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Found 15 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 1.0.0

    12 downloads

    This is a carefully designed, atmospheric hub area built inside a natural rock basin. At the centre, there’s a large tree with bright pink blossoms, almost cherry blossom like. The tree acts as the visual focal point and gives the space a calm but slightly mystical feel. Around the outer edge, embedded into the rock walls, are 13 evenly spaced glowing portal entrances. There is 5 more in the centre between several small water pools. Their consistent spacing makes the hub feel organized and easy to navigate. The whole scene is enclosed by steep rocky cliffs with patches of greenery, giving it a secluded, almost hidden sanctuary vibe, perfect for a lobby where players gather before branching out into different modes.
    $15.00
  3. imthenewguy

    Gun Game

    Version 1.0.13

    811 downloads

    Gun Game is a high-intensity PvP game mode where players compete to be the first to reach the final weapon by earning kills. Each kill advances the player to the next weapon in a fully customizable progression list, keeping the action fresh and engaging. The plugin creates a dedicated arena high in the sky, completely separated from the main map, to host the event. When players join the event, they are teleported from their current location to the event lobby, with all of their items, modifiers and metabolism stats stored safely by the plugin. Server owners can create any number of weapon profiles for players to progress through. The plugin will choose randomly between each profile at the beginning of each round. The plugin ships with 2 default profiles: Standard - Starts with revolver, ends with m249 and is 21 weapons long. Reverse - Starts with m249, ends with a sword and is 23 weapons long. This plugin works with most PVE plugins. Spawns an arena when the game begins and removes it when the game ends (no Rust-Edit required). Saves players inventory, metabolism and modifiers when they enter, and restores them when they leave. Configurable amount of kills per weapon to progress to the next weapon in the track. Supports refilling of ammo, and healing when a player gets a kill (configurable). Multiple respawn methods. Customizable clothing for players, with the option to have separate clothing for the leader. Supports custom item, server rewards and economic rewards for winners, as well as participants (based on a configurable threshold). Global scoreboard tracking wins, kills and deaths. Command: ggstart <arena name> Description: Starts the gun game event using the specified arena. Permission: gungame.admin Command: ggend Description: Ends the active gun game event. Permission: gungame.admin Command: ggsetcentrepoint <arena name> Description: Sets the spawn location for the specified arena. Permission: gungame.admin There are a number of commands that can be changed in the config that handle: Joining an event [default: ggjoin] Leaving an event [default: ggleave] Restoring items from a previous event [default: ggrestore] Accessing the scoreboard [default: ggscore] // Returns if the player is enrolled in the event. public bool IsEventPlayer(BasePlayer player); // Called when the arena has spawned and the lobby is about to start. void OnGunGameStart(); // Called when the game is ending. void OnGunGameEnd(); // Called when a player leaves an event. void OnEventLeave(BasePlayer player, string eventName); // Called when a player is attempting to join the event. Return non-null to prevent. object OnEventJoin(BasePlayer player, string eventName); // Called after a player has successfully joined the event, had their weapons stripped and has been teleported to the lobby. void OnEventJoined(BasePlayer player, string eventName); Very special thanks to Nobody and the guys and girls on Aussie Outpost PVE for their help with testing and feedback!
    $19.99
  4. Version 1.0.4

