Nobby's Wishlist
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Sewer Outpost [Underground Safezone / Small]
A cozy small underground outpost equipped with all the necessary Trading / Shops + Gambling Wheel & Poker Tables.
This Monument comes with 3 prefabs..
> Sewer Outpost - [ Just includes the Inner Monument and no Surface Exit / Entrance ]
> Sewer Outpost W Chimmey - [ Includes Exits but NO Surface Connection ]
> Sewer Outpost W SurfaceEntrance - [ Full Prefab ]
I feel like a lot of Custom Safezone are overwhelming and too much to explore and run through. This Monument make it simplistic and great for Smaller Servers / 1 Grids & More.
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Monothaki (custom map)
Welcome to the stunning paradise lagoon of Fulaga Island where there is a village called Monothaki.
This island is located in the Fiji archipelago and has an unusual shape.
The Monothaki map follows the shape of the island and its features.
Many small islands that can be used to build bases.
Rock formations that are visible from the water and create an unusual atmosphere of the island.
Underwater sandbars that allow you to walk in the middle of the ocean or use them for other purposes.
You can build or fence off larger islands and become the sole owner of these places.
In the center of the lagoon is one of two Oil Rigs and one of three underwater laboratories.
The Road and the Railway go around the entire island.
Lots of caves and hidden underground passages. Beautiful custom places and locations.
The Monothaki map will give you an unusual survival experience.
Features:
Size: 6k land size: ~4k Prefabs: ~ 34k Ring railway Ring road Unique custom locations Magnificent and realistic landscape Lot of places to explore Subway and train are connected by tunnel Advanced subway network Zipline across the entire map
Custom Monuments:
Fisherman's House Paradise beach Ancient well Сustom pipeline Hidden Underground Tunnel Sea stack Monument Rust:
Jungle Ziggurat Jungle Ruins Jungle Trees with vines Jungle Swamps Radtown Harbor 1 and 2 Missle Silo Ferry Terminal Trainyard Abandoned MIlitary Base Abandoned cabins Launch Site Arctic Research Base Satellite Dish Airfield Bandit Camp Outpost Giant Excavator Pit Junkyard Military Tunnel The Dome Lighthouse Ranch Large Barn Water Treatment Fishing Village 1,2,3 Underwater Lab Oil rig and Large Oil Rig Railway Sewer Branch HQM, Sulfur, Stone Quarry Roadside Monument Mining Outpost Supermarket Gas Station Power Sub Water Well Please rate the⭐⭐⭐⭐⭐ map. Thank you!
The map is password protected, if you want to make changes or you have any questions please write to me in discord.
Litum on -
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Train Bases
By LeroyJenkins420 in Plugins
This plugin allows any player to find and build on a train directly on the rails in either a 1x5 or 1x3 configuration.
Try before you Buy?
Servers: If you currently run a server with this plugin please reach out! Wish to see your server on this list? Reach out to me on Discord or Codefling
Features:
Throttle syncing for trains (syncs throttles when updated) Build anything almost anywhere (on trains) Limited to 2x1 or 5x1 carts Can be built inside of some monument (Trainyard, etc) Can be built inside underground tunnels Electrical entities powered by the train Configurable Health Preset Support NO MAP EDITING REQUIRED!!!
How To Use:
To use this plugin you need to:
1. Put the plugin in your plugins folder and enjoy!
Chat Commands:
/blacklist: Admin only, will blacklist items in your inventory, this will prevent these items from being placed on the train.
/killtrains: Admin only, will kill all trains on the server.
Args: All - kills all trains Built - kills only built trains Unbuilt - kills only unbuilt trains
Config:
Bounds defines the buildable area on the train, default is 1x5 or 1x2 for work carts. Larger building bounds may or may not be supported in the future.
Building grade support 0-4
0: twigs 1: wood 2: stone 3: metal 4: high quality { "Version Number": { "Major": 1, "Minor": 1, "Patch": 7 }, "Upgrade Chance (0-100 = %0-100 chance)": 50.0, "Building Grade to spawn as": 3, "Train Wagon Start Health": 5000.0, "Train Engine Force": 250000.0, "Blacklisted Entities (shortnames)": [ "example1", "example2", "For ShortNames Go to:", "https://docs.carbonmod.gg/references/items/", "https://www.corrosionhour.com/rust-item-list/" ], "Sync Train Throttles": true, "Max Train Pop": 24.0, "Max coupled trains": 12, "Max Train Couple Speed": 9.0, "Message Prefix": "<size=18px><color=#51a3f5>[</color><color=#FFFFFF>T</color><color=#FF0000>B</color><color=#51a3f5>]</color></size>" } Note: Presets can be found in a seperate folder (TrainBases > TrainPresets)
Please also be aware that at this time bounds are only setup for default types. EX: you can create presets for WagonC, however if you create presets for locomotive the player will be able to build infinitely off the train. Default types meaning train types that come with presets by default (wagonc, wagonb, etc).
