Thump1t's Wishlist
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AutoRestart
[ ✓ ] Works on any host. [ ✓ ]
The plugin needs the free CrashExtensions library. Can't upload DLLs on your host? No problem: the zip includes a small installer plugin. Drop it in your plugins folder, run crashext.install, restart once, and you're done.
AutoRestart restarts your Rust server on a schedule and makes sure nobody is caught by surprise. Pick the restart times in your own time zone, skip them on wipe days, and every player is warned on the channels you choose: a notification panel, the game's own toast, chat, a sound, the vanilla restart banner and a row in the vitals stack.
The admin window is one window with eight tabs across the top: Overview, Schedule, Alerts, Appearance, Voting, Rewards, Discord and Advanced. Every tab slides in as you open it. A draft only saves when you press Save, Preview on screen puts the real panel and countdown strip on your HUD so you can drag them where you want, and two admins can work at the same time.
Players can vote to delay a restart that comes at a bad time, and the players who come back afterwards can claim a reward in items, Economics or ServerRewards. Your Discord hears about it too: a countdown, the final restart and the server coming back online, each one an embed you design.
Works on Oxide and Carbon Needs CrashExtensions 1.12.9 or newer (included) Six alert channels, each on its own switch Seven languages built in Jump to: Features · How it plays · Screenshots · Trailer · Admin window · Commands · Permissions · Install · Configuration · Test server · FAQ · API
🌟 Features
For players
Warnings in their language. Seven languages are built in: English, Spanish, Italian, Russian, Ukrainian, French and Brazilian Portuguese. Each player sees the alerts in their own. The last minute on screen. The notification panel counts the final minute down by itself, and an optional countdown strip shows MM:SS and a progress line from a trigger time you choose. A say in the timing. When a restart is close, a vote panel lets players vote to delay or to continue. If enough of them agree, the restart waits. Late joiners see it too. Players who connect or respawn during a countdown get the strip, the vote panel and the last-minute panel straight away. A reward for coming back. Players who reconnect within the claim window get their items, Economics money or ServerRewards points. Always know when. /restart shows when the next restart is. For server owners
Restart times in your time zone. As many a day as you want, in UTC or any zone you set (Asia/Tokyo, Europe/Berlin, UTC+9...), daylight saving included. Every time players see is shown in that zone. Wipe days skip them on their own cycle: weekly, every 2 or 3 weeks, the 1st to 4th, or the last of the month. Restart in... A one-off restart from the window, chat or RCON. Cancelling it brings your schedule straight back. Warning times you set. Chips for the game and for Discord, set apart. The defaults are 30, 15, 10, 5, 3, 2 and 1 minutes in game, and 30, 15, 10, 5 and 1 on Discord. A player count guard. A scheduled restart is skipped while more players than your limit are online. A restart you start yourself always goes ahead. Your panel, your look. A notification panel with one of 137 game icons, colours with opacity, a solid or gradient background, a border, your own title and message. Five position presets, or drag it anywhere. Discord. A webhook with three embeds (countdown, final restart, server online), a live Discord style preview while you edit them, and a test button. Animations on one switch. Slides and fades everywhere, or none at all. Safe config. Values out of range are repaired on load, and a broken file is left untouched. The window saves only what its own section holds. An optional update check. Restart the server when a new Oxide build is out. It is off by default. For developers
Hooks and a status call. OnRestartScheduled, OnRestartWarning, OnRestartInitiated and OnRestartCancelled, plus GetRestartStatus for the pending restart. See the API. Console and RCON. autorestart status, cancel, now and set <time> work from the console, RCON and your own tools. 🔁 How it plays
Warnings. At every warning time you set, players get the alerts on your channels: the toast, the chat line, the sound and the panel. The vote. Five minutes before the restart, the vote panel opens for 30 seconds. If 60% of the players vote to delay, with at least 3 players online, the restart waits 50 minutes and then runs a new 15 minute countdown. The strip. Once the time is inside its trigger (30 minutes by default), the countdown strip stays on screen with MM:SS and a progress line. The final minute. The panel counts the last minute down on its own, so every player sees the seconds. The restart. Players get a plain message to reconnect in 3 to 5 minutes. The server saves, shuts down cleanly and quits, and your host starts it again. Back online. The server online embed goes to Discord if you turned it on. Players who reconnect within the claim window (5 minutes by default) get their rewards: money at connect, items when they wake. 📸 Screenshots
Every screen below is AutoRestart running in Rust.
