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  1. More information about "Scraplings"

    $39.99

    Scraplings

    Scraplings is a creature-collector built natively for Rust. It's not a minigame bolted onto the side of your server — creatures appear as players go about their normal wipe, in the biomes and monuments where they belong, and everything happens in-world.
    Find them. Catch them. Collect them. Battle them.
     
     
     

    Find them. Creatures don't appear on a timer — they appear as your players move. Where you are decides what you meet: biome, terrain, monument, altitude, water depth, time of day and even the weather all feed the spawn table. A creature you find in the snow at night is not the one you'll find in the desert at noon.
    Catch them. Every wild encounter is a real battle. Wear it down, land a burn or a freeze, then use a Scrap Crystal — the weaker and more impaired it is, the better your odds. Get greedy and you'll knock it out instead.
    Build them. Every creature levels, learns new abilities as it grows, and can be taught more from rare Ability Shards found out in the world. 80 of them evolve, some by level, some only when you find the right catalyst. Six hidden Genes are rolled the moment you catch one — roll all six perfect and you've got something worth bragging about.
    Fight with them. Every wild creature you meet is a real battle — type matchups, status effects, switching your party and reading what the other side is about to do. It's the same system whether you're catching something in a field or defending a title.
    Out in the world you'll also run into tamers: NPC handlers who travel the map and turn up at monuments, each with their own team, their own preferred types and their own opinion of you. Most are ordinary tamers — a fight, a payout, and on your way.
    A few are not. The stronger tamers field genuinely dangerous teams, and beating one earns you their sigil — a trophy that goes into your collection as recognition that you put them down. Sigils are one-time: once you hold a tamer's mark, that challenge is closed for good, so they stand as milestones across a wipe rather than something to grind.
    And when you think your team is ready, there are always other players. Challenge anyone nearby, wager currency on the outcome.
    Keep them. Trade with other players, store your overflow in the Skylink, and fill out a Bestiary that tracks everything you've seen and everything you've caught.
     

    There are 215 creatures to find, and the ones that matter aren't handed to you. Perfect-Gene rolls, evolution catalysts, rare Ability Shards and tamer sigils all give your players something to chase long after the usual wipe-day rush is over — and none of it requires them to stop playing Rust to do it.
    Wipe settings allow for your progress to persist between wipes, extending the grind and giving incentive to build the perfect team.
     
     

    Every creature has one or two of 19 types, and every ability has a type of its own. Hit something with an ability it's weak to and you'll do more damage — hit it with something it resists and you'll barely scratch it. A few matchups do nothing at all.
    Radiation — Fallout given a body. Rots the mind and the soul alike, tearing through Psychic, Ghost, Grass and Fairy. Shrugs off Fire, Electric, Poison and even other Radiation. Water washes it away, Ground buries it, Mechanical doesn't care. Sand — Abrasive grit that strips paint off anything mechanical. Chews through Fire, Electric, Poison, Flying, Rock and Mechanical alike — the widest offensive spread in the game. Wet it down with Water, root it with Grass, or freeze it solid. Typeless — No strengths, no weaknesses, no bad matchups. Reliable damage against anything, and the fallback every team can lean on. Fire — Burns through Grass, Ice, Bug and Mechanical. Smothered by Water, Ground, Rock and Sand. Water — The largest family on the roster. Drowns Fire, Ground, Rock, Radiation and Sand, and resists six types in return. Only Electric and Grass trouble it. Electric — Fast and disruptive, shorting out Water, Flying and Mechanical. Ground ignores it completely, and Sand grounds it out. Grass — Strangles Water, Ground, Rock and Sand, but it's the most exploitable type in the game — six different things burn, freeze, poison or eat it. Ice — Brittle but brutal. Freezes Grass, Ground, Flying, Dragon and Sand, and resists almost nothing. Fighting — Raw physical pressure through Typeless, Ice, Rock and Mechanical. Can't touch Ghost at all, and folds to Flying, Psychic and Fairy. Poison — Attrition rather than damage. Melts Grass and Fairy, resists six types, and does nothing whatsoever to Mechanical. Ground — Six super-effective matchups and total immunity to Electric. Flying floats over it entirely. Flying — Hit-and-run. Beats Grass, Fighting and Bug, ignores Ground, but gets swatted by Electric, Ice, Rock and Sand. Psychic — Dominates Fighting and Poison, and answers little else. Bug, Ghost and Radiation all get inside its guard. Bug  — Swarms Grass and Psychic. Cheap, fast, and folds to Fire, Flying and Rock. Rock — Heavy hitters that crush Fire, Ice, Flying and Bug — with six weaknesses to pay for it. Ghost — Only Ghost and Radiation can touch it properly, and Typeless attacks pass straight through. Preys on Psychic and its own kind. Dragon — The rarest type on the roster. Resists all four elements, but only Dragon damage gets past another Dragon, and Fairy hard-counters it — immune to Dragon attacks and super-effective in return. Mechanical — The wall. Resists twelve of the nineteen types. Cracking one open takes Fire, Electric, Fighting, Ground or Sand. Fairy — The Dragon-killer, and strong into Fighting. Poison, Mechanical and Radiation cut it down. Players don't need to memorize any of it — the full effectiveness chart is built into the in-game reference menu, and can be switched off in config if you'd rather your server figured it out the hard way.
     

