JeffG's Wishlist
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Monument Markers
🗺️ Description
MonumentMarkers adds custom, configurable map markers to all monument on your Rust server.
Each monument can display a vending machine icon marker and/or a colored radius circle directly on the map.
Perfect for servers that use zones, events, or themed monuments, this plugin keeps your players oriented and enhances your world visually.
⚙️ Features
Automatic monument discovery – Detects Vanilla and Custom monuments on map load. Per monument configuration – Enable/disable each monument individually, rename, adjust radius, and customize colors. Map markers – Choose between:
- Vending machine icon marker (name displayed under icon)
- Colored radius circle with custom size and transparency Persistent visibility – Radius circles remain visible after reconnects (no more missing zones on relog). Custom colors – Hex color support for inner and outer ring gradients. Lightweight – Optimized refresh loop ensures markers stay in sync without performance impact.
🧩 Commands
/monmarkers.reload - Reloads the configuration and respawns all markers - Admin only
/monmarkers.toggle <key> <on/off> - Enables or disables a specific monument marker - Admin only
/monmarkers.name <key> <display name> - Renames a monument’s displayed map name - Admin only
(All commands require admin permissions.)
🧰 Configuration Example
🧠 How It Works
On server start, the plugin scans for all Monuments.
If a monument isn’t in the config, it’s automatically added (disabled by default).
Enabled monuments spawn a vendor icon marker, a radius circle, or both.
A background sync timer ensures that radius markers always appear correctly for all players even after reconnects.
💡 Perfect For
PVE/PVP hybrid servers with event zones Custom monument zones or safe areas Themed roleplay servers (rename monuments easily) Admin tools for quick visual feedback -
Enterprise
Amaze your players with this gigantic monument on your server. Enterprise, a spaceship with beautiful decorations inspired by the Star Trek saga. CONTAINS:
Puzzles that will make your players think. Automatic electricity. A wide variety of loot. Dangerous trap mechanisms. Hidden secrets. TIP:
Have fun 🙂 SUPPORT:
https://discord.badgyver.com- #enterprise
- #uss enterprise
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(and 32 more)
Tagged with:
- #enterprise
- #uss enterprise
- #ussenterprise
- #star trek
- #startrek
- #spacechip
- #space
- #universe
- #movie
- #star
- #explorer
- #scifi
- #sci-fi
- #fantasy
- #puzzle
- #puzzles
- #parkour
- #secrets
- #electricity
- #star trek movie
- #oxide
- #carbon
- #badgyver
- #facepunch
- #steam
- #rust
- #rustedit
- #rust edit
- #star trek uss enterprise
- #rust monument
- #rust custom monument
- #custom monument
- #custom prefab
- #rust custom prefab
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Static Lootables
By Raul-Sorin Sorban in Plugins
Ever wondered why Rust has so many desks, toilets, boxes and even washing machines but you've never been able to see the hidden secrets inside? Now you can!
With Static Lootables you can turn those boring props into loot containers filled with all sorts of goodies. Loot containers that aren't normally supposed to be looted. For best experience, have the UI scale set to 1.
Lootables are being refilled based on each individual configuration set.
Compatible with Static Lootables:
Lootables.Ext
$5.26
Prefab creator that directly works with Static Lootables in order to create custom lootable definitions for your servers!
This plugin provides more than there already is.
See it in action here.
or get it as a bundle! ->
Editor
This plugin now has an integrated editor that allows anyone with the permission to customize the loot that can be found in-game in defined static lootables.
Scroll to the bottom of this page to see it in action.
Modify lootables using all the tools in-game. Update global settings to your liking on the fly.
Dependencies
ImageLibrary (Required) QuickSort ZoneManager
Permissions
StaticLootables.admin: Use the MMB when not holding any item to privately print the name of the object in front of you to chat. StaticLootables.editor: Allows players with the permission to use the /sledit command, which gives them the power to create/update/delete lootables using the editor.
