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  1. More information about "Raidable Bases Pack & Loot Tables - (Easy-Expert)"

    $15.00

    Raidable Bases Pack & Loot Tables - (Easy-Expert)

    This pack includes 40 fully prepared raid bases designed for the Raidable Bases plugin. Each base is created with an emphasis on gameplay balance, functionality, and variety. All bases have been carefully tested and are ready for immediate deployment on any Rust server. The pack also includes pre-configured loot tables adjusted to match the difficulty of each base.

    Pack Contents:
    Difficulty                     Number of Bases                    Description
    Easy                              10                                               Simple bases suitable for beginners
    Medium                         10                                               Moderately challenging bases with balanced defense
    Hard                              10                                               More advanced and well-defended bases
    Expert                            10                                               Very challenging raid bases for experienced players

    Total: 40 raid bases


    Loot Tables
    The pack includes balanced loot tables, fully compatible with the Raidable Bases plugin. Each difficulty level uses its own loot setup. All loot tables have been tested in practice to ensure fair gameplay progression – higher difficulty bases offer better rewards without disrupting the server economy.

     
    Key Features
    ➤ 40 ready-to-use raid bases
    ➤ Difficulty categories: Easy, Medium, Hard, Expert
    ➤ Individual loot tables for each difficulty
    ➤ Tested for stability and gameplay balance
    ➤ Suitable for both PvE and PvP servers
    ➤ Optimized for performance without server lag
    ➤ Easy installation and implementation

     
    Requirements
    To use this pack, the following plugins must be installed on your server:
    ➤ RaidableBases 
    ➤ CopyPaste 
     
    Installation
    Upload all raid base files to the following directory:
     
    oxide/data/copypaste/ Upload the included loot tables to:
     
    oxide/data/RaidableBases/Base_Loot/ Register the base packs by difficulty in the plugin configuration:
     
    rb.config add "Easy Bases" easy_base_001 easy_base_002 easy_base_003 easy_base_004 easy_base_005 easy_base_006 easy_base_007 easy_base_008 easy_base_009 easy_base_010 rb.config add "Medium Bases" medium_base_001 medium_base_002 medium_base_003 medium_base_004 medium_base_005 medium_base_006 medium_base_007 medium_base_008 medium_base_009 medium_base_010 rb.config add "Hard Bases" hard_base_001 hard_base_002 hard_base_003 hard_base_004 hard_base_005 hard_base_006 hard_base_007 hard_base_008 hard_base_009 hard_base_010 rb.config add "Expert Bases" expert_base_001 expert_base_002 expert_base_003 expert_base_004 expert_base_005 expert_base_006 expert_base_007 expert_base_008 expert_base_009 expert_base_010
    If required, this pack can be customized or expanded, for example with custom base designs, additional loot variations, or server economy integration. Contact us for more information.


  2. More information about "Water Bases"

    $29.99

    Water Bases

    Water Bases rust plugin enables players with permissions to construct and expand structures on and underwater without the need for pillars, incorporating vanilla-like mechanics, special features like underwater nettings, and customizable settings for different player tiers.
    Questions? Support? Join the discord: https://discord.nikhub.dev

    In short
    This Rust plugin enables players with the right permissions to construct structures on the water's surface and even extend them below water in a way that feels natural and in keeping with the game's original style. There's no need for tall, unstable pillars reaching down to the seabed; simply place your foundation on the water and use a building plan or hammer to expand it.

    These aquatic constructions adhere to the same principles of stability, upkeep, and decay as traditional bases on your server but also introduce unique elements like underwater nettings for gathering random items (with fully customizable loot tables) and innovative building techniques.
    The plugin accommodates various configuration profiles based on permissions, offering an excellent method to reward VIP players across different levels. It grants you control over who is allowed to build on the water, the size of their constructions, their proximity to the shore, and the highest tier of building blocks they can use, among other aspects.

    Additionally, the plugin is designed to alert players if their construction interferes with the Cargo Ship's route. With the Submarine update on the horizon, it's time to prepare your server for aquatic adventures with Water Bases!

    Watch the video below to see what water bases are all about.