    Most of the interactions are handled via the player and admin user interface.
    The below commands are for functionality that extends over and above what the UI covers.
     

    Requires the scraplings.admin permission.
    Command: scraplings.editor
    Action: Opens the Content Editor — species, abilities, shards, tamers, monuments and the Creator.
    Command: scraplings.spawn [species] [level]
    Action: Forces a wild encounter on yourself. Naming a species overrides the normal spawn table, which makes testing a specific creature trivial.
    Command: scraplings.terraininfo
    Action: Prints the biome, topology, tier and time of day for where you're standing, plus every creature that can spawn there with its odds. The fastest way to sanity-check a spawn rule.
    Command: scraplings.heal [player]
    Action: Fully heals a party.
    Command: scraplings.levelup <slot|all> [level]
    Action: Levels a party creature, or the whole party, to a target level.
    Command: scraplings.vendor spawn <depot|repair> · remove · list
    Action: Places a shop or Repair Bay vendor, removes the one you're looking at, or lists what's placed.
    Command: scraplings.tamer spawn <profile> · remove · list
    Action: Places a tamer NPC from one of your profiles, removes the one you're looking at, or lists what's placed.
    Command: scraplings.tamer addspawn static <profile>
    Action: Saves a permanent spawn point here, so that tamer returns after a restart.
    Command: scraplings.tamer addspawn monument
    Action: Saves a monument-local random spawn point — tamers will rotate through these rather than sitting in one place.
    Command: scraplings.tamer spawns · clearspawns monument
    Action: Lists saved spawn points, or clears the monument ones.
    Command: scraplings.givecrystal [crystal] [count] [player]
    Command: scraplings.giveshard <shard> [count] [player]
    Command: scraplings.givecatalyst <catalyst> [count] [player]
    Command: scraplings.givecash <amount> [player]
    Action: Grants Capture Crystals, Ability Shards, evolution catalysts or currency.
     

    Command: /sl
    Action: Opens the main menu. Everything else a player needs lives in here — party management, Bestiary, battles, trading, wallet, sigils and settings.
    Command: /sldepot
    Action: Opens the shop from wherever you're standing, without walking to a vendor.
    Permission: scraplings.remotedepot
    Command: /slrepair 
    Action: Opens the repairer from wherever you're standing, without walking to a repairer.
    Permission: scraplings.remoterepairbay
    Command: /slspectate <player>
    Action: Watch another player's battle live. Run it with no argument to stop watching.
    Command: /slhelp
    Action: Lists every command available to you.
     

    I will list questions and answers here as they come up!

    Why am I only seeing higher level Scraplings?
    Scrapling levels can be configured based on a few circumstances.
    The options to dictate spawns are:
    Topology (default) Global PartyScaled Topology uses the Tier 0, Tier 1 and Tier 2 layers to dictate the Scraplings level when encountering a wild Scrapling. The levels are configurable, but the default is T0: 1-10, T1: 11-20, T2: 21-40. The topology layers should exist over the entire map. If there is no topology layer, it will default to T0. 
    Global is simple: it will pick a number between the min and max level (default 5 - 30), and will spawn the Scrapling with that level.
    PartyScaled will sample the player's average party level, and will spawn an encounter that is +/- x levels from the average (default is -3 to +3), so encounters are always taken.

