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Found 5 results

  1. Gd.Kenni

    Techtree

    Version 2.2.9

    164 downloads

    If you use Oxide, Carbon Aliases if required ! Else ignore this. TechTree is a complete custom techtree system for Rust servers. It can replace the vanilla workbench tech tree, or it can be used as a custom progression layer opened near a workbench. The goal is simple: give server owners a clean in-game way to control progression without spending their life editing giant JSON files by hand. You can keep a mostly vanilla progression, build something fully custom, or mix both: vanilla nodes, custom branches, permissions, rewards, custom prices, custom currencies. Replaces the vanilla workbench tech tree by default. Optional mode where players open the tree with R near a workbench. Supports Workbench Level 1, Level 2, Level 3, and Engineering. Includes an in-game CUI editor for admins. Lets you add, modify, move, and remove nodes directly in game. Supports custom node prices and custom currency items. Supports item icons and custom URL images. Supports localized node names and descriptions. Supports node rewards: ConsoleCommand, ChatCommand, and Economics. Supports branch permissions for restricted progression paths. Supports free unlock and instant unlock permissions. Can recover vanilla nodes after Rust updates. Can freeze a tree so Facepunch updates do not modify your custom layout. Includes a theme editor with palette and node style settings. Provides hooks and API methods for other plugins. Players use TechTree from a workbench. If vanilla replacement is enabled, opening the workbench tech tree opens TechTree instead. If vanilla replacement is disabled, players stand near a workbench and press R to open the TechTree UI. Available tree tabs depend on the workbench: Level 1 workbench: Level 1 tree Level 2 workbench: Level 1 and Level 2 trees Level 3 workbench: Level 1, Level 2, and Level 3 trees Engineering workbench: Engineering tree Nodes clearly show their state: locked, unlockable, unlocked, or restricted by permission. When a player selects a node, the right panel shows the cost, currency, required path cost when relevant, and unlock action. Admins can switch from player mode to edit mode directly from the TechTree UI. The editor works with a draft session: Changes are previewed immediately. Nothing is permanently written until you press Save. Closing or cancelling edit mode discards unsaved edits. Admins can: Add a node on an empty grid cell. Modify an existing node. Remove a node. Move nodes on the grid. Set parent nodes. Set a branch permission. Change item icon or URL image. Set name and description. Set price and currency. Add rewards. Edit the grid size. Reset a tree to vanilla. Recover missing vanilla nodes. Exclude vanilla nodes from a frozen/custom tree. Edit and save themes. This means you can build or adjust a progression tree without leaving the server. On first load, TechTree creates its default data from Rust's vanilla workbench tech trees. Quick difference between vanilla nodes and custom nodes: Vanilla nodes Vanilla nodes come from Rust's original Facepunch tech tree. They have a vanilla ID, which allows TechTree to recognize them later. Because they are linked to Rust's vanilla data, TechTree can synchronize them, recover them, update missing vanilla entries after Rust changes, or exclude them when you intentionally remove them. You can still fully edit vanilla nodes. You can move them, change their price, change their currency, adjust their unlock path, add permissions, add rewards, or remove them from the tree. Use vanilla nodes when you want to keep the familiar Rust progression but customize how it behaves on your server. Custom nodes Custom nodes are created by you inside the TechTree editor. They do not come from Rust's vanilla tree and they do not have a vanilla ID. Because they are fully plugin-side nodes, vanilla synchronization does not restore, recover, or replace them. They belong only to your custom TechTree data. Custom nodes can use the same kind of options as vanilla nodes: price, currency, parents, permissions, rewards, commands, image, name, and description. A custom node can even reproduce a vanilla unlock if you really want to build it that way, although this is usually not the main reason to use them. Custom nodes are mostly useful when you want to create progression that does not exist in the default Rust tech tree, such as custom items, plugin rewards, special server progression, profession branches, VIP paths, economy rewards, command unlocks, or server-specific content. You can mix both types in