    531 downloads

    The Ultimate Expansion for Skill Tree Progression Skill Tree Items: Pro is a powerful DLC plugin for the Skill Tree system that breathes new life into your server's loot tables. Instead of players just earning XP through grinding, they can now discover unique, consumable items that boost their progression, provide instant rewards, or grant temporary buffs directly from Skill Tree. Whether it’s a rare XP injection found on a Scientist or a biome-specific gathering boost hidden in an Arctic crate, this plugin adds a layer of excitement and strategy to every lootable object on your map. Advanced Consumable Types This plugin introduces four distinct item categories, each fully customizable to fit your server's economy: XP Boosters: Provide temporary XP multipliers. Go granular with filters for specific gather types, time-of-day restrictions (e.g., "Night Owl" boosts), or biome-specific requirements. XP Injections: Instant gratification. Set up various "vials" or "manuals" that grant a flat or randomized range of XP upon consumption. SP Injections: Extremely rare rewards that grant Skill Points directly, bypass the grind, and give players a reason to hunt for high-tier loot. Temporary Buffs: Grant any buff from the Skill Tree—including Ultimates—for a limited time. These stack with existing skills, allowing players to feel the power of high-level perks early on. Dynamic Loot Distribution The core of Skill Tree Items: Pro is its highly sophisticated loot engine. You aren't limited to just crates and barrels; you can inject these items into almost every interaction in Rust. See a comprehensive list of supported LootSources below. Granular Configuration For the power users, the LootProfile system allows for surgical precision. You don't just set "Crates"; you can target specific prefab names, specific NPC profiles, or even the tier of a Raidable Base. Key Profile Features: Identifier System: Target specific entities (e.g., only "Elite" crates or a specific Boss from BossMonster). Skin ID Filtering: Require specific skin IDs for the source to trigger. Blacklisting: Exclude specific items or entities from dropping loot. Modifier Integration: Toggle whether player "ItemPerk" modifiers should influence the drop rates. Weight-Based Tables: Use a weighted dictionary system to determine exactly which items drop and how often. Command: stip.give <target> <profile> Tyoe: Console Permission required: skilltreeitemspro.admin Action: Gives the target player the specified item. Command: stip.giveall Tyoe: Chat Permission required: skilltreeitemspro.admin Action: Gives the user all items in the config. Command: stip.moveicon Tyoe: Chat Permission required: skilltreeitemspro.admin Action: Moves the active boost icon for all players. This is a comprehensive list of loot sources that can be used to setup loot profiles. Crate: Triggered when a player opens a crate for the first time. Barrel: Triggered when a player breaks a barrel. BossMonster: Triggered when a boss monster is killed by a player. Event: Triggered when an event is completed (Convoy, SurvivalArena, Armored train, Powerplant etc). ScientistNPC: Triggered when a scientist NPC is killed. HumanNPC: Triggered when a human npc, such as a tunner dweller, is killed. BetterNPC: Triggered when a NpcSpawn npc is killed. Woodcutting: Triggered when a tree is fully cut down. Mining: Triggered when a node is fully mined out. Skinning: Triggered when an animal is fully skinned. Foraging: Triggered when the player collects a map collectible (hemp, pumpkins, diesel barrels etc). Farming: Triggered when the player collects a player-grown collectible. Fishing: Triggered when the player catches a fish. Crafting: Triggered when an item is successfully crated. BotReSpawn: Triggered when an BotReSpawn npc is killed. NpcRaider: Triggered when an npc from NpcRaider is killed. RaidableBase: Triggered when a Raidable Base is spawned. The effect types dictate how the item will behave. You can have any number of effect types attached to an item. For example, you can create an item that gives the player 1000xp with the XPInjection type, gives them a temporary boost with the XPBoost type, and gives them access to the Raiding Ultimate from Skill Tree with the TemporaryBuff type. XPInjection: Provides the player with an injection of xp when consumed. SPInjection: Provides the player with an injection of skill points when consumed. TemporaryBuff: Provides the player with temporary access to any Skill Tree buff (including ultimates). XPBoost: Provides the player with a temporary xp boost when consumed. XP Source can be set so only the specified xp source provides the bonus. Timeframe can be set, so the player can only get xp during the specified time of day (ie 6pm to 6pm etc). Multiple Biomes can be added to restrict the xp bonus to sources inside of those biome types (ie a player can only gain xp while in the Arctic or Jungle). Biomes: Any, Arid, Temperate, Tundra, Arctic, Jungle. Here is a list of Skill Tree XP Sources that can be used with the XPBoost effect. All NodeHit NodeHitFinal TreeHit TreeHitFinal SkinHit SkinHitFinal CollectWildPlant CollectGrownPlant BuildingBlockDeployed FishCaught CatchOrangeRoughy CatchSalmon CatchSmallShark CatchSmallTrout CatchYellowPerch CatchAnchovy CatchHerring CatchSardine CatchTrash Crafting ScientistNormal TunnelDweller UnderwaterDweller ScientistHeavy SmallAnimal MediumAnimal LargeAnimal RoadSign Barrel Scarecrow Mission BradleyAPC LootHackedCrate LootHeliCrate LootBradleyCrate CookingMealXP RaidableBaseCompletion_Easy RaidableBaseCompletion_Medium RaidableBaseCompletion_Hard RaidableBaseCompletion_Expert RaidableBaseCompletion_Nightmare Win_HungerGames Win_ScubaArena Win_Skirmish Gut_Fish default_botrespawn crate_basic crate_elite crate_mine crate_normal crate_normal_2 crate_normal_2_food crate_normal_2_medical crate_tools crate_underwater_advanced crate_underwater_basic crate_ammunition crate_food_1 crate_food_2 crate_fuel crate_medical supply_drop detect_diggable Harbor_Event_Winner Junkyard_Event_Winner PowerPlant_Event_Winner Satellite_Event_Winner Water_Event_Winner Air_Event_Winner Armored_Train_Winner Convoy_Winner SurvivalArena_Winner swipe_card_level_1 swipe_card_level_2 swipe_card_level_3 boss_monster Zombie Raider JetPilot ArcticBaseEvent_Winner GasStationEvent_Winner SputnikEvent_Winner ShipWreckEvent_Winner Triangulation_Winner Caravan_Winner SupermarketEvent_Winner GingerbreadNPC PVP AutoTurret You can get a list of Skill Tree Buffs from the Skill Tree plugin page.
    $11.99
  5. Version 1.0.46