    "What about Cargo Ship, will it destroy structures in the way?"
    By default, players will get a warning if they try to to build a water foundation in the path of the cargo ship, but their water foundation will stay. You can change this setting from "Warn" to "Prevent", and the player won't be able to build it in first place. Changing it to "None" will skip this check. Every ocean path node creates a "bubble" with a configurable radius. See Admin chat commands section below to visualise those bubbles and guide your players to areas where they will be able to build without issues.

    Quick start (for players and admins)
    Upload the WaterBases.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! Before you can build on water, you need some Water Foundations. Water foundations are re-skinned Inner Tube items (Shortname: innertube / Item ID: -697981032 ; mind the minus sign, it matters!) with a skin ID 2484982352 (https://steamcommunity.com/sharedfiles/filedetails/?id=2484982352) or 2485021365 (https://steamcommunity.com/sharedfiles/filedetails/?id=2485021365). That info is just in case you'd like to include those in your own Kits/Server Rewards shops/loot tables/custom crafting plugins. How to obtain those within the plugin?

    Crafting water base foundations (with Building Planner)
    By default, all players will be able to craft, deploy, expand and reinforce water foundations. More on the limits and how to change them (how far/close to the shore, min and max depth of the water, how many water foundations allowed per building etc) in the section Advanced Config. When a player equips a Building Plan, a small GUI will show in the bottom right (positions/colours etc can be changed in the config too). There, players will be able to craft deployable water foundations - both square and triangle. Those crafted items will also be consumed when players expand their already deployed foundations or reinforce them. The default permission profile requires a player to be close to a Level 2 Workbench - this requirement can be edited in the config to change the level needed, or you can turn off the need for a workbench altogether, per permission profile. If you don't want your players to be able to craft foundations - so they have to find them/buy them/earn them instead - you can disable it per-profile. In that case, they won't see the GUI.

    Giving with chat commands (admins only)
    Type /give_square [amount] or /give_triangle [amount] to give yourself some foundations of that type. If you don't specify an amount, you will only receive 1.
    Deploying a "starter" foundation on water
    Go out to the lake/ocean, select the water foundation as your active item and using the doughnut-shaped guide, deploy it on the water surface. After trying to deploy/expand upon an existing water foundation, a couple of checks will be performed according to global config and individual permission profile for that player:
    Does the player have permission to deploy the first foundation/expand existing one? Is the player building blocked? How far is the player trying to build from shore (based on the map topology)? Too close/too far? How deep is the water where the player is trying to build? Is it too deep/too shallow? Is the player trying to build too close to the path of cargo/Oil Rig? Is the player allowed to have this many water foundations in the building? If all the checks have been successful, a new twig floor, with a stability 100% (like normal foundations) will be built. It will have some indestructible floatation barrels attached to it, partially covering the water foundation's soft side (the bottom). Then, a water foundation can be expanded, upgraded, protected with a Tool Cupboard (like any other buildings, really), or reinforced.

    Expanding
    Once you've deployed your first "starter" water foundation, all the subsequent foundations will be placed using vanilla building mechanics - just take a building plan and build some floors neighbouring your water foundation on the sides! If you have enough water foundation items of the required kind in your inventory, those newly placed floors will also turn into water foundations. And they can call be demolished/upgraded, just like normal twig structures, as soon as you place a Tool Cupboard. Expanding a single-sided water foundation requires 1 proper water foundation item, expanding a double sided water foundation (reinforced one) requires two.

    Reinforcing
    Reinforcing a water foundation means making it double sided - so it fully covers the soft side AND gives you the ability to build from the surface down, to the seabed/lakebed! To reinforce, make sure a built water foundation is fully repaired, and them hit it with a hammer. If you have a required water foundation item in your inventory, it will be consumed and the foundation will be reinforced: you will see another floor with floatation barrels attached upside down. If you try to expand a reinforced foundation (by attaching a floor at the bottom, reinforced side) and there's no water foundation above it (normal orientation), it will try to create one, provided you have enough items in your inventory. Reinforcements (upside down water foundations) are always associated with the water foundation they're attached to and cannot exist on their own - if you destroy the water foundation, its reinforcement will be destroyed too. However, destroying the reinforcement will not destroy is water foundation.