Features
Highly customizable and intuitive system. ZoneManager inclusion / exclusion (per lootable prefab OR global settings). Parented filtering. Locked container system. Hacking system. Interaction icons (with template), customized text and opening container effects. Individual lootable container refilling rates. Consistent support & open to suggestions. Very user-friendly editor for server owners to modify or customize lootables. Unique System: create lootables that only apply on one or more prefabs. Integrated API for manipulating lootable definitions.
Get the default loot-tables
They will be updated in the future. Add StaticLootables.json to your oxide/config folder.
Updated on 23th of October, 2021 #13 (OLD): StaticLootables.json
Updated on 9th of July, 2023 (NEW): StaticLootables.json
To create your own custom icons, you can use this template: staticlootables_template.zip
Please make sure you maintain the margins as weird artifacts will show up if the icons are touching the edges of the icon, in-game.
Lootable Objects
Supermarket Cash Register (locked, 500 HP) Toilets Cardboard Boxes Lockers (closed models are locked, 50 HP) File Cabinets (locked, 50 HP) Desks (locked, 250 HP) Kitchen Fridges Electrical Boxes Washing Machine Trash Bag Gas Pumps Toolboxes (locked, 100 HP) Plant Pots Type-writers Kitchen Cooker (Underwater Labs) Pickup Truck (Rusty), Sedan A (Junkyard), Compact Car C (all locked, 75 HP), can be accessed anywhere but Junkyard Barge Coal Metal Crate (B) (locked, 500 HP; hackable, 120s, code resets every 300m) NEW Pallet Stacks (A-through-C) NEW Bin NEW Vodka Bottle Your suggestions are welcome!
If there are any ideas in regards to prefabs or possible loot to find in them, use the Discussion tab to let me know about it so I add it for everyone to use.
Hacking
This is how Hackable containers work and why they're an OP mini-game:
Hacking one will give you the PIN which will allow you to use with the container for a couple of hours 'till it becomes obsolete and resets. If one has hacked a container, the next hack will double in the amount of time taken. X3 for the third hack, and so on. The PIN can be shared within the team so they can come back every a couple a minutes and loot the hacked box. Press R when looking at an unlocked hacked container to pull up the PIN dialog.
API
Be creative!
Information
Here's to clarify how config properties work and what they mean.
General Settings
Distance: The maximum distance between the player and container. ItemAmountMultiplier: The multiplier for the amount of the items found in containers. LootableHealthMultiplier: The multiplier of the (maximum) health of locked lootable containers. ShadowOpacity: The white glow behind the text which highlights the text more in the dark. ShowLockedLootableApproximateCount: Shows the amount next to the health bar of containers. (e.g ~2 ITEMS APPX.) DamageMultiplierMinimum: The minimum damage dealt to the locked containers by melee weapons. Maximum does the same but for maximum. DamageCUIRefreshRate: The refresh rate for the CUI when containers are being hit at a high rate (with a jackhammer for example). Recommended 0.5. EnforcedFilters: It disallows all definitions from being lootable if their path contain the parent names in this array. EnforcedInZone: It only allows definitions to be lootable only within the zone(s) defined in this array. EnforcedNotInZone: It only allows definitions to be lootable when they're out of the zone(s) defined in this array. Interaction Settings
Icon: The icon of the interaction definition. Text: The text of the interaction definition. OpenEffect: The (usually sound) effect of the interaction definition. Definition Settings
PrefabFilter: The prefab name used by the definition to set this definition as lootable. InteractionIndex: The index of the interaction defined in the Interactions array. It starts at 0. ContainerSize: The slot count of the container non-relative to the contents defined in the contents array. AllowStack: Can items in the container stacked. Mainly used if you have 2 or more slots that have the same kind of item. Liquid: Marks the container as liquid. If this is set to true, no matter the contents defined, only liquid objects (water, salt water, blood?) can get in. Lock: Health: The maximum health of a container. Set to null if you wanna disable it. (e.g "Lock": null) Hack: Wait Time: The time in seconds! players have to wait for the initial hacking attempt. Code Resetting Rate: The time in minutes! until the hack resets the PIN and goes down an increment for how many times has been hacked used for the Wait Time multiplier. Rule: Refill Rate: The rate in minutes! until the container gets wiped from the server & memory is being freed for server resource reasons. OnlyIfParentFilter: It