfDamageSeconds": 120.0, "MaxDamageOutput": 40.0, "PowerForHeavyShorting": 10 } } } }  
  5. More information about "Rebel Settlement 2 | Custom Monument By Shemov"

    $8.30

    Rebel Settlement 2 | Custom Monument By Shemov

    Second Rebel Settlement is ready to go on any map, you need a green card to unlock the full loot.
    Features:
    Great detail; Simple installing; There are quarries; Optimized FPS; There is radiation. General Info:
    Prefabs count: ~3500; Type: for looting; Modifiers: Height&Splat&Topology. Loot:
    Oil barrels: 5; Food box/crates: 5; Barrels: 30; Ordinary crates: 13; Military crates: 2; and 1 blue card. Other works:
     
     
    You may like to take a look at a full finished maps by myself.  
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