The Overview: the next restart, the alert channels and the features at a glance The final minute, as players see it Alerts: every channel and warning time Schedule: restart times and wipe days Appearance: the panel, its size and its position Voting: the share, the window and the delay Rewards: items, Economics and ServerRewards Discord: webhook, message and embeds Advanced: the update check, the reload and the animations 🎥 Trailer
The AutoRestart 5.0 trailer (click to play, 57 seconds)
🗒️ In-Game Admin Window
No file editing needed. /restart config opens every setting in one window. Each section is a draft: an unsaved section shows a dot on its tab, Save applies only the section you are on, and closing with unsaved changes asks first.
Overview - a live clock to the next restart, what is on at a glance, today's restart times, and Restart in..., Cancel restart and Reload schedule. Schedule - restart times and wipe days. Alerts - the channels, the in-game and Discord warning times and the player count guard. Appearance - the notification panel, its text, the countdown strip, the toast style and the background (solid or gradient), with Preview on screen. Voting - the share, the vote window, the delay and the chat command. Rewards - the claim window, Economics, ServerRewards and an item list. Discord - webhook, bot, message and the three embeds, with a live preview. Advanced - the update check, the animations switch and the reload button. 🎮 Commands
Players
/restart - when the next restart is /restart status - detailed restart info /restart help - the command list /vote delay, /vote continue - vote on a restart in progress (the command name is set in the Voting section) Admin
/restart config - the admin window /restart set <time> or /restart <time> - restart in 30s, 5m, 1h or a plain number of seconds. Write 5m, not 5 minutes. /restart cancel - cancel the running restart. A scheduled one skips to the next slot /restart now - restart right away /restart reload - reload the schedule and forget the skipped slots Console and RCON
autorestart, autorestart status, autorestart cancel, autorestart now and autorestart set <time> (or just autorestart <time>) autorestart.testdiscord - send a test message to your webhook autorestart.forceonline - post the server online embed now 🛡️ Permissions
autorestart.use - /restart, /restart status and /restart help for players. Grant it to your default group if you want everyone to see when the next restart is. autorestart.admin - the admin window and every command that changes something. Staff only. Voting and rewards need no permission: every online player can vote and claim.
oxide.grant group admin autorestart.admin oxide.grant group default autorestart.use 📦 Install
Install the extension, once per server. Stop the server, copy Oxide.Ext.CrashExtensions.dll into RustDedicated_Data/Managed (Carbon: carbon/extensions) and start it again. The console prints Loaded extension CrashExtensions with its version. The extension is one shared file for all our plugins, so an older copy is simply overwritten. Host does not allow DLL uploads? Copy CrashExtInstaller.cs (in the zip) into oxide/plugins instead and run crashext.install once in the server console. Install the plugin. Copy AutoRestart.cs into oxide/plugins (Carbon: carbon/plugins). It compiles on its own and creates its config, data and language files. Grant the permissions and add your restart times. Give yourself autorestart.admin, open /restart config and add your times in Schedule. A new install has no restart times. The game toast, chat and sound alerts start on. The notification panel, the countdown strip, Discord and rewards wait until you turn them on. ⚙️ Configuration
Everything lives in oxide/config/AutoRestart.json, and the admin window edits all of it. Claimed rewards and the last "server online" message are kept in oxide/data, and the texts in oxide/lang/<language>/AutoRestart.json.
Config sections (click to expand)
🧪 Test server
Available on the new Meowcraft test server. Type /restart in chat to see the restart status there. Restarts are turned off on this test server.
client.connect 91.229.114.54:28015 📚 FAQ
Q: I run AutoRestart 4.x. What changes when I update?
A: Install the extension, then replace AutoRestart.cs. Your config, rewards and Discord state load as they are, in the new window. Time values are stricter: write 5m, not 5 minutes. A Discord webhook must be the plain https://discord.com/api/webhooks/<id>/<token> form, and the default message content is empty.