The bounding system will be re-engineered shortly to allow for dynamic bound creation.
Note: weighted chance modifiers can be modified for each preset valid arguments for these modifiers are 0-100 and affect the likelihood of that preset spawning.
- #trainserver
- #train
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Injuries And Diseases
What kind of survival game doesn't let you break your leg? With this plugin, players can sustain injuries and become infected with diseases. Currently there are 6 status conditions, each fully customizable through the plugin's configuration file.
Status Conditions
/inflict <player> concussion /cure <player> concussion Periodically blurs the player's vision. Chance to occur when a player is headshot. More likely to occur with more powerful weapons.
/inflict <player> foodpoisoning /cure <player> foodpoisoning Forces the player to vomit occasionally which damages their food and thirst levels. Caused by eating spoiled meat. Can be cured by drinking healing tea.
/inflict <player> brokenleg /cure <player> brokenleg Prevents sprinting and causes damage when moving. Can happen when taking fall damage, chance increases the greater the height. Can also occur when being shot in the leg, this is more likely to happen the more powerful the weapon is.
/inflict <player> rabies /cure <player> rabies Periodically deals damage to the victim and flashes their screen red. Can be rarely contracted from the bites of wild animals. There is no cure, it's best to put the victim out of their misery.
/inflict <player> tapeworm /cure <player> tapeworm The effect of food and water consumption is greatly reduced. Can occur from consuming raw or uncooked meat. Easily treatable with anti-biotics (anti-rad pills).
/inflict <player> z13virus /cure <player> z13virus Not much is known about this disease, however it is often mistaken for rabies. Something terrible occurs when the victim dies... Seems to occur when a player is bitten by a zombie (scarecrow).
Customization
Each status condition has properties that can be customized through the plugin config. Here is a quick description of each of the properties.
Enabled - Set to false to disable this condition.
Likeliness - The chance (0 - 1.0) of this condition occurring through any means. For some conditions, like concussion or broken leg, this will be the MINIMUM chance for this to occur, and it will become more likely depending on how much damage is taken. This is only relevant for some conditions, other conditions may use items/entities to inflict players.
Icon - The url of the icon for this condition.
From Legshots - (Broken Leg Only) Set to false to disable this from occurring when a player is shot in the leg.
From Falling - (Broken Leg Only) Set to false to disable this from occurring when a player takes fall damage.
Damage Scale - The damage effect multiplier for the status condition. This will modify the damage taken for all types (hunger, thirst, ect.) not just health. For example, a value of 0.5 will do half damage while a value of 2.0 will do double damage.
Show Duration - Set to false if you do not want player's to see how many seconds are remaining for this condition. There is a slight performance cost for this being set to true.
Show Indicator - Set to false if you do not want a custom status framework indicator to show up for this condition.
Cure Items - Item short names with corresponding chances from 0-1.0. The items listed will have a chance to cure the condition when consumed/used by the player. An item skin can optionally be specified, see Item Skins section.
Interval Min Seconds - The minimum amount of time in seconds between a condition's symptom from occurring. Only relevant for some conditions.
Interval Max Seconds - The maximum amount of time in seconds between a condition's symptom from occurring. Only relevant for some conditions.
Duration Min Seconds - The minimum number of seconds a condition will last for.
Duration Max Seconds - The maximum number of seconds a condition will last for.
Move Items to Zombie - (Z13 Virus Only) Set to false to disable moving items from a corpse to the newly spawned zombie. The items will instead be left in a backpack.
Reanimation Seconds - (Z13 Virus Only) The number of seconds before an infected player's corpse is reanimated into a zombie.
Infliction Entities - Entity short names with corresponding chance of inflictions from 0-1.0. The entities listed will have a chance to inflict the condition when dealing damage to a player.
Infliction Items - Item short names with corresponding chance from 0-1.0. The items that are listed will have a chance to inflict the condition when consumed/used by the player. An item skin can optionally be specified, see Item Skins section.
Infliction Damage Action - Determined the way that an infliction entity must deal damage in order to inflict a condition. The allowed values are "melee", "ranged" or "any".
