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  1. More information about "Grid Power"

    $24.99

    Grid Power

    Grid Power rust plugin allows players to harness electricity directly from the Power Grid on any map by climbing Power line Poles to upgrade Transformers with components and protect their grid section, while also enhancing vanilla visuals with realistic, adjustable slack on hanging wires and lights.
    Questions? Support? Join the discord: https://discord.nikhub.dev

    In short
    Draw electricity straight from the Power Grid in Rust - on any map, be it a procedurally generated or a custom one! Ladder up the Power line Poles to upgrade their Transformers with components  like Root Combiners (to replace missing/stolen/destroyed outlets that you plug into)   and Tech Trash (to permanently upgrade power output level, up to a configurable point). Maintain the service with long-lasting Fuses. But most importantly, protect your precious part of the grid from vandalism, theft and sabotage that will inevitably come from those jealous players!   Whatever you do, just be careful up there... high voltage happens to be highly dangerous. Always wear protective gear (like a hazmat suit) and don't touch the wires while they're live! As a bonus, this plugin also improves vanilla visuals with realistically hanging wires / hoses / Xmas lights, the slack of which (how loose they appear to be hanging) can be adjusted while placing. And this feature is completely optional, too. Goodbye, straight lines that look like steel rods - hello, actual laws of physics!
    But don't take my word for it - let the video speak for itself:
    Still not convinced? Check out this in-depth, 20+ minutes long review and tutorial by srtbull!
     
    1.0.2 UPDATE: Introducing working Street Lights for eligible poles! The lights go on between between 20:00 and 8:00 by default.


    Quick start (for admins)
    Upload the GridPower.cs file to your oxide/plugins folder and you should be good to go, it's all plug-and-play. No need to restart your server! If you're loading it for the first time or it's a new map wipe, the plugin will automatically locate all Power Line Prefabs on your map, randomly choose some of them (according to chances set in the default config)   and attach extra electrical entities to them to make them functional. Those entities should persist throughout the wipe and will be replaced if missing, on every plugin reload/server restart. Each Power line Pole will be assigned a number and its position will be stored in the data. This will work on any map that contains at least one of the following prefabs:
    assets/bundled/prefabs/autospawn/decor/powerline-small/powerline_pole_a.prefab assets/content/props/powerline_poles/powerline_pole_a.prefab
    Quick start (for players)

    Locating functional Transformers
    Not all Power Line Poles were made equally. Only a percentage of them (by default, 33% on average) will be functional. How do you recognise a functional one? Look up - if you see a Button attached to the top of the   Pole, and maybe even some pre-existing Root Combiner Outlets, that's it! [insert image here, maybe a player looking at a powerline pole with binoculars]

    Laddering Up
    Now that you have located a functional pole, you need to climb it. Normally you cannot deploy Ladders on Power Line Poles and many other places (but oddly enough, you CAN deploy them on the horizontal planks at the top of a Pole!). However, Grid Power re-implements all the client-sided deployment logic to allow bypassing of that arbitrary-seeming limitation. If you try to deploy a Ladder on a Power Line Pole, don't be discouraged by the fact that the "ghost guide" is red instead of blue/amber. Click anyway and it will force it through! Ignore the message in the chat saying that the deployment failed - just like the colour of the ghost guide, it's all client-sided and as such there's nothing the plugin can do about it, visually speaking. But trust me, everything works as intended, despite what the client messages are telling you. The Ladders can then be destroyed/picked up to be reused.

    Maintenance
    A Transformer can have up to 4 Outlets (Root Combiners). That's where the players draw the electricity from. Those Root Combiners can be damaged/destroyed/repaired/picked up with a hammer (if you have Building Privilege) any time. If there's less than 4 Outlets, right-click on a Root Combiner Item in your inventory or drag it into the Fuse Box of the Transformer. You will hear a deployment effect and the Root Combiner will be deployed on the pole. In order to be able to draw power from that Transformer, you need to put a Fuse inside. Right-click a Fuse in your inventory or drag it directly to the Fuse Box. Don't worry - inside of the Transformers, those Fuses will last for much, MUCH longer than inside regular monument Fuse Boxes. By default, a brand new Fuse inside of a Transformer Fuse Box will last you for 12000 seconds (= 200 minutes, = 3.33 hours). This value can be increased or decreased in the config. You can see how much time a fuse has left in the Transformer GUI. By default, the Power Grid will produce electricity between 8 AM and 8 PM. The power output will follow a smooth curve, being the lowest in the morning/evening, and peaking at 2 PM. Exactly how much RWs will be produced on each Outlet is determined by the Transformer's Tech Trash level. By default, each Tech Trash inserted increases the peak power output by 5 RWs (up until a certain point - by default, that level is capped at 50, which translates to 250 RWs per Outlet at peak hours). Upgrade the level by right-clicking the Tech Trash item in your inventory or dragging it directly into the Fuse Box. Inserting Root Combiners/Tech Trash is still possible even if there's already a Fuse inside of the Fuse Box. The Fuse won't be replaced as the sole Item in the slot, since Root Combiners/Tech Trash are consumed immediately.