Q: Does it start the server again after the restart?
A: AutoRestart saves and shuts the server down cleanly, and your host brings it back. Tested on Pterodactyl and Wisp. On a Windows machine, make sure your .bat starts the server again when it exits.
Q: What is the extension for, and what if I do not want one?
A: AutoRestart draws its interface with the Oxide.Ext.CrashExtensions extension. The DLL is in the zip, and if your host does not allow DLL uploads, CrashExtInstaller.cs (also in the zip) installs it with one console command, crashext.install. If you would rather not run an extension, stay on 3.9.3: it does not need it and keeps working as before.
Q: Does it work on Carbon?
A: Yes. The DLL goes into carbon/extensions instead of RustDedicated_Data/Managed, then restart once. Everything else is the same.
Q: I am on 3.x. Do I lose my settings?
A: No. Your config, the pending reconnect rewards and the Discord state carry over, and old values migrate on load.
Q: Can players stop a restart?
A: They can vote to delay it. Voting opens 5 minutes before the restart and stays open for 30 seconds. When 60% of the players agree, with at least 3 players online, the restart waits 50 minutes and then runs a new 15 minute countdown. Every number is in the config, and voting can be turned off.
Q: What does Cancel do?
A: On a restart you set with Restart in..., it removes it and brings your schedule back at once. On a scheduled restart, it skips that slot (and any earlier one) and arms the next. Reload schedule forgets the skips.
Q: Can I skip a restart while the server is busy?
A: Yes. Turn on the player count guard and a scheduled restart is skipped while more players than your limit are online. A restart you start yourself always goes ahead.
Q: Do I need Economics or ServerRewards?
A: Only to pay rewards in money or points. Item rewards need nothing else.
Q: Does it contact any outside service?
A: Only what you turn on. The plugin downloads the pictures it draws (about 80 small icons and images) once from cdn.crashplugins.space, which your server then caches. The Oxide update check and the Discord webhook are off by default. CrashExtInstaller downloads the extension from GitHub only when you run crashext.install, and never checks for updates.
Q: Can I translate it?
A: Seven languages are built in and each player sees their own. For another one, copy oxide/lang/en/AutoRestart.json into your language folder and translate it.
Q: How heavy is it?
A: Built and load tested for 500+ player servers. Every animation can be turned off with one switch.
🔧 API / Hooks
void OnRestartScheduled(int seconds, bool isCustom) void OnRestartWarning(int secondsLeft) void OnRestartInitiated() void OnRestartCancelled(string reason, int secondsRemaining) Read the pending restart from any plugin:
[PluginReference] private Plugin AutoRestart; var status = AutoRestart?.Call("GetRestartStatus") as Dictionary<string, object>; // HasRestart is always there. With a restart pending you also get IsDelay, IsCustom, // SecondsRemaining, RestartTime and FormattedTime.
Questions, ideas or bug reports? Use the Support tab of this file or join our Discord.
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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) Extension Plugins
These are free plugins that add additional functionality to Basements.
BasementsManager
Provides a UI for admins to view and manage the basements on the server. Useful for debugging & fixing issues. Use with the /bm command, requires the basements.admin permission to use.
BasementsManager.cs
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Better Armor Insert
This plugin allows you to add and customize custom Armor Inserts to clothing items. Each such insert has its own parameters that give an additional percentage of protection from different types of damage to the standard indicators of the plate, and can also be configured to fall out of different boxes with a given probability. The plugin is easily managed through the configuration file, where you can set the damage and chance of failure for each insert.
The main features of the plugin:
You can create an unlimited number of custom armor insert variations. For each custom item, you can set the percentage of protection for absolutely any damage (more on this below) You can customize the dropout of each custom item in the crates or add them to the preset of the custom interface for crafting items that cannot be done through the standard menu. How does it work?
