The official starter fleet pack pack has been refreshed to take advantage of the new features and improve the raiding experience across all difficulty tiers.
Escort Boats
Raidable boats can now spawn with armed escort boats that defend the main vessel.
Up to 3 escort boats per raidable boat (RHIB, Rowboat, or mixed).
Each escort carries a driver and armed crew.
Two behavior modes:
Defensive - orbit and protect the main boat.
Aggressive - chase nearby players during raids.
Per-difficulty overrides for:
escort boat count
NPC count
NPC health
Configurable NPC loadouts, loot drops, and escort storage loot.
Escorts sink automatically after all crew are killed (after configurable delay).
Raid completion can optionally require all escort crew killed.
Turret System
Full automatic management for Auto Turrets, Flame Turrets, and Gun Traps placed inside CopyPaste boat designs. Admins only need to place them in the CopyPaste file, the plugin handles the rest. Auto Turrets
Equipped with a random weapon from a configurable list (default: AK, LR-300, MP5, M39, Thompson).
Turrets not wired to an electrical circuit are automatically powered on.
Turrets intentionally wired by admins remain untouched so custom logic still works.
Inventory Protection
Auto turret inventories are locked so players cannot steal weapons or ammo.
Raid Milestones
Raiders receive notifications when turrets are destroyed.
Optional new setting Require All Turrets Destroyed. When enabled, raids cannot complete until all turrets are destroyed.
Core Improvements
Changed difficulty tier count settings from multipliers to direct overrides.
Profiles now support multiple CopyPaste files, allowing random boat design selection per spawn.
Added random entity skin system for deployables (boxes, doors, furnaces, lockers, fridges, sleeping bags, rugs, chairs, tables) so every raid can have a unique visual style.
Added configurable maximum distance for raid progress messages (default: 300m). Players leaving the area will no longer receive updates.
Boat ramps now spawn closed instead of open.
PvP and Raid Mechanics
Added two-directional PvP protection near claimed boats. Raiders and non-owners cannot damage each other within a configurable radius during active raids.
Added option to destroy all locked doors when the boat hull is destroyed.
Added dome spheres that visually mark the raid zone around raidable boats.
Defender counts now scale by difficulty tier:
Easy - 2 defenders
Medium - 4 defenders
Hard - 6 defenders
Nightmare - 8 defenders
(Still capped by available cannons on the boat.)
NPC Improvements
Fixed NPC defender health not applying correctly.
Locked NPC defender corpse wear inventory to prevent players from looting clothing.
Fixed NPC defenders floating in the air after dismounting during combat.
Fixed NPC dismount errors during cleanup.
Fixed NullReferenceException during NPC spawning caused by uninitialized network visibility groups after pasting.
Boat AI Improvements
Reworked navigation to generate random destinations within ocean grid boundaries.
Boats now detect ice along the entire travel path, not just directly ahead.
Fixed boats endlessly circling waypoints.
Added 15-second proximity timeout near destinations.
Removed premature engine cutoff zone that caused boats to stop too early.
Cannon Combat
Cannon AI now targets player Tugboats, Rhibs, and Rowboats.
Fixed cannonball damage being blocked by TruePVE on player vehicles.
Boats now stop on collision with player Tugboats, Rhibs, and Rowboats, allowing players to board.
Patrol Helicopter Changes
Fixed patrol helicopter targeting and killing boat defenders.
Patrol helicopter can no longer damage raidable boats, entities, or escort boats.
Loot System Improvements
Loot tables can now be stored as separate reusable files.
Location:
Code:
data/RaidableBoats/LootTables/
Profiles reference them using the new setting:
Code:
"Loot Table Name": "example_table"
Benefits:
Easier editing
Reusable across multiple profiles
Shareable between server admins
Command rboat.loottables - Lists all loaded loot tables, item counts, and which profiles use them.