    Upgrading Water base structures
    Building blocks inside your water bases have certain tier limits associated with them - it's to help balance things out. By default, non-VIP and non-admin players will be able to upgrade water foundations to sheet metal tier, floor frames and wall frames to stone tier, and everything else (including walls, floors and reinforcement foundations) to wood tier. You can easily decide which permission profile has which max tier (per type of building block) in the config.

    Water Base exclusive features
    Because water foundations are treated as floors with the stability of a foundation, you can place roofs at "ground level", which is not possible with normal foundations! Similarly, you can leave a "hole" where a water foundation would be and place a floor frame with a hatch instead - now you can enter your base from the bottom, underwater! Reinforcing a water foundation means you'll be able to build down from the surface to the bottom of the water to create extra layers of protection, or... Nettings deployed in wall frames underwater will collect random junk items with editable loot tables, including fish and diving equipment! This feature is heavily configurable and can even be disabled. But also Sharks! Read just below.
    NEW IN 1.0.5: Beware the Netting Sharks!
    If enabled, Sharks will randomly spawn around Nettings underwater. Especially ones that have accumulated a lot of items, but only if there's at least 1 player within the distance of 100 meters from the Netting. As soon as the first item is caught in an empty Netting, a random silent timer will be set. Every additional item spawning reduces the timer left by a certain percentage (default by 8%). When it hits 0, AND local/global Netting Shark population limits haven't yet been reached (all in the config), a Shark will spawn somewhere near that Netting. The sharks have a configurable aggro distance and multipliers for speed and health. They will linger around the position of the netting that attracted them and try to pursue anyone in sight. Harvesting a Netting Shark corpse with a proper tool will yield some free items from its entrails - by default 5 times more than you'd normally get from a netting full of items from the default loot tables. Of course the default Shark loot tables in the config are, just like the Netting loot tables, completely configurable - check the config section below.

    All in all, it's like any other base... just on water, without annoying seafloor supports.
    The stability of the water foundation is always 100% and goes down the higher you built. The stability of a reinforcement foundation also starts at 100% and goes down the deeper towards the seafloor you build. All the decaying things (walls, floors, doors etc) will require appropriate upkeep materials in the Tool Cupboard. Structures can be repaired, demolished, upgraded and removed using plugins. Bases can be raided, taken over or left to decay.

