No Gibs

No Gibs 1.2.0

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Prevents debris from spawning when entities are destroyed in various ways
This Rust plugin helps improve your server performance by preventing debris creation when entities decay, are killed by admins, demolished, or collapsed due to instability. Any of these debris suppressions can be enabled or disabled in the config according to your preference.

It works on all entities, including building blocks, deployables, and even entities placed on other entities. For example, if a building block with a turret on it is destroyed, the turret is also removed instantly without crumbling.


Recommended Plugins

Configuration

JSON:
{
  "Version": "1.2.0",
  "Disable Debris On Decay": true,
  "Disable Debris On Admin Kill": true,
  "Disable Debris On Demolish": true,
  "Disable Debris On Stability Collapse": true,
  "Disable Debris On Other": true,
  "Excluded Prefabs": []
}
  • Disable Debris On Decay - Prevents debris from spawning when entities die due to decay.
  • Disable Debris On Admin Kill - Stops debris from spawning when an admin uses the ent kill command to destroy entities.
  • Disable Debris On Demolish - Stops debris from spawning when structures are demolished by players using a hammer or other means.
  • Disable Debris On Stability Collapse - Prevents debris from spawning when entities collapse due to instability, which can happen if structures lose support.
  • Disable Debris On Other - Prevents debris from spawning for misc entities such as minicopters, hot air balloons, and the Bradley APC.
  • Excluded Prefabs - Lets you list specific entities that should still spawn debris even if the other debris options are enabled; add their short prefab name to allow them to break apart normally.

Harmony Hooks

The following hooks are implemented via Harmony patches:
C#:
object OnAdminKill(BaseNetworkable baseNetworkable)
  • Called before an entity is killed by an admin using the ent kill command.
  • Returning a non-null value prevents the entity from being killed. Returning null allows it.
C#:
object OnDecayEntityKilled(DecayEntity decayEntity)
  • Called before a decayed entity is killed.
  • Returning a non-null value prevents the entity from being killed due to decay. Returning null allows it.
Author
VisEntities
Downloads
104
First release
Last update

Ratings

5.00 star(s) 1 reviews

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Latest updates

  1. 1.2.0

    Added Excluded Prefabs config option to let specific entities keep their debris even when global...
  2. 1.1.3

    Patched for February 6th Rust update.
  3. 1.1.2

    Addressed potential issue related to recent changes in 0Harmony unpatching logic.

Latest reviews

Perfect!

Does exactly what it says and helps improve local fps, for example when a large base is destroyed all at once or many entities using admin commands.

Simple config with options to make it run as you prefer.
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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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