    How can I tell what Scraplings will spawn where I am?
    You can use the admin console command "scraplings.terraininfo" to give you a breakdown of your position. It will show you:
    Position Elevation Biomes Topologies (including Tier topology) Monument In cave / In water / water depth Time / Day/night status Encounters here (enabled/suppressed/exclusive/additive) Level mode / tier / wild spawn level from-to Spawn pool - lists all Scraplings and their spawn weights that can spawn at this location Valid biomes Valid topologies  
  2. More information about "ThemePark Island"

    $49.90

    ThemePark Island

    Welcome to ThemePark Island
    An expansive and meticulously crafted custom map for Rust, brought to you by the combined efforts of Silent Creations and Explosive Shart.
    This map blends high-octane thrill-seeking with gritty, urban survival. Whether you’re riding a functional coaster or navigating the trap-filled halls of a medical center, ThemePark Island offers a fresh gameplay loop for PVP and PVE servers alike.
    🎡 Featured Custom Monuments
    The Theme Park
    The crown jewel of the island. This isn't just a static monument—it features a fully functional, custom-coded rollercoaster. Scale the heights for a view of the island before diving into the chaos below.
    Loot: High-density loot spawns throughout the park.
    Puzzles: Includes both Green and Blue keycard puzzle rooms.
    The 2 Gorges Dam
    A massive, custom-built architectural marvel. The dam dominates the landscape, offering scenic vistas and deep, dark secrets.
    Underground Puzzles: Navigate multiple puzzle rooms hidden deep within the structure.
    Tactical Depth: Perfect for long-range engagements or sneaky subterranean looting.
    Black Rock City
    A sprawling urban center that feels like a lived-in wasteland.
    Black Rock Medical Center: Enter at your own risk. This landmark is rigged with traps, multiple puzzles, and enough loot to supply an entire clan.
    Lazarus Automotive: A unique urban addition for those looking to secure high-tier parts.
    Pine Bluff
    A smaller, dense city center for quick skirmishes and essential supplies.
    Interiors: Explore a replica McDonald’s and a completely custom Supermarket.
    Puzzles: Features multiple puzzles and heavy loot concentrations.
    Mills Trailer Park
    An eerie, abandoned residential area.
    Puzzles: Features 2x Green Card puzzles and 1x Blue Card puzzle, making it a high-value stop for progression.
    Additional Points of Interest
    7-Eleven: That’s right—a faithful replica of the iconic convenience store for all your raiding snack needs.
    Fuel Depot: An abandoned facility located in the snow biome, featuring a working Pumpjack and a Green Card puzzle.
    Rose Hill Development: An unfinished construction site offering unique verticality and parkour opportunities.
    Green Houses: Small botanical structures perfect for picking up plants and quick loot.

    Map Size
    4500


    Prefab Count
    #38450
     



    🏛️ Facepunch Monuments

    Launch Site
    Arctic Research
    Large Oil Rig
    Small Oil Rig
    Military Tunnel
    Giant Excavator
    Airfield
    Trainyard
    Artic Research
    Ferry Terminal
    RadTown
    Jungle Ziggurat
    Large Harbor
    Small Harbor
    Bandit Camp
    Outpost
    The Dome
    Sewer Brach
    LightHouse
    Oxum's Gas Station x3
    Mining Outpost x3
    Ranch
    Abandoned SuperMarket x2
    large Barn
    Fishing Village x2
    Large Fishing Village
    Stone, Sulfer, & HqM Quarries
    Water Wells x3
    Abandoned Cabins

    Custom Monuments

    Theme Park Island
    Black Rock
    Pine Bluff
    Fuel Depot
    2 Gorges Dam
    7-11
    Sewage Treament Plant
    Fort Sentinel
    Heli Tower V2
    Large Mod/Staff Room
    Mills Trailer Park
    Rose Hill Development
    Outpost Addition

    The 2 Cities Black Rock and Pine Bluff Include these monuments as a part of them

    Black Rock Medical
    Silents SuperMarket
    McDonalds
    Lazarus Automotive
     
     
    🙏 Acknowledgements
    A massive thank you to those who helped bring this project to life:
    Substrata: For the incredible work on the custom rollercoaster plugin.
    Milky: For the stellar work on the promotional video.
    MrLiquid & the Luffy Map Testing Team: For their dedication to polishing and balancing the map.
     
