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  1. Khan

    Power Modifier

    Version 2.1.2

    270 downloads

    Supports: Wind Mills | Solar Panels | Fuel & Test Generators | Small-Medium-Large Batteries | Tesla Coils | Heaters Both Globally & with permission-based settings allowing you to create as many different levels as you wish! Written for the best performance possible! Defaults to first permission assigned in the config if you give out multiple. Wind Mill Note: Max height Needed for Max output is floor 18 Battery Options Explained MaxOutput: Maximum Power Out Put Efficiency: How Efficient Battery is When Charging ( this How Fast it Charges ) MaxCapacitySeconds: How Much Energy We Can Request From Power Sources For Charging is this value * our maxOutput Batteries will not show new Max Out-Puts Batteries will show New Power Usage! ( Pic is below, this is because its hardcoded on client side ) Fuel Generator Options Explained StackSize: Sets Inventory Stack Size for Fuel Inside The Fuel Generator OutputEnergy: Sets Power OutPut FuelPerSec: Sets How Much Fuel to Use Per Second Electrical Heater Options Explained GLOBAL SETTER ONLY > "Sets the Max Temperature Range for Electric Heaters Only (Default is 4.0)": 4.0, FadeDuration: Sets How Long Before Heat Dissipates ( when powered off ) HeatAmount: Sets Heat Amount ( when powered on ) Solar Panel Explained To get max Output you Need 1 floor up else it will only ever be half! + Panel must Face Direct Sun-light! Tesla Coil Options Explained A TeslaCoils Power consumption amount Is Calculated By ( MaxDamageOutput Divided / By PowerToDamageRatio ) A TeslaCoils DamageAmount is Calculated By Its (currentEnergy input * powerToDamageRatio) * dischargeTickRate A TeslaCoils SelfHarmAmount is Calculated By Its ( dischargeTickRate Divided / By maxDischargeSelfDamageSeconds * SetHealth ) SetHealth: Sets Item Condition Level MaxDamageOutput: Sets the Maximum Damage it Can OutPut Like Ever PowerForHeavyShorting: Sets Electrical Input Amount Needed for Strong-Zap Zap else = Weak-Zap Zap DischargeTickRate: Sets How Fast A TeslaCoil Discharges its Zap Zap MaxDischargeSelfDamageSeconds: Configuration { "Enables use of permission based settings": true, "Reset all modifications on unload (recommended true if uninstalling)": false, "Global Battery Small": { "MaxOutput": 9000, "Efficiency": 4.0, "MaxCapacitySeconds": 1, "Permissions": { "toptier": { "MaxOutput": 30, "Efficiency": 2.0, "MaxCapacitySeconds": 18000 }, "midtier": { "MaxOutput": 20, "Efficiency": 1.4, "MaxCapacitySeconds": 13500 }, "lowtier": { "MaxOutput": 14, "Efficiency": 1.0, "MaxCapacitySeconds": 11250 } } }, "Global Battery Medium": { "MaxOutput": 50, "Efficiency": 0.8, "MaxCapacitySeconds": 540000, "Permissions": { "toptier": { "MaxOutput": 100, "Efficiency": 2.0, "MaxCapacitySeconds": 1080000 }, "midtier": { "MaxOutput": 75, "Efficiency": 1.5, "MaxCapacitySeconds": 810000 }, "lowtier": { "MaxOutput": 60, "Efficiency": 1.0, "MaxCapacitySeconds": 675000 } } }, "Global Battery Large": { "MaxOutput": 100, "Efficiency": 0.8, "MaxCapacitySeconds": 1440000, "Permissions": { "toptier": { "MaxOutput": 200, "Efficiency": 3.0, "MaxCapacitySeconds": 2880000 }, "midtier": { "MaxOutput": 150, "Efficiency": 2.0, "MaxCapacitySeconds": 2160000 }, "lowtier": { "MaxOutput": 125, "Efficiency": 1.0, "MaxCapacitySeconds": 1800000 } } }, "Global Electric Generator": { "MaxOutputTestGen": 8, "Permissions": { "toptier": { "MaxOutputTestGen": 30 }, "midtier": { "MaxOutputTestGen": 20 }, "lowtier": { "MaxOutputTestGen": 12 } } }, "Global Fuel Generator": { "StackSize": 1000, "OutputEnergy": 35, "FuelPerSec": 1.0, "Permissions": { "toptier": { "StackSize": 2000, "OutputEnergy": 70, "FuelPerSec": 1.2 }, "midtier": { "StackSize": 1500, "OutputEnergy": 60, "FuelPerSec": 1.1 }, "lowtier": { "StackSize": 1250, "OutputEnergy": 45, "FuelPerSec": 1.0 } } }, "Global Solar Panel": { "MaxOutputSolar": 20, "Permissions": { "toptier": { "MaxOutputSolar": 30 }, "midtier": { "MaxOutputSolar": 20 }, "lowtier": { "MaxOutputSolar": 13 } } }, "Global Electric Wind Turbine": { "MaxOutput": 100, "TargetSpeed": 0.0, "Permissions": { "toptier": { "MaxOutput": 250, "TargetSpeed": 3.0 }, "midtier": { "MaxOutput": 200, "TargetSpeed": 2.0 }, "lowtier": { "MaxOutput": 140, "TargetSpeed": 1.0 } } }, "Global Electric Heater": { "FadeDuration": 1.0, "HeatAmount": 5.0, "HeaterTemperatureGrowableRange": 4.0, "Permissions": { "toptier": { "FadeDuration": 9.0, "HeatAmount": 16.0, "HeaterTemperatureGrowableRange": 14.0 }, "midtier": { "FadeDuration": 6.0, "HeatAmount": 12.0, "HeaterTemperatureGrowableRange": 10.0 }, "lowtier": { "FadeDuration": 3.0, "HeatAmount": 8.0, "HeaterTemperatureGrowableRange": 6.0 } } }, "Global Tesla Coil": { "SetHealth": 250.0, "PowerToDamageRatio": 2.0, "DischargeTickRate": 0.25, "MaxDischargeSelfDamageSeconds": 120.0, "MaxDamageOutput": 35.0, "PowerForHeavyShorting": 10, "Permissions": { "toptier": { "SetHealth": 350.0, "PowerToDamageRatio": 2.0, "DischargeTickRate": 0.25, "MaxDischargeSelfDamageSeconds": 120.0, "MaxDamageOutput": 50.0, "PowerForHeavyShorting": 10 }, "midtier": { "SetHealth": 325.0, "PowerToDamageRatio": 2.0, "DischargeTickRate": 0.25, "MaxDischargeSelfDamageSeconds": 120.0, "MaxDamageOutput": 45.0, "PowerForHeavyShorting": 10 }, "lowtier": { "SetHealth": 300.0, "PowerToDamageRatio": 2.0, "DischargeTickRate": 0.25, "MaxDischargeSelfDamageSeconds": 120.0, "MaxDamageOutput": 40.0, "PowerForHeavyShorting": 10 } } } }
    $19.99
  2. Version 1.1.2

    44 downloads

    Thermal Generator Thermal Generator - Convert Fireplaces into Power Plants! This plugin adds a unique gameplay mechanic where players can generate electricity using heat and water, creating an immersive industrial experience on your Rust server. This plugin requires ImageLibrary, Zone Manager to function. • Thermal Power Generation Special skinned fireplaces become thermal generators that produce electricity when burning fuel. Power output gradually increases over time, reaching maximum efficiency after a configurable warm-up period. • Water Consumption System Generators consume water from an attached water barrel to produce steam for power generation. Water consumption scales with power output - more power means more water usage. • Real-time Status Display Two display modes available: - Mode 1: Fixed UI panel when opening the generator inventory - Mode 2: Floating 3D UI that appears when approaching the generator - Mode 3: Both display modes simultaneously (Floating 3D UI may put a load on server performance. Please choose according to the size of your server.) UI shows performance percentage, temperature, water tank level, and current power output with smooth animations. • Animated Turbine Icon Visual turbine animation that speeds up as power output increases, providing clear visual feedback of generator performance. • Multi-language Support Built-in translations for English, Japanese, Russian, and Traditional Chinese. • Fully Configurable Customize power output, warm-up time, water consumption rates, UI appearance, detection radius, and more. • Players can pick up their Thermal Generator by hitting it with a hammer. All items inside will drop on the ground, and the generator returns to inventory. 1. Give players a Thermal Generator using the console command: givegene <SteamID>, Alternatively, you can sell this item in a shop. 2. Players place the special fireplace and add fuel 3. Fill the attached water barrel with water or salt water 4. Light the fireplace to start generating power 5. Connect electrical components to the output 6. Power increases gradually as the generator warms up Shop Settings Short name: fireplace.stone Skin ID: 3667912659 Display Name (optional): Thermal Generator { "SpecialFireplace": { "SkinID": 3667912659, "Name": "Thermal Generator" }, "WaterSystem": { "TankCapacity": 500000, "MinConsumption": 1, "MaxConsumption": 30, "ConsumeInterval": 1.0 }, "PowerSystem": { "MaxOutput": 30, "RampUpTime": 1800.0, "CooldownRate": 3.0, "CurveExponent": 2.0 }, "UI": { "Enabled": true, "DisplayMode": 1, "UpdateRate": 0.03, "DetectionRadius": 7.0, "BackgroundURL": "https://i.imgur.com/TTrhDMo.png", "AnimationFrameURLs": [ ... ] }, "Limits": { "EnablePerPlayerLimit": true, "MaxPerPlayer": 3 } } SpecialFireplace • SkinID - The skin ID used to identify Thermal Generator fireplaces • Name - Display name of the Thermal Generator item WaterSystem • TankCapacity - Maximum water capacity of the attached water barrel (in ml) • MinConsumption - Minimum water consumption per interval when generator is running (in ml) • MaxConsumption - Maximum water consumption per interval at full power (in ml) • ConsumeInterval - Time interval between water consumption checks (in seconds) PowerSystem • MaxOutput - Maximum electrical power output (in rWm) • RampUpTime - Time required to reach maximum power output (in seconds, default 1800 = 30 minutes) • CooldownRate - Rate at which accumulated run time decreases when generator is off (multiplier) • CurveExponent - Power curve exponent for output calculation (higher = slower initial ramp-up) UI • Enabled - Enable or disable the status UI display • DisplayMode - UI display mode: 1 = Fixed UI panel (appears when opening generator inventory) 2 = Floating 3D UI (appears when approaching the generator) 3 = Both modes simultaneously (Floating 3D UI may put a load on server performance. Please choose according to the size of your server.) • UpdateRate - UI refresh interval in seconds (lower = smoother but more performance cost) • DetectionRadius - Distance at which floating UI becomes visible (in meters) • BackgroundURL - URL for the UI background image • AnimationFrameURLs - List of URLs for turbine animation frames (11 frames) Limits • Administrators can set the maximum number of items each player can place. givegene <SteamID> - Give a Thermal Generator to the specified player (Server Console command) Q. What settings do I need to configure in Zone Manager? A. No configuration is required. It's used for temporary UI display and performance improvements. VOID / NINJA WORKS X : @QB_WHITE MADE IN JAPAN
    $10.00
  3. Version 1.0.0b

