Recent content by VisEntities

  1. VisEntities

    Planned Give Custom Pelts When Harvesting Animals

    Yeah that bit won't be part of the plugin itself, just wanted to get a better idea of what you'll use the pelts for. But yeah love the concept, I'll be working on it this week. And definitely going to use the skins you shared, they look great and I'll give proper credit
  2. VisEntities

    Planned Give Custom Pelts When Harvesting Animals

    Then the custom pelts are used as ingredients for crafting recipes or similar
  3. VisEntities

    Planned Give Custom Pelts When Harvesting Animals

    So the idea is when players skin dead animals, they get a custom pelt item matching that animal
  4. VisEntities

    Planned Turn Caves Into Player Spawn Points

    Good one, it's on the list now
  5. VisEntities

    Planned Add Cooldown for kill Command After Being Wounded

    I like the idea, I'll add it to the todo
  6. VisEntities

    Suggestion Support Inventory from Backpacks Plugin

    That sounds like a solid idea, I'll check it out
  7. VisEntities

    Forever Ripe - 1.2.0

    Plugin now protects all growables if the config list is empty, or only listed ones if specified.
  8. VisEntities

    Solved Add Option to Support All GrowableEntity Types Automatically

    For sure, coming in the next update
  9. VisEntities

    Error InvalidCastException: Object must implement IConvertible

    Thanks for reporting that, I see what is causing it
  10. VisEntities

    Image Failed to Download

    i.ibb.co deleted my account, so all the images I had hosted there are no longer available. I'll reupload them and update the plugin with the new links
  11. VisEntities

    Researching Keep Vehicle Lights On After Dismount

    I like the idea, I'll look into whether it's possible
  12. VisEntities

    Suggestion Add Support for Tugboats

    Didn't know pushing tugboats was a thing
  13. VisEntities

    Better No Escape - 1.4.1

    Fixed BGrade integration not working due to incorrect method signature.
  14. VisEntities

    Currency Sync 1.0.0

    This plugin keeps player currency synced across all your Rust servers using MySQL. It supports both Economics and Server Rewards, updating balances automatically so players always have the same amount of money and points no matter where they play. Admins can also use built-in commands to force...
  15. VisEntities

    Welcome to the Currency Sync Support Category

    This is the dedicated support category for Currency Sync. If you need help, have found a bug, or have suggestions to improve the plugin, feel free to post them here. Please use the appropriate prefix (e.g. Bug, Error, Suggestion) when creating a thread. For general information, features, or...
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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. Parameters in < > are required, while [ ] are optional.
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.
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. Ensure 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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