Zilch's Wishlist
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Bank
Bank is a roadside monument and as always its got one hell of a complex puzzle.
Totally re-designed but still having the same puzzle aspect.
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LARGE METALLURGICAL PLANT
This is a huge metallurgical plant, a Tier 3 monument with puzzles, NPCs, and elite crates.
This semi-abandoned plant is surrounded by a rusty, leaky fence, with railroad tracks and various wagons scattered behind it. The territory is overgrown, easy to get lost in. Outside, you’ll find barrels, simple crates, and NPCs in wagons and corners.
Inside the plant, expect more NPCs, simple crates, and a couple of green crates.
There’s a moderately challenging puzzle requiring parkour through pipes to reach the fuse box, rewarding green and elite crates.
Prefabs: ~5700
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Guarded Prison
Welcome to the Guarded Prison.
This is a big monument with loads of areas to explore
Perfect for pve or pvp servers.
Prison cell doors are on a 5 minute timer
so if your players get their timings wrong they will be locked in prison
1 red card puzzle room
Multiple scientist
1 blue key card spawn
Prefab count: 2800
Please make yourself aware of the TOS-Restrictions for use.
If you find any bugs or issues contact me on here or discord and il sort them out straight away
- #guarded prison
- #rust
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(and 7 more)
Tagged with:
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XRestartUI
XRestartUI - beautiful restart notification UI.
- Optimization of the interface for different monitor resolutions.
- There is a lang ru/en/uk/es.
- Sound effects.
- There is an automatic restart schedule. [ Any commands can be scheduled ]
- There is a warning N minutes before the start of the restart.
- Logs restart/warnings in the server console.
- Ability to skip restart if more than N players are online.
-> Overview - YouTube <-
Commands
restart <time> <description key from langs> [ If there is no key, then the default description will be used ] Config
{ "General settings": { "Use chat messages": true, "Use UI notifications": true, "Use GameTip notifications": false, "Use the tick effect": true, "Use warning effect": true, "Tick effect used": "assets/bundled/prefabs/fx/notice/loot.drag.dropsuccess.fx.prefab", "Warning effect used": "assets/bundled/prefabs/fx/item_unlock.prefab", "SteamID of the profile for the custom avatar": 0, "Skip restart if there are more than N players online. [ Restart warnings are disabled ]": false, "Number of online players - to skip restart": 100 }, "GUI settings": { "AnchorMin": "0 0.85", "AnchorMax": "1 0.85", "OffsetMin": "0 -25", "OffsetMax": "0 25" }, "List of unique names(keys) of restart reasons - [ Setting up text in lang ]": [ "M_DEFAULT", "M_1", "M_2" ], "Configuring scheduled restarts [ Any command can be scheduled at any time ]": { "08:00": "restart 300", "21:00": "restart 300 M_1" }, "Setting warnings N minutes before restart": [ 60, 45, 30, 15, 10, 5 ] }- #restart
- #autorestart
- (and 4 more)
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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)