The values specified in the configuration file DO NOT REPLACE the standard percentage of damage protection, but only add their own value to it. That is, if the armor insert indicates that it provides 2% protection against bullets, and in the config you have, for example, the entry "Bullet": 2.0, this means that this armor insert will have 4% protection. Everything is very easy, the standard percentage of protection + the one that you specify in the config
Plugin Config
config How to configure the plugin correctly
To set up a custom item correctly, you must specify the type of damage and the percentage of protection against it in the "Damage type and scale (0-100) for it". Keep in mind that you should not focus on the description that we see in the game, because you can see one line of the record, and in fact it means the percentage of protection for several types of damage at once. Therefore, I strongly recommend that you use the plaque that I will provide below with all the damage types that you could customize.
Types of damage and their description:
"Hunger" : "Hunger damage" "Thirst" : "Water shortage damage" "Cold" : "Cold damage" "Drowned" : "Suffocation damage" "Heat" : "Heat damage" "Bleeding" : "Bleeding damage" "Poison" : "Poison damage" "Bullet" : "Bullet damage" "Slash" : "Melee weapon damage" "Blunt" : "Melee weapon damage" "Fall" : "Fall damage" "Radiation" : "Radiation damage" "Bite" : "Animal bite damage" "Stab" : "Melee damage from NPCs" "Explosion" : "Explosion damage" "RadiationExposure" : "Radiation exposure damage" "ColdExposure" : "" "ElectricShock" : "Electric shock damage" "Arrow" : "Arrow damage" "AntiVehicle" : "Transport damage" "BeeSting" : "Bee damage" Console Command (RCON only)
giveinsert <StemID|Player name> (wooden|asbestos|lead|metal) <SkinID> <Amount> - gives the player a custom armor insert
For each custom item in the config, there is a table in the format [Damage type] = [Additional percentage of protection]
Check out more of my work here JTedal's library.
Come see our whole teams work Mad Mapper Library.
Come by the Mad Mapper Discord for support, feedback, or suggestions!
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- #mad mappers
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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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Skill Tree Items: Pro
By imthenewguy in Plugins
The Ultimate Expansion for Skill Tree Progression
Skill Tree Items: Pro is a powerful DLC plugin for the Skill Tree system that breathes new life into your server's loot tables. Instead of players just earning XP through grinding, they can now discover unique, consumable items that boost their progression, provide instant rewards, or grant temporary buffs directly from Skill Tree.
Whether it’s a rare XP injection found on a Scientist or a biome-specific gathering boost hidden in an Arctic crate, this plugin adds a layer of excitement and strategy to every lootable object on your map.
Advanced Consumable Types
This plugin introduces four distinct item categories, each fully customizable to fit your server's economy:
XP Boosters: Provide temporary XP multipliers. Go granular with filters for specific gather types, time-of-day restrictions (e.g., "Night Owl" boosts), or biome-specific requirements. XP Injections: Instant gratification. Set up various "vials" or "manuals" that grant a flat or randomized range of XP upon consumption. SP Injections: Extremely rare rewards that grant Skill Points directly, bypass the grind, and give players a reason to hunt for high-tier loot. Temporary Buffs: Grant any buff from the Skill Tree—including Ultimates—for a limited time. These stack with existing skills, allowing players to feel the power of high-level perks early on.
Dynamic Loot Distribution
The core of Skill Tree Items: Pro is its highly sophisticated loot engine. You aren't limited to just crates and barrels; you can inject these items into almost every interaction in Rust.
See a comprehensive list of supported LootSources below.
Granular Configuration
For the power users, the LootProfile system allows for surgical precision. You don't just set "Crates"; you can target specific prefab names, specific NPC profiles, or even the tier of a Raidable Base.
Key Profile Features:
Identifier System: Target specific entities (e.g., only "Elite" crates or a specific Boss from BossMonster). Skin ID Filtering: Require specific skin IDs for the source to trigger. Blacklisting: Exclude specific items or entities from dropping loot. Modifier Integration: Toggle whether player "ItemPerk" modifiers should influence the drop rates. Weight-Based Tables: Use a weighted dictionary system to determine exactly which items drop and how often.
Command: stip.give <target> <profile>
Tyoe: Console
Permission required: skilltreeitemspro.admin
Action: Gives the target player the specified item.
Command: stip.giveall
Tyoe: Chat
Permission required: skilltreeitemspro.admin
Action: Gives the user all items in the config.
