Dangerous Collectibles

Dangerous Collectibles 1.0.1

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Adds a chance for collectibles like stumps to explode when picked up
This plugin makes gathering collectibles more risky by adding a chance for entities like stumps, pumpkins, and hemp to explode when collected.





Permissions

  • dangerouscollectibles.ignore - Players with this permission will not trigger explosions when picking up collectibles.

Configuration

JSON:
{
    "Version": "1.0.0",
    "Collectibles": [
        {
            "Prefab Short Names": [
                "stone-collectable",
                "metal-collectable",
                "sulfur-collectable",
                "wood-collectable"
            ],
            "Remove Collectible Upon Explosion": true,
            "Explosion": {
                "Chance": 10,
                "Impact Radius": 3,
                "Damage Amount": 20.0
            }
        },
        {
            "Prefab Short Names": [
                "corn-collectable",
                "hemp-collectable",
                "potato-collectable",
                "pumpkin-collectable",
                "mushroom-cluster-5",
                "mushroom-cluster-6"
            ],
            "Remove Collectible Upon Explosion": true,
            "Explosion": {
                "Chance": 10,
                "Impact Radius": 3,
                "Damage Amount": 20.0
            }
        },
        {
            "Prefab Short Names": [
                "hemp-collectable"
            ],
            "Remove Collectible Upon Explosion": true,
            "Explosion": {
                "Chance": 10,
                "Impact Radius": 3,
                "Damage Amount": 20.0
            }
        }
    ]
}
  • Collectibles- A list of collectible entities that have a chance to explode.
    • Prefab Short Names - The short prefab name of the collectible entity.
    • Remove Collectible Upon Explosion - When set to true, the collectible item is killed upon explosion, meaning the player does not gather resources from it.
    • Explosion - Defines the explosion properties.
    • Chance- The percentage chance that the collectible will explode when picked up. A value of 10 means there's a 10% chance.
      • Impact Radius - The radius of the explosion's impact in meters. This explosion affects players within this radius but ignores those with the dangerouscollectibles.ignore permission.
      • Damage Amount - The amount of damage dealt to players within the impact radius of the explosion.
Author
VisEntities
Downloads
32
First release
Last update

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  1. 1.0.1

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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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