Repair Without Blueprint

Repair Without Blueprint 1.0.0

Allows repairing items even if the blueprint is not learned


This Rust plugin lets players repair items at a workbench even if they haven't learned the blueprint.

Permissions

  • repairwithoutblueprint.use - Allows the player to repair items at a workbench without needing the blueprint. Only required if Require Permission is enabled.

Configuration

JSON:
{
  "Version": "1.0.0",
  "Require Permission": true
}
  • Require Permission - If true, only players with the required permission will be able to repair items without knowing the blueprint.
Author
VisEntities
License duration
Unlimited
Price
7.99 USD
First release
Last update

Ratings

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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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