    For any Assistance or questions Please contact me on Discord @ https://discord.gg/THf6dGN8eW
  3. More information about "Satellite Crash Event"

    $19.98

    Satellite Crash Event

    🛰️ Satellite Crash Event
    Something is falling from the sky...
    A satellite has malfunctioned and is on a collision course with the island. When the event begins, all players are alerted to the crash location directly in chat, giving everyone a chance to race to the impact zone.
    💥 A satellite crashes at a random location at a random time set in the config
    📍 Crash location announced in chat
    🤖 Scientists are deployed to secure the wreckage
    🎁 Fight through the scientists and claim the satellite's loot
    ⚔️ Creates a dynamic PvE/PvP hotspot anywhere on the island
    Every crash creates a new opportunity for players to fight, loot, and compete.
    Will you be the first to reach the crash site?
    🛰️ Satellite Crash Event — The sky isn't always safe.
     
    SatelliteCrashEvent.admin
    /SatelliteEvent <random/here>

    Optional NpcSpawn required to spawn npc's
     
     
    { "Random Crash Settings": { "How often to call in a random crash site": 3600.0, "Random crash options": { "Time in the air in seconds 180-600": 300.0, "Despawn crash site time in seconds": 1200.0, "Minimum amount of crates that can spawn": 3, "Maximum amount of crates that can spawn": 1, "Crates on fire time in seconds": 120.0, "Alphaloot profiles names to use on crates": [], "Scientist profiles names to use": [ "profile1", "profile2" ] } }, "Scientist profiles": { "profile1": { "Total of profile to spawn in event": 5, "Health": 100.0, "Movement speed": 10.0, "Roam Range": 40.0, "Chase Range": 45.0, "Sense Range": 40.0, "Listen Range": 40.0, "AimCone Scale": 1.0, "Ware items": [ { "ShortName": "hazmatsuit.spacesuit", "SkinID": 0 } ], "Belt items": [ { "ShortName": "smg.mp5", "Amount": 1, "SkinID": 0, "Mods": [], "Ammo": "" } ], "List of kits to use": [], "AlphaLoot profile names for loot": [], "List of names to give the npc's": [ "Pvt. Harris", "Pvt. Hobbs", "Pvt. Fiske", "Pvt. Carter", "Pvt. Mackenzie", "Pvt. Quinn", "Pvt. Wright", "Pvt. Baird", "Pvt. Marshall", "Pvt. O’Malley", "Pvt. McElroy", "Pvt. Grimes", "Pvt. McGovern", "Pvt. McGinnis", "Pvt. Foley", "Pvt. Morgan", "Pvt. McEvoy", "Pvt. Gunderson", "Pvt. Hammarsten", "Pvt. Jenkins" ] }, "profile2": { "Total of profile to spawn in event": 1, "Health": 110.0, "Movement speed": 10.0, "Roam Range": 40.0, "Chase Range": 45.0, "Sense Range": 40.0, "Listen Range": 40.0, "AimCone Scale": 1.0, "Ware items": [ { "ShortName": "hazmatsuit.spacesuit", "SkinID": 0 } ], "Belt items": [ { "ShortName": "pistol.m92", "Amount": 1, "SkinID": 0, "Mods": [], "Ammo": "" } ], "List of kits to use": [], "AlphaLoot profile names for loot": [], "List of names to give the npc's": [ "SGT. Tosh", "SGT. Waugh", "SGT. Stoughton", "SGT. Cooper", "SGT. Crockett", "SGT. Jackson", "SGT. Hamilton", "SGT. Jefferson" ] }, "profile3": { "Total of profile to spawn in event": 1, "Health": 150.0, "Movement speed": 10.0, "Roam Range": 40.0, "Chase Range": 45.0, "Sense Range": 40.0, "Listen Range": 40.0, "AimCone Scale": 1.0, "Ware items": [ { "ShortName": "hazmatsuit.spacesuit", "SkinID": 0 } ], "Belt items": [ { "ShortName": "minigun", "Amount": 1, "SkinID": 0, "Mods": [], "Ammo": "" } ], "List of kits to use": [], "AlphaLoot profile names for loot": [], "List of names to give the npc's": [ "SGT. Lane", "SGT. Jameson", "SGT. Nuttall", "SGT. Gentry", "SGT. Gillespie", "SGT. Pike", "SGT. Wilson" ] } }, "Version": { "Major": 1, "Minor": 0, "Patch": 1 } }  

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