the same tree. For example, you can keep most vanilla nodes, remove a few unwanted vanilla unlocks, then add custom nodes with rewards or branch permissions. The important rule: Only vanilla nodes need vanilla exclusion logic. If you remove a custom node, it is simply removed from your custom data. If you remove a vanilla node and want it to stay removed, you must exclude it correctly so vanilla synchronization does not bring it back later. There are three important controls: Auto Vanilla Synchronization Useful when you want to keep a tree close to vanilla. Missing vanilla nodes can be imported and conflicts can be handled automatically. Excluded Vanilla IDs Marks vanilla nodes that were intentionally removed from a custom/frozen tree. Disable Future Vanilla Imports Freezes the current workbench tree. Future vanilla additions will not be imported automatically. Important: Exclude from vanilla sync must be used together with Disable Future Vanilla Imports. If Disable Future Vanilla Imports is not enabled, vanilla synchronization can import removed vanilla nodes again later. Safe workflow: Open the TechTree at the correct workbench. Switch to Edit Mode. Open Excluded Nodes. Enable Disable Future Vanilla Imports. Select the vanilla node you want to remove. Click Modify. Enable Exclude from vanilla sync. Confirm. Select the same node again. Click Remove. Press Save. For a fully custom tree: Open Edit Mode. Open Excluded Nodes. Enable Disable Future Vanilla Imports. Click Exclude All. Remove the vanilla nodes you do not want. Build your custom tree. Save. If you want to keep receiving future Facepunch additions, keep Auto Vanilla Synchronization enabled and avoid permanently removing vanilla nodes. The config option "Use Permissions ?" enables TechTree permission checks. This includes the global permissions listed below and the custom branch permissions set on nodes. When "Use Permissions ?" is false: Players can open TechTree without techtree.use. techtree.unlock.free does not apply. techtree.unlock.instant does not apply. Branch permissions are not enforced. When "Use Permissions ?" is true: Players need techtree.use to open TechTree. Players with techtree.unlock.free unlock nodes for free. Players with techtree.unlock.instant skip the unlock timer. Branch permissions are enforced when a node has a custom permission set. Registered global permissions: techtree.use Allows the player to open/use TechTree when "Use Permissions ?" is enabled. techtree.unlock.free Allows the player to unlock nodes for free when "Use Permissions ?" is enabled. techtree.unlock.instant Allows the player to unlock nodes instantly when "Use Permissions ?" is enabled. Branch permissions are custom node permissions. They are not the same thing as techtree.use, techtree.unlock.free, or techtree.unlock.instant, but they still require "Use Permissions ?" to be enabled. A branch permission is a custom permission typed directly on a node in the editor. If a player does not have that permission, the node and its child branch are locked for that player. Example: Recommended workflow: Open the TechTree editor. Select the first node of the restricted branch. Click Modify. Enter your custom permission in the Permission field. Confirm. Save. Grant the permission to the correct player or group. Good examples: Common mistake: Typing the permission in the node editor but never granting it. In that case, the branch stays locked for everyone. Rewards are executed when a player unlocks a node. You can add multiple rewards to the same node. Reward types: ConsoleCommand Runs a server command from the server console. Use this for server/admin actions such as granting permissions, giving items, or running plugin commands. Examples: ChatCommand Runs a command from the player's client. Use this only when the command should be executed by the player. Example: Economics Deposits money into the player's Economics balance. Example value: Important: Most reward actions should use ConsoleCommand. If a command needs server authority, do not use ChatCommand. The playerID placeholder is automatically replaced with the unlocking player's Steam ID. Default configuration: { "Settings": { "Wipe Player Data at Wipe": true, "Time For Unlock Node": 1.0, "Selected Theme": "Default", "Use Permissions ?": false, "Use Economics ?": false, "Replace tree vanilla ? Open with [R] if false": true } } Config notes: Wipe Player Data at Wipe Deletes TechTree player unlock data on a new save. Time For Unlock Node Unlock progress duration in seconds. Selected Theme Active theme loaded from Themes.json. Use Permissions ? Enables the global TechTree permission