The official starter fleet pack pack has also 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 escorts per raid boat (RHIB, Rowboat, or mixed), each with a driver and armed crew. Escorts can either orbit the main boat defensively or aggressively chase nearby players. Difficulty tiers can override escort count, NPC count, NPC health, loadouts, loot drops, and escort storage loot. Escorts automatically sink after all crew are killed (after a configurable delay), and raids can optionally require all escort crew to be eliminated before completion.
Turret System
Auto turrets, flame turrets, and gun traps placed in CopyPaste boat designs are now fully managed automatically. Admins only need to place them in the design. The plugin equips, powers, fuels, and loads them.
Auto Turrets: equipped with a random weapon from a configurable list (default: AK, LR-300, MP5, M39, Thompson), automatically loaded with ammo and powered. Supports attachments and configurable sight range.
Flame Turrets: automatically fueled with infinite fuel enabled by default.
Gun Traps: automatically loaded with ammo with infinite ammo enabled by default.
Turrets that are not wired to an electrical circuit are automatically powered on, while turrets intentionally wired by admins are left untouched so custom wiring logic still works. Auto turret inventories are locked so players cannot steal weapons or ammo.
Raid Milestones
Players now receive notifications when turrets are destroyed. A new optional setting Require All Turrets Destroyed prevents raid completion until all turrets are eliminated.
Core Improvements
Difficulty tier count settings changed from multipliers to direct overrides.
Profiles now support multiple CopyPaste files, allowing random boat designs per spawn.
Added random skin selection for deployables (boxes, doors, furnaces, lockers, fridges, sleeping bags, rugs, chairs, tables) so each raid can look different.
Raid progress messages now respect a configurable maximum distance (default 300m).
Boat ramps now spawn closed instead of open.
PvP & Raid Mechanics
Added two-direction PvP protection near claimed boats so raiders and non-owners cannot damage each other within a configurable radius during active raids.
Optional setting to destroy all locked doors when the boat hull is destroyed.
Added dome spheres that visually mark the raid zone around boats.
Defender counts now scale by difficulty tier (still capped by available cannons on the boat): Easy 2, Medium 4, Hard 6, Nightmare 8.
NPC improvements
Fixed defender health not applying correctly.
Locked NPC corpse wear inventory to prevent clothing looting.
Fixed defenders floating after dismounting.
Fixed NPC dismount cleanup errors.
Fixed NullReferenceException during NPC spawning caused by uninitialized network visibility groups after pasting.
Boat AI Improvements
Navigation now generates random destinations within ocean grid boundaries.
Boats detect ice along the entire travel path instead of only directly ahead.
Fixed boats endlessly circling waypoints.
Added a 15-second proximity timeout near destinations.
Removed premature engine cutoff zone that caused boats to stop too early.
Cannon Combat
Cannons now target player Tugboats, RHIBs, and Rowboats.
Fixed cannonball damage being blocked by TruePVE on player vehicles.
Boats now stop when colliding with player boats, 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"
This makes loot tables easier to edit, reusable across multiple profiles, and easier to share between server owners.
Command added: rboat.loottables - Lists all loaded loot tables, item counts, and which profiles use them.
rboat.pause / rboat.resume - temporarily pause or resume automatic spawning without changing configuration.
Admin Behavior Changes
Using ent kill on a raidable boat now performs a clean removal. No rewards, stats, or floating loot are generated, and engaged raiders are notified that the boat was removed by an administrator.
Admin entity kill no longer triggers raid completion.
Map Marker Fixes
Fixed map markers sometimes disappearing from boats.
Fixed ghost markers remaining after plugin reload.
Fixed radius markers disappearing from active boats.
Developer Hooks & Apis Several hooks and API methods are available for plugin developers integrating with Raidable Boats.
Hooks
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.