allows all definitions to be lootable if their path contain the parent names in this array. OnlyIfNotParentFilter: It disallows all definitions from being lootable if their path contain the parent names in this array. OnlyIfInZone: It only allows definitions to be lootable only within the zone(s) defined in this array. OnlyIfNotInZone: It only allows definitions to be lootable when they're out of the zone(s) defined in this array. Contents: ShortName: The short name of the item definition. CustomName: The in-game name of the item. SkinId: The skin of the ID. UseRandomSkins: Use the RandomSkins array to create more variety on what skinned items are used. SkinId: The skin of the ID. RandomSkins: The skin ID array used in replacement of SkinID when UseRandomSkins is true. MinimumAmount: The minimum range used for the item amount randomisation. MaximumAmount: The maximum range used for the item amount randomisation. ConditionMinimumAmount: The minimum range used for the item condition / durability randomisation. ConditionMaximumAmount: The maximum range used for the item condition / durability randomisation. SpawnChanceTimes: How many times in the SpawnChanceScale will it be likely for the item to be spawned. SpawnChanceScale: The scale of the odds for the item to be spawned. Contents: It's recursive, has the exact same content structure as this property.
Installation
Download the config which can be found above on this page. Put it in the oxide/config folder. Put StaticLootables.cs file in oxide/plugins. You're good to go! FOR BEST ENTERTAINMENT, USE THE DEFAULT SETTINGS OF THE PLUGIN.
Screenshots
Videos
* The annoying flicker has been fixed in the live version, this was recorded while testing.
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Additional Belt
The AdditionalBelt plugin is a useful tool for players who want to get the most out of their game experience.
By providing an extra slot in your inventory to carry needed items, this plugin can make gameplay more enjoyable and rewarding.
One of the main benefits of using this plugin is that it allows players to carry more items without losing valuable inventory space. This can be especially useful in gameplay moments where inventory management is a key gameplay element, as it allows players to be more efficient and effective in exploration and combat.
Feathures:
Doesn't stress the server. The whole plugin is made on the mechanics of the game and does not stress the server in any way, no data files, no containers with the creation of new items. Convenient bind switch through "E then R", which allows you to freely switch between belts even in the most intense PvP. Nice UI button next to belt slots for switching inside inventory. It's possible to protect a dropped belt, after which a codelock will be installed on the crate. Video
Plugin Demo:
Permissions:
additionalbelt.enabled - Permission to receive/wear an additional belt additionalbelt.loot.protection - protect a dropped belt from being looted by other players additionalbelt.nodrop - Disable the belt dropout additionalbelt.keep - Saving the belt, returns after respawning
Key combination for switching:
E then R
Default Command:
belt (Configurable in the config)
Default Config:
{ "Cooldown between belt switches in seconds": 0.0, "Notify the player in the chat after switching belts?": true, "Command": "belt" }
Default Lang:
{ "NoPermission": "You do not have permission to use this command.", "LootProtection": "This crate is protected, it cannot be looted.", "Title": "Belt of {0}", "Switch": "You switched to an additional belt.", "Cooldown": "You switch between belts too often, you can switch again after {0} seconds.", "Grant": "You have been added an additional belt. Usage: E then R, console command - {0}, chat command - /{0}.", "Revoke": "You have been revoked for an extra belt.", "RevokeWithDrop": "You have been revoked for an extra belt. The belt is dropped next to you, remember to pick up your items." }
API:
bool HasBelt(ulong playerId) // Find out if a player has an additional belt or not (includes sleepers) List<Item> GetItems(ulong playerId) // Get a list of additional belt items (includes sleepers)
- #additional
- #belt
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PortalSystem
PortalSystem Fast travel that stays balanced for any Rust server. PortalSystem adds placeable, name-linked portals that teleport players between a matching pair — while giving you full admin control over cooldowns, limits, costs, and sharing. And yes: Map/Monument Portals are included too, so you can create fixed portals for hubs, events, monuments, arenas, and custom locations — perfect for building a real server travel network. Perfect for: PvE, RPG/RP, Hub servers, Vanilla+, and PvP servers that want fast travel without abuse.
