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  1. More information about "Discord Link"

    $19.99

    Discord Link

    Discord Link is a very simple, performant, and feature-rich Discord and Rust linking system. 2 Simple steps and a player can link to Discord!
    NO DISCORD.DLL!!

    FEATURES
    - NO DISCORD.DLL REQUIRED!!! - Link Rust and Discord accounts - Grant a role in discord and group in game for linked players - Soft unlinking (All past data on a user's account links will be forever stored) - 2 Way role syncing between rust to discord and discord to rust - Supports multi server linking - Booster perks for linked players boosting your discord - Steam to discord name syncing (Auto renames users in discord to their steam name) - Admin perms to unlink players - Search link commands in discord and in game to get who a player is linked to - Logs to discord when players link and unlink - Auto remove players from being linked when they leave the Discord - Syncing your old database files from steamcord, discord auth, or discord core PERMISSIONS
    discordlinkbot.search - ability to search players and use the UI

    The Plugin and Discord Bot both have very simple installations.
    We have included a readme.md file to make it even easier to setup!
    Need support or want updates about what is coming to the bot? Join the support discord here  https://discord.gg/RVePam7pd7

    This will require bot hosting to run the bot 24/7 since we do not use the Discord DLL therefore the server cannot host the bot.
    Thanks to @shady14u  for co-developing!!
     
     
  2. More information about "Loot Table & Stacksize GUI"

    $40.00 $28.00

    Loot Table & Stacksize GUI

    Say goodbye to configuration and data files. This plugin lets yo edit the loot of (almost) every lootable object directly over a custom UI. It also includes a graphical stack size editor thus making it ideal for anyone who is not familiar with editing config files.
    Do not use in combination with any other stack size controller or loot plugin.
     
     

    NEW with version 2.1.7: Direct Loot Refresh
    Players with the permission  loottable.test can use a button to directly refresh the loot in the crate they are currently looting.
     
    Features:
    User friendly GUI - no need to edit config files Loot configuration for every prefab in the game Stack size controller supports individual stack sizes for every prefab Support for custom items Support for third party plugins Fully backwards compatible with version 1.x.x Default config included for every prefab Configuration for Smelting Speed, Recycler Speed and Efficiency Supply Drop configuration    
    Supported prefabs:
    Crates, Barrels NPCs Trees, Ores, Animal corpses Excavator, Quarries Christmas Presents, Eggs, Loot Bags Collectables like Hemp, Corn, etc.  
    Additional Configuration:
    Smelting Speed Supply Drop Recycler Speed / Efficiency
     
     Commands:
    loottable - Open the Loottable UI loottable reload - Manually refresh loot  
    Permission:
    loottable.edit - Required to use the Loottable UI  
    Required Dependencies (Oxide only):
    Image Library:  https://umod.org/plugins/image-library
     
    Translations:
    This plugin fully supports translation. Out of the box only english is included. For item names to be translated, the plugin  https://umod.org/plugins/rust-translation-api  is required. English translations are located in /oxide/lang/en/Loottable.json
     
    For Developers:
    Loot Api:
    Developers can use the Loot Api to register loot profiles for custom NPCs or other plugin related loot.
    It is highly recommended to use the provided wrapper to access the API. Documentation is also included:
    https://gist.github.com/TheKiiiing/53a37e8bbb48d8a24c8e8b21b9da37ac
     
    Loot Api Example:
    // This example uses the non-static version of the Loot Api private LoottableApi loottableApi; void OnServerInitialized() { loottableApi = new LoottableApi(this); timer.In(5f, () => { loottableApi.ClearPresets(); loottableApi.CreatePresetCategory("Crates"); loottableApi.CreatePreset("c_locked", "Locked Crate", "crate_hackable"); loottableApi.CreatePreset("c_elite", "Elite Crate", "crate_elite"); loottableApi.CreatePreset("c_military", "Military Crate", "crate_military"); loottableApi.CreatePreset("c_normal", "Normal Crate", "crate_normal"); loottableApi.CreatePresetCategory("NPCs"); loottableApi.CreatePreset(true, "npc_cargo", "Cargo Ship NPC", "npc_militunnel"); loottableApi.CreatePreset(true, "npc_control", "Control Center NPC", "npc_militunnel"); }); } void SpawnNpc() { // Spawn NPC here ScientistNPC npc; // Assign a loot preset to the NPC loottableApi.AssignPreset(scientist, "npc_control"); } void SpawnCrate() { // Spawn crate here LootContainer crate; // Assign a preset to the crate if (loottableApi.AssignPreset(container, "c_locked")) { // The container has been filled with loot return; } else { // The container is not handled by Loottable // Default loot logic goes here } } The resulting configuration page would look like this:

