animal

  1. VisEntities

    Enemy Health Bar 1.2.0

    This plugin adds a floating health bar ui above entities you attack, such as npcs, animals, patrol helicopter, and others. It supports multiple color themes, and you can configure how long the ui stays visible and which entities trigger it. [H2 id='Permissions']Permissions[/H2]...
  2. VisEntities

    Horse Equipment 1.0.1

    This plugin equips horses with random equipment like saddles and armor as they spawn. [H2 id='Configuration']Configuration[/H2] { "Version": "1.0.0", "Chance For Double Saddle Seat": 50, "Chance For Single Saddle Seat": 50, "Minimum Equipment Slots To Fill": 1, "Maximum Equipment...
  3. VisEntities

    Chicken Coop 1.5.1

    This plugin adds a full chicken farming system where players can build coops, breed chickens, gather eggs, and raise their flock over time. [H2 id='Features']Features[/H2] Craft and build coops to house your chickens. Upgrade and unlock new sections of your coop. Paint your coop any color you...
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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.
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.
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. Make sure 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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