✨ Features Portal Pair System (name linking): Portals link by name — only 2 portals can share the same name (A ↔ B). Use one to teleport to the other. Player Portals (placeable item): Portals are placed from an item (configurable name + skin). Includes anti-stack to prevent stacking/abuse. Map / Monument Portals: Admins can place fixed portals on monuments / locations using /portal commands (great for hubs & travel routes). Portal UI Menu: Clean UI to manage portal settings in-game (distance-limited to prevent remote abuse). Sharing Modes: Set portals as Everyone / Only Me / My Team. Optional clan logic (treat clanmates/allies as team) if enabled. Access Mode: Set a portal to Entry / Exit / Both. Teleport Cooldowns: Global cooldown + VIP overrides (permission → cooldown seconds). Portal Limits: Default portal limit per player + optional permission limits (portalsystem.limit.X). (Limit 0 = unlimited.) Entry Costs (optional): Charge players to use portals via: Items Economics ServerRewards Includes a bypass permission for free entry. Pickup System: Pickup with hammer right-click hold (configurable) with optional durability/HP behavior. Portal Visual Options: Optional name text above portals + optional map marker support + optional placement indicator. Loot Integration (optional): Add portal items to loot containers with configurable chances.
Map Portals (Custom Maps) PortalSystem supports map-placed portals for custom maps, hubs, monuments, arenas, and event areas. How to use 1. Enable it in config: [Custom Maps] Enable map-placed portals from prefabs = true 2. Place any prefab on your map and set its Name to: portalsystem.<portal name> (Prefix is configurable via [Custom Maps] Prefab name prefix (e.g. portalsystem.) — default: portalsystem.) 3. ✅ 2 portals with the same name will link (A ↔ B). ⚠️ Important: Make sure you don’t break the prefab, and don’t add these portals as part of other prefabs.
💬 Commands Player /buyportal → Buy a portal (if enabled; Economics/ServerRewards). /giveportal [amount] → Give yourself portal items. /giveportal <player> [amount] → Give portal items to another player. (Also available as console: giveportal <player> [amount].) Admin /spawnportal → Spawns a portal at your look position and opens its UI. /portal add <name> → Add a Map/Monument Portal where you’re looking. /portal remove → Remove the portal you’re looking at (monument). /portal reset → Remove all portals on the current monument. /portal edit → Edit the portal you’re looking at. /portal list → List monument portals on the current monument. /portal list all → List all monument portals (grouped by monument) in console.
📁 Example Configuration
🔐 Permissions portalsystem.use → Use portals (teleport) portalsystem.place → Place portals portalsystem.give → Use /giveportal portalsystem.spawn → Use /spawnportal portalsystem.admin → Access /portal map/monument portal management portalsystem.buy → Required for /buyportal (when enabled) portalsystem.free → Free /buyportal purchase (bypass buy cost) portalsystem.freeuse → Bypass entry cost when using portals (configurable) portalsystem.limit.X → Extra portal limits via permission (example: portalsystem.limit.6) VIP cooldown perms → whatever you define in the VIP cooldown override list
🔗 API Item API_CreatePortalItem() // returns a ready-to-use portal item BaseEntity API_SpawnPortal(Vector3 position, Quaternion rotation, string name) // spawns a portal entity at position/rotation and registers it (spawn portal)
🎯 Why Choose PortalSystem? Because fast travel should be useful for players and controllable for admins. PortalSystem gives you a clean paired portal system, plus Map/Monument Portals for hubs and events all while keeping things fair with cooldowns, limits, costs, and sharing rules.