     
    Custom Items API:
    Developers can use the Custom Items Api to add a custom item to the Loottable item list. If an item is marked as persistent it will remain in the custom item list until it is removed by ClearCustomItems. All non-persistent items will be removed after the plugin that registered them has been unloaded.
    (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId) (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId, bool persistent) //(v1.0.27 or higher) (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId, string customName) (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId, string customName, bool persistent) //(v1.0.27 or higher) (void) ClearCustomItems(Plugin plugin) //(v1.0.27 or higher)  
     Hooks:
    (object) OnContainerPopulate(LootContainer container) This hook is called every time a loot container is about to be populated with loot. Returning a non-null value prevents the plugin from spawning loot into that crate.
     
    (object) OnCorpsePopulate(LootableCorpse corpse) This hook is called every time an npc corpse is about to be populated with loot. Returning a non-null value prevents the plugin from spawning loot into that corpse.
     
    (object) OnCustomAirdrop(SupplySignal signal) This hook is called every time a custom supply drop is about to be delivered.  Returning a non-null value will cancel the custom supply drop.
     
    Outdated documentation for Version 1:

    New with version 1.0.27:
    Custom Items can now be created and edited directly in the GUI. They can be created from any existing item and modified in the Item Select menu
             
     
    You can now create and load backups of your configuration. Commands (F1 or Server Console):
    loottable.backup load <name> - Load backup with the given name from the backups folder (will wipe your current configuration) loottable.backup create <name> - Create backup of everything with the given name Backups will be created in the data/Loottable/backups folder. To load a backup, the backup file needs to be present in that folder. When creating backups in the in-game console, the permission loottable.debug is required.
    IMPORTANT: DO NOT LOAD BACKUPS FORM SOURCES YOU DO NOT TRUST, they might cause harm to your server
     
    New with version 1.0.16:
    Custom Items:
    Now you can add custom items used by other plugins directly to your loot table. Other plugins can can register these items using the api (documentation below).

     
    Screenshots:
    Overview of crates and their current loot table

     
    Stacksize Editor

     
    Commands:
    loottable - Open the editor loottable refresh - Manually refresh crate loot loottable flags - List available flags (explained below) loottable flags <name> <1|0> - Enable / disable a certain flag loottable reload_vanilla_profiles - Manually re-download vanilla loot profiles (only for debuging)  
    Permission:
    loottable.edit - Required to use the editor  
    Flags:
    There are flags to disable some limits in the editor. Only enable these flags if you really need to as they might cause unexpected behavior of the editor. There are currently 3 flags available:
    Debug If enabled, the Debug flag provides more detailed information about errors and other actions in the editor. Don't enable this flag unless you want your console full of spam.
    UnlockGatherMultiplier  allows you to use gahter multipliers less than one and higher than 1000. Note that multipliers less than one might lead to unexpected results in some cases.
    DisableItemLimit Probably the safest flag to use is  DisableItemLimit as it simply lets you set stack sizes and every other item amount in the editor as high as  2,147,483,647 which is the biggest possible value of a 32-bit integer.
    UnlockFurnaceMultiplier lets you use any value as the furnace speed multiplier. Don't enable this flag unless you know what you are doing, since the default value range from 0.1 to 100 should cover most use cases and larger values might impact server performance.
    UnlockItemMultiplier unlocks the multiplier when multiplying a loot table.
    DisableStackingHooks  will disable all stacking related hooks. Enable if you encounter problems when stacking items.
    RefreshLootOnExit controls if all crates get refreshed after closing the editor or when reloading the plugin. Enable this only for testing, there might be an increase in entities.
    Refer to the Commands section for more information about enableing flags.
     
    Vanilla Configurations:
    Since version 1.0.7 there are vanilla loot profiles available for most crates and NPCs. These profiles can be loaded using the "Load default loot table" button at the top center of the editor.

    DISCLAIMER:
    The vanilla loot profiles in the editor might not exactly match the vanilla loot distribution of the game as it uses a completely different loot distribution system than Rust. These profiles rather serve as a reference point for custom loot profiles.
     