    6 downloads

    Electric Miner Why not convert your excess electricity into a resource? Electric Miner brings the Mining Quarry and the Pump Jack to life as fully automated, electricity-powered machines that players can build wherever they want. There's no need to fight over a monument quarry anymore. Just place a machine on your own base, run a wire to it, choose what you want it to produce, and let it work. Each machine has a clean animated interface, an engine you can upgrade for bigger yields, and a liquid system on the Pump Jack for pumping water where you need it. Two placeable machines: the Electric Miner (a mining quarry) and the Electric Pump Jack (an oil and liquid pump). Both are handed to players as a deployable item. A live placement guide draws the machine's footprint with marker spheres as you aim, so you always know exactly where it will land before you commit. Placement is checked against slope, water depth, roads, monuments, safe zones, no-build zones, nearby obstructions, and other players' building privilege. Machines run on real power. They only start once you've wired them to a power source and flipped the switch, and they draw from the upstream battery while they run. Players choose what each machine produces from an in-game menu, whether that's the ore the Miner digs or the liquid the Pump Jack outputs. An engine upgrade system lets players spend materials to push the machine through several tiers, each one raising the yield multiplier. Upgrading plays a sound and fills an animated progress gauge. The Pump Jack stores liquid internally and can feed it out through a hose to a water container or sprinkler, which is handy for irrigation and base setups. Machine lights turn on by themselves whenever there's power, giving you an instant visual cue that everything is connected. Only the owner, their team, and admins can flip the switch, open the menu, or pick a machine up. Nobody else can touch it. Pick a machine back up with a hammer and it returns to your inventory as an item, as long as it's healthy enough, and any stored contents drop to the ground. The selected resource, engine tier, stored liquids, chosen output liquid, and durability are all saved and survive server restarts. The interface animates open and closed, uses a clean card layout for selections, and supports your own custom background image. Built-in translations for English, Japanese, Simplified Chinese, Traditional Chinese, Russian, Ukrainian, and French. English (en), Japanese (ja), Simplified Chinese (zh-CN), Traditional Chinese (zh-TW), Russian (ru), Ukrainian (uk), and French (fr). Every message and menu label can be edited in the oxide/lang files. 1. Get the item. An admin gives out the machines (see Commands below), or you can sell them through a shop or hand them out in a kit using the skin IDs. 2. Place it. Hold the item and look at flat ground. The footprint guide appears, and a left-click drops the machine in. The item is used up and the full quarry or pump jack spawns in its place. 3. Power it. Take out the in-game Wire Tool, click an output on your power source (a battery, generator, and so on), then click the machine's power switch to join them. The default wire limit is 100 m. 4. Choose a resource. Press USE on the machine to open the menu and pick what it should mine or output. 5. Turn it on. Flip the power switch. As long as it has enough power and the output isn't full, the machine runs and produces on the interval you set. 6. Upgrade it (optional). Press USE on the engine to open the upgrade menu and spend materials to raise the yield. 7. Collect or pack up. Loot the output container as it fills, or hit the machine with a hammer to take it back as an item. A note on the Pump Jack The Pump Jack collects oil and water-type liquids into its own internal tank, which holds up to 500,000 ml by default. To move that water elsewhere, point the Wire Tool at the Pump Jack's fluid switch and run a hose to a water container or sprinkler. From there it pushes liquid out at the rate you set in the config (300 ml/s by default). { "Wire/hose max distance (m)": 100.0, "Durability": 2000.0, "Pickup minimum durability percent": 80.0, "Required power (consumed per minute)": 50, "Liquid storage capacity (ml)": 500000, "Fluid output per second (ml)": 300, "UI background image URL": "https://i.imgur.com/WMefGKk.jpg", "Electric Mining": { "Item display name": "Electric Miner", "Mineable resources": [ { "Item shortname": "metal.ore", "Item skin ID": 0, "Display name": null, "Amount per cycle": 10, "Interval (seconds)": 15.0 }, { "Item shortname": "sulfur.ore", "Item skin ID": 0, "Display name": null, "Amount per cycle": 10, "Interval (seconds)": 20.0 }, { "Item shortname": "hq.metal.ore", "Item skin ID": 0, "Display name": null, "Amount per cycle": 1, "Interval (seconds)": 60.0 }, { "Item shortname": "stones", "Item skin ID": 0, "Display name": null, "Amount per cycle": 10, "Interval (seconds)": 10.0 } ], "Upgrade tiers": [ { "Yield multiplier": 1.1, "Upgrade costs": { "scrap": 300, "metal.refined": 50, "gears": 10, "metalblade": 20 } }, { "Yield multiplier": 1.2, "Upgrade costs": { "scrap": 500, "metal.refined": 100, "gears": 20, "metalblade": 40 } }, { "Yield multiplier": 1.5, "Upgrade costs": { "scrap": 800, "metal.refined": 200, "gears": 30, "metalblade": 50 } }, { "Yield multiplier": 2.0, "Upgrade costs": { "scrap": 1000, "metal.refined": 400, "gears": 50, "metalblade": 80 } } ] }, "Electric Pump Jack": { "Item display name": "Electric Pump Jack", "Mineable resources": [ { "Item shortname": "crude.oil", "Item skin ID": 0, "Display name": null, "Amount per cycle": 1, "Interval (seconds)": 20.0 }, { "Item shortname": "water", "Item skin ID": 0, "Display name": null, "Amount per cycle": 800, "Interval (seconds)": 10.0 }, { "Item shortname": "water.salt", "Item skin ID": 0, "Display name": null, "Amount per cycle": 1000, "Interval (seconds)": 10.0 }, { "Item shortname": "water.radioactive", "Item skin ID": 0, "Display name": null, "Amount per cycle": 500, "Interval (seconds)": 10.0 } ], "Upgrade tiers": [ { "Yield multiplier": 1.1, "Upgrade costs": { "scrap": 300, "metal.refined": 50, "gears": 10, "metalblade": 20 } }, { "Yield multiplier": 1.2, "Upgrade costs": { "scrap": 500, "metal.refined": 100, "gears": 20, "metalblade": 40 } }, { "Yield multiplier": 1.5, "Upgrade costs": { "scrap": 800, "metal.refined": 200, "gears": 30, "metalblade": 50 } }, { "Yield multiplier": 2.0, "Upgrade costs": { "scrap": 1000, "metal.refined": 400, "gears": 50, "metalblade": 80 } } ] } } DEFAULT PRODUCTION Electric Miner Metal Ore .......... 10 every 15s Sulfur Ore ......... 10 every 20s HQM Ore ............ 1 every 60s Stones ............. 10 every 10s Electric Pump Jack Crude Oil ......... 1 every 20s Water ............. 800 ml every 10s Salt Water ....... 1000 ml every 10s Radioactive Water . 500 ml every 10s Engine Upgrade Tiers (default, both machines) Tier 2 x1.1 300 Scrap, 50 HQM, 10 Gears, 20 Metal Blades Tier 3 x1.2 500 Scrap, 100 HQM, 20 Gears, 40 Metal Blades Tier 4 x1.5 800 Scrap, 200 HQM, 30 Gears, 50 Metal Blades Tier 5 x2.0 1000 Scrap, 400 HQM, 50 Gears, 80 Metal Blades All amounts, intervals, multipliers, costs, resources, and tier counts are fully editable in the config. Config field reference - Wire/hose max distance (m): How far a power wire or fluid hose is allowed to reach. - Durability: The machine's health. - Pickup minimum durability percent: How healthy the machine has to be before it can be picked up as an item. - Required power (consumed per minute): How much power the machine needs to run, and how much it draws each minute while running. - Liquid storage capacity (ml): The size of the Pump Jack's internal tank. - Fluid output per second (ml): How fast liquid is pushed through a connected hose. - UI background image URL: The background image shown behind the menu. Swap in your own to match your server. - Item display name: The name shown on the item and in the menu. - Mineable resources: Everything the machine can produce. Item skin ID and Display name are optional. - Upgrade tiers: Each tier sets a yield multiplier and its material cost. Add or remove tiers as you like; the number of tiers is the max level. The give commands are restricted to admins. To hand item to regular players, an admin uses the give command, or you distribute the items through a shop / kit plugin using the skin IDs below. Chat command (Admin Only) /ElectricMiner Gives the player one Electric Miner AND one Electric Pump Jack item Console command giveminer <mining | pumpjack> <SteamID> Gives the chosen machine to the specified player (must be online). Ex. Give the pumpjack to 76562442829013221 giveminer pumpjack 76562442829013221 Item details (for shops / kits) Electric Miner shortname: watchtower.wood skin: 3750459142 Electric Pump Jack shortname: watchtower.wood skin: 3750459320 Q: Do these have to go near a monument? A: Not at all, and that's the point. You can build them anywhere valid on the map, whether that's flat ground or shallow water up to 3 m deep, as long as you keep clear of monuments, roads, safe zones, and other players' building privilege. Q: How do players power a machine? A: With the in-game Wire Tool. Click an output on a power source such as a battery or generator, then click the machine's power switch. It needs enough power to run (50 by default) and draws from the battery the whole time it's working. Q: My machine won't start. What's wrong? A: A machine only runs when three things are true: the switch is on, it has enough power, and the output container isn't full. Check all three. The lights are a quick tell, since they only come on once the machine has power. Q: Can other players use or steal my machine? A: No. Only the owner, their team, and admins can flip the switch, open the menu, or pick it up. Q: How do I get my machine back? A: Hit it with a hammer. As long as it's above the durability threshold (80% by default), it returns to your inventory as an item and anything stored inside drops to the ground. Q: How does upgrading work? A: Press USE on the engine to open the upgrade menu, then spend the listed materials to move up a tier. Each tier raises the yield multiplier (x1.1 up to x2.0 by default), and your tier is saved per machine through restarts. Q: What can the Pump Jack do with liquids? A: It keeps the liquid it produces in its own tank and can push water out through a hose to a water container or sprinkler, which is great for irrigation. You pick the output liquid from the menu. Q: Can I change what each machine makes, how fast, and what upgrades cost? A: Yes. Resources, amounts, intervals, multipliers, tier counts, and costs are all set per machine in the config. Q: How do I give the items to regular players? A: Use the admin /ElectricMiner or giveminer command, or sell and gift them through your shop or kit plugin using the shortname watchtower.wood and the skin IDs above. Q: Do placed machines and their settings survive a restart or wipe? A: Your settings (selected resource, engine tier, stored liquids, output liquid, and durability) carry over through restarts. Like any deployable, the machines themselves are cleared on a map wipe. Q: Can I use my own background image in the menu? A: Yes. Just point the "UI background image URL" setting at your own image. VOID / NINJA WORKS X : @QB_WHITE MADE IN JAPAN
    $15.00
  4. Version 1.0.4