Item Skins
You can optionally specify that only an item with a certain skin will count for Cure and Infliction items. To do so just append #<skin id here> to the end of the item shortname. If both a skinned item and a non skinned item definition are specified, then the skinned definition will take priority if applicable. For example if your config looks like this then...
If Anti-Rad Pills with the Skin 12345 are consumed, then it has a 100% cure chance. Anti-Rad Pills with any other skin (including default) only have a 50% cure chance. Only Apples with the 67890 skin have a 100% cure chance. All other Apples have 0% cure chance (because they are not listed). "Cure Items": { "antiradpills": 0.5, "antiradpills#12345": 1.0, "apple#67890": 1.0 }, Creating Your Own Custom Status Conditions
Please note, this is a WIP feature, there may be some bugs, please report them if you find them!
As of v1.2.0 you can use the API method "CreateCondition" to create your own plugin that can register custom status conditions through Injuries and Diseases. But what if you're not a developer? No problem! I have created a plugin for you with a ton of configurable options for you to create your own status conditions. In either case, here are some guides for what you need to do to create your own status conditions.
For Non-Developers
If you are not a plugin developer and you would like to create your own custom status conditions then you can download this plugin file and edit the config that it generates to customize the status conditions how you like. Currently there is a limited amount of things you can do for a status condition. If there is a specific condition, trigger, or effect you would like included, please open a support ticket and make a suggestion! Or, if you want full freedom, you can see the developer section to create your own status condition plugin exactly how you would like.
For Developers
If you are a plugin developer and would like to create a plugin that adds some custom status conditions, then you can make use of the "CreateCondition" API method (see API section) to register any custom conditions you would like to add. To see a code example of how this will work you can refer to the plugin file download like mentioned in the "For Non-Developers" section above. That plugin contains some hints on how the plugin must operate to work with Injuries and Diseases. When creating a custom condition, there are certain aspects that Injuries and Diseases will handle, and others that your plugin will need to take care of. Here is a breakdown of some of those things:
Injuries and Diseases will handle...
Showing status indicators Status duration and countdowns Showing infliction, cure and diagnosis messages (they need to be in YOUR plugin's localization file though) The effect that occurs on intervals and when the condition is first inflicted (you pass these methods into the CreateCondition method) Whether your conditions duration/indicator is shown (pass this into the CreateCondition method) Your plugin should handle...
Registering conditions using the API Means of inflicting your condition (entity attack, item consumed, ect) Means of curing your condition Localization (Injuries and Diseases will reference some of these) Adding images to image library Any configuration options pertaining to your custom conditions Permissions
injuriesanddiseases.admin
Required for admin commands
injuriesanddiseases.doctor Designates a player as a doctor Required for doctor commands
injuriesanddiseases.immune Player cannot be affected by any conditions Will also cure the player of any current conditions when granted Admin Commands
/inflict <player> <condition> <revealed?> Inflicts the player with the specified condition (see status conditions section). Optionally, you can set if the status will be revealed or not. Default value is set in the config.
/cure <player> <condition?> Cures the player from all conditions. If the condition is specified, the player will be cured of just that condition.
/conditions <player> Returns a list of all the conditions a player is suffering from and includes the remaining duration.
/reveal <player> <condition> Reveals the condition to the player if it has no already been revealed.
Doctors (Optional)
As an optional feature, you can assign a player as a doctor. Doctors can diagnose players, which will reveal to the player the condition that their are afflicted with. By default, this isn’t necessary, as players will automatically be notified of what their condition is. However, in the config, you can set it so that conditions are unknown to players until they get a doctor to diagnose them. Once they have diagnosed a player, the doctor will also be informed of how to cure the condition. Doctors can be assigned with the doctor perm, and have access to the following command:
/diagnose Will diagnose any undiagnosed conditions of the player they are looking at. Will also recommend treatment if available.
Supported Plugins
Injuries and Diseases has built in support for the following plugins:
ZombieHorde The default config values contain support for ZombieHorde zombies to inflict the Z13 Virus The keyword in the config for zombie horde entities is "zombie" WalkingDead The default config values contain support for Walking Dead zombies to inflict the Z13 Virus The Walking Dead plugin uses the "scarecrow" entity for their zombies, which is already included BotReSpawn If you want BotReSpawn entities to inflict a condition, use the keyword "botrespawn" in the infliction entities section of the condition config. Configuration
Death Removes Conditions - Set to false if you want conditions to persist even when a player dies.
