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  1. More information about "Trawling"

    $10.00

    Trawling

    Trawling is a plugin that aims to add a new way to catch fish. Slap a net into the boats storage and trawl away.
    This plugin has a huge array of configurable features



    This is a quality of life plugin, as such it just works - there are no perms, there are no commands.
    Simply when a player adds a net to the storage of either the Rowboat or RHIB, it will automatically spawn a net
    at the rear of the boat (this is just for looks, but it adds 1000% more fun to the plugin).
    As the player drives the boat it will automatically catch fish (which fish can be caught is also in the configs).
    This plugin takes into account the depth of the boat when it picks which fish you caught (meaning you can set sharks to only 
    be catchable in the deep water [as an example]).



    POTENTIAL ISSUE: I have been informed by one of my plugin purchasers that my plugin in combination with another can 
    increase the chance of boats bugging out a bit (you can no longer interact with the boats engine).
    I have yet to be able to replicate the issue, but I am investigating it. So please take that into account when purchasing this plugin.



    None yet, if you think of anything neat or if you feel this plugin is lacking anything please contact me and I will
    seriously think about updating the plugin with your suggestions.



    None, this plugin is designed to be for all to enjoy.



    There are a few config fields that need a little more explanation
    SecondsPerTick - This is how many seconds will pass per tick. A tick will entail running through all active trawling sessions, and processing their catches since last tick etc. default is that the plugin with process the boats once ever second (no impact on my development server) UseCaptainsInventory - All catches are automatically put into the storage of the boat, unless the flag is set to false or it is full, in which case the fish will be added to the captains inventory. If that fails then the fish will be thrown overboard (catch and release). DeepWaterMinDepth - This value is checked when determining a catch, it uses Facepunch's terrain data and your position to check how far out you are. If you are in "deep water", then the catch will be taken from the [DeepWeights] data. CatchMinSpeed / CatchMaxSpeed - This was added to make trawling a little more interesting/difficult. There is a sweet spot in terms of speed you need to hit to be able to catch anything. DurabilityLossPerCatch - Fairly straight forward, every catch you get the net(s) in the storage will lose durability. When you run out of nets the players trawling session is over. DistancePerCatch - This is how far a boat has to have travelled in order to be able to catch a fish - the default is very short, meaning you can catch a lot of fish quickly, increase this to make this plugin less OP. Distance is in (approx.) meters. Shallow / Deep - These are your pools of fish that can be caught at what depths and in what distribution (again approx.) FishCatchFX - this is played whenever a fish is caught, the default is the mushroom picking sound. but you can try out others as well [https://www.corrosionhour.com/rust-prefab-list]. or contact me for some other ones that are decent (I tried several before picking the mushie sound) - leaving it as an empty string will stop any effect from playing. BoatSpeedIndicatorIcon - IMPORTANT: this plugin will not load any non Rust images, you can only use images from within rust itself. The default is the fishing tackle icon, but another good one is the fallback [assets/icons/triangle.png] image.
    Below is a copy of Version 1's config file.