    70 downloads

    Windmill Upgrades adds a part based upgrade system to electrical windmills, allowing their performance to be improved. Each part type has 3 tiers. Players can open an upgrade interface while looking at a windmill and holding a hammer, then install custom parts by dragging them into specific slots. The menu input button is configurable, with support for RELOAD, USE, MIDDLE CLICK, and RIGHT CLICK. Each upgrade part affects the windmill’s stats, allowing you to tune max output, effective height, wind capture, power stability, and thunder performance through a simple interface. Parts are matched to their proper module slots, upgrades are saved per windmill, and all changes are applied directly to the entity in a lightweight, persistent system. The plugin also includes optional loot crate support, letting you control whether upgrade parts can appear in loot containers and set per-container drop chances for each tier. Alternatively, the parts can be added to any of your existing systems such as shops or crafting plugins. The upgrade parts are all configured in the config, with unique icons and stats, allowing you to quickly deploy this functionality to your server. As with most of my content, localization is possible, with a default English lang file included. The part shortnames and skins are all pre-configured but can be modified, or replaced with items from my Custom Item Manager. Permissions: windmillupgrades.use - Allows players to open and use the windmill upgrade interface. windmillupgrades.admin - Allows access to the admin part giving command. Commands: /wmpart - Admin chat command to give yourself all of the available parts for testing or adding to shops. Optionally can specify amount if you need more than one of each. Pre-Configured Parts: Blades: Shaft: Generator: Regulator: Lightning Rod: Default Config:
    $15.99
  5. Version 1.0.2

    5 downloads

    Electric Vehicles converts a vehicle you want to run off of batteries or other items that you specify! The vehicle can be recharged and can customize the fuel rates (how much to use the battery) per second, per vehicle! Commands /ev: Makes the vehicle you are currently looking at into an electric vehicle. /resetallevs: Resets all vehicles that are spawned to the default vanilla vehicle Permissions electricvehicles.convertownvehicle: Allows the player to convert only a vehicle they own, a teammate owns, or is in their building priv electricvehicles.convertanyvehicle: Bypasses the convertownvehicle permission and can convert any vehicle electricvehicles.resetallevs: Allows the player to reset all electric vehicles on the server Default Configuration { "Plugin Settings": { "Make all vehicles on map electric": false, "Clear data on new wipe": true, "Allow EV engines to be replaced with a frunk (storage container)": true, "Amount of storage slots to add to frunk for EVs [Max = 48]": 5 }, "Commands & Permissions": { "Convert own vehicle permission": "electricvehicles.convertownvehicle", "Convert any vehicle permission": "electricvehicles.convertanyvehicle", "Convert vehicle commands": [ "convertev", "electricvehicle", "electrify", "ev" ], "Reset all vehicles permission": "electricvehicles.resetallevs", "Reset all vehicles commands": [ "resetallevs", "resetallelectricvehicles", "unelectrify", "evclearall" ] }, "Version": { "Major": 1, "Minor": 0, "Patch": 1 } } Default Vehicle Data { "Vehicles": { "minicopter.entity": { "Vehicle display name": "Minicopter", "Counter local position": "(0.00, 0.35, 1.85)", "Counter local rotation": "(-45.00, 180.00, 0.00)", "Hide counter while driving": true, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "attackhelicopter.entity": { "Vehicle display name": "Attack Helicopter", "Counter local position": "(0.25, 2.38, 0.70)", "Counter local rotation": "(60.00, 180.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "scraptransporthelicopter": { "Vehicle display name": "Scrap Helicopter", "Counter local position": "(0.00, 1.50, 3.30)", "Counter local rotation": "(-15.00, 180.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "2module_car_spawned.entity": { "Vehicle display name": "Small Car", "Counter local position": "(0.00, 0.60, 0.15)", "Counter local rotation": "(-20.00, 180.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "3module_car_spawned.entity": { "Vehicle display name": "Medium Car", "Counter local position": "(0.00, 0.60, 0.15)", "Counter local rotation": "(-20.00, 180.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "4module_car_spawned.entity": { "Vehicle display name": "Large Car", "Counter local position": "(0.00, 0.60, 0.15)", "Counter local rotation": "(-20.00, 180.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "motorbike": { "Vehicle display name": "Motor Bike", "Counter local position": "(0.00, 1.12, 0.15)", "Counter local rotation": "(-65.00, 180.00, 0.00)", "Hide counter while driving": true, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "motorbike_sidecar": { "Vehicle display name": "Motor Bike Sidecar", "Counter local position": "(0.00, 1.12, 0.15)", "Counter local rotation": "(-65.00, 180.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "snowmobile": { "Vehicle display name": "Snowmobile", "Counter local position": "(0.08, 0.80, 0.23)", "Counter local rotation": "(-45.00, 180.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "tomahasnowmobile": { "Vehicle display name": "Tomoha Snowmobile", "Counter local position": "(0.20, 0.78, 0.00)", "Counter local rotation": "(-5.00, 180.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "submarinesolo.entity": { "Vehicle display name": "Solo Submarine", "Counter local position": "(-0.25, 1.16, -0.68)", "Counter local rotation": "(-114.00, 90.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "submarineduo.entity": { "Vehicle display name": "Duo Submarine", "Counter local position": "(0.00, 1.35, -1.47)", "Counter local rotation": "(-12.00, 180.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "ptboat": { "Vehicle display name": "PT Boat", "Counter local position": "(-0.60, 2.39, 0.27)", "Counter local rotation": "(0.00, 180.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "rhib": { "Vehicle display name": "RHIB", "Counter local position": "(-0.23, 2.00, 0.55)", "Counter local rotation": "(-30.00, 180.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "rowboat": { "Vehicle display name": "Rowboat", "Counter local position": "(0.00, 0.62, 1.73)", "Counter local rotation": "(0.00, 180.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "tugboat": { "Vehicle display name": "Tugboat", "Counter local position": "(0.98, 6.68, 3.70)", "Counter local rotation": "(-50.00, -135.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "playerboat": { "Vehicle display name": "Player Boat", "Counter local position": "(0.00, 0.85, 0.65)", "Counter local rotation": "(0.00, 0.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "locomotive.entity": { "Vehicle display name": "Locomotive", "Counter local position": "(-0.50, 3.00, 5.70)", "Counter local rotation": "(180.00, 0.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "workcart.entity": { "Vehicle display name": "Workcart", "Counter local position": "(0.10, 2.50, 1.82)", "Counter local rotation": "(180.00, 0.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "workcart_aboveground.entity": { "Vehicle display name": "Workcart Above Ground", "Counter local position": "(0.10, 2.50, 1.82)", "Counter local rotation": "(180.00, 0.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } }, "workcart_aboveground2.entity": { "Vehicle display name": "Workcart Above Ground", "Counter local position": "(0.10, 2.50, 1.82)", "Counter local rotation": "(180.00, 0.00, 0.00)", "Hide counter while driving": false, "Vehicle fuel settings [ITEM MUST HAVE HEALTH BAR TO WORK]": { "fuse": { "Remove battery when health hits 0": true, "Item health amount to consume per second": 3.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 1.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.medium": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.5, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.battery.rechargable.large": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.1, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] }, "electric.generator.small": { "Remove battery when health hits 0": false, "Item health amount to consume per second": 0.0, "Item health amount to charge per second": 1.0, "Item skinIDs [0 = vanilla]": [ 0 ] } } } }, "Version": { "Major": 1, "Minor": 0, "Patch": 1 } } API // Checks if the vehicle is an electric vehicle private bool IsElectricVehicle(BaseVehicle vehicle); private bool IsElectricVehicle(ulong vehicleID); // Converts the vehicle from the vanilla, gas powered version to an EV private void SetupElectricVehicle(BaseVehicle vehicle); private void SetupElectricVehicle(ulong vehicleID); // Resets the vehicle back to vanilla settings private void ResetElectricVehicle(BaseVehicle vehicle); private void ResetElectricVehicle(ulong vehicleID); // Returns the electric vehicle via the entity ID private BaseVehicle GetElectricVehicle(ulong vehicleID); // Gets the electric vehicles display name private string GetElectricVehicleDisplayName(BaseVehicle vehicle); private string GetElectricVehicleDisplayName(string vehicleName); // Checks if the player is a valid owner or in TC priv to do said action private bool IsValidElectricVehicleOwner(BasePlayer player, BaseVehicle vehicle); private bool IsValidElectricVehicleOwner(string player, ulong vehicleOwnerID); // Checks if an electric vehicle is currently charging private bool IsElectricVehicleCharging(ulong vehicleID); private bool IsElectricVehicleCharging(BaseVehicle vehicle); Hooks // Overrides the setup of a vehicle. Return null to allow setup. private object OnElectricVehicleSetup(BaseVehicle vehicle); // Overrides the reset of a vehicle. Return null to allow reset. private object OnElectricVehicleReset(BaseVehicle vehicle); // Called when the vehicle is charging. No return type. private void OnElectricVehicleChargeStart(BaseVehicle vehicle); // Called when the vehicle is disconnected. No return type. private void OnElectricVehicleChargeStop(BaseVehicle vehicle);
    $10.00
  6. Version 1.1.3