    Hooking Up & Hanging Out
    Once there's at least 1 Outlet present, you have a Fuse at hand, and the Grid is currently producing power - you're all set. Take a Wire Tool, pick your favourite wire colour with the [RELOAD] button, typically R, and connect to the outputs of the Root Combiner Outlets to your own electrical devices, usually a Battery or another Root Combiner. You will notice the text on top of your screen telling you what the current Slack of your wire tool / hose tool is. You can increase it with the [DUCK] button, typically CTRL, and decrease it with the [SPRINT] button, typically SHIFT. Larger Slack value means that the wire/hose will appear to be hanging more loosely. Smaller values will make it look tighter. Values close to zero will make it look like they look in vanilla Rust - i.e. not so good in comparison 😉 The final Slack value will be applied the moment you finalise your wire/hose connection. This hanging improvement applies to anything you do with Wire Tools/Hose Tools, not just Transformer Outlet connections! For the Advanced Xmas Lights, it's even better: you can adjust the Slack of each segment individually! After you place the Advanced Xmas Lights segment down, and you're just about to place the next segment, adjust the Slack of the segment you have just placed down with [DUCK] and [SPRINT] buttons. You will see a preview of what it will make the segment look like. Placing the next segment down confirms the Slack for the segment before it.

    Danger! High Voltage!
    If the Grid is currently producing Power (by default, during daytime) AND a Fuse is inserted in the Transformer, all Root Combiner Outlets are considered live on that Transformer. You can tell whether a Transformer is live or not: first, check your electric devices plugged in directly to the Grid. If they're not currently receiving any charge, they're not live. Similarly, you can look at the diodes on the Root Combiner Outlets. If they're not on, the Transformer is not live either. Lastly, it's pretty clear from the Transformer GUI. If a player tries to connect/disconnect a wire to/from a live Outlet, or they're trying to pick up the Root Combiner Outlet with a hammer, and they're not wearing one of the items on a pre-approved list (see the Advanced Config section below), there is a 1.0 (100%) chance they will get electrocuted to death. Another way to guarantee electrocution is trying to clear connections named INTERNAL. Leave those alone! Wearing protective clothing reduces that chance to 1 in 10 (10%, according to the default permission profile - see below). You can set that chance to 0.0 (0%) if you want to give your players a peace of mind. Another way to guarantee 0% electrocution chance is making sure the Transformer is not live: either wait for the Grid to stop producing Power or take out the Fuse before doing anything else.

