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Grid Power

(6 customer reviews)

Grid Power – Draw electricity straight from the Power Grid in Rust – on any map, be it a procedurally generated or a custom one!

$24.99

Sold By: Nikedemos

Description

Grid Power

Questions? Support? Join the discord: https://discord.gg/jYdnT2N


In short

Draw electricity straight from the Power Grid in Rust – on any map, be it a procedurally generated or a custom one! Ladder up the Power line Poles to upgrade their Transformers with components like Root Combiners (to replace missing/stolen/destroyed outlets that you plug into)  and Tech Trash (to permanently upgrade power output level, up to a configurable point). Maintain the service with long-lasting Fuses. But most importantly, protect your precious part of the grid from vandalism, theft and sabotage that will inevitably come from those jealous players!  Whatever you do, just be careful up there… high voltage happens to be highly dangerous. Always wear protective gear (like a hazmat suit) and don’t touch the wires while they’re live! As a bonus, this plugin also improves vanilla visuals with realistically hanging wires / hoses / Xmas lights, the slack of which (how loose they appear to be hanging) can be adjusted while placing. And this feature is completely optional, too. Goodbye, straight lines that look like steel rods – hello, actual laws of physics!


But don’t take my word for it – let the video speak for itself:

Still not convinced? Check out this in-depth, 20+ minutes long review and tutorial by srtbull!


1.0.2 UPDATE: Introducing working Street Lights for eligible poles! The lights go on between between 20:00 and 8:00 by default.

OJysrIA Grid Power


Quick start (for admins)

 

Quick start (for admins)

Upload the GridPower.cs file to your oxide/plugins folder and you should be good to go, it’s all plug-and-play. No need to restart your server!

If you’re loading it for the first time or it’s a new map wipe, the plugin will automatically locate all Power Line Prefabs on your map, randomly choose some of them (according to chances set in the default config)  and attach extra electrical entities to them to make them functional. Those entities should persist throughout the wipe and will be replaced if missing, on every plugin reload/server restart. Each Power line Pole will be assigned a number and its position will be stored in the data.

This will work on any map that contains at least one of the following prefabs:

assets/bundled/prefabs/autospawn/decor/powerline-small/powerline_pole_a.prefab
assets/content/props/powerline_poles/powerline_pole_a.prefab

Quick start (for players)

Locating functional Transformers

Not all Power Line Poles were made equally. Only a percentage of them (by default, 33% on average) will be functional. How do you recognise a functional one? Look up – if you see a Button attached to the top of the  Pole, and maybe even some pre-existing Root Combiner Outlets, that’s it!

[insert image here, maybe a player looking at a powerline pole with binoculars]

Laddering Up

Now that you have located a functional pole, you need to climb it.

Normally you cannot deploy Ladders on Power Line Poles and many other places (but oddly enough, you CAN deploy them on the horizontal planks at the top of a Pole!). However, Grid Power re-implements all the client-sided deployment logic to allow bypassing of that arbitrary-seeming limitation.

If you try to deploy a Ladder on a Power Line Pole, don’t be discouraged by the fact that the “ghost guide” is red instead of blue/amber. Click anyway and it will force it through! Ignore the message in the chat saying that the deployment failed – just like the colour of the ghost guide, it’s all client-sided and as such there’s nothing the plugin can do about it, visually speaking. But trust me, everything works as intended, despite what the client messages are telling you.

The Ladders can then be destroyed/picked up to be reused.

Maintenance

A Transformer can have up to 4 Outlets (Root Combiners). That’s where the players draw the electricity from. Those Root Combiners can be damaged/destroyed/repaired/picked up with a hammer (if you have Building Privilege) any time.

If there’s less than 4 Outlets, right-click on a Root Combiner Item in your inventory or drag it into the Fuse Box of the Transformer. You will hear a deployment effect and the Root Combiner will be deployed on the pole.

In order to be able to draw power from that Transformer, you need to put a Fuse inside. Right-click a Fuse in your inventory or drag it directly to the Fuse Box. Don’t worry – inside of the Transformers, those Fuses will last for much, MUCH longer than inside regular monument Fuse Boxes. By default, a brand new Fuse inside of a Transformer Fuse Box will last you for 12000 seconds (= 200 minutes, = 3.33 hours). This value can be increased or decreased in the config.