    36 downloads

    Electricity Booster Increase the output of power-generating electrical components Features Set a configurable boosted multiplier for solar panels, windmills, fuel generators, and test generators. GUI menu for easy configuration. Chat Commands /eb - Open the configuration GUI for admins. Requires permission `electricitybooster.admin`. Permissions electricitybooster.admin - Required to open configuration GUI. Configuration { "Solar Panel Power Output Multiplier (Default=1.0)": 1.0, "Windmill Power Output Multiplier (Default=1.0)": 1.0, "Fuel Generator Power Output Multiplier (Default=1.0)": 1.0, "Test Generator Power Output Multiplier (Default=1.0)": 1.0 } Support Discord Click here for Discord support Dependencies This plugin requires ImageLibrary (free)
    $4.99
  7. Nikedemos

    Grid Power

    Version 1.0.29

    603 downloads

    Grid Power rust plugin allows players to harness electricity directly from the Power Grid on any map by climbing Power line Poles to upgrade Transformers with components and protect their grid section, while also enhancing vanilla visuals with realistic, adjustable slack on hanging wires and lights. Questions? Support? Join the discord: https://discord.nikhub.dev In short Draw electricity straight from the Power Grid in Rust - on any map, be it a procedurally generated or a custom one! Ladder up the Power line Poles to upgrade their Transformers with components like Root Combiners (to replace missing/stolen/destroyed outlets that you plug into) and Tech Trash (to permanently upgrade power output level, up to a configurable point). Maintain the service with long-lasting Fuses. But most importantly, protect your precious part of the grid from vandalism, theft and sabotage that will inevitably come from those jealous players! Whatever you do, just be careful up there... high voltage happens to be highly dangerous. Always wear protective gear (like a hazmat suit) and don't touch the wires while they're live! As a bonus, this plugin also improves vanilla visuals with realistically hanging wires / hoses / Xmas lights, the slack of which (how loose they appear to be hanging) can be adjusted while placing. And this feature is completely optional, too. Goodbye, straight lines that look like steel rods - hello, actual laws of physics! But don't take my word for it - let the video speak for itself: Still not convinced? Check out this in-depth, 20+ minutes long review and tutorial by srtbull! 1.0.2 UPDATE: Introducing working Street Lights for eligible poles! The lights go on between between 20:00 and 8:00 by default. Quick start (for admins) Upload the GridPower.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! If you're loading it for the first time or it's a new map wipe, the plugin will automatically locate all Power Line Prefabs on your map, randomly choose some of them (according to chances set in the default config) and attach extra electrical entities to them to make them functional. Those entities should persist throughout the wipe and will be replaced if missing, on every plugin reload/server restart. Each Power line Pole will be assigned a number and its position will be stored in the data. This will work on any map that contains at least one of the following prefabs: assets/bundled/prefabs/autospawn/decor/powerline-small/powerline_pole_a.prefab assets/content/props/powerline_poles/powerline_pole_a.prefab Quick start (for players) Locating functional Transformers Not all Power Line Poles were made equally. Only a percentage of them (by default, 33% on average) will be functional. How do you recognise a functional one? Look up - if you see a Button attached to the top of the Pole, and maybe even some pre-existing Root Combiner Outlets, that's it! [insert image here, maybe a player looking at a powerline pole with binoculars] Laddering Up Now that you have located a functional pole, you need to climb it. Normally you cannot deploy Ladders on Power Line Poles and many other places (but oddly enough, you CAN deploy them on the horizontal planks at the top of a Pole!). However, Grid Power re-implements all the client-sided deployment logic to allow bypassing of that arbitrary-seeming limitation. If you try to deploy a Ladder on a Power Line Pole, don't be discouraged by the fact that the "ghost guide" is red instead of blue/amber. Click anyway and it will force it through! Ignore the message in the chat saying that the deployment failed - just like the colour of the ghost guide, it's all client-sided and as such there's nothing the plugin can do about it, visually speaking. But trust me, everything works as intended, despite what the client messages are telling you. The Ladders can then be destroyed/picked up to be reused. Maintenance A Transformer can have up to 4 Outlets (Root Combiners). That's where the players draw the electricity from. Those Root Combiners can be damaged/destroyed/repaired/picked up with a hammer (if you have Building Privilege) any time. If there's less than 4 Outlets, right-click on a Root Combiner Item in your inventory or drag it into the Fuse Box of the Transformer. You will hear a deployment effect and the Root Combiner will be deployed on the pole. In order to be able to draw power from that Transformer, you need to put a Fuse inside. Right-click a Fuse in your inventory or drag it directly to the Fuse Box. Don't worry - inside of the Transformers, those Fuses will last for much, MUCH longer than inside regular monument Fuse Boxes. By default, a brand new Fuse inside of a Transformer Fuse Box will last you for 12000 seconds (= 200 minutes, = 3.33 hours). This value can be increased or decreased in the config. You can see how much time a fuse has left in the Transformer GUI. By default, the Power Grid will produce electricity between 8 AM and 8 PM. The power output will follow a smooth curve, being the lowest in the morning/evening, and peaking at 2 PM. Exactly how much RWs will be produced on each Outlet is determined by the Transformer's Tech Trash level. By default, each Tech Trash inserted increases the peak power output by 5 RWs (up until a certain point - by default, that level is capped at 50, which translates to 250 RWs per Outlet at peak hours). Upgrade the level by right-clicking the Tech Trash item in your inventory or dragging it directly into the Fuse Box. Inserting Root Combiners/Tech Trash is still possible even if there's already a Fuse inside of the Fuse Box. The Fuse won't be replaced as the sole Item in the slot, since Root Combiners/Tech Trash are consumed immediately. Hooking Up & Hanging Out Once there's at least 1 Outlet present, you have a Fuse at hand, and the Grid is currently producing power - you're all set. Take a Wire Tool, pick your favourite wire colour with the [RELOAD] button, typically R, and connect to the outputs of the Root Combiner Outlets to your own electrical devices, usually a Battery or another Root Combiner. You will notice the text on top of your screen telling you what the current Slack of your wire tool / hose tool is. You can increase it with the [DUCK] button, typically CTRL, and decrease it with the [SPRINT] button, typically SHIFT. Larger Slack value means that the wire/hose will appear to be hanging more loosely. Smaller values will make it look tighter. Values close to zero will make it look like they look in vanilla Rust - i.e. not so good in comparison The final Slack value will be applied the moment you finalise your wire/hose connection. This hanging improvement applies to anything you do with Wire Tools/Hose Tools, not just Transformer Outlet connections! For the Advanced Xmas Lights, it's even better: you can adjust the Slack of each segment individually! After you place the Advanced Xmas Lights segment down, and you're just about to place the next segment, adjust the Slack of the segment you have just placed down with [DUCK] and [SPRINT] buttons. You will see a preview of what it will make the segment look like. Placing the next segment down confirms the Slack for the segment before it. Danger! High Voltage! If the Grid is currently producing Power (by default, during daytime) AND a Fuse is inserted in the Transformer, all Root Combiner Outlets are considered live on that Transformer. You can tell whether a Transformer is live or not: first, check your electric devices plugged in directly to the Grid. If they're not currently receiving any charge, they're not live. Similarly, you can look at the diodes on the Root Combiner Outlets. If they're not on, the Transformer is not live either. Lastly, it's pretty clear from the Transformer GUI. If a player tries to connect/disconnect a wire to/from a live Outlet, or they're trying to pick up the Root Combiner Outlet with a hammer, and they're not wearing one of the items on a pre-approved list (see the Advanced Config section below), there is a 1.0 (100%) chance they will get electrocuted to death. Another way to guarantee electrocution is trying to clear connections named INTERNAL. Leave those alone! Wearing protective clothing reduces that chance to 1 in 10 (10%, according to the default permission profile - see below). You can set that chance to 0.0 (0%) if you want to give your players a peace of mind. Another way to guarantee 0% electrocution chance is making sure the Transformer is not live: either wait for the Grid to stop producing Power or take out the Fuse before doing anything else. Permissions (Oxide.Grant user YourName [permission name starting with gridpower.]) 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: gridpower.admin Holders of the admin permission will also be able to run the /gp_cfg and /gp_emergency_cleanup commands gridpower.