    5,348 downloads

    Adds 85 new deployable items to your server!. Custom item collection system. Players can obtain these items while cutting trees, mining rocks and collecting plants. Includes a built in market that can be accessed via a chat command or a HumanNPC. Each base item can be configured to allow for a wide variety of placement options/restrictions. A large amount of configuration options are available for each item. Adjustable placement options while holding shift. Items can be picked up by holding a hammer, looking at the deployed entity and pressing your mouse3 button (scroll wheel button). deployablenature.admin - Required to use the giveprefab command. deployablenature.market.chat - Required to use the market chat command. deployablenature.ignore.restrictions - Allows a player to deploy items without restriction (TC etc). deployablenature.gather - Required for players to obtain drops while gathering. deployablenature.use - Required to deploy nature items. deployablenature.free - allows access to the nature market for free. There is also the option to create groups via the config, which will receive discounts in the market based on the value assigned to them. Example: "Permissions that will receive a discount on the store cost when purchasing [1.0 is full price]. Prefix with deployablenature.": { "deployablenature.vip": 0.5 }, This would give players with the deployablenature.vip permission a discount of 50% off of the market price. Command: giveprefab Parameters: <skin id> <quantity> Example: /giveprefab 2609145017 100 - spawns the user 100x medium clutter rocks" Permission: deployablenature.admin Command: naturemarket Permission: deployablenature.market.chat Command: dnpickup Permission: None Command: giveprefab (console) Parameters: <player id/name> <skin id> <quantity> Example: /giveprefab "new guy" 2609145017 100 - spawns the user 100x medium clutter rocks for new guy" Permission: deployablenature.admin Command: dnsetprefab Parameters: None Console Command: dnkillentities - wipes all nature entities from the map. Parameters: <optional parameter: true> - this wipes the data after the command executes. If not used, the nature items will respawn on plugin reload. Example: dnkillentities or dnkillentities true. Permission: deployablenature.admin if running from player console. Console Command: dnkillentitiesforplayer - wipes all nature entities from the map for the specified player Parameters: <player name/id> Example: dnkillentitiesforplayer "new guy" - would delete all entities for the player whose name contained "new guy". Permission: deployablenature.admin if running from player console. Console Command: dnpurge - enables purge mode, wiping all entities from the map (does not delete data), and preventing them from spawning on server start/being deployed by players while active. Automatically resets to false on server wipe. Parameters: <true/false> Example: dnpurge true - would enable purge mode. Permission: deployablenature.admin if running from player console. You most likely won't need the below information, but it is here for more advanced users. Prefab Types 0: Rock 1: Tree 2: Bush 3: Animal 4: Furniture 5: World Tree Types 0: None 1: Palm 2: Oak 3: Swamp 4: Birch 5: Beech 6: Pine 7: Cacti 8: Snow 9: Mauritia_Flexuosa 10: Hura_Crepitans 11: Trumpet_Tree 12: Schizolobium 13: Dead_Log 14: Dead_Log_Snow 15: Driftwood Bush Types 0: None 1: Willow 2: Willow_snow 3: Spice 4: Spice_snow 5: Creosote 6: Berries 7: Mushrooms 8: Ocotillo 9: Monstera_Deliciosa 10: Bromeliad 11: Heliconia_Rostrata API public bool IsDeployableNature(BaseEntity entity) Returns if an entity is a DeployableNature entity that has the prevent_gather attribute.
    $15.00
  6. Version 1.2.9

