Recent content by flintmonkey

  1. flintmonkey

    Planned Assistant NPC That Farms Wood, Stone, etc. for You

    Hi @VisEntities - I just wanted to drop a note to let you know that I've stopped hosting my server. My work schedule has made it nearly impossible for me me to consistently manage the instance and I wasn't able to provide a level of service to my players. If someone else isn't interested in this...
  2. flintmonkey

    Auto Bag Renamer (Legacy Thread)

    It looks like this is no longer loading (using Carbon) with the latest update: Failed compiling 'AutoBagRenamer.cs': 1. 'PhoneController' does not contain a definition for 'PositionToGridCoord' [CS0117] (AutoBagRenamer 48 line 150)
  3. flintmonkey

    Planned Assistant NPC That Farms Wood, Stone, etc. for You

    Sort of... it follows players around like a mindless golem (a bit like the frankensteins we can assemble but with more activity); you have to be near the NPC so it isn't all that useful from a farming perspective.
  4. flintmonkey

    Auto Bag Renamer (Legacy Thread)

    It'd be great if players had the ability to turn this on/off with a command. Thanks!
  5. flintmonkey

    Planned Assistant NPC That Farms Wood, Stone, etc. for You

    I haven't seen one by Razor, and I use several of his plugins today. I saw the Personal NPC one by walkinrey; is that the one you mean?
  6. flintmonkey

    Tin Can Alarms with Grenades

    :ROFLMAO: - same here. TBH, the price point got me... I think I would've made it work if it was under $8 (USD). Maybe it'll go on sale.
  7. flintmonkey

    Planned Assistant NPC That Farms Wood, Stone, etc. for You

    I'd like to see is a plugin that spawns an NPC that you can send out into the world to collect/gather resources for you while you're doing other things. I came up with this idea a while back and then noticed that Personal NPC did this already to some extent; unfortunately, that plugin requires...
  8. flintmonkey

    Tin Can Alarms with Grenades

    A paid plugin (Better Tin Can Alarm) has been created that does this.
  9. flintmonkey

    House Keys (Legacy Thread)

    This version works.
  10. flintmonkey

    House Keys (Legacy Thread)

    Since the update, HouseKeys no longer loads. Here's what I am seeing in console (I am using carbon): Failed compiling 'HouseKeys.cs': 1. An object reference is required for the non-static field, method, or property 'RustPlugin.server' [CS0120] (HouseKeys 37 line 197)
  11. flintmonkey

    House Keys (Legacy Thread)

    There's a plugin that does this already... https://umod.org/plugins/building-skins
  12. flintmonkey

    House Keys (Legacy Thread)

    Hey there - I love this plugin as it makes locks so much easier. I've been playing with Carbon on my test server (mostly to see if it is any more performant than oxide), and sadly, I am getting a failure to load this one. Here's the report in console: HouseKeys.cs 197:37 An object...
  13. flintmonkey

    Raidable Shelters (Legacy Thread)

    Did you have a chance to look at the config, @VisEntities ?
  14. flintmonkey

    Planned Bradley vs Bases

    Would also like the ability to protect offline players from this
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This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
Language files are located in the lang/ folder. To translate messages, copy the en.json file into your target language folder (e.g. fr, de) and edit the values. Reload the plugin after changes to apply new messages.
This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Make sure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
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