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. gridpower.vip2 gridpower.vip3 gridpower.vip4 gridpower.vip5 Automatic street lights Depending on your map design, some power line poles might have lamps on them. All those lamps will now emit light, by default between 20:00 an 8:00, which just so happens to be the time when the grid production goes back to 0. You can also set the street lights to be always on, regardless of the time of day. The time settings for the street lights are independent of your power production time settings - they can overlap, one can start before midnight and end after midnight while the other one does not, etc. Those street lights will work even on non-functional power line poles, e.g those without a button on top of them. When on, the lights will flicker from time to time. How often they will flicker and how long individual flickers are going to be depends on your config - look below. Admin F1 console/chat commands (must have ownerid/moderatorid/gridpower.admin permission) If you're typing those commands from the F1 console or the server console, drop the preceding slash in the command name. /gp_cfg Will allow the admins to change non-permission profile related config values on the fly (see below) /gp_emergency_cleanup Instantly kills all the plugin-related entities: fuseboxes, admin generators, root combiners and buttons. It won't remove the power line entries in your data, however. All the killed entities will be re-generated according to your current generation settings in the config next time your server restarts or the plugin reloads. If you want to permanently get rid of them, unload the plugin, delete your oxide/data/GridPower.json, and load it back in. /gp_pole [add/remove] This command will allow admins to add or remove functional power line poles at any time. Just look directly at the pole you want to modify and type the command with an argument (either "add" or "remove", depending on what you want to achieve). If you want to add a pole and it already is functional, or if you want to remove a pole, but it isn't functional - you will get a warning. Same if you try to add a pole, but the pole you're looking at is building blocked by a nearby monument. "Ent killing" (or using a plugin like Remover) the power line fusebox is the equivalent of permanently removing it from the data and it won't be re-generated any more on next reload. Wiping your save file also automatically removes all the extra components and replaces them with new ones tailored to your map, in accordance to your generation settings. Configuration (oxide/config/GridPower.json and /gp_cfg console/chat command) Vast majority of the settings can be configured with the /gp_cfg chat command. Typing it in the chat/console 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 gridpower.admin permission). /gp_cfg GridConstantPower [logical values (true or false)] If set to true, the Grid will always produce electricity at its peak (100%), 24 hours a day (DEFAULT: false) /gp_cfg GridProductionStartAtHour [fractions (like 13.37) between 0.00 and 24.00] The hour of the day when the power production starts climbing up from 0 (DEFAULT: 8.0) /gp_cfg GridProductionEndAtHour [fractions (like 0.69, nice) between 0.00 and 24.00] The hour of the day when the power production settles back at 0 (DEFAULT: 20.0) /gp_cfg StreetlightsConstantPower [logical values (true or false)] If set to true, the Streetlights will be on 24 hours a day. (DEFAULT: FALSE) /gp_cfg StreetlightsTurnOnAtHour [fractions (like 20.4) between 0.00 and 24.00] The hour of the day when the street lights turn on (DEFAULT: 20.0) /gp_cfg StreetlightsTurnOffAtHour [fractions (like 8.2) between 0.00 and 24.00] The hour of the day when the street lights turn off (DEFAULT: 8.0) /gp_cfg StreetlightsReliability [fractions (like 0.5) between 0.00 and 1.00] The reliability of the streetlight. The less it is, the more often it will flicker. At 1, which represents 100%, it never flickers. (DEFAULT: 0.95) /gp_cfg StreetlightsFlickerLengthMin [fractions (like 1.2) between 0.00 and Positive Infinity] The minimum random length of the flicker, in seconds (DEFAULT: 0.1) /gp_cfg StreetlightsFlickerLengthMax [fractions (like 2.4) between 0.00 and Positive Infinity] The maximum random length of the flicker, in seconds (DEFAULT: 0.5) /gp_cfg GeneratorChancePowerlineFunctional [fractions (like 0.5) between 0.00 and 1.00] The chance that a valid Power Line Pole will be made functional during generation. (DEFAULT: 0.33) /gp_cfg FuseRequired [logical values (true or false)] If set to false, the Transformers won't need Fuses to produce power, just the right time of the day (if power is not 24/7) (DEFAULT: TRUE) /gp_cfg BuildingBlockPreventsButtonPress [logical values (true or false)] If set to true, if there's any Tool Cupboards in the range of the Transformer, you need to be authorised on all of them to open the Transformer GUI (DEFAULT: TRUE) /gp_cfg GeneratorInitialLevelMin [integers (like 7) between 0 and 1000] The lower limit for the random Tech Trash level of valid Power Line Poles during generation (DEFAULT: 1) /gp_cfg GeneratorInitialLevelMax [integers (like 7) between 0 and 1000] The upper limit for the random Tech Trash level of valid Power Line Poles during generation (DEFAULT: 5) /gp_cfg GeneratorInitialOutletsMin [integers (like 1) between 0 and 4] The lower limit for the random number of Outlets of valid Power Line Poles during generation (DEFAULT: 0) /gp_cfg GeneratorInitialOutletsMax [integers (like 3) between 0 and 4] The upper limit for the random number of Outlets of valid Power Line Poles during generation (DEFAULT: 4) /gp_cfg PowerlinePowerPerTechTrash [integers (like 7) between 0 and 1000] How much RWs at peak hours are provided per 1 Tech Trash Level upgrade (DEFAULT: 5) /gp_cfg PowerlineMaxTechTrashLevel [integers (like 7) between 0 and 1000] The maximum level that a Transformer can be upgraded to (DEFAULT: 50) /gp_cfg PowerlineFuseDurationSeconds [fractions (like 420.69, nice) between 0.0 and Infinity] How long (in seconds) a brand new Fuse inserted in the Transformer Fusebox will last (DEFAULT: 12000.0) /gp_cfg FuseItemShortname [strings (like "fuse")] The shortname of the item that acts as the Fuse for Transformer Fuseboxes, must be a valid Rust item shortname /gp_cfg FuseItemGuiName [strings (like "Transformer Fuse")] The custom GUI display name of the item that acts as the Fuse for Transformer Fuseboxes, can be anything, or left blank for default /gp_cfg FuseItemSkinID [positive long integers (like 2783151202)] The skin ID of the Fuse item if using custom, leave at 0 to accept any items of the shortname specified by FuseItemShortname Protective clothing (only editable through oxide/config/GridPower.json) "ProtectiveClothing": { "hazmatsuit": null, "scientistsuit_heavy": null, "hazmatsuit_scientist": null, "hazmatsuit_scientist_peacekeeper": null, "hazmatsuit.spacesuit": null, "boots.frog": null, "hazmatsuit.nomadsuit": null, "pants": [ 1581896222 ], "hoodie": [ 1581890527, 1582492745 ] }, Each entry has a key (the item shortname in quotes) and a value. If the value is null, it means all possible skins for that item shortname are accepted. In the example above, we're allowing all rubbery one-pieces (value is null, so any skin) and we're also allowing pants with 1 possible skin or a hoodie with 2 possible skins to be treated as protective clothing. You will see that there's no comma after the last entry on the list. BEFORE SAVING, ALWAYS VALIDATE YOUR JSON WITH A TOOL LIKE JSON LINT! 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 using the Power Grid. 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 use the power grid, don't remove the default profile, just take away privileges in that profile (like upgrading/deploying ladders/pressing the button). You don't have to use the built-in VIP permissions - any REGISTERED permission from any plugin will do just fine! By default, three permission profiles are generate in the config: default, gridpower.admin and gridpower.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", "GridCanDeployLadder": true, "GridCanDeployRootCombiners": true, "GridCanConnectDisconnect": true, "GridCanPressButton": true, "GridCanUpgrade": true, "GridDangerousWireElectricutionChance": 0.1, "HangingXmasLights": false, "HangingWiresAndHoses": false, "SubdivisionsPreview": 10, "SubdivisionsFinal": 50, "SlackMax": 5.0 }, PermissionRequired should contain an already existing permission registered by any plugin in the form of pluginname.permissionname GridCanDeployLadder allows players to deploy ladders on Power Line Poles GridCanDeployRootCombiners allows players to deploy Root Combiners on Power Line Pole transformers by inserting them into the Fuse Box GridCanConnectDisconnect allows players to use a Wire Tool to connect their own electrical devices to the Grid GridCanPressButton allows players to access the Transformer GUI GridCanUpgrade allows the players to upgrade the Transformer peak output by inserting Tech Trash into the Fuse Box GridDangerousWireElectricutionChance defines how likely it is that a player will die from electrical accidents, even while wearing protective clothing HangingXmasLights allows the players more control over how much the Advanced Xmas Lights will be hanging (purely visual) HangingWiresAndHoses allows the players more control over how much the Wires/Hoses will be hanging (purely visual) SubdivisionsPreview is the number of intermediary points used while showing the hanging Xmas Lights preview catenary curve of the last placed segment. The more points, the smoother it looks. (purely visual) SubdivisionsFinal is it the number of intermediary points used for the final catenary curve of the hanging wires/hoses/xmas lights. The more points, the smoother it looks (purely visual) SlackMax sets the maximum "looseness" of the wire/hose/xmas lights that the player is allowed. The more the slack, the longer the wire appears overall. API hooks (for plugin developers) All methods utilise the [HookMethod] attribute, which means you don't call them through Interface.Call, you need to first create this field in your plugin's main class... [PluginReference] private Plugin GridPower; Then, call the hooks like so. It's pretty self-explanatory what information they will provide you with. bool isPowerConstant = (bool) GridPower.Call("GridPowerIsConstant"); bool isGridProducing = (bool) GridPower.Call("GridIsProducing"); float productionHourStart = (float) GridPower.Call("GridGetProductionHourStart"); float productionHourEnd = (float) GridPower.Call("GridGetProductionHourEnd"); float currentGridEfficiency = (float) GridPower.Call("GridGetEfficiency"); bool areStreetlightsAlwaysOn = (bool) GridPower.Call("StreetlightsPowerIsConstant"); bool areStreetlightsOn = (bool) GridPower.Call("StreetlightsAreOn"); float streetlightsHourStart = (float) GridPower.Call("StreetlightsGetTurnOnHour"); float streetlightsHourEnd = (float) GridPower.Call("StreetlightsGetTurnOffHour"); Translation support (oxide/lang/en/GridPower.json) Almost every string the players see, including the text 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.
    $24.99
  8. Version 1.0.0