    725 downloads

    Get your server ready for Christmas! This plugin includes Chrismas Trees with loot that spawn on the map, custom junk pile decorations, Snowman NPCs, a custom Advent Calendar and much more. New: Customizable Advent Calendar With the new update, you can configure a custom reward for every day. To enable custom advent calendar rewards, set the config option "Enable custom advent calendar" to true. Features Christmas trees with presents Customizable NPC clothing Customizable junk pile decorations Snowman NPCs spawn across the map Custom advent calendar Configurable Snowman NPCs Christmas Trees: Christmas trees randomly spawn across the map, they also spawn presents and snowman NPCs around them. They are by default 4x as big as usual christmas trees and have a configurable despawn time. Snowman NPCs: Snowmans spawn across the map. As soon as a player approaches them, they turn into an NPC and start shooting the player with a snowball gun. The loot of these NPCs is fully configurable Junk Pile Decorations: Every junk pile can be customized with decorations. Out of the box the plugin comes with a default configuration for each junk pile. To edit the decorations of a junk pile, use the command /jp <type> where type is a letter from a to j each representing a different junk pile. A junk pile will spawn at your current position. To add objects to the junk pile just hit them with a hammer and use /jp save when you are done. Custom NPC clothing: Clothing can be configured individually for each NPC. Some NPCs also come with a default configuration. Note that the custom clothing might also impact other NPC plugins. Therefore it is not recommended to configure custom clothing for scientistnpc_heavy (Heavy Scientist). Required Dependencies: NPC Spawn: https://drive.google.com/drive/folders/1-18L-mG7yiGxR-PQYvd11VvXC2RQ4ZCu Entity Scale Manager: https://umod.org/plugins/entity-scale-manager Permissions: christmas.edit - Required to edit junk pile desorations christmas.spawn - Required to spawn christmas trees and snowmans Commands: jp - Edit junkpile decorations (see Junkpile Decorations for more details) christmas.tree - Spawn a chistmas tree at the position you are looking at christmas.snowman - Spawn a snowman at the position you are looking at Configuration: { "Snowman config": { "Enable Snowman NPCs": true, "Snowman population": 200, "Snowman NPC spawn type (0 = when snowman is damaged, 1 = when player is near snowman (performance intensive))": 1, "Minimum distance between player and snowman before NPC spawns": 6.0, "Snowman NPC configuration": { "Name": "Snowman", "Health": 150.0, "Enable radio": false, "Roam range": 100.0, "Chase range": 50.0, "Sense range": 50.0, "Damage multiplier": 1.0, "Memory duration": 60.0, "Kit (requires Kits plugin)": "", "Clothing items": // Removed because too long }, "Snowman Loot": // Also too long }, "Christmas Tree config": { "Spawn christmas trees": true, "Christmas tree population": 40, "Amount of presents per tree": { "Min": 2, "Max": 5 }, "Tree despawn time (minutes)": 30, "Tree size (1 - 10)": 4.0, "Minmum distance between trees": 50.0, "Spawn Snowman NPCs around trees (Only works if Snowman NPCs are enabled)": true }, "Enable junk pile decorations": true, "Advent calendar config": { "Enable custom advent calendar": true, "Daily rewards": { "1": { "shortName": "scrap", "amount": 100, "skinId": 0 }, "2": { "shortName": "pistol.eoka", "amount": 1, "skinId": 0 }, "3": { "shortName": "woodtea.advanced", "amount": 1, "skinId": 0 } // And so on ... }, "NPC clothing config": { "Enable custom NPC clothing": true, "Custom NPC Clothing": // Very long } }
    $24.00
  7. Version 1.3.1