    { "Version": 2, "SecondsPerTick": 0.4, "UseBoatStorage": true, "UseCaptainsInventory": true, "AllowRHIB": true, "AllowRowboat": true, "DeepWaterMinDepth": 6.0, "CatchMinSpeed": 3.5, "CatchMaxSpeed": 15.5, "DistancePerCatch": 15.0, "CatchAttemptsPerCatch": 2, "DurabilityLossPerCatch": 2.0, "ChatPrefix": "<color=#baf>[Trawler]</color> ", "Shallow": [ { "shortname": "fish.troutsmall", "skinId": 0, "weight": 50, "min": 1, "max": 2 }, { "shortname": "fish.herring", "skinId": 0, "weight": 40, "min": 1, "max": 3 }, { "shortname": "fish.minnows", "skinId": 0, "weight": 40, "min": 2, "max": 4 }, { "shortname": "fish.sardine", "skinId": 0, "weight": 35, "min": 1, "max": 3 }, { "shortname": "fish.yellowperch", "skinId": 0, "weight": 20, "min": 1, "max": 2 }, { "shortname": "fish.troutsmall", "skinId": 0, "weight": 50, "min": 1, "max": 2 }, { "shortname": "fish.herring", "skinId": 0, "weight": 40, "min": 1, "max": 3 }, { "shortname": "fish.minnows", "skinId": 0, "weight": 40, "min": 2, "max": 4 }, { "shortname": "fish.sardine", "skinId": 0, "weight": 35, "min": 1, "max": 3 }, { "shortname": "fish.yellowperch", "skinId": 0, "weight": 20, "min": 1, "max": 2 }, { "shortname": "fish.troutsmall", "skinId": 0, "weight": 50, "min": 1, "max": 2 }, { "shortname": "fish.herring", "skinId": 0, "weight": 40, "min": 1, "max": 3 }, { "shortname": "fish.minnows", "skinId": 0, "weight": 40, "min": 2, "max": 4 }, { "shortname": "fish.sardine", "skinId": 0, "weight": 35, "min": 1, "max": 3 }, { "shortname": "fish.yellowperch", "skinId": 0, "weight": 20, "min": 1, "max": 2 } ], "Deep": [ { "shortname": "fish.salmon", "skinId": 0, "weight": 40, "min": 1, "max": 2 }, { "shortname": "fish.anchovy", "skinId": 0, "weight": 30, "min": 1, "max": 3 }, { "shortname": "fish.herring", "skinId": 0, "weight": 30, "min": 1, "max": 3 }, { "shortname": "fish.orangeroughy", "skinId": 0, "weight": 10, "min": 1, "max": 1 }, { "shortname": "fish.smallshark", "skinId": 0, "weight": 5, "min": 1, "max": 1 }, { "shortname": "fish.salmon", "skinId": 0, "weight": 40, "min": 1, "max": 2 }, { "shortname": "fish.anchovy", "skinId": 0, "weight": 30, "min": 1, "max": 3 }, { "shortname": "fish.herring", "skinId": 0, "weight": 30, "min": 1, "max": 3 }, { "shortname": "fish.orangeroughy", "skinId": 0, "weight": 10, "min": 1, "max": 1 }, { "shortname": "fish.smallshark", "skinId": 0, "weight": 5, "min": 1, "max": 1 }, { "shortname": "fish.salmon", "skinId": 0, "weight": 40, "min": 1, "max": 2 }, { "shortname": "fish.anchovy", "skinId": 0, "weight": 30, "min": 1, "max": 3 }, { "shortname": "fish.herring", "skinId": 0, "weight": 30, "min": 1, "max": 3 }, { "shortname": "fish.orangeroughy", "skinId": 0, "weight": 10, "min": 1, "max": 1 }, { "shortname": "fish.smallshark", "skinId": 0, "weight": 5, "min": 1, "max": 1 }, { "shortname": "skull.human", "skinId": 0, "weight": 10, "min": 2, "max": 2, "customName": "Ancient Skull" } ], "ShallowWeights": null, "DeepWeights": null, "CatchValues": null, "Rowboat": { "position": [ 0.0, -0.1, -1.8 ], "rotation": [ 0.0, -90.0, 110.0 ] }, "RHIB": { "position": [ 0.0, 0.1, -3.0 ], "rotation": [ 0.0, -90.0, 110.0 ] }, "FishCatchFX": "assets/prefabs/deployable/survivalfishtrap/effects/fish_caught.prefab", "BoatSpeedIndicatorIcon": "assets/prefabs/missions/items/fishing.tackle.icon.png" }  
     
     
     
  2. More information about "Basements"

    $29.99

    Basements

    Basements lets players build underground rooms beneath their bases. Place a hatch on your foundation and dig straight down into a hidden basement with walls, ceilings, and full building privileges. Great for stashing loot, setting up secret bunkers, or just adding extra space.

    Readme Link - Click Here for Instruction and Documentation
    👆Highly recommend reading the FAQ section!
    BUILD
    Build basements easily from your tool cupboard. Just place an entrance to get started. 

    EXPAND
    Expand your basement by drilling underground. But don't forget to bring a headlamp - its dark down there!