    Water Bases Permissions (Oxide.Grant user YourName [permission name starting with waterbases.])
    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:
    waterbases.admin
    Holders of the admin permission will also be able to run the /wb_cfg, /give_square and /give_triangle commands. Also, by default, they will be associated with the permission profile that has no limits on placing water foundations.
    waterbases.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.
    waterbases.vip2 waterbases.vip3 waterbases.vip4 waterbases.vip5
    Admin chat commands (must have ownerid/moderatorid/waterbases.admin permission)
    /give_square [optional arg: amount of items to receive] Will give the player a given amount of square-shaped water foundations. If no amount is provided, only 1 will be received. /give_triangle [optional arg: amount of items to receive] Will give the player a given amount of triangle-shaped water foundations. If no amount is provided, only 1 will be received. /draw_cargo This will draw a "bubble" (only for you, not every player) around every path node, and the bubble's radius will be taken from your config. If a player tries building inside one of these bubbles, they might get a warning or get prevent from doing so (because cargo ship destroys all structures in its way). Useful to visualise where your players can and cannot build, based on the cargo ship path. /shore_distance This will show you the current distance from the shore, to help you decide how close to/far from the shore to allow players to build. The unit used by Rust to measure shore distance is not in meters, it's something roughly equivalent to 1/10th of a map grid length. Mind you though, it's based off of the map's topology, so it should be fine on procgens, but if you have a custom map without topology layers reflecting the actual shoreline, you might want to disable relying on shore distance in your config. Admin console / chat command
    This command will work both from the chat (in that case, prefix it with a forward slash / ) and the console, (F1 or server/RCON console). Running this command as a player will require the waterbases.admin permission for players that are not moderatorid/ownerid enabled.
    wb.give [square/triangle] [partial player name or full steam ID] If a player executes it in the chat or console in-game and they don't specify a recipient, it will be given to the player executing this command. Executing from the server console requires specifying the player.
    Configuration (oxide/config/WaterBases.json and /wb_cfg chat command)
    Vast majority of the settings can be configured with the /wb_cfg chat command. Typing it in the chat 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 waterbases.admin permission).
    /wb_cfg RelyOnShoreDistance [logical values (true or false)] /wb_cfg GlobalOceanLevelCheckBeforePlacing [logical values (true or false)] /wb_cfg GlobalOceanLevelBaseline [fractions (like 1.2345) between -1000.00 and 1000.00] /wb_cfg CargoShipPathHandling ["Warn", "Prevent" or "None"] /wb_cfg MinDistanceFromCargoShipNode [fractions (like 1.2345) between 0.00 and 10000.00] /wb_cfg UnderwaterNetsCollectJunk [logical values (true or false)] /wb_cfg UnderwaterNetsRandomTimerMin [fractions (like 1.2345) between 0.00 and 10000.00] /wb_cfg UnderwaterNetsRandomTimerMax [fractions (like 1.2345) between 0.00 and 10000.00] /wb_cfg UnderwaterNetsItemLimit [integers (like 12345) between 0 and 100] /wb_cfg UnderwaterNetsSpawnSharks [logical values (true or false)] /wb_cfg UnderwaterNetsSharkRandomTimerMin [fractions (like 1.2345) between 1.00 and 100000.0] /wb_cfg UnderwaterNetsSharkRandomTimerMax [fractions (like 1.2345) between 1.00 and 100000.0] /wb_cfg UnderwaterNetsSharkTimerShortenByPercent [fractions (like 1.2345) between 1.00 and 100000.0] /wb_cfg UnderwaterNetsSharkSpawningMinDistance [fractions (like 1.2345) between 2.00 and 100000.0] /wb_cfg UnderwaterNetsSharkSpawningMaxDistance [fractions (like 1.2345) between 2.00 and 100000.0] /wb_cfg UnderwaterNetsSharkPopulationLimitLocal [integers (like 12345) between 0 and 1000] /wb_cfg UnderwaterNetsSharkPopulationLimitGlobal [integers (like 12345) between 0 and 1000] /wb_cfg UnderwaterNetsSharkSleepDespawnTimer [fractions (like 1.2345) between 2.00 and 100000.0] /wb_cfg UnderwaterNetsSharkHealthMultiplier [fractions (like 1.2345) between 0.001 and 100.0] /wb_cfg UnderwaterNetsSharkSpeedMultiplier [fractions (like 1.2345) between 0.001 and 100.0] /wb_cfg UnderwaterNetsSharkAggroRange [fractions (like 1.2345) between 0.001 and 100.0] /wb_cfg SharkHarvestingLootEnabled [logical values (true or false)] /wb_cfg GuiNEW1AnchorMinX [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW2AnchorMinY [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW3AnchorMaxX [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW4AnchorMaxY [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW5OffsetMinX [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW6OffsetMinY [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW7OffsetMaxX [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW8OffsetMaxY [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiTextSize [integers (like 12345) between 0 and 100] /wb_cfg GuiButtonColor [hexadecimal numbers WITHOUT preceding # (like 3db4b3)] /wb_cfg GuiTextColor [hexadecimal numbers WITHOUT preceding # (like 3db4b3)] /wb_cfg GuiButtonAlpha [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiTextAlpha [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg EnableBarrelEntities [logical values (true or false)]
    Advanced config (only editable through oxide/config/WaterBases.json) Water foundation crafting cost
    Here you can adjust how much it costs to craft water foundations. Make it more expensive, less expensive, or add/remove required materials. The cost will stay the same for all permission profiles. A full list of short names for items can be found at https://www.corrosionhour.com/rust-item-list/
    "CraftingCostSquare": [ { "Shortname": "wood", "Amount": 100 }, { "Shortname": "metal.fragments", "Amount": 200 } ], "CraftingCostTriangle": [ { "Shortname": "wood", "Amount": 50 }, { "Shortname": "metal.fragments", "Amount": 100 } ], Shortname should belong to one of the available items in-game. The amount should be a whole number larger than 0 and smaller than the limit of a signed 32-bit integer (2 147 483 647).