You can see how much time a fuse has left in the Transformer GUI.

By default, the Power Grid will produce electricity between 8 AM and 8 PM. The power output will follow a smooth curve, being the lowest in the morning/evening, and peaking at 2 PM.

Exactly how much RWs will be produced on each Outlet is determined by the Transformer’s Tech Trash level. By default, each Tech Trash inserted increases the peak power output by 5 RWs (up until a certain point – by default, that level is capped at 50, which translates to 250 RWs per Outlet at peak hours). Upgrade the level by right-clicking the Tech Trash item in your inventory or dragging it directly into the Fuse Box.

Inserting Root Combiners/Tech Trash is still possible even if there’s already a Fuse inside of the Fuse Box. The Fuse won’t be replaced as the sole Item in the slot, since Root Combiners/Tech Trash are consumed immediately.

Hooking Up & Hanging Out

Once there’s at least 1 Outlet present, you have a Fuse at hand, and the Grid is currently producing power – you’re all set. Take a Wire Tool, pick your favourite wire colour with the [RELOAD] button, typically R, and connect to the outputs of the Root Combiner Outlets to your own electrical devices, usually a Battery or another Root Combiner.

You will notice the text on top of your screen telling you what the current Slack of your wire tool / hose tool is. You can increase it with the [DUCK] button, typically CTRL, and decrease it with the [SPRINT] button, typically SHIFT. Larger Slack value means that the wire/hose will appear to be hanging more loosely. Smaller values will make it look tighter. Values close to zero will make it look like they look in vanilla Rust – i.e. not so good in comparison 😉

The final Slack value will be applied the moment you finalise your wire/hose connection. This hanging improvement applies to anything you do with Wire Tools/Hose Tools, not just Transformer Outlet connections!

For the Advanced Xmas Lights, it’s even better: you can adjust the Slack of each segment individually! After you place the Advanced Xmas Lights segment down, and you’re just about to place the next segment, adjust the Slack of the segment you have just placed down with [DUCK] and [SPRINT] buttons. You will see a preview of what it will make the segment look like. Placing the next segment down confirms the Slack for the segment before it.

Danger! High Voltage!

If the Grid is currently producing Power (by default, during daytime) AND a Fuse is inserted in the Transformer, all Root Combiner Outlets are considered live on that Transformer.

You can tell whether a Transformer is live or not: first, check your electric devices plugged in directly to the Grid. If they’re not currently receiving any charge, they’re not live. Similarly, you can look at the diodes on the Root Combiner Outlets. If they’re not on, the Transformer is not live either. Lastly, it’s pretty clear from the Transformer GUI.

If a player tries to connect/disconnect a wire to/from a live Outlet, or they’re trying to pick up the Root Combiner Outlet with a hammer, and they’re not wearing one of the items on a pre-approved list (see the Advanced Config section below), there is a 1.0 (100%) chance they will get electrocuted to death. Another way to guarantee electrocution is trying to clear connections named INTERNAL. Leave those alone!

Wearing protective clothing reduces that chance to 1 in 10 (10%, according to the default permission profile – see below). You can set that chance to 0.0 (0%) if you want to give your players a peace of mind.

Another way to guarantee 0% electrocution chance is making sure the Transformer is not live: either wait for the Grid to stop producing Power or take out the Fuse before doing anything else.

Permissions (Oxide.Grant user YourName [permission name starting with gridpower.])

By default, the plugin generates 3 permission profiles in the config – one for admins, one for normal players with no specific permissions (default) and one for VIP. More on permission profiles and config values they can handle can be found in the section Advanced Config.

Unless you have added more permission profiles, only these two below are going to be used by your config:

gridpower.admin

Holders of the admin permission will also be able to run the /gp_cfg and /gh_emergency_cleanup commands

gridpower.vip1

Holders of this permission will follow settings and limits associated with with that permission profile.

 

The permissions below are also registered, but not used by default. To use them, just create some permission profiles with those permissions as the key.