    14 downloads

    xFuelGenerator xFuelGenerator lets server owners easily customize Fuel Generator (Small Generator) behavior by adjusting its power output, fuel consumption, fuel tick rate, and whether generators should automatically turn on when they receive fuel - all via a simple config. Settings can be applied automatically to newly spawned generators and, optionally, to all existing generators. Features Customize generator power output Adjust fuel consumption amount Change fuel consumption tick rate Option to run generators without fuel Auto-turn on generators when fuel is added Automatically apply settings to newly spawned generators Optionally update all existing generators on the map Reload command to reapply settings instantly Console Command xfuelgenerator.reload - Reload config and update generators Config { "ApplyToExistingGenerators": true, "AutoTurnOnGenerator": false, "UseFuel": true, "FuelConsumption": 1.0, "FuelTickRateSeconds": 3.0, "OutputEnergy": 35 } ApplyToExistingGenerators - Apply settings to generators that already exist on the map. AutoTurnOnGenerator - Generator turns on automatically when fuel is added. UseFuel - If false, generators run without consuming fuel. (If false the config 'FuelConsumption' gets ignored) FuelConsumption - How much fuel is used per tick. FuelTickRateSeconds - How often fuel is consumed. OutputEnergy - How much power the generator produces.
    $8.99
  9. Version 1.0.4

    37 downloads

    xWirelessPower xWirelessPower transforms how players interact with electrical devices (IO Entities). Instead of running back to switches, rewiring circuits, or building complex control rooms, players can directly toggle supported powered entities simply by looking at them and using a command or even with doing a clap gesture - Creating a smoother, more responsive way to manage base systems. In short: You can simply use electrical item (IO Entities) like ceiling light, sprinkler, auto turret etc. without requireing any wire or power. Features Instant Wireless Control Turn configured devices (IO Entities) ON or OFF just by looking at them with using a command or even using the clap gesture - No switches or wiring changes needed. Optional Team Access Let teammates manage shared systems for easier group gameplay. Perfect for Base Management Quickly control turrets, lights, signs, sprinklers, and more without running around your base. Faster Reaction During Raids Activate defenses or adjust systems instantly when every second counts. Fully Customizable Server owners can choose which devices are controllable and how the system behaves through config or even with chatcommadn "whoami". ShortPrefabName gets printed and saves it automatically to the confing with default value "false". Permission Support Grant access to specific groups like VIPs, admins, or trusted players. Optional Auto Power On Devices can automatically turn on when placed for smoother setup. Performance Friendly Runs efficiently with minimal impact on server performance. Plugin Preview Chat Commands /power - Toggle the IOEntity you’re looking at. /powerall - Toggles all IO entities you’re looking at. For example, when powerall is turned on and you look at an auto turret, all auto turrets will be turned off. /whoami - Prints the looked-at entity’s ShortPrefabName and adds it to your IOEntities list in config (default value = true). Permission xwirelesspower.toggle - If 'UsePermission' is true, permission is needed. Config { "ToggleCommand": "power", "PowerAllCommand": "powerall", "GetItemNameCommand": "whoami", "UsePermission": false, "PermissionName": "xwirelesspower.toggle", "AllowTeamToggle": false, "RequireToolCupboard": false, "MaxDistanceToggle": 5.0, "AutoTurnOn": true, "TurnOnOffWithClappingGesture": true, "IOEntities": { "autoturret_deployed": true, "ceilinglight.deployed": true, "neonsigntr.deployed": true, "electric.sprinkler.deployed": true }, "PermissionBasedIOEntities": { "xwirelesspower.vip": [ "fridge.deployed" ], "xwirelesspower.vip2": [ "electricfurnace.deployed", "electricfurnace.io" ] } } - You can add as many IOEntities as you want, to get the correct name of it, just spawn/place it -> Look at it -> Use ChatCommand '/whoami' and add that shortname to your IOEntities list. ToggleCommand - Chat command players use to turn IO Entity on/off. PowerAllCommand - Chat command players can toggle to turn all IO Entities from same name on/off. GetItemNameCommand - Admin command to see the IO Entity internal name (ShortPrefabName), also saves that viewed at IOEntity automatically to config with default value "false". UsePermission - If ON, only players with permission has access to this wireless power system. PermissionName - The permission name. AllowTeamToggle - Lets teammates toggle each other’s IO Entities. RequireToolCupboard - Wirless Power does only work if within a tool cupboard. MaxDistanceToggle - How close you must be to toggle (in meters). AutoTurnOn - Devices turn on automatically when placed. TurnOnOffWithClappingGesture - As the config says, use any gesture to toggle IO Entity. IOEntities - List of devices that wireless power works with (true = enabled). Localization (If you want to disable a message just use empty value "") { "NotAllowed": "You are not allowed to use this command.", "LookAtEntity": "You're not looking at an entity.", "AddedConfigEntries": "Added to config with default value true: {0}", "DetectedShortnames": "Detected shortnames: {0}", "PowerAllNoEntity": "You're not looking at a valid wireless entity, or you lack the required permission.", "PowerAllNoMatches": "No matching IOEntities could be toggled.", "PowerAllResult": "{0}: {1} entities are now {2}.", "NoEnabledEntity": "No enabled wireless IO entity was found for that deployable, or you lack the required permission.", "NotOwner": "You can only toggle your own IOEntity.", "NoEntitiesToggled": "No IOEntities could be toggled.", "ToggleAllResult": "{0}: {1} entities are now {2}.", "ToggleSingleResult": "{0} is now {1}.", "DisabledInConfig": "{0} is disabled in config.", "CupboardRequired": "A nearby tool cupboard is required to use wireless power." }
    $11.99
  10. Bran

    Igniter Plus

    Version 1.0.0

    545 downloads

    Allows modifying the igniter entity. Changing different properties of it to make it fit your server. Requires editing the config, and reloading to take affect. SelfDamagePerIgniteAmount - of damage the igniter sustains while on IgniteRangeAmount - of reach the igniter extends to IgniteFrequencyAmount - of times igniter tries to light other entities PowerConsumptionAmount - power igniter drains while active Power - Is powered or is not powered
    Free
  11. Version 1.2.6

    253 downloads

    Tiered Electricity allows players with permission to be granted increased power output and other properties from all available electricity power source entities in the game: Small Battery Medium Battery Large Battery Solar Panels Wind Turbines Fuel Generators Test Generators Simply grant permissions to players and all their electric power sources will inherit the property of that Tier immediately, as set in the config. Works excellently with any Shop/Reward Shop that can issue commands and/or permissions. There are 3 basic Tiers which will probably suit most people, but server owners can create as many tiers as they like by cloning an existing tier in the config and editing to suit, the number of tiers is infinite! PLEASE NOTE: Due to limitations within the game, the modified power output and will not be displayed on the UI panel. Only the maximum default values can be displayed. But the output will be modified and you will see this modified value when using the wire tool when you take the output and connect it to the input of a IO Entity. Quantum Batteries: There is also an option to enable Quantum Batteries for players with permission. All batteries owned/placed by a player with this permission will have infinite power! NOTE: Tier order in the config is IMPORTANT. The lowest tier must be at the top of the list in the config, with the highest tier at the bottom. If you don't do this, f players are in more than one group with multiple permissions for this plugin, the values may be undesirable! PERMISSIONS DO NOT STACK. Permissions: tieredelectricity.admin (needed for the reload command) tieredelectricity.quantum (all players batteries will be quantum type) tieredelectricity.tier1 tieredelectricity..tier2 tieredelectricity..tier3 etc (Permissions will be set for each tier you create and will be named after the tier name in the config.) Commands (prefix with / for use in chat): reload <batteries|solar|turbine|fuelgen|testgen|all> Note: Reloading can cause heavy load, depending on how many IOEntities are on the map, high pop will obviously be higher load. You can mitigate this by only reloading the config you need to if you have made changes, without reloading the whole plugin or all types. Config is very easy with clear instructions and Rust default values available, but very customisable. Default Config:
    $14.99
  12. Version 1.2.0

    46 downloads

    Description: Electric Furnace Speed is a lightweight Rust plugin that gives server administrators complete control over electric furnace smelting speeds. Tired of waiting for ores to smelt? Want to speed up your server's progression? This plugin allows you to multiply the smelting speed of electric furnaces, making them process ores anywhere from 2x to 100x faster (or even slower if you prefer a challenge). The plugin features smooth UI animations, per-item speed customization, and real-time configuration changes without requiring server restarts. Perfect for modded servers, PvP-focused environments, or any server looking to adjust the vanilla smelting experience. Features • Global speed multiplier for all electric furnaces • Per-item speed customization (different speeds for different ores) • Real-time speed changes without server restart • Automatic application to all existing and new electric furnaces • Simple admin commands for on-the-fly adjustments • Lightweight with minimal performance impact Configuration The config file will be generated at: oxide/config/ElectricFurnaceSpeed.json Example: { "SmeltingSpeedMultiplier": 2.0, "CustomItemMultipliers": { "metal.ore": 2.0, "sulfur.ore": 2.0, "hq.metal.ore": 2.0 } } Options General Settings SmeltingSpeedMultiplier → The global multiplier for smelting speed. Default: 2.0 (2x faster) - Set to 1.0 for vanilla speed - Set to 10.0 for 10x faster smelting - Set to 0.5 for half speed (slower) CustomItemMultipliers → Override the global multiplier for specific items - "metal.ore" → Speed multiplier for metal ore "sulfur.ore" → Speed multiplier for sulfur ore "hq.metal.ore" → Speed multiplier for high quality metal ore Permissions electricfurnacespeed.use - Required for players to benefit from the speed boost on their furnaces electricfurnacespeed.admin - Required to use the /furnacespeed command Commands /furnacespeed - Shows current smelting speed multiplier /furnacespeed <multiplier> - Sets the smelting speed multiplier (admin only) Example: /furnacespeed 10 (makes furnaces 10x faster) Console Commands furnacespeed.set <multiplier> - Sets the smelting speed multiplier from F1 console Example: furnacespeed.set 5
    $4.99
  13. Version 1.2.7