    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 building water bases. 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 build water bases, don't remove the default profile, just take away privileges in that profile (like deploying/expanding/reinforcing). You don't have to use the built-in VIP permissions - any permission from any plugin will do just fine! By default, three permission profiles are generated in the config: default, waterbases.admin and waterbases.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", "MaxBuildingGradeGeneric": "Wood", "MaxBuildingGradeFrames": "Stone", "MaxBuildingGradeWaterFoundations": "Metal", "WaterDepthMin": 2.0, "WaterDepthMax": 100.0, "MaxWaterFoundationsPerBuilding": 25, "MinDistanceFromOilrig": 200.0, "MinDistanceFromShore": 2.0, "MaxDistanceFromShore": 20.0, "CanDeployWaterFoundations": true, "CanReinforceWaterFoundations": true, "CanExpandWaterFoundations": true, "CanExpandReinforcedFoundations": true, "CanCraftWaterFoundations": true, "RequireMaterialsForCrafting": true, "WorkbenchLevelRequired": 2.0, "CanDeployUnderwaterNets": true, }  
    PermissionRequired should contain an already existing permission registered by any plugin in the form of pluginname.permissionname MaxBuildingGradeGeneric, MaxBuildingGradeFrames andMaxBuildingGradeWaterFoundations define the highest allowed grade for a particular part of a water base. Generic means anything that's not a water foundation or a door/floor frame (that includes normal floors, walls, half walls, and inverse foundations). For those 3 settings, the accepted options are "Twigs", "Wood", "Stone", "Metal" or "TopTier". Set all of them to "TopTier" if you don't want any tier limits on water bases. WaterDepthMin and WaterDepthMax define the allowed range for water depth when placing water foundations - to make sure that certain players are not building in water that is too shallow/too deep. The unit meters. MaxWaterFoundationsPerBuilding is what it sounds like it will prevent a player under this permission profile from adding more water foundations to a water base, limiting their size. Set to a large value like 100000 for virtually no limits. MinDistanceFromOilrig will define the minimum distance from the closest oilrig (in meters) that has to be respected before placing a water foundation down. Decrease to let players build closer, increase to make them build farther away. MinDistanceFromShore and MaxDistanceFromShore both rely on your map topology. If you're sure that you're quite close to the shore, but the /shore_distance command shows you ridiculous values, it means your map does not have the topology map painted properly (contact the map dev and let them know!). In that case, you should set the RelyOnShoreDistance option in the config to false and instead rely on water depth (if shore distance is enabled, it will rely on both). The unit here is not a meter, but roughly 1/10th of a map grid (around 15 meters). CanDeployWaterFoundations if set to true, will allow players using this profile to deploy newly started foundations (using the doughnut guide, provided they have a properly shaped water foundation item to be consumed). CanReinforceWaterFoundations if set to true, will allow players using this profile to reinforce water foundations by hitting them with a hammer (provided they have a properly shaped water foundation item to be consumed). CanExpandWaterFoundations if set to true, will allow players using this profile to build more water foundations upon already existing ones by placing neighboring floors with their building plan (provided they have a properly shaped water foundation item to be consumed). CanExpandReinforcedFoundations if set to true, will allow players using this profile to attach a floor to the side of a reinforcement foundation - and as long as they have 2 water foundation items in their inventory, they will expand that reinforced foundation along with its water foundation. CanCraftWaterFoundations if set to true, will allow players using this profile to craft water foundations using a GUI in the bottom-right (showing while a Building Plan is equipped). Profiles with this setting set to false won't display those GUIs and players will have to find other ways of obtaining water foundations (loot, kits, server rewards etc). RequireMaterialsForCrafting if set to true, players using this profile will need to have required crafting materials in their inventory when trying to craft a Water Foundation. If set to false, the player will be able to craft an infinite amount of water foundations for free, so use them with caution. WorkbenchLevelRequired Set to 0.0 (no workbench nearby required), 1.0 (Level 1 required), 2.0 (Level 2 required) or 3.0 (Level 3 required) for crafting Water Foundations. CanDeployUnderwaterNets if set to true, players will be able to deploy nettings in underwater wall frames. Those settings will slowly accumulate underwater junk items if the feature is enabled on your server - look below for the loot table configuration.
    Underwater junk & Netting Shark loot tables
    If you have not disabled underwater nets collecting junk, this is where you can adjust the kind and rarity of certain items. You can even remove entries and add your own, including a custom skin and item name! A "loot table" is perhaps not the right term, as the list contains individual chances of a "caught" item being of a particular kind. There can be only 1 item caught at a time, and the table defines random weights for every possible entry. The larger the weight (compared to the sum of all weights), the bigger chance of encountering a particular item. So if you have 10 entries and each of them have a weight of 1, each item will have an equal 10% chance of being one of the random entries in the list (as the weights sum up to 10). Thus you can have some items really common, and some of them really rare. Here are 2 sample entries from the list:
    { "Shortname": "innertube", "CustomName": null, "SkinID": 2484982352, "RandomChanceWeight": 1.0, "MinRandomAmount": 1, "MaxRandomAmount": 1 }, { "Shortname": "innertube", "CustomName": null, "SkinID": 2485021365, "RandomChanceWeight": 1.0, "MinRandomAmount": 1, "MaxRandomAmount": 1 },  
    Shortname is the most important bit - make sure it's correct! You can find a link to a full list of those names above. CustomName lets you give items caught in the netting different names. You can leave that null to leave a default item name. In this example, the two items are water foundations - the proper name for those items will be applied automatically by the plugin anyway. Whatever you type there, make sure to encompass it in quotes, like "CustomName": "My Custom Item Name" if it's not null! SkinID is pretty self-explanatory - it's the long number in the URL of a Steam Workshop item. By default, it's 0 (no skin). RandomChanceWeight lets you decide the item's rarity when spawning - relative to the rarity of other items. Increase or decrease this number (it can be fractional) to make the item more or less rare. MinRandomAmount and MaxRandomAmount are what they sound like - they should both be larger than 0 (whole numbers) and when that particular item is caught, the stack will contain an amount between these two numbers.
    Translation support (oxide/lang/en/WaterBases.json)
    Almost every string the players see, including names for the water foundation items and messages 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.
  3. More information about "Deployable Nature"