     Important for Carbon users:
    In order for this plugin to work with carbon, Harmony references need to be enabled. This can be done with the following command:
    c.harmonyreference 1  
    Required Dependencies (Oxide only):
    Image Library:  https://umod.org/plugins/image-library
     
    Custom Items API:
    Add a custom item to the item list. If an item is marked as persistent it will remain in the custom item list until it is removed by ClearCustomItems. All non-persistent items will be removed after the plugin that registered them has been unloaded.
    (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId) (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId, bool persistent) //(v1.0.27 or higher) (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId, string customName) (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId, string customName, bool persistent) //(v1.0.27 or higher) (void) ClearCustomItems(Plugin plugin) //(v1.0.27 or higher) Example:
    Its recommended to delay the call a little bit to make sure Loottable is loaded
    private void Init() { timer.In(1f, () => { Loottable?.Call("AddCustomItem", this, -946369541, 2664651800, "High Quality Fuel"); }); }  
    Hooks:
    (object) OnContainerPopulate(LootContainer container) This hook is called every time a loot container is about to be populated with loot. Returning a non-null value prevents the plugin from spawning loot into that crate.
     
    (object) OnCorpsePopulate(LootableCorpse corpse) This hook is called every time an npc corpse is about to be populated with loot. Returning a non-null value prevents the plugin from spawning loot into that corpse.
     
    (object) OnCustomAirdrop(SupplySignal signal) This hook is called every time a custom supply drop is about to be delivered.  Returning a non-null value will cancel the custom supply drop.


  3. More information about "Pack 1| Raidable Bases"

    $40.00 $19.00

    Pack 1| Raidable Bases

    Don't have time to make your own Raid Bases? No worries, we have you covered! Just purchase the pack and pop in your copy/paste folder and setup your profiles!  
    Rotate out your base line up with over40+ bases in this pack!

    Pack include:
    40+ Bases  
    - 9   Easy Bases.
    - 6  Expert Bases.
    - 9  Hard Bases.
    - 10  Medium Bases.
    - 8  Nightmare Bases.
    - 1 Extra Base Halloween

     
     

    ## How to Add Bases
    To add new bases, follow these steps:
    1. **Open the F1 Console**:
       - Press the F1 key to open the console.
    2. **Copy and Paste the Command**:
       - Use the following command to add the bases:
         
    rb.config add "Easy Bases" Easy-1re Easy-2re Easy-3re  Easy-4re Easy-5re Easy-6re Easy-7re Easy-8re Easy-9re Easy-10re rb.config add "Medium Bases" Medium-1re Medium-2re Medium-3re Medium-4re Medium-5re Medium-6re Medium-7re Medium-8re Medium-9re Medium-10re rb.config add "Hard Bases" Hard-1re Hard-2re Hard-3re Hard-4re Hard-5re Hard-6re Hard-7re Hard-8re Hard-9re rb.config add "Expert Bases" Expert-1 Expert-2 Expert-3 Expert-4 Expert-5 Expert-6 rb.config add "Nightmare Bases" Nightmare-1 Nightmare-2 Nightmare-3 Nightmare-4 Nightmare-5 Nightmare-6 Nightmare-7 Nightmare-8  

    Discord https://discord.gg/bBczVRbPBs
                                           
                                                                                   
  4. More information about "Weather"

    $14.99

    Weather

    FEATURES:
    Customize the weather the way you want it Real time weather presets from any location in the world Setup your config with UI Weather presets (defaults included) Smooth transition between presets Set day or night chat command Automatically skip nights Schedule using rust time  

       
       
    Commands:
    permission for use commands - weather.use
    /wsetup - open setup UI   /setday - set day /setnight - set night  
    Q&A:
    Q: If i set schedule time for a preset at 3 but 4 - 9 is empty what happen?
    A:  The preset duration will lasts till new preset so you can set Rain at 4 and Dust at 9 so The rain will be from 4 to 9 and from 9 to 4 for Dust
    Q: How can i now which one is active?
    A:  In the UI you can see all presets and when you open it you can see the current active preset (its name will be green) (if the preset is just selected, it will be white)
    Q: What happens when the current preset is over?
    A: New one will randomly start.
     
    Hooks:
    string API_GetCurrentWeatherPreset() void OnNewPresetStart(string presetName) - called when new preset start  
    Example of plugin config
    My Discord Profile
  5. More information about "Skinner"

    $24.99

    Skinner

    Skinner! The unrivaled no.1 performance skinning plugin. Skin any item in the game with a unique skinbox giving you live skinning, auto skinning and skin sets.