    Permissions (Oxide.Grant user YourName [permission name starting with gridpower.])
    By default, the plugin generates 3 permission profiles in the config - one for admins, one for normal players with no specific permissions (default) and one for VIP. More on permission profiles and config values they can handle can be found in the section Advanced Config. Unless you have added more permission profiles, only these two below are going to be used by your config:
    gridpower.admin
    Holders of the admin permission will also be able to run the /gp_cfg and /gp_emergency_cleanup commands
    gridpower.vip1
    Holders of this permission will follow settings and limits associated with with that permission profile.   The permissions below are also registered, but not used by default. To use them, just create some permission profiles with those permissions as the key.
    gridpower.vip2 gridpower.vip3 gridpower.vip4 gridpower.vip5
    Automatic street lights
    Depending on your map design, some power line poles might have lamps on them. All those lamps will now emit light, by default between 20:00 an 8:00, which just so happens to be the time when the grid production goes back to 0. You can also set the street lights to be always on, regardless of the time of day. The time settings for the street lights are independent of your power production time settings - they can overlap, one can start before midnight and end after midnight while the other one does not, etc. Those street lights will work even on non-functional power line poles, e.g those without a button on top of them. When on, the lights will flicker from time to time. How often they will flicker and how long individual flickers are going to be depends on your config - look below.
    Admin F1 console/chat commands (must have ownerid/moderatorid/gridpower.admin permission)
    If you're typing those commands from the F1 console or the server console, drop the preceding slash in the command name.
    /gp_cfg Will allow the admins to change non-permission profile related config values on the fly (see below) /gp_emergency_cleanup Instantly kills all the plugin-related entities: fuseboxes, admin generators, root combiners and buttons. It won't remove the power line entries in your data, however. All the killed entities will be re-generated according to your current generation settings in the config next time your server restarts or the plugin reloads. If you want to permanently get rid of them, unload the plugin, delete your oxide/data/GridPower.json, and load it back in. /gp_pole [add/remove] This command will allow admins to add or remove functional power line poles at any time. Just look directly at the pole you want to modify and type the command with an argument (either "add" or "remove", depending on what you want to achieve). If you want to add a pole and it already is functional, or if you want to remove a pole, but it isn't functional - you will get a warning. Same if you try to add a pole, but the pole you're looking at is building blocked by a nearby monument. "Ent killing" (or using a plugin like Remover) the power line fusebox is the equivalent of permanently removing it from the data and it won't be re-generated any more on next reload. Wiping your save file also automatically removes all the extra components and replaces them with new ones tailored to your map, in accordance to your generation settings.
    Configuration (oxide/config/GridPower.json and /gp_cfg console/chat command)
    Vast majority of the settings can be configured with the /gp_cfg chat command. Typing it in the chat/console with no parameters should dump a rundown of config fields and their values. In order to run any of the config commands, you will need to have ownerid or moderatorid (or the gridpower.admin permission).
    /gp_cfg GridConstantPower [logical values (true or false)] If set to true, the Grid will always produce electricity at its peak (100%), 24 hours a day (DEFAULT: false) /gp_cfg GridProductionStartAtHour [fractions (like 13.37) between 0.00 and 24.00] The hour of the day when the power production starts climbing up from 0 (DEFAULT: 8.0) /gp_cfg GridProductionEndAtHour [fractions (like 0.69, nice) between 0.00 and 24.00] The hour of the day when the power production settles back at 0 (DEFAULT: 20.0) /gp_cfg StreetlightsConstantPower [logical values (true or false)] If set to true, the Streetlights will be on 24 hours a day. (DEFAULT: FALSE) /gp_cfg StreetlightsTurnOnAtHour [fractions (like 20.4) between 0.00 and 24.00] The hour of the day when the street lights turn on (DEFAULT: 20.0) /gp_cfg StreetlightsTurnOffAtHour [fractions (like 8.2) between 0.00 and 24.00] The hour of the day when the street lights turn off (DEFAULT: 8.0) /gp_cfg StreetlightsReliability [fractions (like 0.5) between 0.00 and 1.00] The reliability of the streetlight. The less it is, the more often it will flicker. At 1, which represents 100%, it never flickers. (DEFAULT: 0.95) /gp_cfg StreetlightsFlickerLengthMin [fractions (like 1.2) between 0.00 and Positive Infinity] The minimum random length of the flicker, in seconds (DEFAULT: 0.1) /gp_cfg StreetlightsFlickerLengthMax [fractions (like 2.4) between 0.00 and Positive Infinity] The maximum random length of the flicker, in seconds (DEFAULT: 0.5) /gp_cfg GeneratorChancePowerlineFunctional [fractions (like 0.5) between 0.00 and 1.00] The chance that a valid Power Line Pole will be made functional during generation. (DEFAULT: 0.33) /gp_cfg FuseRequired [logical values (true or false)] If set to false, the Transformers won't need Fuses to produce power, just the right time of the day (if power is not 24/7) (DEFAULT: TRUE) /gp_cfg BuildingBlockPreventsButtonPress [logical values (true or false)] If set to true, if there's any Tool Cupboards in the range of the Transformer, you need to be authorised on all of them to open the Transformer GUI (DEFAULT: TRUE) /gp_cfg GeneratorInitialLevelMin [integers (like 7) between 0 and 1000] The lower limit for the random Tech Trash level of valid Power Line Poles during generation (DEFAULT: 1) /gp_cfg GeneratorInitialLevelMax [integers (like 7) between 0 and 1000] The upper limit for the random Tech Trash level of valid Power Line Poles during generation (DEFAULT: 5) /gp_cfg GeneratorInitialOutletsMin [integers (like 1) between 0 and 4] The lower limit for the random number of Outlets of valid Power Line Poles during generation (DEFAULT: 0) /gp_cfg GeneratorInitialOutletsMax [integers (like 3) between 0 and 4] The upper limit for the random number of Outlets of valid Power Line Poles during generation (DEFAULT: 4) /gp_cfg PowerlinePowerPerTechTrash [integers (like 7) between 0 and 1000] How much RWs at peak hours are provided per 1 Tech Trash Level upgrade (DEFAULT: 5) /gp_cfg PowerlineMaxTechTrashLevel [integers (like 7) between 0 and 1000] The maximum level that a Transformer can be upgraded to (DEFAULT: 50) /gp_cfg PowerlineFuseDurationSeconds [fractions (like 420.69, nice) between 0.0 and Infinity] How long (in seconds) a brand new Fuse inserted in the Transformer Fusebox will last (DEFAULT: 12000.0) /gp_cfg FuseItemShortname [strings (like "fuse")] The shortname of the item that acts as the Fuse for Transformer Fuseboxes, must be a valid Rust item shortname /gp_cfg FuseItemGuiName [strings (like "Transformer Fuse")] The custom GUI display name of the item that acts as the Fuse for Transformer Fuseboxes, can be anything, or left blank for default /gp_cfg FuseItemSkinID [positive long integers (like 2783151202)] The skin ID of the Fuse item if using custom, leave at 0 to accept any items of the shortname specified by FuseItemShortname
    Protective clothing (only editable through oxide/config/GridPower.json)
    "ProtectiveClothing": { "hazmatsuit": null, "scientistsuit_heavy": null, "hazmatsuit_scientist": null, "hazmatsuit_scientist_peacekeeper": null, "hazmatsuit.spacesuit": null, "boots.frog": null, "hazmatsuit.nomadsuit": null, "pants": [ 1581896222 ], "hoodie": [ 1581890527, 1582492745 ] }, Each entry has a key (the item shortname in quotes) and a value. If the value is null, it means all possible skins for that item shortname are accepted. In the example above, we're allowing all rubbery one-pieces (value is null, so any skin) and we're also allowing pants with 1 possible skin or a hoodie with 2 possible skins to be treated as protective clothing. You will see that there's no comma after the last entry on the list. BEFORE SAVING, ALWAYS VALIDATE YOUR JSON WITH A TOOL LIKE JSON LINT!