checks. Use Economics ? The config value exists, but Economics integration is handled through the Economics reward type. Replace tree vanilla ? Open with [R] if false When true, TechTree replaces the vanilla workbench tech tree. When false, players open it with R near a workbench. TechTree creates separate data files for each workbench tree: Player progression is saved separately per player and per workbench. TechTree includes API methods and hooks for other plugins. API methods: API_GetPlayerData(BasePlayer player) // Returns: Dictionary<string, object> Return format: { "workbench": { "Workbench_1": [123, 456], "Workbench_2": [789], "Workbench_3": [], "Engineering": [] } } API_SetPlayerData(BasePlayer player, Dictionary<string, object> apiData) // Returns: bool The plugin cleans invalid node IDs before saving. API_ClearPlayerWorkbenchData(BasePlayer player, Workbench workbench) // Returns: bool Clears the player's TechTree data only for the workbench category matching the provided Workbench. API_ClearPlayerData(BasePlayer player) // Returns: bool Clears all TechTree unlock data for that player. Example API usage: [PluginReference] Plugin TechTree; var playerData = TechTree?.Call("API_GetPlayerData", player) as Dictionary<string, object>; if (playerData != null) { var workbenchData = playerData["workbench"] as Dictionary<string, object>; } Node dictionary format used by hooks: { "id": 123456, "vanillaId": 84, "price": 250, "parents": [111111], "isVanilla": true, "currency": { "itemId": -932201673, "skinId": 0 } } Tree dictionary format: { "workbench": Workbench, "nodes": [ nodeDictionary, nodeDictionary, ... ] } Plugin hooks: // Called before a node is unlocked. OnNodeUnlock(Workbench workbench, Dictionary<string, object> node, BasePlayer player) // Return false to block the unlock. // Return null or true to allow it. // Alternative hook format with the full tree dictionary. OnNodeUnlock(BasePlayer player, Dictionary<string, object> node, Dictionary<string, object> tree) // Return false to block the unlock. // Return null or true to allow it. // Called after a node has been unlocked. OnNodeUnlocked(Workbench workbench, Dictionary<string, object> node, BasePlayer player) // Called after multiple nodes were unlocked through a path unlock. OnPathNodeUnlocked(Workbench workbench, List<object> nodes, BasePlayer player) // The nodes list contains node dictionaries. Example hook: private object OnNodeUnlock(Workbench workbench, Dictionary<string, object> node, BasePlayer player) { int nodeId = Convert.ToInt32(node["id"]); if (nodeId == 123456 && !permission.UserHasPermission(player.UserIDString, "myplugin.allow")) { player.ChatMessage("You cannot unlock this node yet."); return false; } return null; } Example after-unlock hook: private void OnNodeUnlocked(Workbench workbench, Dictionary<string, object> node, BasePlayer player) { int nodeId = Convert.ToInt32(node["id"]); Puts($"{player.displayName} unlocked TechTree node {nodeId}"); } Vanilla-compatible hooks are also called for vanilla nodes where possible: OnTechTreeNodeUnlock(Workbench workbench, TechTreeData.NodeInstance node, BasePlayer player) OnTechTreeNodeUnlocked(Workbench workbench, TechTreeData.NodeInstance node, BasePlayer player, List<ItemDefinition> unlockedItems) Place TechTree.cs in your server plugins folder. Make sure the file is named exactly TechTree.cs. Load the plugin. Let it generate the config and data files. Open a workbench in game. As an admin, switch to edit mode. Customize the tree. Press Save. Always press Save after editing. Back up oxide/data/TechTree before major progression changes. If you remove vanilla nodes, use Disable Future Vanilla Imports first. If a branch permission locks everyone out, check that the permission was granted. If techtree.use blocks players, check that "Use Permissions ?" is enabled and the permission was granted. Use ConsoleCommand for most rewards. Use ChatCommand only for commands that should be executed by the player. If upgrading from very old versions (before v2), older data files may not be compatible with the revamped system. TechTree is built for servers that want progression to feel intentional. You can keep the familiar Rust workbench flow while changing how players unlock items, what path they follow, what they pay, and what they receive along the way. It works well for: Modded progression servers. Economy servers. Roleplay servers with professions. VIP or group-based branches. Seasonal progression. Servers that want to reorganize, delay, or remove vanilla unlocks. Send me a private message on Codefling. Send me a message on Discord: gd.kenni
    $14.99
  2. Version 1.0.6