    180 downloads

    Wireless Power Automatic wireless power distribution - no wires needed! Tired of running wires everywhere? Wireless Power automatically distributes electricity from your power sources to all electrical devices within your Tool Cupboard's range. Just place your solar panels, wind turbines, and batteries - everything powers up automatically! --- Features Automatic Power Distribution - All electrical devices within TC range are automatically powered - No wires, no root combiners, no hassle - Power sources (solar, wind, generators, batteries) feed into a shared grid - Supports ALL vanilla electrical devices In-Game UI Panel - Type /power to open the power management interface - View total power capacity, current usage, and available power - See all power sources with their current output - Browse devices by category (Turrets, Lights, Doors, Storage, etc.) - Toggle individual devices or entire categories on/off - Paginated lists for bases with many devices Turret Control - Optional physical switches on turrets (configurable) - Toggle turrets via UI without needing switches - Turret offline notifications when power is lost - Turrets respect power priority settings - **Remove switches** by right-clicking with a hammer Wireless Sprinklers - Sprinklers work wirelessly with nearby water sources - Automatically drains water from barrels, water catchers, and tanks - Configurable drain rate and interval - No pumps or fluid switches needed Smart Power Management - Consumer priority system - choose which devices get power first when supply is limited - Power reserve percentage - keep a buffer for critical devices - Low power warnings when capacity drops below threshold - Power loss notifications when grid goes offline Notification System - Integrates with Notify plugin for clean on-screen alerts - Configurable cooldowns to prevent spam - Notifications for: - Low power warnings - Complete power loss - Turrets going offline Integration & Compatibility - RaidableBases support - plugin ignores raidable base areas - Permission-based access control - Blacklist specific prefabs from being managed - Works alongside vanilla wiring if needed --- Permissions - wirelesspower.use- Required to use wireless power features. Only Tool Cupboards owned by players with this permission will have wireless power. Players without permission must use vanilla wiring. --- Commands /power Toggles the power management UI --- Configuration { "Default Turret State (true = on when placed)": true, "Enable Turret Switches (physical switch on turrets)": true, "Update Interval (seconds)": 1.0, "Require TC Authorization for Switches": true, "Enable Wireless Sprinklers": true, "Sprinkler Drain Amount (ml per tick)": 2, "Sprinkler Drain Interval (seconds)": 5.0, "Max TC Range (meters)": 60.0, "Power Reserve Percentage (0-100, keep this % in reserve)": 0, "Use Notify Plugin (if installed)": true, "Notify Type (from Notify plugin config)": 0, "Notification Cooldown (seconds, prevents spam)": 60.0, "Low Power Warning Threshold (percentage)": 20, "Enable Low Power Warning": true, "Enable Power Loss Notification": true, "Enable Turret Offline Notification": true, "Blacklisted Prefabs (will not be managed)": [], "Consumer Priority (lower = higher priority)": {} } Configuration Options Explained - Default Turret State: Whether turrets start ON or OFF when placed - Enable Turret Switches: Spawn physical switches on turrets for manual control - Update Interval: How often power is recalculated (lower = more responsive but more CPU) - Require TC Authorization for Switches: Players must be authed on TC to use switches - Enable Wireless Sprinklers: Allow sprinklers to work without fluid connections - Sprinkler Drain Amount/Interval: How much and how often sprinklers consume water - Max TC Range: Maximum distance from TC for devices to be included in grid - Power Reserve Percentage: Keep this percentage of power in reserve - Notification Settings: Control alerts for low power, power loss, and turret status - Blacklisted Prefabs: List of prefab paths that won't be wirelessly powered - Consumer Priority: Set priority for device types (lower number = higher priority) --- Supported Power Sources - Solar Panels (small and large) - Wind Turbines - Fuel Generators (small) - Electric Batteries (small, medium, large) - Test Generators - And more! Supported Consumers - Auto Turrets - SAM Sites - Search Lights - Ceiling Lights - Siren Lights - Flasher Lights - Powered Water Purifiers - Electric Furnaces - Electric Heaters - Door Controllers - Storage Adaptors - Sprinklers - Igniters - Snow Machines - Foggers - Laser Detectors - HBHF Sensors - Smart Switches & Alarms - Conveyor Systems - Elevator Systems - And ALL other electrical devices! --- How It Works 1. Grant players the `wirelesspower.use` permission 2. Place a Tool Cupboard (must be owned by a player with permission) 3. Place power sources (solar panels, wind turbines, batteries, etc.) 4. Place electrical devices anywhere within TC range 5. Everything powers up automatically! The plugin scans for all power sources and consumers within each TC's building privilege range. Power is distributed based on priority settings, with the UI showing real-time power status. Note: Players without permission will need to use vanilla wiring - their TCs are not affected by this plugin. ---
    $19.99
  14. Version 1.0.2

    274 downloads

    Allows you to adjust the wind turbine output to be constant power regardless of height or wind. Permissions constantturbine.use - Use the plugin. Configuration { "Constant Output Power": 100, "Force Max Height Simulation": false }
    Free
  15. Version V1.1

    19 downloads

    This monument is perfect for solo players. It has a door that opens from the outside using a kinetic wheel and a button that opens the door from the inside The monument is perfectly lit and looks great in the dark. It is very easy to install the monument
    $2.00
  16. Version 1.2.0

    39 downloads

    The problem: Let's be honest: each of us found himself in a situation with too much storage containers and without any knowledge on where to find which item. Sure, you could just add some storage adaptors and pipes to your boxes but then you'll need to configurate each conveyor and care about splitting, routing and combining multiple pipes with multiple conveyors. Finally set up, the items - configured in the conveyor filters - will just be thrown into the next free slot and it will still be a big mess. Chest slot config gets you rid of this problem by sorting each item into the slot it belongs in, either by using an industrial conveyor system or by manually moving items into boxes. Save your (vip) players a ton of work and time they otherwise would waste on searching for items in boxes. Features: - Assign an item definition for each slot in small and large wooden boxes - Automatic sorting when attached to an industrial conveyor system - Manual sorting when right clicking, drag'n'dropping or hover looting items from your inventory - Display an overlay for the assigned item definition on each slot - Open the configuration by holding a configurable item or hold the secondary fire button while opening a chest - Quick select item definitions from categories - Search for item definitions by name - Removing and overwriting assigned item definitions - View-Only mode for players that should not be able to change the configuration Attention: Items will be sorted into the first slot with a matching item definition assigned OR with no item definition assigned. Since an unconfigured slot will accept every item, the inserted items will be dropped into it even if there's a slot with the correct item definition assigned AFTER the unconfigured slot. This logic does apply when storing items manually AND using a conveyor system. Permissions: ChestSlotConfig.use Player can open and use the full slot configuration. ChestSlotConfig.viewOnly Player can only view the assigned item definitions but not change them. Roadmap / Planned features: - Full UI rewrite: Yes I know the UI is flickering and looks awful. I'm a developer, not a designer - "Clear all" button: Removes all assigned item definitions. - "Move box" feature: Destroy a box and place it somewhere else without loosing the slot configuration. Just use the plugin "Telekinesis by WhiteThunder", move the box and reattach the storage adaptor. He did a great work with this plugin. - "Block slot" feature: Blocks a slot entirely so that no item will be sorted into. Useful for later assignment. - "Copy and paste" feature: Let's you copy and paste the configuration for a whole box (of the same type). - "Assign slot range" feature: Let's you assign a range of slot instead of having to click every single slot when assigning the same item definition. - Adding more storage containers: Tool cupboards, lockers etc. - "Favourite" feature: Let's you mark item definitions as favourite to let you find/access them faster. - Translation of item definition names: Currently only english is supported since the server does not know which language the clients use. Maybe I will use the "Rust Translation API by Arainrr". - "Assigned slot first" feature: Items will fill up slots with a matching item definition assigned to it first, even if there are free/unconfigured slots BEFORE matching slots. Known issues / bugs: - Conveyors not working when placing storage adaptors with "Ubertool by k1lly0u" (chaos code): Not a bug with my plugin only, just an information: if you place storage adaptors while "Ubertool" is active, the adaptor will snap to the boxes but will now connect logically. The conveyor will not transport items until you remove the adaptor and place it again with disabled "Ubertool"
    $29.99
  17. Version 1.0.0

