Zilch's Wishlist
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Relocate Builds
🏠 Relocate Builds
Move entire building structures and connected deployables in real-time (NO copy and paste)
Rotate structures using left/right mouse buttons Instant revert to original position using middle mouse button Batch processing for smooth movement of larger structures & network optimization for reliable updates Terrain independent, relocate builds where ever you want (even underground or in the sky) Allow players with the restricted permission to ONLY relocate their own stuff! *Please use responsibly, this is a powerful tool*
✅ Supported Entities
All building blocks (foundations, walls, etc) 99% of deployable items (furnaces, boxes, etc) 🔐 Permissions
RelocateBuilds.use (unrestricted admin permission, can move all builds) RelocateBuilds.restricted (grant only this permission to allow users to relocate their own builds) 💬 Chat Commands:
/rbm - Toggle building relocation mode 🕹️ Controls
WASD - Move structure Left Mouse - Rotate counter-clockwise Right Mouse - Rotate clockwise Middle Mouse - Revert to original position ⚠️ Caveats and Disclaimers
Moving very large structures can be detrimental to server FPS. Works the best for small to medium size builds (less than 1000 connected building blocks & deployables is optimal). If you are moving buildings too quickly, some deployables CAN break - this plugin isn't perfect. Some I/O entities will NOT move with buildings. (mainly IO wiring/piping and certain industrial items that mount to walls ) Sometime Rust clients don't sync immediately to reflect build movement changes, please be patient if you notice strange movement/placement positions. 🌐 Localization
["NoPermission"] = "<color=#ffc34d>[Relocate]</color>: To use this command, you need to donate - http://discord.covert-gaming.com/", ["BuildingEnabled"] = "<color=#ffc34d>[Relocate]</color>: Building relocation <color=#b0fa66>Enabled</color>!\nTotal blocks: <color=#ffcc66>{0}</color>\nTotal deployables: <color=#ffcc66>{1}</color>", ["BuildingDisabled"] = "<color=#ffc34d>[Relocate]</color>: Building relocation <color=#ff6666>Disabled</color>", ["NoTarget"] = "<color=#ffc34d>[Relocate]</color>: No building found to relocate", ["Reverted"] = "<color=#ffc34d>[Relocate]</color>: Structure reverted to original position" 🤝 Support
Need help moving? Just call our packing and moving services, erm... Just hit us up at Dark Side Development Discord and we can get your builds relocated in no time!
📜 Legal
Copyright © 2025 Lincoln
This plugin, Relocate Builds, is the intellectual property of Lincoln. The plugin may not be copied, modified, merged, published, or redistributed without the explicit permission of the creator, Lincoln.
Permission is granted solely for personal use on a Rust server that you own or manage. Commercial use, sharing with third parties, or distribution on multiple servers is strictly prohibited without prior consent from the creator.
Disclaimer of Warranty and Liability:
This plugin is provided "as is" without any express or implied warranties. The creator disclaims any liability for damages, including but not limited to server malfunctions, data loss, or other issues arising from the use of this software. Use of the plugin is at your own risk.
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World Buffs
By imthenewguy in Plugins
World Buffs is a plugin that allows for the creation of server-wide quests, allowing for players to work together to complete a common goal.
Quests are comprised of any number of tasks, and will reward the entire server upon completion with a mixture of built-in buffs such as increased gather yields, bonus damage to NPCs etc, as well as the option for permissions and server commands. All players, regardless of their online status, will receive the built-in and permission based rewards.
Tasks can be set based on the task type, along with a list of identifying features.
For example, you can have a task that requires players to kill npcs using the KillNpc task type. If you only wanted certain npcs to count, you could then add further restrictions by listing the short prefab names of the npc, such as npc_tunneldweller & npc_underwaterdweller, if you only wanted Tunnel & Underwater dwellers to be considered towards the goal.
The plugin supports the use of a quest queue (disabled by default). Quests in the queue are automatically started when the plugin loads.
When the active quest is completed, the plugin will queue up the next quest after a short while.
The identifier of a task depends on the task type itself. Some tasks work with item shortnames when considering quest progress, while others may use prefab shortnames..
Leaving the identifier field empty or set to null will consider any action that triggers the check to contribute towards the task.
A list of item shortnames can be found here.
A list of prefabs can be found here.
TaskType: Woodcutting
Identifier: Item shortname
TaskType: Mining
Identifier: Item shortname
TaskType: Skinning
Identifier: Item shortname
TaskType: Collectible
Identifier: Item shortname
TaskType: Growable
Identifier: Item shortname
TaskType: Fishing
Identifier: Item shortname
TaskType: Growable
Identifier: Item shortname
TaskType: KillNpc
Identifier: prefab shortname
TaskType: KillNpcSpawn
Identifier: Npc displayname [profile name]
TaskType: KillAnimal
Identifier: prefab shortname
TaskType: KillBradleyApc
Identifier: prefab shortname
TaskType: LootCrates
Identifier: prefab shortname
TaskType: DestroyBarrels
Identifier: prefab shortname
TaskType: Dig
Identifier: prefab shortname
Reward types function similar to Task Types. They allow for identifiers to limit the sources that they impact.