    503 downloads

    Research Table Options Custom Research Currency * Allows you to change the default research requirement which will be scrap as default. * Allows you to make money by repeatedly researching already researched items. * Converts players scrap into the selected currency system option. * Has a list of all default scrap cost amounts allows you to customize the cost/price of each research item! * Supports Separate Earned amount from researching amount costs. Random Custom Research Options * Supports Success Chance Values for each item being researched ( So you can make researching fail x percent of the time ) * You can set your own research times for each item (default is 10 seconds). * Allows you to block items from researching if they already unlocked the blueprint. "Already Researched Toggle": false, - If this is true it will block re-researching and show them a message response. * Allows you to change the research amount needed to research an item! But you will always need the default requirement on you for the research button to show up properly. This is because it is handled client side and cannot be fixed. * You can setup permissions to each individual Re-searchable Item. It's already Prefixed for you! "SetPermission": "vip" < Example Important notes about Tech Tree Support. "Block Tech Tree Researching": false, - Enabling this will fully lock out tech tree use! * If that ^^ is false it will check if a blocked item is in the blocked list and block that as well. * All Research-Table Permissions setup applies to the tech tree as well. * Supports First Time Research Cost ( if unlocking in TechTree ). XPerience Plugin Support version 1.1.6 & up! * Set the config option inside XPerience to true! and reload it! * Advanced Researching will take over and work together with it! * You can also change this inside the Admin Panel inside XPerience! TODO * Finish UI integration * Finish Multi Language Permissions advancedresearching.use - Only players that have permission are affected advancedresearching.bypass - Only players that have this permission can bypass any blocked item set. Configuration { "Chat Prefix": "<color=#32CD32>Advanced Researching</color>: ", "Research Requirement this is the type of resource used to research items (Expects Item Shortname)": "scrap", "Already Researched Toggle": false, "Block Tech Tree Researching": false, "Use Popup Notifications": false, "Use Notify Notifications (Mevents Version CodeFling)": false, "Notify Notification Type": 0, "Use CustomUI Overlay Notifications": true, "Research Table Currency": { "Enable Economics": false, "Enable ServerRewards": false, "Enable Custom Currency": true, "Custom Name": "", "Custom Item ID (Default is scrap -932201673": -932201673, "Custom SkinId": 0 }, "TechTree Currency": { "Enable Economics": false, "Enable ServerRewards": false, "Enable Custom Currency": true, "Custom Name": "", "Custom Item ID (Default is scrap -932201673": -932201673, "Custom SkinId": 0 }, "Research Table UI Options": { "CostColor": "#FFFFFF", "CurrencyColor": "#ff3333" }, "TechTree UI Options": { "CostColor": "#ff3333" }, "Blocked Items": [], "Custom Research Options": { "kayak": { "DisplayName": "Kayak", "EarnCurrencyAmount": 20.0, "TechTreeFirstUnlockCost": 20, "CostToResearchAmount": 20, "ResearchDuration": 30.0, "ResearchSuccessChance": 100.0, "SetPermission": "" }, "arrow.fire": { "DisplayName": "Fire Arrow", "EarnCurrencyAmount": 20.0, "TechTreeFirstUnlockCost": 20, "CostToResearchAmount": 20, "ResearchDuration": 3.0, "ResearchSuccessChance": 100.0, "SetPermission": "" }, "ammo.pistol": { "DisplayName": "Pistol Bullet", "EarnCurrencyAmount": 75.0, "TechTreeFirstUnlockCost": 75, "CostToResearchAmount": 75, "ResearchDuration": 3.0, "ResearchSuccessChance": 100.0, "SetPermission": "" }, } } ## Lang { "AlreadyUnlocked": "You already unlocked {0}", "AddedCurrency": "has deposited {0} coins into your account", "Blocked": "{0} is not researchable", "Requires": "New requirement for researching is now {0}", "NoPerm": "You do not have permission {0} to research {1}", "AmountTo": "{0} needs {1} {2} to research it", "TechTreeUI": "{0} requires {1} {2} to research", "ResearchedRolled": "Researching {0} Failed!", "InvalidShortname": "Not a valid item shortname {0} set for research requirement! \n List of valid item shortnames can be found at https://www.corrosionhour.com/rust-item-list/", "NowResearching": "Now Researching {0} for {1} {2}" }
    $24.99
  3. Version 2.0.2