    TRAVERSE
    Place multiple entryways, building out your labyrinth of tunnels beneath your base. 


    DECORATE
    All deployables, electricity, and storage items can be placed in your basement. Take advantage of your new space!

    RAID
    Nothing is safe in Rust, including your basement. If all the entrances are destroyed, then the basement is too. Any loot below will float to the surface. Protect the entrance at all costs!




    API METHODS (For Plugin Developers)
    // Returns true if the given entityId is part of a basement. bool IsBasementEntity(ulong entityId) // Returns the building ids of the basements connected to a given surface building id. uint[] GetBasementBuildingIds(uint surfaceBuildingId) // Returns the building ids of the surface buildings connected to a given basement building id. uint[] GetSurfaceBuildingIds(uint basementBuildingId)  
  3. More information about "Building Symmetry"

    $29.99

    Building Symmetry

    This plugin introduces symmetry features to streamline construction and upgrade processes. Choose from various symmetry shapes, including Square, Triangle, and Hexagon, and select symmetry types such as Normal2Sided, Normal3Sided, Normal4Sided, and Normal6Sided. Automatically mirror building actions across symmetrical axes for efficient base design and upgrades, including automatic building shape detection for Square, Triangular or Hexagonal bases, it has a user-friendly interface to enhance your building experience in Rust. Seamlessly toggle between symmetry shapes and types with the intuitive UI, providing precise control over your construction projects.
     
     
    Symmetry Features:
    * Support for Square, Triangle, and Hexagon symmetry shapes.
    * Choose between Normal2Sided, Normal3Sided, Normal4Sided and Normal6Sided symmetry types.
    * Mirror building and upgrade actions across symmetrical axes.
    * "R" Key + Hammer in hand -> removal tool. (Remove the entity/structure you're looking at).
    UI Features:
    * Shape Selection: Easily switch between Square, Triangle, and Hexagon symmetry shapes.
    * Type Selection: Choose from Normal2Sided, Normal3Sided, Normal4Sided and Normal6Sided symmetry types. (Depends on the symmetry shape.)
    * Enable and Disable symmetry
    * Reset Symmetry: Reset the symmetry information (shape, type, position)
    * Show center: Display the symmetry center.
    * Symmetry Hit Center Build Calculation (Building or Proximity)
     
    Chat Commands:
    * /sym_ui: Enable/Disable symmetry UI (Enabled by default).
    Console Commands:
    * sym_reset: Reset the symmetry information.
    * sym_shape: Change the symmetry shape.
    * sym_type: Change the symmetry type.
    *  sym_displaycenter: Display the symmetry center position.
    * sym_status: Enable or Disable symmetry.
    *  sym_ui_pos: Allow players to move the UI position freely.
    *  sym_ui_reset: Reset the UI position to default position.

    Permissions:
    symmetry.use symmetry.admin Oxide: o.grant <user/group> <name/id> symmetry.use Carbon: c.grant <user/group> <name/id> symmetry.use

    Config:
    { "Removal Tool (Def: true)": true, "Open Symmetry UI on Connect (Def: true)": true, "Symmetrical Upgrade (Def: true)": true, "UI Menu X Position (def: 0)": 0.0, "UI Menu Y Position (def: 0)": 0.0, "Check Building cost (def: false)": false, "Check for Deployables before placing (def: false)": false, "Display center functions (def: false)": false, "Disable Symmetrical entity kill": true, "Symmetry UI Command": "sym_ui", "Symmetry Admin UI Command": "sym_admin", "Symmetry UI X/Y Position command": "sym_ui_pos", "Symmetry UI Position reset command": "sym_ui_reset", "Enable Entity Shortname check? (def: false)": false, "Entity Shortnames to check if they're grounded.": [ "box.wooden.large", "box.wooden", "storage_barrel_a", "storage_barrel_b", "storage_barrel_c", "gates.external.high.stone", "wall.external.high.stone", "gates.external.high.wood", "wall.external.high", "wall.external.high.ice", "wall.ice.wall" ] }
    Showcase videos:
     
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