  • gridpower.vip2
  • gridpower.vip3
  • gridpower.vip4
  • gridpower.vip5

Automatic street lights

Depending on your map design, some power line poles might have lamps on them. All those lamps will now emit light, by default between 20:00 an 8:00, which just so happens to be the time when the grid production goes back to 0. You can also set the street lights to be always on, regardless of the time of day. The time settings for the street lights are independent of your power production time settings – they can overlap, one can start before midnight and end after midnight while the other one does not, etc.

Those street lights will work even on non-functional power line poles, e.g those without a button on top of them.

When on, the lights will flicker from time to time. How often they will flicker and how long individual flickers are going to be depends on your config – look below.


Admin F1 console/chat commands (must have ownerid/moderatorid/gridpower.admin permission)

If you’re typing those commands from the F1 console or the server console, drop the preceding slash in the command name.

/gp_cfg
Will allow the admins to change non-permission profile related config values on the fly (see below)

/gp_emergency_cleanup
Instantly kills all the plugin-related entities: fuseboxes, admin generators, root combiners and buttons. It won't
remove the power line entries in your data, however. All the killed entities will be re-generated
according to your current generation settings in the config next time your server restarts or the plugin reloads. If you want
to permanently get rid of them, unload the plugin, delete your oxide/data/GridPower.json, and load it back in.

"Ent killing" (or using a plugin like Remover) the power line fusebox is the equivalent of permanently removing it from the data
and it won't be re-generated any more on next reload.

Wiping your save file also automatically removes all the extra components and replaces them with new ones tailored to your map,
in accordance to your generation settings.

Configuration (oxide/config/GridPower.json and /gp_cfg console/chat command)

Vast majority of the settings can be configured with the /gp_cfg chat command. Typing it in the chat/console with no parameters should dump a rundown of config fields and their values.

In order to run any of the config commands, you will need to have ownerid or moderatorid (or the gridpower.admin permission).

/gp_cfg GridConstantPower [logical values (true or false)]
If set to true, the Grid will always produce electricity at its peak (100%), 24 hours a day  (DEFAULT: false)

/gp_cfg GridProductionStartAtHour [fractions (like 13.37) between 0.00 and 24.00]
The hour of the day when the power production starts climbing up from 0 (DEFAULT: 8.0)

/gp_cfg GridProductionEndAtHour [fractions (like 0.69, nice) between 0.00 and 24.00]
The hour of the day when the power production settles back at 0 (DEFAULT: 20.0)

/gp_cfg StreetlightsConstantPower [logical values (true or false)]
If set to true, the Streetlights will be on 24 hours a day. (DEFAULT: FALSE)

/gp_cfg StreetlightsTurnOnAtHour [fractions (like 20.4) between 0.00 and 24.00]
The hour of the day when the street lights turn on (DEFAULT: 20.0)

/gp_cfg StreetlightsTurnOffAtHour [fractions (like 8.2) between 0.00 and 24.00]
The hour of the day when the street lights turn off (DEFAULT: 8.0)

/gp_cfg StreetlightsReliability [fractions (like 0.5) between 0.00 and 1.00]
The reliability of the streetlight. The less it is, the more often it will flicker. At 1, which represents 100%, it never flickers. (DEFAULT: 0.95)

/gp_cfg StreetlightsFlickerLengthMin [fractions (like 1.2) between 0.00 and Positive Infinity]
The minimum random length of the flicker, in seconds (DEFAULT: 0.1)

/gp_cfg StreetlightsFlickerLengthMin [fractions (like 2.4) between 0.00 and Positive Infinity]
The maximum random length of the flicker, in seconds (DEFAULT: 0.5)

/gp_cfg GeneratorChancePowerlineFunctional [fractions (like 0.5) between 0.00 and 1.00]
The chance that a valid Power Line Pole will be made functional during generation. 0 represents 0%, 0.5 represents 50%, 1 represents 100% (DEFAULT: 0.33)

/gp_cfg FuseRequired [logical values (true or false)]
If set to false, the Transformers won’t need Fuses to produce power, just the right time of the day (if power is not 24/7)  (DEFAULT: TRUE)

/gp_cfg BuildingBlockPreventsButtonPress [logical values (true or false)]
If set to to true, if there’s any Tool Cupboards in the range of the Transformer, you need to be authorised on all of them to open the Transformer GUI (DEFAULT: TRUE)