    82 downloads

    This plugin allows admins to control all about researching and crafting. With all default items ,and with custom ones! So what you chose to be researchable that players will be able to research and craft ,for prices what you chose . And with other options like Craft time, Wb Level , Display Name, Description, Category, Quantity. Researching is true research table ,crafting UI is similar to default rust crafting UI . You can block default crafting ,block researching in wb ,block tech tree ... You can combine what you will block what not ,. You can use it in full potential with research and craft UI ,with your own prices and stats ,blocking all default crafts/researchs! Or you will just use it for custom cost of research ,and default craft by rust , its all about you ! Best explanation is true config file : "Block Default Crafts": true/false, // You are able to block completely default craft system, so players can only craft items true plugin UI. "Block WB Tech Tree": true/false, // You are able to block completely researching true TechTree. "Block ResearchTable Research": true/false, // You are able to block completely default research true research table , so players can only research items true plugin UI . "Play Sound On Research Success": true, "Research Success Sound Asset": "assets/prefabs/deployable/research table/effects/research-success.prefab", "Play Sound On Research Fail": true, "Research Fail Sound Asset": "assets/prefabs/deployable/research table/effects/research-fail.prefab", //This is default config for one item ,but you will get all items in config with their default values. //As you can see rifle.ak is loaded with his default properties. "Items": { "rifle.ak": { //Shortname "0": { //SkinID "AllSkins": true, // if true ,player will be able to research rifle.ak no matter of his skin of item, if you put false ,then it will check for skinID of item(if you add custom items with same shortname ,then use false) "IsResearched": false, //if false, item will not be researched by default ,if true it will be researched ,so player will be able to craft it without reasrching it . "IsResearchable": true, //if true ,palyers can research this item , if false item is not researchable. "DisplayName": null, // if null default name of item will be , you can give custom name to item example: "mygun" . "Description": null, // if null it will be default description of item ,,you can use custom description ,example "this gun is best gun" . "ResearchCost": [ // price for research item ,you can add up to 4 items total ,you can use default rust items ,and custom ones . { "Shortname": "scrap", "Amount": 500, "SkinID": 0, "DisplayName": null } ], "RequiredCraftWBLevel": 3, // what workbench level item needs for craft ,0 is no workbench level "CraftTime": 45.0, // this is default craft time ,you can change it ,in seconds . "CraftCost": [ // price for craft item ,you can add up to 8 items total ,you can use default rust items ,and custom ones . { "Shortname": "metal.refined", "Amount": 50, "SkinID": 0, "DisplayName": null }, { "Shortname": "wood", "Amount": 200, "SkinID": 0, "DisplayName": null }, { "Shortname": "riflebody", "Amount": 1, "SkinID": 0, "DisplayName": null }, { "Shortname": "metalspring", "Amount": 4, "SkinID": 0, "DisplayName": null } ], "Category": "Weapon", // category of item ,where item will be placed in what tab,you can change this also ,to some custom ones or what ever name you like ! "CraftOutputQuantity": 1 // this is default output quantity of item (when you craft lowgradefuel you get for 1 craft 4 lowgrade) ,you can change output . } }, On first loading of plugin you will get in config all items ,with their default properties : Default items what are researched by default in game ,will be researched (lets say Sleeping Bag,Hammer,etc), items what are by default researchable they will be researchable (with their scrap cost), Those items will also have default craft prices , required workbench level ,time for craft ,craft quantity ,category. So it will be easy for you to change what you need to change for items. Categorie tabs are in config file : "Categories": [ "FAVORITES", "CUSTOM", "WEAPON", "ATTIRE", "TOOL", "MEDICAL", "AMMUNITION", "RESOURCES", // you can change all categories how you like ,,you can remove some ,add more ,rename them . "ITEMS", //if you rename category lets say "WEAPON" to "guns" dont forget to change on items also category ,so they can be placed in that new "gun" categorie . "COMPONENT", "CONSTRUCTION", "ELECTRICAL", "FOOD", "TRAPS", "MISC", "FUN" ], "Favorite Category Name": "Favorites", // this is core name for favorite items ,when change this be sure that you have in Categories that name what you put for favorite tab . Commands : Chat command : /q (configurable) - open craft ui . Console command : bind <key> craft.openui - in F1 players can bind <key> so they can open Craft UI with key (keyboard button) so they dont need to type shat command. Console command : wipe_research_data - wipe player researched items. Console command : wipe_favorite_data - wipe players favorite items. Permissions: "craftsystem.research" - without this perm player cant see UI for research. "craftsystem.craft" - without this perm player cant open Craft Ui . Data : you will see in data what player researched ,and his favorites . LangFile - you are able to change text ,on something else that you like ,on some different language . How to add custom or skined item : "box.repair.bench": { // this is default item "0": { // without SkinID "AllSkins": false, // We have here false ,so it will look for Shortname and SkinId "IsResearched": true, // Its researched. "IsResearchable": false, "DisplayName": null, "Description": null, "ResearchCost": [ { "Shortname": "scrap", "Amount": 10, "SkinID": 0, "DisplayName": null } ], "RequiredCraftWBLevel": 1, "CraftTime": 30.0, "CraftCost": [ { "Shortname": "metal.fragments", "Amount": 125, "SkinID": 0, "DisplayName": null } ], "Category": "Items", "CraftOutputQuantity": 1 } "1594245394": { // Here we add SkinID. We added SkinId to shortname what belongs to that custom item . "AllSkins": false, // We have here false ,so it will look for Shortname and SkinId "IsResearched": false, // Not researched , "IsResearchable": true, // But its researchable . "DisplayName": "Recycler", // we use custom name for item. "Description": "With this i can recycle home", // we use custom description for item. "ResearchCost": [ { "Shortname": "scrap", // some cost for research . "Amount": 1000, "SkinID": 0, "DisplayName": null }, { "Shortname": "gears", "Amount": 50, "SkinID": 0, "DisplayName": null } ], "RequiredCraftWBLevel": 3, // we need to be at level 3 workbench to craft it. "CraftTime": 60.0, // 60 sec craft time . "CraftCost": [ // craft cost. { "Shortname": "metal.fragments", "Amount": 2500, "SkinID": 0, "DisplayName": null }, { "Shortname": "rifle.ak", "Amount": 1, "SkinID": 2585539626, "DisplayName": null } ], "Category": "Custom", // we changed category to custom ,so recycler will be in custom tab . "CraftOutputQuantity": 1 // quantity is 1 ,we will get 1 recy per craft } }, For any questions fell free to join my discord channel !
    $20.00
  4. Version 1.0.4