Pause on Disconnect - Set to false if you want the condition timer to continue even when a player is sleeping. Set to true if you want it to pause when they are sleeping.
Require Diagnosis - Set to false if you want conditions to be automatically revealed to player's when they are inflicted. Set to true if you want them to appear as unknown until a doctor diagnoses them.
Show Doctor Indicator - Set to true if you want an indicator to appear for player's with the doctor permission.
Messages Enabled - Set to false if you do not want messages to appear in the chat for player's when their conditions status is updated.
Message Icon ID - The steam ID of the player portrait you want to appear for all chat messages from this plugin.
Images - A list of image urls for various images used in this plugin.
Status Conditions - Configuration for status conditions (see customization section).
Version - Keeps track of what version your configuration was generated for, do not edit manually.
Developer API
With these developer API tools you can extend the functionality of existing conditions through code. You can add additional effects by making use of the various hooks for each condition.
/* * Returns a list of all enabled conditions. */ List<string> GetConditions(); /* * Returns a list of conditions a player is inflicted with. */ List<string> GetPlayerConditions(ulong userId); /* * Returns true if the player has the specified condition. */ bool HasCondition(ulong userId, string conditionNameId); /* * Inflicts the player with the specified condition. */ void SetCondition(ulong userId, string conditionNameId, bool revealed); /* * Removes the condition for the player. */ void RemoveCondition(ulong userId, string conditionNameId, bool cured); /* * Removes all conditions for the player. */ void RemoveAllConditions(ulong userId, bool cured); /* * Reveals the condition to the player if it is not already revealed. */ void RevealCondition(ulong userId, string conditionNameId); /* * Create a custom condition. BETA */ void CreateCondition(Plugin plugin, string conditionNameId, string imageLibraryIconName, int minIntervalSeconds, int maxIntervalSeconds, int minDurationSeconds, int maxDurationSeconds, bool showDuration, bool showIndicator, Action<BasePlayer> beginEffect = null, Action<BasePlayer> intervalEffect = null);
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Vehicle Spawner Plus
Adds re-spawnable vehicles with command.
About Vehicle Spawnper Plus
With this plugin, you can:
• Define spawn points for different vehicles anywhere in your server's world.
• Set custom intervals for spawning vehicles, allowing you to control the frequency of vehicle respawns.
• Specify random interval for spawning vehicles, adding an element of unpredictability to your server's spawnpoints.
Whether you're looking to establish vehicle spawn zones, simulate dynamic vehicle distribution, or simply enhance the gameplay experience on your Rust server, this plugin gives you the flexibility and control to do so with ease.
Commands (ONLY ADMIN);
• /addvehiclespawn <name> <x> <y> <z> <vehicleName> <interval> ▶️ You can create a spawn point with static time and vehicle.
• /addvehiclespawnr <name> <x> <y> <z> <vehicleName> <intervalMin> <intervalMax> ▶️ You can create a spawn point with random interval.
• /deletevehiclespawn <name> ▶️ You can delete spawn points with this command.
• /showvehiclespawns ▶️ Prints out spawn points in f1 console.
➡️ "<name>" This defines your spawn points name which you can use in /deletevehiclespawn.
➡️ "<x> <y> <z>" This is positions for vehicles to be spawned you can use console command "client.printpos" to see where you're standing at.
➡️ "<vehicleName>" You need to use the short name for the item you want to be spawned, available vehicles are "minicopter", "scrapheli", "tugboat", "rowboat", "rhib", "motorbikesolo", "motorbikeduo", "bikesolo", "bikeduo", "subsolo" and "subduo".
➡️ "<interval>" This defines the respawn time in seconds.
➡️ "<intervalMin>", "<intervalMax>" you can adjust those values for how much time later the item will be respawned for random time. Ex; 1 10, Item will respawn every 1 to 10 seconds.
Here is the default config file;
{ "Spawn1": { "Interval": 300.0, "IsRandomInterval": false, "RandomIntervalMax": 180.0, "RandomIntervalMin": 600.0, "SpawnPosition": { "x": 100.0, "y": 10.0, "z": 50.0 }, "VehicleName": "minicopter" }, "Spawn2": { "Interval": 300.0, "IsRandomInterval": true, "RandomIntervalMax": 600.0, "RandomIntervalMin": 180.0, "SpawnPosition": { "x": 100.0, "y": 10.0, "z": 50.0 }, "VehicleName": "scrapheli" } }- #vehicle
- #submarine
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