    Live Skinning - Skin items in place without moving them Auto import - Automatically import and use all game approved skins Skin Sets - Create a variety of different skin sets for any item Skin Requests - Allows players to request and Admins to accept new skins in game Auto Skins - Automatically apply selected skins to every item that enters your inventory
       


    Skinner 2.0 offeres unrivaled performance in plugin efficiency. Our standard testing shows runtime results were 60x faster and memory usage was 200x more efficient than the closest peforming plugin.

     

    SkinMenu Commands:
    /Skin or /S  - Live skin any item in your inventory by selecting a skin you wish to apply /SkinCraft or /Sc - Create multiple skin sets for use in other functions such as skinauto or skinteam /Skinitem or /Si - Skin a deployable item you are looking at ingame. Args - Spectify 1, 2 or 3 to automatically use a skin set. Automatic Commands:
    /Skincon or /scon - sets all items in a container you are looking at to your default craft set Args - Optional, spectify 1, 2 or 3 to automatically use a skin set. /Skininv or /sinv - sets all items in your inventory to your default craft set Args - Optional, spectify 1, 2 or 3 to automatically use a skin set. /Skinauto or /Sauto - Automatically apply selected skins to every item that enters your inventory based off your skin sets. Args - Optional, spectify 1, 2 or 3 to automatically use a skin set. /Skinteam or /st - sets all items in your inventory and your teams to your default craft set Args - Optional, spectify 1, 2 or 3 to automatically use a skin set. Toggle - Use /skinteam toggle to opt in or out of the team skin set /SkinBase - Allows you to skin all deployables in your base to your default skincraft skins. Args - Optional, specify item name to filter items being skinned example: /Skinbase sleepingbag to only skin sleeping bags. /SkinAll Command - Skin all the items in all the containers in your base. Args - Optional, specify item by shortname example:   /SkinAll rifle.ak to only skin ak47's. Skin Import Commands:
    /Skinimport or /sip - Import custom workshop skins Args - WorkshopID example: /Skinimport 2397648701
      /Colimport or /cip - Import custom workshop collection using /skinimport collectionID Args - Collection ID example: /Colimport 2921147807
      /Skinrequest or /Sr - Request a skin to be added to skinner, requested skins will show in the /Skinrequests UI for approval Args - WorkshopID example: /Skinrequest 2397648701
      /Skinrequests or /Srs - Opens the the skinner menu with a box of skins awating approval Button Usage - Select an option and remove the skin to enact the process
    Try - Recieve a copy of an item with that skin
    Approve - Adds the skin from the menu to the imported skins list
    Deny - Removes the skin Note: All chat commands are universal meaning they can be used via the console, rcon(for import commands) and can be customized via the configuration.

    Player Permissions:
    Skinner.default - enables /skin command Skinner.items - enables /skinitem command Skinner.craft - enables /skincraft command Skinner.skinauto - enables /skinauto command Skinner.skincon -  enables /skincon command Skinner.skininv - enables /skininv command Skinner.skinbase - for use of the /skinbase command Skinner.skinteam - Allows the use of the /skinteam command Skinner.skinall - for the use of the /skinall command Skinner.skinrequest - enables /skinrequest Cooldowns Permissions:
    Cooldown settins can be adjusted via the plugin config. Applying the cooldown permission example skinner.default30 will enforce cooldowns on those with the permission. If no cooldown permission is applied no cooldowns will be enforced. If multiple cooldown perms are assigned to a single player they fastest cooldown will be used.
    "Command based cooldowns ('permission' : 'command' seconds": { "Default30CD": { "skin": 30.0, "skinitem": 30.0, "skincraft": 30.0, "skincon": 30.0, "skininv": 30.0, "skinteam": 30.0, "skinbase": 60.0, "skinall": 60.0 } Admin Permissions:
    Skinner.import – enables /Skinimport,   /Colimport and /Skinrequests Skinner.bypassauth -   bypasses the building auth requirement when using /Skinitem Skinner.permskintry - enables try feature when using /Skinrequests Warning: trying a skin will make a copy of that item. Only give this perm to admins who are allowed to spawn items. Other Permissions:
    Skinner.skinautotoggled - applied when a player disables skinauto Skinner.skinteamblock - applied when a player disables team skins
    Skinner offers multiple ways of importing skins including via the config and through commands:
    Importing via the config:
    To import skins via the config insert workshopIDs into the imported skins list as per the code snippet below, once finished reload skinner and the shortname and displayname fields will be automatically populated. You can add extra skins at any stage using this method.
    "Imported Skins List": { "861142659": {}, "2617744110": {} },  
    Optionally entire workshop skin collections can be added to conifg, each item skin is automatically imported to your imported skins list on plugin load.
     