    Permission profiles
    Using profiles you can quickly create/edit different permissions for different players, for example, if you have more than 1 VIP tier on your server - just add some new profiles. Different players can have different limits and permissions associated with using the Power Grid. To check which permission profile the player should fall under, the plugin goes through all permission profiles and checks whether the player has that permission granted. The permissions are checked in order, meaning that if the player doesn't have the first permission, it will try the next permission on the list, etc (similar to how Auto Kits checks which kit to give to a player based on their permissions in order). If the player doesn't have any permissions from the list granted, they will fall back to the "default" profile. That's the only one that you shouldn't remove! If you remove it, a new one with default values will be created. So if you don't want your default, non-VIP players to use the power grid, don't remove the default profile, just take away privileges in that profile (like upgrading/deploying ladders/pressing the button). You don't have to use the built-in VIP permissions - any REGISTERED permission from any plugin will do just fine! By default, three permission profiles are generate in the config: default, gridpower.admin and gridpower.vip1. The default permission profile will apply to any player who doesn't have any permissions listed in the profile list - let's have a look at it:
    "PermissionProfiles": { "default": { "PermissionRequired": "default", "GridCanDeployLadder": true, "GridCanDeployRootCombiners": true, "GridCanConnectDisconnect": true, "GridCanPressButton": true, "GridCanUpgrade": true, "GridDangerousWireElectricutionChance": 0.1, "HangingXmasLights": false, "HangingWiresAndHoses": false, "SubdivisionsPreview": 10, "SubdivisionsFinal": 50, "SlackMax": 5.0 },  
    PermissionRequired should contain an already existing permission registered by any plugin in the form of pluginname.permissionname GridCanDeployLadder allows players to deploy ladders on Power Line Poles GridCanDeployRootCombiners allows players to deploy Root Combiners on Power Line Pole transformers by inserting them into the Fuse Box GridCanConnectDisconnect allows players to use a Wire Tool to connect their own electrical devices to the Grid GridCanPressButton allows players to access the Transformer GUI GridCanUpgrade allows the players to upgrade the Transformer peak output by inserting Tech Trash into the Fuse Box GridDangerousWireElectricutionChance defines how likely it is that a player will die from electrical accidents, even while wearing protective clothing HangingXmasLights allows the players more control over how much the Advanced Xmas Lights will be hanging (purely visual) HangingWiresAndHoses allows the players more control over how much the Wires/Hoses will be hanging (purely visual) SubdivisionsPreview is the number of intermediary points used while showing the hanging Xmas Lights preview catenary curve of the last placed segment. The more points, the smoother it looks. (purely visual) SubdivisionsFinal is it the number of intermediary points used for the final catenary curve of the hanging wires/hoses/xmas lights. The more points, the smoother it looks (purely visual) SlackMax  sets the maximum "looseness" of the wire/hose/xmas lights that the player is allowed. The more the slack, the longer the wire appears overall.
    API hooks (for plugin developers)
    All methods utilise the [HookMethod] attribute, which means you don't call them through Interface.Call, you need to first create this field in your plugin's main class...
    [PluginReference] private Plugin GridPower; Then, call the hooks like so. It's pretty self-explanatory what information they will provide you with.
    bool isPowerConstant = (bool) GridPower.Call("GridPowerIsConstant"); bool isGridProducing = (bool) GridPower.Call("GridIsProducing"); float productionHourStart =   (float) GridPower.Call("GridGetProductionHourStart"); float productionHourEnd = (float) GridPower.Call("GridGetProductionHourEnd"); float currentGridEfficiency = (float) GridPower.Call("GridGetEfficiency");   bool areStreetlightsAlwaysOn = (bool) GridPower.Call("StreetlightsPowerIsConstant"); bool areStreetlightsOn = (bool) GridPower.Call("StreetlightsAreOn"); float streetlightsHourStart = (float) GridPower.Call("StreetlightsGetTurnOnHour"); float streetlightsHourEnd = (float) GridPower.Call("StreetlightsGetTurnOffHour");
      Translation support (oxide/lang/en/GridPower.json)
    Almost every string the players see, including the text displaying in the chat and the GUI, can be edited. Just load the plugin and let it generate the file - after you edit it, reload the plugin.
  2. More information about "Prototype: Infected Zone | Rust Custom Map By Shemov & Answer"