    2,504 downloads

    Add xmas decorations and watch that tree show off its glorious decorations in style. Note: Please add "xmas_tree.deployed" to the config file of white thunders Parent Entity Fix.
    Free
  8. Version 2.1.1

    31 downloads

    Christmas Tree Presents allows for presents to spawn around players Christmas trees to make the trees come alive! Plugin properties – authorization setting – limit Christmas Trees per player in config – add fireworks – Vip multiplier – 3 types of gift boxes – Added Tiers to drop custom items – timing in seconds – chat message when gifts arrived – added UI when open Christmas Tree Config file: { "Should the plugin only load in December?": false, "Need permission to use plugin for player?": false, "Include the accessories when the Christmas tree is created?": true, "Christmas tree presents limit / player": 2, "Large present spawn count/time": 1, "Medium present spawn count/time": 1, "Small present spawn count/time": 1, "VIP multiplier": 2, "Spawn presents time (seconds)": 3600.0, "Spawn FIREWORK?": true, "Send chat message to player after gifts spawned? (only if '1 Christmas tree presents / player? == true')": true, "Enable Christmas Tree UI? (for owners)": true, "Christmas Tree Image": "https://static.vecteezy.com/system/resources/thumbnails/011/288/221/small/christmas-garland-wreath-png.png", "Tier1 Config": { "Permission Name": "Tier1", "Drop Percent (%)": 50, "Drop Amount": 1, "Drop Item List": [ { "Item ID": 1796682209, "Amount": 1, "Skin ID": 3484619917 }, { "Item ID": -932201673, "Amount": 500, "Skin ID": 0 } ] }, "Tier2 Config": { "Permission Name": "Tier2", "Drop Percent (%)": 60, "Drop Amount": 2, "Drop Item List": [ { "Item ID": 1545779598, "Amount": 1, "Skin ID": 3290110271 }, { "Item ID": -932201673, "Amount": 1000, "Skin ID": 0 }, { "Item ID": -742865266, "Amount": 5, "Skin ID": 0 }, { "Item ID": 317398316, "Amount": 1000, "Skin ID": 0 } ] }, "Tier3 Config": { "Permission Name": "Tier3", "Drop Percent (%)": 75, "Drop Amount": 4, "Drop Item List": [ { "Item ID": -2069578888, "Amount": 1, "Skin ID": 2469113740 }, { "Item ID": -932201673, "Amount": 1500, "Skin ID": 0 }, { "Item ID": -742865266, "Amount": 20, "Skin ID": 0 }, { "Item ID": 317398316, "Amount": 1500, "Skin ID": 0 }, { "Item ID": -1248356124, "Amount": 10, "Skin ID": 0 }, { "Item ID": -1003665711, "Amount": 1, "Skin ID": 0 }, { "Item ID": -592016202, "Amount": 500, "Skin ID": 0 }, { "Item ID": 1545779598, "Amount": 1, "Skin ID": 3531527523 } ] } } Lang file: (31 lang file) Permissions: ChristmasTreePresents.enable ChristmasTreePresents.VIP I guarantee the functionality of the plugin as described. However, I cannot take responsibility for conflicts or issues arising from incompatibility with third-party plugins or themes. Please take this into account before purchasing. I will list all known compatibility details in the product description.
    $20.00
  9. Hook Methods // Temporarily disable all buffs for the target public void DisableBuffs(ulong id) // Enable disabled buffs for the target public void EnableBuffs(ulong id) // Temporarily disable xp gain for the target public void DisableXP(ulong id) // Enable xp gain for the target public void EnableXP(ulong id) // Returns if xp gain is disabled for the target public bool IsXPDisabled(ulong id) // Allows external plugins to roll loot using the Loot_Pickup buff. Returns true if successful. public bool RolledLootPickup(BasePlayer player) // Give skill points to the target public void GiveSkillPoints(BasePlayer player, int amount) // Add a global xp modifier. Only the highest value is used. public void AddGlobalXPModifier(string