House Keys

House Keys 1.2.2

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Enables remote control of doors, locks, and turrets in any building
  • Fixed compatibility issues with Carbon.
Please wait until the Rust update goes live before downloading.
  • Patched for the upcoming September 5th Rust update.
  • Added new config options: Player Must Be Owner of House Entities and Can Teammates of Owner Control House Entities.
  • Added new language keys: NoBuildingFound, ScanningBuilding, and NoOwnership.
  • Improved building detection to include deployables (previously only detected building blocks). Note: Tool cupboards are considered building blocks, hence detection worked when looking at them.
  • Send a message notifying players when they run commands that the building is being scanned, so they don't spam the command again thinking it didn't run (sometimes it may take a few seconds depending on building size). Note: Even if players spam the command, it'll just cancel the previous process and start a new one with no performance impact.
  • Some other minor uninteresting improvements.
  • Permissions have been reworked. Each command now has its own permission. The new permissions are:
    • housekeys.turret
    • housekeys.cupboard
    • housekeys.door
    • housekeys.lock
    • housekeys.trap
    • housekeys.all
    • housekeys.bypass
  • Fixed auto turrets being turned on even if they weren't powered.
  • Added new commands: /house.turret peacekeeper and /house.turret hostile to set the turret mode.
  • Improved visual feedback to include details about the actions performed on entities (e.g., locked, opened, shut down, etc.).
  • Changed the behavior of unloading ammo from traps, ammo will now be dropped on the ground instead of being completely removed.
  • Fixed unloading ammo not working correctly for auto turrets (previously only worked for gun traps and flamethrowers).
  • Improved performance of the ammo unloading process.
  • Auto turrets will now be turned off when unloaded, as they no longer have an attached weapon.
  • Fixed visual feedback not being displayed for players (was only displayed for admins).
  • Fixed argument validation for the /house.cupboard auth clear command.
  • Added new language keys TurretsHostile, TurretsPeacekeeper, and NoAuthorization.
  • Added BuildingHasToHaveToolCupboard config option to determine whether the building must have a tool cupboard to be managed.
  • Added PlayerHasToHaveBuildingPrivilege config option requiring the player running the command to be authorized in the building privilege of the building they want to manage (can be bypassed with housekeys.bypass permission).
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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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