    $49.90

    Prototype: Infected Zone | Rust Custom Map By Shemov & Answer

    This map features a large city monument inspired from the prototype game, where the city is divided into distinct zones representing the different stages of infection in New York City due to the viral outbreak. The Green Zone is the least affected area, where the military and uninfected civilians maintain relative normalcy. It serves as a zone with minimal viral presence, heavily fortified by the military. The Yellow Zone is a transitional area, marked by chaos, quarantines, and growing infection, where military forces struggle to maintain control, and civilians are at risk. The Red Zone is the most dangerous, fully overrun by the virus, where infected creatures roam freely, and the city is in complete ruin. The dark, gritty atmosphere of the city enhances the thrill of exploration, making it feel both vast and claustrophobic as you uncover secrets and evade relentless enemies.
    > Each zone offers distinct challenges and environments, contributing to the city's atmosphere of escalating tension and danger.
     
    FEATURES
    - Map size: 4500;
    - Prefab count: ~95k;
    - Compatible with BetterNPC plugins (Config for bots in the file), and Train Homes;
    - Underground railway;- Double-track surface railway with 2 entrances to the metro with separate branches for spawn trains;
    - Ring road (compatible with event plugins);
    - Evenly spaced monuments to spread the FPS load of client;
    - Custom building sites (X on the minimap);
    - Custom places for building in the subway (XU on the minimap);
    - Bridges are designed for easy tugboat access;
    - Custom waterfalls, lakes, canyons

    CUSTOM MONUMENTS
    - Prototype City;
    - Deserted town;
    - Plane Crash;
    - RW Station;
    - Stranded Cargoship;
    - Chemical Silo;
    - Custom build spots: marked with X or XU;
    - Unmarked mini monuments;
    - Dive site;
    - Bunker.

    FACEPUNCH MONUMENTS
    - Combined Outpost;
    - Harbour (2/2);
    - Ziggurat;
    - Apartment Complex;
    - Ferry Terminal;
    - Radtown;
    - Abandoned Supermarket;
    - Oxum's Gas Station;
    - Launch Site;
    - Airfield;
    - Water treatment plant;
    - Trainyard;
    - Power Plant;
    - Arctic Research Base;
    - Desert Military Base;
    - Giant Excavator Pit
    - Stone, Sulfur & HQM quarries;
    - Satellite Dish;
    - Small & Large Oil Rig;
    - Underwater Lab.

    NOTES
     - The password for the map is included, just in case you want to edit it.
    - Need help? You can contact Shemov or Answer

  3. More information about "Outpost Respawn Plus"

    $8.00

    Outpost Respawn Plus

    This is a great addition to Rust servers that provides players with a convenient respawn option. Upon death, players are presented with buttons on the death screen that allows them to respawn at the outpost or bandit camp, offering a strategic advantage in gameplay. This feature enhances the overall player experience by streamlining the respawn process and encouraging outpost and bandit camp utilization. This plugin has been used since 2019 on some popular servers, players enjoy the option of spawning in a safe zone.