Fixed npcs failing to spawn and boat entities (cannons, storage, sails, etc.) being destroyed on spawn due to a Facepunch bug in the server occlusion system.
Note: If you previously worked around this by setting server.occlusion to false, you can now safely re-enable it.
Boat health can now be scaled per difficulty tier. A configurable health multiplier allows easy boats to be weaker and nightmare boats to be tankier.
Destroying a raidable boat while engaged now counts as a raid completion, awarding rewards and recording stats for all raiders.
NPC defenders now die shortly after the ship begins sinking instead of waiting until it fully submerges.
Improved ocean node generation to better avoid icebergs and ice sheets.
Loot & Sinking
Dropped items from destroyed loot boxes (item_drop.prefab) are now converted into floating loot bags when the ship sinks instead of being lost underwater.
Fixed an error when spawning floating loot bags during boat sinking.
Statistics
Expanded player statistics tracking with:
Per-difficulty raid counts
NPC kills
Helmsman kills
Total damage dealt
The stats chat command name is now configurable to avoid conflicts with plugins that use the same command, such as Raidable Bases.
Stats chat command output is now fully localized through the lang file.
External Plugin Support
Added Ultimate Leaderboard plugin integration. When enabled, raid completions, per-difficulty wins, NPC kills, and helmsman kills are pushed to the leaderboard.
Added XPerience and Skill Tree plugin support for raid completion rewards. XP amounts are configurable and scale with the difficulty multiplier.
Developer API
Added Developer API support for external plugin integration.
6 hooks:
OnRaidableBoatSpawned
OnRaidableBoatEngaged
OnRaidableBoatCompleted
OnRaidableBoatOwnershipChanged
OnRaidableBoatLootMilestone
OnRaidableBoatDefenderKilled
13 API methods for querying boat state, player stats, and NPC identity.
Refer to the plugin documentation page for full usage details and method information.
Added Deep Sea zone spawning support. Raidable boats can now spawn and navigate within the Deep Sea zone. New config options allow you to enable it, set how many Deep Sea boats can be active, how many to maintain, and how far they must stay from Deep Sea structures (islands, floating cities, ghost ships, portals). Use rboat.shownodes to view Deep Sea spawn points (yellow) alongside ocean ones (cyan).
Spawn and raid announcements now show whether a boat is in the Deep Sea or regular ocean.
Note: Adding "DeepSea" to Allowed Ocean Biomes For Spawning has no effect. Deep Sea spawning is now controlled separately through the Enable Deep Sea Spawning setting.
Added raid ownership system. The first player to engage a raidable boat claims it for themselves and their allies (Rust teams, Clans, Friends). Non-owners are blocked from looting, damaging, and mounting, and npcs will ignore them. Ownership expires after a configurable inactivity timeout.
Sinking & Loot Changes
Npcs now die when a raidable boat starts sinking. Previously, defenders could survive and continue shooting as the boat went down. Now all cannons and AI stop immediately when sinking begins, and NPC bodies remain as lootable corpses instead of disappearing.
Loot containers now drop floating bags when a boat sinks. A configurable percentage of storage containers will have their contents saved and dropped as floating bags at the water surface once the boat goes underwater. The rest of the loot sinks with the ship, meaning players who destroy a boat from a distance without boarding will not receive everything.
Added automatic night lighting. Light entities on raidable boats (lanterns, tuna lights, searchlights, ceiling lights, Chinese lanterns, jack o'lanterns) automatically turn on at night and off during the day. Furnaces and campfires are excluded.
Fixes
Fixed raidable boat entities being invincible on non-TruePVE servers due to incorrect damage hook return value handling.
Fixed boats bouncing above and below water when players were on deck.
Fixed a potential RPC error in OnProjectileAttack that could disconnect players when destroying containers.
Fixed NullReferenceException in OnServerSave when a boat was mid-destruction during a save.
Command Changes
Renamed all console commands from rb.* to rboat.* to avoid conflicts with Raidable Bases.
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.