    $15.00

    Deployable Nature

    Adds 62 new deployable items to your server!. Custom item collection system. Players can obtain these items while cutting trees, mining rocks and collecting plants. Includes a built in market that can be accessed via a chat command or a HumanNPC. Each base item can be configured to allow for a wide variety of placement options/restrictions. A large amount of configuration options are available for each item. Adjustable placement options while holding shift. Items can be picked up by holding a hammer, looking at the deployed entity and pressing your mouse3 button (scroll wheel button).  
     

    deployablenature.admin - Required to use the giveprefab command.
    deployablenature.market.chat - Required to use the market chat command.
    deployablenature.ignore.restrictions - Allows a player to deploy items without restriction (TC etc).
    deployablenature.gather - Required for players to obtain drops while gathering.
    deployablenature.use - Required to deploy nature items.
    deployablenature.free - allows access to the nature market for free.
    There is also the option to create groups via the config, which will receive discounts in the market based on the value assigned to them.
    Example:
     
    "Permissions that will receive a discount on the store cost when purchasing [1.0 is full price]. Prefix with deployablenature.": { "deployablenature.vip": 0.5 }, This would give players with the deployablenature.vip permission a discount of 50% off of the market price.
     

    Command: giveprefab
    Parameters: <skin id> <quantity>
    Example: /giveprefab 2609145017 100 - spawns the user 100x medium clutter rocks"
    Permission: deployablenature.admin
    Command: naturemarket
    Permission: deployablenature.market.chat
    Command: dnpickup
    Permission: None
    Command: giveprefab (console)
    Parameters:   <player id/name> <skin id> <quantity>
    Example: /giveprefab "new guy" 2609145017 100 - spawns the user 100x medium clutter rocks for new guy"
    Permission: deployablenature.admin
    Command: dnsetprefab
    Parameters: None
    Console Command: dnkillentities - wipes all nature entities from the map.
    Parameters:   <optional parameter: true> - this wipes the data after the command executes. If not used, the nature items will respawn on plugin reload.
    Example: dnkillentities or dnkillentities   true.
    Permission: deployablenature.admin if running from player console.
    Console Command: dnkillentitiesforplayer - wipes all nature entities from the map for the specified player
    Parameters:   <player name/id>
    Example: dnkillentitiesforplayer "new guy" - would delete all entities for the player whose name contained "new guy".
    Permission: deployablenature.admin if running from player console.
    Console Command: dnpurge - enables purge mode, wiping all entities from the map (does not delete data), and preventing them from spawning on server start/being deployed by players while active. Automatically resets to false on server wipe.
    Parameters:   <true/false>
    Example: dnpurge true - would enable purge mode.
    Permission: deployablenature.admin if running from player console.
     

    You most likely won't need the below information, but it is here for more advanced users.
    Prefab Types
    0: Rock 1: Tree 2: Bush 3: Animal 4: Furniture  
    Tree Types
    0: None 1: Palm 2: Oak 3: Swamp 4: Birch 5: Beech 6: Pine 7: Cacti 8: Snow 9: Mauritia_Flexuosa 10: Hura_Crepitans 11: Trumpet_Tree 12: Schizolobium 13: Dead_Log 14: Dead_Log_Snow 15: Driftwood  
    Bush Types