    If you cannot afford to pay for this plugin  wishlist  it and send me a message asking for it and I will give it to you for  free.


    Features:
    Supports your own set spawn locations. Supports all monuments and custom monuments. Supports custom map locations. Player cooldowns. Removes players hostile timer when they respawn at outpost or bandit camp. Ability to set the players spawn Health, Calories and hydration when they respawn using the custom button. Ability to set a  spawn kit or multiple spawn kits for when players respawn at the outpost or bandit camp, must be using a  Kits plugin.
    (If you choose to have multiple spawn kits in the config it will choose a random one when a player respawns using the custom button.) User-Friendly UI: The respawn button is presented in an intuitive and visually appealing manner, ensuring ease of use for players. Optimized Performance: The plugin is designed with efficiency in mind to ensure minimal impact on server performance.

    Permissions:
    outpostrespawn.outpost
    Players with this permission can respawn at the outpost.
    outpostrespawn.bandit
    Players with this permission can respawn at the bandit camp.

    Admin Chat Commands:
    /savemonument - This saves the monument that the admin is standing at to the config.
    /setmonument - This saves the monument spawn location the admin is standing at to the config.
    /setcustommonument - This saves the custom monument spawn location the admin is standing at to the config.
    /setcustomspawn - This saves the custom map location the admin is standing at to the config.  
  4. More information about "Industrial Recycler"

    $23.99

    Industrial Recycler

    Industrial Recycler | Automated Recycling for Rust
    Put recycling to work inside your players' bases.
    Connect storage, feed in recyclable items and send the materials back into your industrial network. Industrial Recycler gives your players a recycling line they can build into their base, with automatic item transfers, dedicated input and output storage, and control over processing speed and efficiency.
    The same plugin also includes standard placeable recyclers, personal virtual recycling and an in-game purchase menu. Offer convenient recycling to your community, then choose the costs, access rules and group benefits that fit your server.
    Industrial automation · 48-slot input + 48-slot output · Standard and virtual recyclers · Configurable speed and efficiency · In-game purchases
    Watch Industrial Recycler in action
    Build a recycling line into the base
    An industrial recycler comes with dedicated input and output containers and storage adapters for Rust's industrial piping system.
    Feed the input. Add recyclable items manually or connect the input adapter to your industrial network. Let it process. The plugin transfers items into the recycler and starts recycling automatically. Collect the materials. Recycled output goes into the attached output container, ready to be moved through your network. Each attached container has 48 item slots, giving the setup room for incoming items and outgoing materials. Players can leave the inventory screen and let the placed industrial recycler handle the work.

    Useful handling is built in: the industrial recycler unloads ammunition and removes weapon attachments into output storage before recycling the weapon. Items without a recycling blueprint are routed from input toward output storage.
    Three ways to offer recycling
    Recycler type Player experience Best fit Industrial A placed recycler with automatic transfers, input/output storage and industrial adapters Players building automated bases Standard A familiar recycler that players place and operate manually Convenient recycling at home Virtual A personal recycler opened with /irec or /virtualrec Command-based convenience for permitted groups Standard recyclers also support tugboat placement. Industrial recyclers are placed on supported building surfaces.
    An owner with the appropriate permission can upgrade a standard recycler using /upgraderecycler, adding the industrial storage and adapters to the existing recycler.
    Give resources another purpose
    Let players work toward their own recycler through the built-in shop. /buyrecycler opens the standard recycler purchase screen; /buyindustrialrecycler opens the industrial option.
    Set a different cost for each type using one or several in-game items. Charge Scrap alone, or combine it with materials such as Metal Fragments, Sheet Metal and High Quality Metal. The menu shows the requirements before the player confirms the purchase.
    Purchase permissions are separate, so you can offer one type to everyone and reserve another for a chosen group. Purchase limits count both placed recyclers and matching recycler items in the player's inventory.