pluginName, float modifier) // Removes a global xp modifier. public void RemoveGlobalXPModifier(string pluginName) // Give the player xp. noMod is whether the xp amount should be modified by permissions, nighttime xp bonuses, rested xp etc. public void AwardXP(BasePlayer player, double value, string plugin, bool noMod = false) // Returns a double representing the total respec cost. public double GetTotalRespecCost(BasePlayer player) // Respecs the player void RespecPlayer(BasePlayer player, PlayerInfo playerData = null) // Returns a list<object[]> of items inside of the players pouch_items. object[] is made from the itemInfo class. /* public class ItemInfo { public string shortname; public ulong skin; public int amount; public float condition; public float maxCondition; public int ammo; public string ammotype; public int position; public int frequency; public Item.Flag flags; public KeyInfo instanceData; public class KeyInfo { public int dataInt; public int blueprintTarget; public int blueprintAmount; } public int contentsSlots; public List<ItemInfo> item_contents; public string text; public string name; public List<ItemOwnershipShare> ownershipShares; public int armorSlots; public object[] ToObject() { return new object[] { shortname, skin, amount, condition, maxCondition, ammo, ammotype, position, frequency, flags, instanceData, instanceData?.dataInt, instanceData?.blueprintTarget, instanceData?.blueprintAmount, contentsSlots, text, name, ownershipShares, armorSlots }; } } */ List<object[]> STGetExtraPocketsItems(ulong id) // Returns the max level. public int STGetMaxLevel() // Returns name, xp, prestige level, current level and xpdebt as a Dictionary<ulong, (string Name, double XP, int PrestigeLevel, int CurrentLevel, double XPDebt)> public object GetSkillTreeData() // Remotely updates player stats. public void RemoteUpdatePlayerStats(string userid, string json) // Returns a float with the buff value of the specified buff. float GetBuffValue(BasePlayer player, string skill) /* Returns: - Current level (int) - Current total xp (double) - XP value that the currently level started at (double) - XP value that the next level will start at (double) - XP Debt - PrestigeLevel */ object[] GetXPStats(ulong id) // Returns the current prestige level of the player object GetPrestigeLevel(ulong id) // Returns the xp amount for the specified level. public double GetLevelExp(int level) // Returns the player level public int GetPlayerLevel(BasePlayer player) // Forces the players pouch to be dropped. public void ForceDropPouch(BasePlayer player, bool bypassPerm) // Remotely set the yields for skill tree's yield system public void SetSkillTreeYields(Dictionary<int, float> dict) // Remote set the yield for the specified yield type. public void SetSkillTreeYield(int type, float multiplier) // Returns a string[] with the players levle and xp. public string[] ST_GetPlayerLevel(BasePlayer player) // Returns xp over and above the players current level. private double GetExcessXP(BasePlayer player) // Removes xp from a player (cannot go below level xp). private void RemoveXP(BasePlayer player, double value) // Returns the horse stats as a float or null if the horse isnt modified. private object STGetHorseStats(BasePlayer player, ulong id) // Returns if the container uid is an extra pockets container. public object IsExtraPocketsContainer(ulong uid) // Adds a skill from a plugin. public void AddNode(string tree, string node, bool enabled, int max_Level, int tier, float value_Per_Buff, string _buff, string _buffType, string icon_url, object[] _perms = null, ulong skin = 0, bool overwrite = false) Hook Calls // Returning non-null prevents yield from the Harvest_Grown_Yield skill. object STCanReceiveYield(BasePlayer player, GrowableEntity entity) object STCanReceiveYield(BasePlayer player, GrowableEntity entity, Item item) // Returning non-null prevents SkillTree from increasing the yield for dispensers (trees/rocks/animals). object STCanReceiveYield(BasePlayer player, BaseEntity entity, Item item) // Prevents skill tree from increasing the gather yield for collectible entities. object STCanReceiveYield(BasePlayer player, CollectibleEntity entity) // Returning non-null prevents the Lock_Picker skill from running. object STOnLockpickAttempt(BasePlayer player, BaseLock baseLock) // Returning non-null prevents SkillTree from handling dispenser gather skills. object OnSkillTreeHandleDispenser(BasePlayer player, BaseEntity entity, Item item) // Returning non-null prevents instant gather from triggering. object OnInstantGatherTrigger(BasePlayer player, ResourceDispenser dispenser, string pluginName) // Triggered when an instant gather skill creates a new item (before it is given to the player). void OnInstantGatherTriggered(BasePlayer player, ResourceDispenser dispenser, Item newItem, string pluginName) // Returning non-null prevents the item repair from happening. object STOnItemRepairWithMaxRepair(Item item) // Returning non-null prevents the Rationer from running. object STOnRationTrigger(BasePlayer player, Item item) // Returning non-null prevents the horses stats from being modified by the Riding_Speed skill. object STCanModifyHorse(BasePlayer player, RidableHorse horse, float value) // Returning non-null prevents the pouch from dropping. object STOnPouchDrop(BasePlayer player) // Returning non-null prevents the player from losing xp. object STOnLoseXP(BasePlayer player) // Returning non-null prevents the boats speed from being modified by the Boat_Speed skill. object STOnModifyBoatSpeed(BasePlayer player, MotorRowboat boat) // Returning non-null prevents bonus loot from being added to the container. object STCanReceiveBonusLootFromContainer(BasePlayer player, LootContainer container) // Triggered when the player levels up. void STOnPlayerLevel(BasePlayer player, int currentLevel, int newLevel) // Returning a non-null value prevents the xp gain. object CanGainXp(BasePlayer player, string plugin, double xp) object CanGainXp(BasePlayer player, BaseEntity source, double xp, string source_string) object CanGainXp(ulong userid, string plugin, double xp) // Returning non-null prevents the pouch from being opened. object STOnPouchOpen(BasePlayer player) // Triggered when the pouch is opened. void STOnPouchOpened(BasePlayer player, StorageContainer container) // Returning non-null prevents xp gain from a swipe card object OnGainXPFromSwipeCard(BasePlayer player, int cardLevel, ulong cardReaderID) // Returning non-null prevents the swipe card from being bypassed with the Build_Craft_Ultimate. object OnSwipeAccessLevelBypass(BasePlayer player, CardReader cardReader, Keycard card) // Returning non-null prevents the Raiding_Ultimate from acquiring a target. object OnRaidingUltimateTargetAcquire(BasePlayer player, Vector3 pos) // Triggered when a player advances a prestige levels void STOnPlayerPrestigeLevelled(BasePlayer player, int newPrestigeLevel) // Returning non-null will prevent the skill from triggering object STOnRespawnTree(BasePlayer player, ResourceEntity dispenser) // Add your xp gain modifier to the List<double> of hook mods to modify the xp gain. void OnXpGain(BasePlayer player, BaseEntity source, double xp, string source_string, List<double> HookMods)
  10. Version 1.0.8