    0: None 1: Willow 2: Willow_snow 3: Spice 4: Spice_snow 5: Creosote 6: Berries 7: Mushrooms 8: Ocotillo 9: Monstera_Deliciosa 10: Bromeliad 11: Heliconia_Rostrata  
    API
    public bool IsDeployableNature(BaseEntity entity) Returns if an entity is a DeployableNature entity that has the prevent_gather attribute.
     

  4. More information about "Survival Arena"

    $19.99

    Survival Arena

    Survival Arena is a plugin that spawns a Battle-royal style game, where players must scavenge for equipment and fight to the death, all while staying inside of a shrinking, non-radiated zone.
    The plugin spawns a large play area high in the sky and inherits the biome type from the ground below. This means that if the area is suspended above an arctic biome, all of the rocks, trees, logs and bushes will be spawned mirroring that biome type.
    Players are teleported into the center building when they join, and once the game begins, they must loot containers to gear up to survive. Players are returned to their original locations when they leave the event or respawn after dying at the event.
     
    Server owners can change or add loot profiles via the config. The plugin will select a random profile when the arena begins and fill the loot containers based on your specifications.
    It comes with 2 default loot profiles:
    Primitive - spears, melee weapons, bows, crossbows, burlap equipment, revolvers etc GunLoot - more modern weapons.  
    The plugin uses EventHelper to run automatically, handle joining and leaving, and will allow players to vote to start the game.
    Admins can also add additional trees, bushes, logs and loot spawns to the arena via command.
     
     

     
    Type: Chat Command: survivalarena Function: Sends the user the UI to start up the game. Loot profiles, spawn height and lobby time can be adjusted here before starting the game. Type: Chat/Console Command: startarena <heightMod> <lobbytime> <arenaName> <lootProfile> Function: Spawns and starts the game using the specified heightmod and lobbytime parameters. You can simply use the command with no parameters to start it using the default settings and a random arena/lootprofile. Type: Chat/Console Command: endarena Function: Ends any active games and despawns the arena. Type: Chat Command: spawnarena <name> Function: Spawns the arena, but does not start the game. Useful for debugging and development. Type: Chat Command: setcentrepoint Function: Sets the arena's new center point at the players location. Useful if you want to move the spawn so it has more biome variety. Be sure not to make it too high or too close to the ground. Type: Chat Command: survival Function: Used to join the game when the lobby is active. Type: Chat Command: saremove Function: Removes the tree, loot container, log or bush that the player is looking at. This will no longer spawn in future games. Type: Chat Command: addtree Function: adds a tree spawn at the players position. Type: Chat Command: addbush Function: adds a bush spawn at the players position. Type: Chat Command: addlog Function: adds a log spawn at the players position. Type: Chat Command: addloot Function: adds a loot spawn at the players position. Type: Chat Command: saleave Function: Leaves the event Type: Console/Chat Command: wipeoldarena Function: Wipes any entities that are at the same height or higher than the arena.
    survivalarena.admin
     
    If you wish to create your own arena, you may follow this tutorial here: https://youtu.be/BxmcjHjIJDU
    Please note that the map file name needs to contain survivalarena or it will not allow the getarena command to work. Also I will not be offering support for this, so use at your own risk.
     