    The screenshots show example settings and layouts. Purchase costs and storage appearance are configurable.
    Build group benefits around features players use
    Choose how recycling changes as players gain access to different permission groups:
    Processing speed: four configurable cycle-duration tiers for placed recyclers. Recycling efficiency: four configurable efficiency tiers for placed recyclers. Virtual recycling settings: dedicated speed and efficiency tiers for virtual use. Ownership limits: separate standard and industrial limits for regular players, VIP1 and VIP2. For example, give a group access to virtual recycling, allow another group to own more industrial recyclers, or assign a shorter recycling cycle. You choose the values and permissions; the plugin applies the recycler owner's settings.
    Fit the setup to the base
    Choose between two adapter layouts and configure attached storage to be visible or hidden. Players with the layout permission can switch arrangements after disconnecting the pipes.
    Inventory navigation buttons let players move between the recycler, input and output containers. You can also adjust the main recycler UI position and configure distinct item skins for standard and industrial recyclers.
    For shared bases, restrict access to the owner or allow Rust teammates and friends. Friend access uses the optional Friends plugin. Permitted players with access can pick up a recycler using a hammer.
    Keep virtual convenience under control
    Virtual recycling has its own permission and checks the player's situation before opening. Use is blocked while swimming, falling or flying, mounted, or in the supported cargo ship, hot air balloon and elevator checks.
    With the optional NoEscape integration, you can also block virtual recycling during raid block or combat block.
    The virtual recycler is a temporary session: items left inside are dropped at the player when the session closes. Use a placed industrial recycler for an ongoing automated setup.
    Before you buy
    Are other plugins required?
    No additional plugin is required for the core features. Friends and NoEscape are optional integrations. Connecting to an industrial network uses Rust's industrial components.
    Can purchases use Economics or ServerRewards?
    The built-in shop uses configured in-game item costs. It does not include a balance integration with Economics or ServerRewards.
    Does a standard recycler include automation?
    The standard version is manually operated. The industrial version adds the attached storage, adapters and automatic transfers. The permission-controlled upgrade command converts an owned standard recycler.
    Can I change speed without changing efficiency?
    Yes. Speed and efficiency use separate permissions and configuration values. Dedicated virtual permissions let you tune virtual use as well.
    What happens when a recycler is picked up or destroyed?
    Remaining contents are dropped into the world. Hammer pickup returns a recycler item to the player; dropping a recycler item on destruction is a separate configuration option, disabled by default.
    Which languages are included?
    Default messages are included in English, Brazilian Portuguese, German and Spanish.
    Setup and reference
    Getting started on Oxide
    Place IndustrialRecycler.cs in oxide/plugins and let it load. Review oxide/config/IndustrialRecycler.json, including purchase costs, ownership limits and access settings. Grant the permissions for the features you want to offer. To let the default group buy both recycler types, run these commands in the server console: oxide.grant group default industrialrecycler.buystandard oxide.grant group default industrialrecycler.buyindustrial Reload the plugin after configuration changes with oxide.reload IndustrialRecycler. Use /buyindustrialrecycler to purchase an item, place it on a supported building surface, and connect the input and output adapters to your industrial setup. For a purchase-only setup, use the purchase permissions. industrialrecycler.give also allows free recycler grants to yourself or another player; it is not required to buy or place a purchased recycler.
    Player commands
    Default chat command Action Permission /buyrecycler Open the standard purchase menu industrialrecycler.buystandard /buyindustrialrecycler Open the industrial purchase menu industrialrecycler.buyindustrial /irec or /virtualrec Open a personal virtual recycler industrialrecycler.virtual /upgraderecycler Upgrade an owned standard recycler within reach industrialrecycler.give /togglerecycler Switch the viewed industrial recycler's adapter layout; disconnect its pipes first industrialrecycler.toggle /industrialrecycler [player] Give an industrial recycler without purchase cost industrialrecycler.give /standardrecycler [player] Give a standard recycler without purchase cost industrialrecycler.give /giveindustrialrecycler and /givestandardrecycler are additional default chat aliases. Purchase, give and virtual command aliases are configurable. The upgrade command does not charge the industrial purchase cost.
    Console and RCON commands
    giveindustrialrecycler STEAM_ID givestandardrecycler STEAM_ID These commands give a recycler item to an online player without charging a purchase cost. Player-issued console use requires industrialrecycler.admin; server console and RCON can issue them directly.
    Permissions and tier settings
    Permission Purpose industrialrecycler.pickup Hammer pickup, subject to access checks industrialrecycler.toggle Switch adapter layout industrialrecycler.vip Apply VIP1 ownership limits industrialrecycler.vip2 Apply VIP2 ownership limits industrialrecycler.admin Unlimited ownership limit, owner-access bypass and player-console give access; other feature permissions remain separate Tier Placed speed permission Virtual speed permission Default cycle duration 1 industrialrecycler.speed1 industrialrecycler.virtualspeed1 4 seconds 2 industrialrecycler.speed2 industrialrecycler.virtualspeed2 3 seconds 3 industrialrecycler.speed3 industrialrecycler.virtualspeed3 2 seconds 4 industrialrecycler.speed4 industrialrecycler.virtualspeed4 1 second Tier Placed efficiency permission Virtual efficiency permission Default efficiency setting 1 industrialrecycler.efficiency1 industrialrecycler.virtualefficiency1 0.50 2 industrialrecycler.efficiency2 industrialrecycler.virtualefficiency2 0.60 3 industrialrecycler.efficiency3 industrialrecycler.virtualefficiency3 0.70 4 industrialrecycler.efficiency4 industrialrecycler.virtualefficiency4 0.80 All listed tier values are configurable. Higher-numbered permissions take priority within each family. Virtual speed permissions take precedence; if none is assigned, the plugin checks regular speed permissions and uses the corresponding virtual duration. Virtual efficiency uses its own permission family.
    The plugin's efficiency fallback is 0.60 when no matching efficiency permission is assigned. Tier 1's default 0.50 is lower than that fallback, so choose your values deliberately when designing group benefits. Cycle duration describes a recycling cycle, not the time to empty a full input container.
    Default ownership limits are 1 standard and 1 industrial recycler for regular players, 2 of each for VIP1 and 3 of each for VIP2. These limits are configurable; VIP2 takes precedence over VIP1.
    Optional integrations
    Plugin Adds Friends Friend access to owned recyclers when enabled NoEscape Raid-block and combat-block checks before opening a virtual recycler Give your players a base upgrade they can put to work every day. Add automated industrial recycling, convenient personal access and group settings you control with Industrial Recycler.
  5. More information about "Shipwreck"