    114 downloads

    This plugin will allow your players, based on permission, to either instantly collect the ore/wood resource or always hit the x-marker. This plugin provides two functionalities: Players with the "geespot.instant" permission will instant gather Ore and Wood at first hit. Players with the "geespot.xmarker" permission will always trigger the X marker mini-game no matter where they hit on the model.
    $3.99
  11. Tryhard

    Always Bonus

    Version 1.1.2

    869 downloads

    Save time for your players and make them always hit the X hotspots on nodes and tree's while farming. Showcase Video Simple Config { "Enable atuo tree X farming": true, "Enable atuo node star farming": true }
    $4.99
  12. ArtiIOMI

    Nature

    Version 1.1.8

    61 downloads

    The plugin changes the system of plants and trees to a more realistic one. Features Watering plants planted in the ground. Fertilizing plants planted in the ground. Possibility to block planting in unauthorized fields. All trees grow and have stages of growth. Tree seedlings were introduced. The method of obtaining wood has been changed. Video Preview https://youtu.be/stoRXnVGpik https://streamable.com/tktvrq https://streamable.com/my4z28 https://streamable.com/mcyvwl UNINSTALLING Delete the file from the plugins folder, or disable the feature in the configuration file. A server restart is required to uninstall the new plant system! Configuration Credits @UmodTeam for adding hooks. @Steenamaroo, @Billy Joe, @Raul-Sorin SorbanThanks you so much! Love you!!!
    $25.00
  13. Melons

    Jaded Island

    Version V3

    12 downloads

    V3 Map size 3000 Introducing a unique and immersive custom map for Rust, designed with a focus on the captivating Forest. This sprawling landscape features an encompassing expanse of deep, dense forest, creating an atmospheric setting like no other. Embark on your adventures within this enchanting environment, where you'll encounter four meticulously crafted custom monuments that are sure to pique your interest. map has 4 custom monuments "Cruise Ship" "Death Train" , "Haunted House" , "Subway (bypass's PVP zone)". CRUISE SHIP 9 Rooms Casino Newer style elevators Swimming Pool Roof top heli pad Junk Town No cards required for this monument Regular crates & Military crates & Elite crates Working scrappers with 6 snowmobile & 2 Cranes 50 Scrap per shredding DEATH TRAIN This monument has a puzzle that requires a red card. 10 Elite Crates (Custom Loot Table) 12+ NPC's patrolling the grounds 2 Vending machines (Custom Loot Table) 4 Automated Trains that circle the monument (Aim Training) Haunted House This monument has a Blue card puzzle. 10+ Zombie NPC's patrolling the grounds 4 Elite Crates Can you figure out how to get inside the house? Can you figure out how to leave now? Hidden loot room? Subway Want a way to cross the PVP zone without risking your precious loot? 2 Automated Trains 10+ NPC's that are not so friendly FacePunch Monuments Missile Silo Launch Site Military Tunnel Power Plant Air feild 2x Oxums Gas Stations 2x Abandoned Supermarkets Train Yard 2x Large Fishing Village Small Fishing Village Bandit Camp Outpost Configuration files for the workcart plugin included. After purchasing you are free to edit the map password included. Map may not be resold privately or commercially.
    $20.00
  14. Version 1.0.1

    644 downloads

    Poppy's Pond is a small decoration piece you can use to decorate any forest or plains area! When applying the heightmap for this prefab, some of the water might be behind the rocks. This is because of how RUST breaks its terrain into grids. This issue can be resolved by moving the prefab over. Have fun! -s
    Free
  15. Video is not great, still learning the camera but here is one of my side projects as of recently.

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