For example, you can specify "cloth" for the CollectibleYield RewardType, which would only boost the yield when collecting cloth, and not other items such as pumpkins or diesel.
RewardType: WoodGatherBonus
Identifier: Item shortname
RewardType: MiningGatherBonus
Identifier: Item shortname
RewardType: SkinningGatherBonus
Identifier: Item shortname
RewardType: FishingBonus
Identifier: Item shortname
RewardType: CollectibleYield
Identifier: Item shortname
RewardType: GrowableYield
Identifier: Item shortname
RewardType: NpcDamageBonus
Identifier: Prefab shortname
RewardType: NpcSpawnDamageBonus
Identifier: Prefab shortname
RewardType: ScientistDefenceBonus
Identifier: Prefab shortname
RewardType: AnimalDefenceBonus
Identifier: Prefab shortname
RewardType: BradleyDamageBonus
Identifier: Prefab shortname
RewardType: BradleyDefenceBonus
Identifier: Prefab shortname
RewardType: NpcSpawnDamageBonus
Identifier: Npc displayName [profile name]
RewardType: XpBonus
Identifier: None
RewardType: UniversalSwipeCardsBonus
Identifier: None
RewardType: PvpDamageBonus
Identifier: None
RewardType: PvpDefenceBonus
Identifier: None
Command: wb.toggle
Type: Chat command
Description: Toggles the ui on and off.
Command: wb.setquestqueueindex <index>
Type: Console command
Description: Set's the next quest in the queue to the specified index value
Requires admin: Yes
Command: wb.startnextquest
Type: Console command
Description: Starts the next quest in the queue if no quest is running.
Requires admin: Yes
Command: wb.cancelquest <true/false: start next quest in queue>
Type: Console command
Description: Cancels the current quest
Requires admin: Yes
Command: wb.completequest
Type: Console command
Description: Mark the current quest as complete (this gives players rewards from the quest)
Requires admin: Yes
Command: wb.startquest <quest name> <optional true/false: force cancel the current quest>
Type: Console command
Description: a
Requires admin: Yes
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Gun Game
By imthenewguy in Plugins
Gun Game is a high-intensity PvP game mode where players compete to be the first to reach the final weapon by earning kills. Each kill advances the player to the next weapon in a fully customizable progression list, keeping the action fresh and engaging.
The plugin creates a dedicated arena high in the sky, completely separated from the main map, to host the event.
When players join the event, they are teleported from their current location to the event lobby, with all of their items, modifiers and metabolism stats stored safely by the plugin.
Server owners can create any number of weapon profiles for players to progress through. The plugin will choose randomly between each profile at the beginning of each round.
The plugin ships with 2 default profiles:
Standard - Starts with revolver, ends with m249 and is 21 weapons long. Reverse - Starts with m249, ends with a sword and is 23 weapons long.
This plugin works with most PVE plugins.
Spawns an arena when the game begins and removes it when the game ends (no Rust-Edit required). Saves players inventory, metabolism and modifiers when they enter, and restores them when they leave. Configurable amount of kills per weapon to progress to the next weapon in the track. Supports refilling of ammo, and healing when a player gets a kill (configurable). Multiple respawn methods. Customizable clothing for players, with the option to have separate clothing for the leader. Supports custom item, server rewards and economic rewards for winners, as well as participants (based on a configurable threshold). Global scoreboard tracking wins, kills and deaths.
Command: ggstart <arena name>
Description: Starts the gun game event using the specified arena.
Permission: gungame.admin
Command: ggend
Description: Ends the active gun game event.
Permission: gungame.admin
Command: ggsetcentrepoint <arena name>
Description: Sets the spawn location for the specified arena.
Permission: gungame.admin
There are a number of commands that can be changed in the config that handle:
Joining an event [default: ggjoin] Leaving an event [default: ggleave] Restoring items from a previous event [default: ggrestore] Accessing the scoreboard [default: ggscore]
// Returns if the player is enrolled in the event. public bool IsEventPlayer(BasePlayer player); // Called when the arena has spawned and the lobby is about to start. void OnGunGameStart(); // Called when the game is ending. void OnGunGameEnd(); // Called when a player leaves an event. void OnEventLeave(BasePlayer player, string eventName); // Called when a player is attempting to join the event. Return non-null to prevent. object OnEventJoin(BasePlayer player, string eventName); // Called after a player has successfully joined the event, had their weapons stripped and has been teleported to the lobby. void OnEventJoined(BasePlayer player, string eventName);
Very special thanks to Nobody and the guys and girls on Aussie Outpost PVE for their help with testing and feedback!