    4 downloads

    Who say that rust vehicles can go only on fuel ? With this plugin you are able to give your vehicles Resla(Tesla)/Electric Engine ! Your vehicles can go fully on electric mode ,without needing lowgrade! INFO : With this plugin your vehicles can go normaly on electric and on fuel ... So if you run out of el power you can still drive normaly with low grade . If you have both on your vehicle , it will use first lowgrade then el power . You dont need to have low grade in vehicle to drive if you have el power !! HINTS : This plugin supports all vehicles . Very simple plugin , just mount vehicle on driver seat and your vehicle will get electric engine . As soon you turn on your engine , electric power will be drained as you drive. When vehicle is in TC range it will recharge , as soon vehicle leave TC range it will stop charging.. Vehicle need to be turned off to start recharging ! If you dont have any el power or lowgrade ,vehicle will be turned off . Very wide config will allow you to manage lot of stuff. What vehicles can have electric engine . Charge amount , drain amount , max capacity per vehicle all can be adjusted in config.. You can enable installing battery on vehicle (you can change positions) ,its just visualy . Battery will be placed as soon player mounts driver seat . There are effect/sounds in config , effect for low el power , for max charged power , for charging . All effects can be enabled/disabled and changed ! If you have effects ,you will be able to see some sparks when vehicle is recharging , you will get sounds when its done , or when you are on low el power ! PERMS : reslavehicles.use - with this perm you will be able to add electric engine to vehicle reslavehicles.hudedit - with this perm you will be able to use command for moving ICON COMMAND : /elicon - opens editor for moving ICON ICON : There is HUD where you can see how much el power you have on vehicle.. (can be disabled in config) Icon is only visable when you are driver of vehicle . You can change in game position of icon where ever you like. (if you have perm) LANG FILE INCLUDED ! Best way to explain possibilities is true config : CONFIG : "Show Charge Capacity on mounted": true, ///// show message with capacity when you mount vehicle "Show Charge Capacity on dismounted": false, ///// show message with capacity when you dismount vehicle "Show Charge Refil Notify Always": false, ///// show message with refil capacity for your vehicles , where ever you are "Show Charge Refil Notify only when Mounted": true, ///// show message with refil capacity for your vehicles , only when you are driver "Notify each Refil Amount": 100.0, ///// if you have Always or Mounted true , each this amount you will get message "Warning Low Electric": 100.0, ///// when will send message for low el power , and sound if enabled "Enable Low Electric Warning Sound": true, ///// will you enable sound for low el power "Low Electric Warning Sound (effect prefab)": "assets/prefabs/locks/keypad/effects/lock.code.denied.prefab", ///// sound for low el power "Enable Fully Charged Sound": true, ///// will you enable sound for fully charged el power "Fully Charged Sound (effect prefab)": "assets/prefabs/locks/keypad/effects/lock.code.updated.prefab", ///// what sound for fully charged el power "Show Charge Effect (on battery)": true, ///// if enabled you will see on batery sparks (if you enabled battery) "Show Charge Effect when no battery": false, ///// if enabled you will see on vehicle sparks "Charging Effect (effect prefab)": "assets/prefabs/locks/keypad/effects/lock.code.shock.prefab", ///// sparks effect "Show HUD Icon": true, ///// show HUD with el power capacity "HUD Icon Default X": 606.0, ///// HUD postion (can be changed with command) "HUD Icon Default Y": 84.0, ///// HUD postion (can be changed with command) "Electric Vehicle List": [ { "Enable this Vehicle": true, ///// YOU CAN ADD WHAT EVER VEHICLE TO CONFIG , if true then this vehicle can run on el power ! "Vehicle Prefab Path": "assets/content/vehicles/minicopter/minicopter.entity.prefab", ///// What vehicle ? "Vehicle Display Name": "Miny", ///// Name what will be showed in chat "Start Electric Capacity": 0.0, ///// Start capacity , when player mounts for first time vehicle "Maximum Electric Capacity": 500.0, ///// Max Capacity of el power "Electric Charging per sec": 1.0, ///// How much power vehicle will get each sec when its in TC range "Electric Drain per sec": 2.0, ///// How much power vehicle will drain each sec when driving "Place Battery": true, ///// Do you wanna add batter to vehicle "Battery Positions": [ { "X": 0.0, "Y": 0.75, "Z": -0.4, ///// Position of battery ,can be changed "Rotation X": -5.0, "Rotation Y": 180.0, "Rotation Z": 0.0 } ] },
    $11.99
  18. Version 1.0.0

    12 downloads

    Helldivers Spawn is a spawn area for players on your Rust server. Inspired by the popular Helldivers game, this monument contains a large Helldivers style decoration. CONTAINS: Eight spawn points. Pictures on the walls, use these pictures to put images. Large windows with views to the outside. Doors to go outside, press the buttons to open the doors. Automatic lighting, when the night comes the light turns on automatically. Helldivers logo.
    $12.90
  19. Version 1.0.3

    33 downloads

    My fellow engineers, Cobalt Industries, have left their power plant abandoned, break into the reactor, and see what they left behind. Core Green Card Blue Card Three Fuses Prefab Count 1200 Requirements Rustedit Plugin Flat ground is recommended Use of given splat maps is recommended Lore In 1953 Cobalt Industries set out to break the fusion power code to create a cheaper and more reliable power source. The Russian government approved the project codenamed 'Starlight.' Cost overruns mounting over 8.5 billion RUB and technological hurdles brought the project to an end in 1967. One of the most predominant being that the magnetic containment needed to keep the superheated plasma from destroying the entire facility at any useful power was of major concern. An incident with a small test reactor called 'Numa' ended with the destruction of site 19 and radioactive contamination in a 10-mile radius. To this day, the project remains canceled indefinitely until newer technology can contain the 100 million-degree plasma needed to create nuclear fusion.
    $15.99
  20. Version 1.0.0

    188 downloads

    Small monument that converts fuel into electrical energy for your players with 3 possible electrical levels and admins can noclip behind the wall to change the electrical levels set for there players. ------------ French ------------ Petits monuments qui converti le fuel en énergie électrique pour vos joueurs 3 niveaux électriques possibles vous avez là possibilité de changer le niveau électrique. Extension required - Oxide.Ext.RustEdit ( https://github.com/k1lly0u/Oxide.Ext.RustEdit )
    Free
  21. Version 1.0.0

    587 downloads

    Cabins with card reader Green-Red-Blue This prefab requires rustedit.dll https://github.com/k1lly0u/Oxide.Ext.RustEdit
    Free
  22. Version 1.0.0

    254 downloads

    Just a basic 24 hour clock; feel free to use this as an idea on how to make this yourself or to paste it into your own server. If you wanted to build this yourself, you would require; Power Source (requires 25 power minimum) 8 Electrical Branches 1 Timer 1 Switch 1 Blocker 3 Counters Total cost - 1075 Metal Frags Enjoy. To paste this into your server, you will require the CopyPaste plugin which can be downloaded for free here. Simply upload the 24HourClock.json into the data/copypaste folder inside your server. If you would like a Fortify version of this, let me know and I'll make that too. 24HourClock.json
    Free
  23. Version 1.0.2

    27 downloads

    Commanders! It is time to invest in some defense from those who come from otherworldly places. I present to you Cobalt industries B.F.G, or otherwise known as (Big Fragmentation Cannon) but the acronym you were thinking of works as well. The BFG is a highly guarded monument that comes with a 3 tier loot puzzle, figure out the puzzle and grab the goods. Be warned, once you start, any player in the area will know you are breaching the defenses. Munitions Stores Red and Green Card Uses Four Fuses Four Elite Crates Three Military Crates High Difficulty Level (doing as a group is recommended) How to play Fight your way to the center of the B.F.G from the front entrance, put the fuse in the fusebox on the right. Go through the first green door and use the fusebox for the top-right control center that opens with a red card Once in the first red room use the fusebox to activate the door on the upper left control room, you only have 60 seconds to get to the other side. The fuse box in the 2nd red card room opens to the door to the last loot room on the ground in the center of the B.F.G Prefab Count 1200 Requirements RustEdit plugin is required Flatt ground is required Given Splat maps are recommended Lore The B.F.G is an extremely large piece of space artillery leftover from Cobalt industries during the planetary defense act of 1972 to combat extraterrestrial threats. In 1952 a research station in the artic codenamed Terif 1 picked up a transmission seemly from the other side of the solar system. Having no human origin, the Russian government enacted a precautionary measure to defend against any and all extraterrestrial threats as the meaning and origin of the transmission were not known. It was later realized that the U.S had been launching probes of their own in secret and testing a new technic of radio encryption which was mistaken by the Russians as alien contact.
    $16.99
  24. Version 2.1.0

    41 downloads

    This will allow map makers to create their own unique style of the main monuments by adding or modifying the prefabs. Big thanks to all from KBEdits for the work on helping to make these prefabs. Due to the size of the monument, its been uploaded by itself on a map, after its been fully tested it will also be created as a prefab. Whats on the map Complete IO Puzzle, Game Radiation Zones and Loot Spawn Points same as standard Satellite that can be modified by the user to suit their needs. Original version of Satellite and broken version. The original version on the side can me moved with movement snap of 10 when selected and overlays on the broken version, when creating a prefab overlay the original and then when placed on the map use the original for the prefab modifiers and then delete the original. If you notice anything missing or out of place please let us know via pm or on our Discord. Left in a map for users to create their own prefabs. Tested on Live server. (May) Tested on RustEdit v-1-1-37 Prefab count 500. We ask that you leave in the text saying Supplied by Knockcree and Codefling.com as a way of helping support us. If you need any help or more info then feel free to join our Discord https://discord.gg/3DYPGMxG5s
    $9.95
  25. Version 1.0.1

    427 downloads

    "AET - Reactive Target Auto Generator" lets you place up to 20 reactive targets with random triggered automatic up-/and down-mechanism. Useable for targeting practice courses and similar prefabs. No need to wire up something. Just drag the reactive targets you want to use and place them wherever you want. The whole circuit is stored inside the prefab. No timer switches where needed. You can start the circuit by activating the simple switch. 20 small kickstart circuits trigger the random switches. And no, it ´s not possible to integrate counters to this circuit, because the counters would count up every time a target goes down, independently of the target was shot or got down by the mechanism. DISCLAIMER: I do this stuff for free in my free time. But I try to help if you have troubles or anything went wrong. But please note that every IO-related prefab in RustEdit and Rust is subject to change. With every patch and update, things can be broken due to changes in the game system. Furthermore, not up to date files or false placement in RustEdit let occur issues. Please double-check if your client and server are up to date, you run the latest versions of Oxide and Oxide.Ext.RustEdit.dll, and if you did something wrong by placing the prefab before ask me for help order fixing. Thank you Demo Video:
    Free

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