    878 downloads

    Removes the tech tree from workbenches, replacing it with the research table menu. hardcoreworkbench.use - Allows the player to use the workbench menu Information Use workbench menu - use the standard workbench menu to open the research table. Remove need for workbench - removes the need for a workbench when crafting items. Time to research item - changes the research time of the item. Add vehicles parts vending machine - Add a vending machine for vehicle parts in the Outpost. Use permission to open workbench - Use permission to open workbench menu. Configuration { "Use workbench menu | Use the workbench menu": true, "Remove need for workbench | Remove need for workbench in the workbench": false, "Time to research item | Time to research item": 10.0, "Add vehicles parts vending machine | Add vehicles parts vending machine": true, "Use permission open workbench | Open workbench with the following permissions": false }
    Free
  5. Version 1.2.2

    9 downloads

    TechTreeTax – Wipe-Scaled Tech Tree & Research Taxes Early wipe scrap should hurt. Late wipe it should feel normal. TechTreeTax adds a dynamic scrap tax to the tech tree and research table, scaling automatically with the days since wipe. Prices start brutal and smoothly relax over time, keeping early progression slow and meaningful without punishing late joiners. You get clear UI, chat messages, and full control from config – including manual wipe time and external sync with RustWipeInfoPlus. Key Features Dynamic tech tree tax Scrap cost is multiplied based on days since wipe. Fully configurable start %, end %, and duration in days. Uses vanilla tech tree prices as the base (optional). Dynamic research table tax Same system for research table scrap cost. Separate curve for research vs tech tree if you want different scaling. Wipe-aware scaling Reads wipe age from RustWipeInfoPlus (optional). If RustWipeInfoPlus is not installed or disabled, you can: Use a manual wipe start timestamp in the config, or Let TechTreeTax auto-detect new map/seed/size and start from there. Player-facing UI and messages Top-screen HUD bar showing: Base price Tax amount Final price (base + tax = total) Connect message: “Taxes are currently X% (Day Y of the wipe).” Proximity message when entering a workbench area. All text is configurable through the plugin’s language file. Smart unlock handling When unlocking via tech tree: Checks total scrap needed (base + tax). If not enough scrap → denies unlock and shows red cost HUD. If enough scrap → takes the scrap and prints a summary: You paid {total} scrap (base {base}, tax {tax}) for {item}. Same flow for research table. Permissions and bypass Allow staff or VIP to bypass the tax. Enable/disable bypass permission in the config. Admin permission for config/testing commands. Clean config & data Separate sections for: General settings UI layout/colors Wipe scaling (tech tree + research) Notifications External wipe source (RustWipeInfoPlus / manual) Data stored in a dedicated data file: Last map, seed, size WipeStartUnix (used to compute days since wipe) Vanilla price cache stored in its own data file; auto-rebuilt when needed. Why Use TechTreeTax? Makes early wipe slow, harsh and meaningful without editing every item. Automatically relaxes the grind as the wipe ages. Gives clear, visual feedback so players understand why something is expensive. Plays nicely with wipe tracking plugins via RustWipeInfoPlus or manual config. Any questions or suggestions! Feel free to reach out
    $9.99

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