    $34.99

    Shipwreck

    This plugin will allow players to visit the depths of the ocean to discover 3 new locations included in this plugin: a  Sunken Cargo Ship, Submerged Ore Farm, and a Shipwrecked Barge.
    In the wreckage you will find a high concentration of loot. Just be careful! The COBALT group has already arrived and is exploring the site.
    They have submarines and divers already in the water!

    Patrol Submarines
    Subs do a LOT of damage, but they have low visibility and low accuracy. Very unreliable at Titanic depths. Subs are a serious threat if you arrive in a submarine yourself. Try to sneak up behind them and destroy them, you don't want to be the one to sink, trust me!
    Cobalt NPC Divers
    High accuracy, but not much armor and don't pack a huge punch. Almost harmless if you arrive in a submarine, but they are still a threat! Keep your eyes on these guys, it might just be you or them!
    Killer Sharks
    These sharks have smelled all the blood in the water, after being drawn to the area already by all of the disturbance. They are here, they are mad, and they are bloodthirsty and hungry!
    The plugin includes 3 locations:
    Shipwrecked Cargo Ship
    There are three rooms in the Sunken Cargo Ship location that are opened with a keycard. The map type can be selected within the configuration file.
    Sunken Barge
    A great place to find some Shipping Containers, as well as Killer Sharks! The Cobalt group has been busy in this area, they must have taken this Barge down recently as well.
    Submerged Ore Farm
    An ore rich location with multiple farmable ore nodes, as well as some other scattered loot including fuel barrels.
    Chat commands (only for administrators)
    /shipwreckstart – launches the event in a random configuration /shipwreckstart <shipwreckstart> –  launches the event in the <eventPresetName> configuration /shipwreckstartmyloc – launches the event in a random configuration  in your location /shipwreckstartmyloc<shipwreckstart> –  launches the event in the <eventPresetName> configuration  in your location /shipwreckstop – stops the event /screatepath– starts recording the route for the npc/shark/sub /ssavepath <npc/shark/subPresetName> – saves route for npcs/sharks/sub /scancelpath – cancels route recording Console commands (RCON only)
    shipwreckstart – launches the event in a random configuration shipwreckstart <shipwreckstart> –  launches the event in the <eventPresetName> configuration shipwreckstop – stops the event Config
    plugin_en –  example of plugin configuration in English location_en  –  example of location  configuration in English plugin_ru  –  example of plugin configuration in Russian location_ru  –  example of location  configuration in Russian Dependencies (optional, not required)
    True PVE PveMode GUI Announcements Notify DiscordMessages AlphaLoot CustomLoot Economics Server Rewards IQEconomic Hooks
    void  OnShipwreckStart() void  OnShipwreckStop()  
    My  Discord:  adem9554
    Join the Mad Mappers Discord  here!
    Check out more of my work  here!

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