No Cave Building

No Cave Building 1.1.0

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Prevents players from building inside caves
This plugin blocks all building attempts within caves and under rock formations.






Permissions

  • nocavebuilding.ignore - Players with this permission can ignore the cave-building restriction and place structures inside caves.

Configuration

JSON:
{
  "Version": "1.1.0",
  "Detection Radius": 10.0,
  "Prevent Building In Caves": true,
  "Prevent Building Under Rock Formations": false
}
  • Radius for Detection - Determines how far around a player's building position the plugin will search for caves or rock formations.
  • Block Building in Caves - Enables the restriction that stops players from placing structures inside caves.
  • Block Building Under Rocks - Enables the restriction to prevent structures being built beneath rock formations.

Localization

JSON:
{
  "CannotBuildInCave": "You cannot build inside caves.",
  "CannotBuildUnderRockFormation": "You cannot build under rock formations."
}
Author
VisEntities
Downloads
22
First release
Last update

Ratings

0.00 star(s) 0 reviews

Also by VisEntities

Latest updates

  1. 1.1.0

    Added support for blocking building under rock formations in addition to caves.
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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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