Command: stip.moveicon
Tyoe: Chat
Permission required: skilltreeitemspro.admin
Action: Moves the active boost icon for all players.
This is a comprehensive list of loot sources that can be used to setup loot profiles.
Crate: Triggered when a player opens a crate for the first time. Barrel: Triggered when a player breaks a barrel. BossMonster: Triggered when a boss monster is killed by a player. Event: Triggered when an event is completed (Convoy, SurvivalArena, Armored train, Powerplant etc). ScientistNPC: Triggered when a scientist NPC is killed. HumanNPC: Triggered when a human npc, such as a tunner dweller, is killed. BetterNPC: Triggered when a NpcSpawn npc is killed. Woodcutting: Triggered when a tree is fully cut down. Mining: Triggered when a node is fully mined out. Skinning: Triggered when an animal is fully skinned. Foraging: Triggered when the player collects a map collectible (hemp, pumpkins, diesel barrels etc). Farming: Triggered when the player collects a player-grown collectible. Fishing: Triggered when the player catches a fish. Crafting: Triggered when an item is successfully crated. BotReSpawn: Triggered when an BotReSpawn npc is killed. NpcRaider: Triggered when an npc from NpcRaider is killed. RaidableBase: Triggered when a Raidable Base is spawned.
The effect types dictate how the item will behave. You can have any number of effect types attached to an item. For example, you can create an item that gives the player 1000xp with the XPInjection type, gives them a temporary boost with the XPBoost type, and gives them access to the Raiding Ultimate from Skill Tree with the TemporaryBuff type.
XPInjection: Provides the player with an injection of xp when consumed. SPInjection: Provides the player with an injection of skill points when consumed. TemporaryBuff: Provides the player with temporary access to any Skill Tree buff (including ultimates). XPBoost: Provides the player with a temporary xp boost when consumed. XP Source can be set so only the specified xp source provides the bonus. Timeframe can be set, so the player can only get xp during the specified time of day (ie 6pm to 6pm etc). Multiple Biomes can be added to restrict the xp bonus to sources inside of those biome types (ie a player can only gain xp while in the Arctic or Jungle). Biomes: Any, Arid, Temperate, Tundra, Arctic, Jungle.
Here is a list of Skill Tree XP Sources that can be used with the XPBoost effect.
All NodeHit NodeHitFinal TreeHit TreeHitFinal SkinHit SkinHitFinal CollectWildPlant CollectGrownPlant BuildingBlockDeployed FishCaught CatchOrangeRoughy CatchSalmon CatchSmallShark CatchSmallTrout CatchYellowPerch CatchAnchovy CatchHerring CatchSardine CatchTrash Crafting ScientistNormal TunnelDweller UnderwaterDweller ScientistHeavy SmallAnimal MediumAnimal LargeAnimal RoadSign Barrel Scarecrow Mission BradleyAPC LootHackedCrate LootHeliCrate LootBradleyCrate CookingMealXP RaidableBaseCompletion_Easy RaidableBaseCompletion_Medium RaidableBaseCompletion_Hard RaidableBaseCompletion_Expert RaidableBaseCompletion_Nightmare Win_HungerGames Win_ScubaArena Win_Skirmish Gut_Fish default_botrespawn crate_basic crate_elite crate_mine crate_normal crate_normal_2 crate_normal_2_food crate_normal_2_medical crate_tools crate_underwater_advanced crate_underwater_basic crate_ammunition crate_food_1 crate_food_2 crate_fuel crate_medical supply_drop detect_diggable Harbor_Event_Winner Junkyard_Event_Winner PowerPlant_Event_Winner Satellite_Event_Winner Water_Event_Winner Air_Event_Winner Armored_Train_Winner Convoy_Winner SurvivalArena_Winner swipe_card_level_1 swipe_card_level_2 swipe_card_level_3 boss_monster Zombie Raider JetPilot ArcticBaseEvent_Winner GasStationEvent_Winner SputnikEvent_Winner ShipWreckEvent_Winner Triangulation_Winner Caravan_Winner SupermarketEvent_Winner GingerbreadNPC PVP AutoTurret
You can get a list of Skill Tree Buffs from the Skill Tree plugin page.
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