Seedless Food

Seedless Food 1.0.1

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Removes seeds from players' inventories when they eat fruits or vegetables
This Rust plugin removes seeds dropped from fruits and vegetables immediately after they are consumed by players. This prevents unwanted seeds, like those from berries, from filling up inventory space.

In the config, you can specify which foods will not drop seeds after being eaten.

Configuration

JSON:
{
  "Version": "1.0.0",
  "Food Item Shortnames": [
    "pumpkin",
    "corn",
    "potato",
    "black.berry",
    "blue.berry",
    "green.berry",
    "white.berry",
    "yellow.berry",
    "red.berry"
  ]
}
Author
VisEntities
Downloads
43
First release
Last update

Ratings

5.00 star(s) 1 reviews

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Latest updates

  1. 1.0.1

    Patched for October 3rd update.

Latest reviews

Simple QoL plugin - very useful for servers with high gather rates to keep a neat inventory. Easy to add to config is provided, simply add the shortnames of the items you dont want to produce seeds.
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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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