    "Import Skin collections (steam workshop ID)": [496517795,2921147807],
    Importing via commands:
    Commands can be used to edit the config options for imported skins and collections via RCON, chat commands and the f1 console.   Commands include:
    /Skinimport WorkshopID /Colimport CollectionID Importing via Skin Requests:
    Players can requests skins to be added to the game using the skinrequests feature. By using the command /skinrequest WorkshoID a skin gets automatically uploaded to the skin requests box. Admins with the skinner.import permission can open the requests box with the /skinrequests command.
    Skins from the request box can then be "tried" approved or denied.

    Each skin requested can be logged to discord using the webhook   in the config.



    Importing from other plugins:

    Skinner now has a tool for windows to import data from skinbox, xskins and skincontroller. Simply select your json data file with imported skins into the tool and copy the new imported skins list into the skinner config.
    https://github.com/Whispers88/SkinDataConverter/releases/tag/Main
     

    Note: The  "Imported Skins (skinid : 'shortnamestring', skinid2 : 'shortnamestring2'": {}" is now redundant and automatically converted to imported skins list.
    { "Skin Commands (skin items in you inventory": [ "skin", "s", "skinbox", "sb" ], "Skin Items Commands (skin items you have already placed": [ "skinitem", "si", "skindeployed", "sd" ], "Set default items to be skinned": [ "skincraft", "sc" ], "Automatically set all items in you inventory to your default skins": [ "skininv", "sinv" ], "Automatically set all items a container to your default skins": [ "skincon", "scon" ], "Automatically skin all deployables in your base": [ "skinbase", "skinbuilding" ], "Automatically skin all items in your base": [ "skinall", "sa" ], "Automatically skin all items that are moved into you inventory": [ "skinauto", "sauto" ], "Skin your teams inventories with your skin set": [ "skinteam", "st" ], "Request workshop skins via workshop ID": [ "skinrequest", "sr" ], "Approve workshop skin requests": [ "skinrequests", "srs" ], "Set your selected skin set": [ "skinset", "ss" ], "Import Custom Skins": [ "skinimport", "sip" ], "Import Workshop Collection Command": [ "colimport", "cip" ], "Skin Request Notification Discord Webhook": "", "Custom Page Change UI Positon anchor/offset 'min x, min y', 'max x', max y'": [ "0.5 0.0", "0.5 0.0", "198 60", "400 97" ], "Custom Searchbar UI Positon anchor/offset 'min x, min y', 'max x', max y'": [ "0.5 0.0", "0.5 0.0", "410 635", "572 660" ], "Custom Set Selection UI Positon anchor/offset 'min x, min y', 'max x', max y'": [ "0.5 0.0", "0.5 0.0", "250 610", "573 633" ], "Auto import approved skins": true, "Remove player data after inactivity (days)": 14, "Apply names of skins to skinned items": true, "Add Search Bar UI": true, "Use on itemcraft hook (skin items after crafting - not required when using skinauto)": false, "Override spraycan behaviour": false, "Use spraycan effect when holding spraycan and skinning deployables": true, "Blacklisted Skins (skinID)": [], "Blacklisted Itemms (itemID)": [], "Import Skin collections (steam workshop ID)": [], "Command based cooldowns ('permission' : 'command' seconds": { "Default30CD": { "skin": 30.0, "skinitem": 30.0, "skincraft": 30.0, "skincon": 30.0, "skininv": 30.0, "skinteam": 30.0, "skinbase": 60.0, "skinall": 60.0 } }, "Imported Skins List": {} }
    //Get all Cached skins public Dictionary<int, List<ulong>> GetAllCachedSkins() { return _cachedSkins; } //Check if skin is a Redirect item public bool IsRedirectID(ulong uID) { return HasMask(uID); } //Convert Redirect ID to item ID public int RedirectIDtoItemID(ulong uID) { return (int)UnsetMask(uID); } //Get a list of skins for a particular item public List<ulong>? GetSkinsItemList(int itemid) { _cachedSkins.TryGetValue(itemid, out List<ulong>? cachedSkins); return cachedSkins; }  
     
     
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