    API
    Hook Calls
    void OnSurvivalArenaStart() - Called when the lobby starts. void OnSurvivalArenaEnd() - Called when the game is ending. void OnSurvivalArenaWin(BasePlayer player) - Called when a player wins the game. void OnEventLeave(BasePlayer player, string pluginName) - Called when a player leaves the event. object OnEventJoin(BasePlayer player, string pluginName) - Called when a player is attempting to join the event. Returning a string will prevent the player from joining and will print the string to them. void OnEventJoined(BasePlayer player, string pluginName) - Called when a player has successfully joined the arena. void OnPlayerItemsRestored(BasePlayer player) - called when a players items have been restored.  
    Hook Methods
    bool IsEventPlayer(BasePlayer player) - returns true or null if the player is an EventPlayer.
     
  5. More information about "War Mode PVP/PVE"

    $24.99

    War Mode PVP/PVE

    Allows both PVE and PVP players to exist on a server at the same time. PVE players will have certain configurable protections and restrictions. You can have players use a command to flag themselves as PVP/PVE or you can assign it to them when they first spawn. If you have ZoneManager you can also designate specific zones to force player's to be PVE or PVP. Plugin is also compatible with SimpleStatus.
    Note: Video is outdated, see documentation for a full list of new features!

    Documentation:
    A full readme including permissions, commands, and config options is available in  this google doc link.

    Disclaimer:
    Like all of my plugins - this plugin is sold as is. I will be happy to take feature requests into consideration but make no guarantees about which ones get implemented. Please refer to the feature list before you make your purchase!
    Developer API:
    API Methods
    // Returns the mode of the given entity. Also takes into account if the entity is in a forced mode zone. string GetEntityMode(BaseEntity entity); // Returns the group name for the given mode. For example if given 'pve' will return 'warmodepve' string GetModeGroup(string modeId); // Returns the target type for a given entity. Target types are the category that an entity falls into. // For example, if given a BasePlayer entity, it will return 'players'. If given a horse entity is will // return 'horses'. string GetEntityTargetType(BaseEntity entity); Hooks - place these in your plugin and WarMode will call them.
    // Called when a player's mode has been updated or config changes have ocurred that may affect the mode. private void WarMode_PlayerModeUpdated(string userid, string modeId) // Used to override WarMode logic for taking damage. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityTakeDamage(BaseCombatEntity target, HitInfo info) // Used to override WarMode logic for targeting. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityBeTargeted(BasePlayer target, BaseEntity attacker, bool skipVendingCheck) // Used to override WarMode logic for triggering a trap. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityTrapTrigger(BaseTrap trap, BasePlayer basePlayer) // Used to override WarMode logic for looting an entity. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityLoot(BasePlayer looter, BaseEntity target, bool skipVendingCheck)
    FREE Extension Plugins:
    War Mode Admin Panel
    Use the /warmode.config or /wmc command to open a panel that allows admins to update mode rules in game without having to reload the pluign. Requires the warmode.admin permission to use.

    I HIGHLY recommend you use this extension!
     
    WarModeAdminPanel.cs



    War Mode Spawn UI
    Provides a UI that is shown to players when they first spawn that prompts them to choose whether they want to be PVP or PVE.   Also supports custom modes. Localization and config options available. This can also be configured to appear when players use the /flag command.
    WarModeSpawnUI.cs
     

     
    War Mode Rules UI
    Using the /rules command (which is configurable) players can see a list of what restrictions they have for their current mode. These ruling will update dynamically based on your config settings.

    WarModeRulesUI.cs

     
    War Mode Badges
    Customizable UI elements that will appear on the player's HUD to indicate what their current mode is.
    WarModeBadges.cs

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