/gp_cfg GeneratorInitialLevelMin [integers (like 7) between 0 and 1000]
The lower limit for the random Tech Trash level of valid Power Line Poles during generation (DEFAULT: 1)

/gp_cfg GeneratorInitialLevelMax [integers (like 7) between 0 and 1000]
The upper limit for the random Tech Trash level of valid Power Line Poles during generation (DEFAULT: 5)

/gp_cfg GeneratorInitialOutletsMin [integers (like 1) between 0 and 4]
The lower limit for the random number of Outlets of valid Power Line Poles during generation (DEFAULT: 0)

/gp_cfg GeneratorInitialOutletsMax [integers (like 3) between 0 and 4]
The upper limit for the random number of Outlets of valid Power Line Poles during generation (DEFAULT: 4)

/gp_cfg PowerlinePowerPerTechTrash [integers (like 7) between 0 and 1000]
How much RWs at peak hours are provided per 1 Tech Trash Level upgrade (DEFAULT: 5)

/gp_cfg PowerlineMaxTechTrashLevel [integers (like 7) between 0 and 1000]
The maximum level that a Transformer can be upgraded to  (DEFAULT: 50)

/gp_cfg PowerlineFuseDurationSeconds [fractions (like 420.69, nice) between 0.0 and Infinity]
How long (in seconds) a brand new Fuse inserted in the Transformer Fusebox will last (DEFAULT: 12000.0)


Protective clothing (only editable through oxide/config/GridPower.json)

  "ProtectiveClothing": {
    "hazmatsuit": null,
    "scientistsuit_heavy": null,
    "hazmatsuit_scientist": null,
    "hazmatsuit_scientist_peacekeeper": null,
    "hazmatsuit.spacesuit": null,
    "boots.frog": null,
    "hazmatsuit.nomadsuit": null,
    "pants": [
      1581896222
    ],
    "hoodie": [
      1581890527,
      1582492745
    ]
  },

Each entry has a key (the item shortname in quotes) and a value. If the value is null, it means all possible skins for that item shortname are accepted.

In the example above, we’re allowing all rubbery one-pieces (value is null, so any skin) and we’re also allowing pants with 1 possible skin or a hoodie with 2 possible skins to be treated as protective clothing. You will see that there’s no comma after the last entry on the list. BEFORE SAVING, ALWAYS VALIDATE YOUR JSON WITH A TOOL LIKE JSON LINT!


Permission profiles

Using profiles you can quickly create/edit different permissions for different players, for example, if you have more than 1 VIP tier on your server – just add some new profiles.

Different players can have different limits and permissions associated with using the Power Grid. To check which permission profile the player should fall under, the plugin goes through all permission profiles and checks whether the player has that permission granted. The permissions are checked in order, meaning that if the player doesn’t have the first permission, it will try the next permission on the list, etc (similar to how Auto Kits checks which kit to give to a player based on their permissions in order).

If the player doesn’t have any permissions from the list granted, they will fall back to the “default” profile. That’s the only one that you shouldn’t remove! If you remove it, a new one with default values will be created.

So if you don’t want your default, non-VIP players to use the power grid, don’t remove the default profile, just take away privileges in that profile (like upgrading/deploying ladders/pressing the button).

You don’t have to use the built-in VIP permissions – any REGISTERED permission from any plugin will do just fine!

By default, three permission profiles are generate in the config: default, gridpower.admin and gridpower.vip1.

The default permission profile will apply to any player who doesn’t have any permissions listed in the profile list – let’s have a look at it:

  "PermissionProfiles": {
    "default": {
      "PermissionRequired": "default",
      "GridCanDeployLadder": true,
      "GridCanDeployRootCombiners": true,
      "GridCanConnectDisconnect": true,
      "GridCanPressButton": true,
      "GridCanUpgrade": true,
      "GridDangerousWireElectricutionChance": 0.1,
      "HangingXmasLights": false,
      "HangingWiresAndHoses": false,
      "SubdivisionsPreview": 10,
      "SubdivisionsFinal": 50,
      "SlackMax": 5.0
    },
  • PermissionRequired should contain an already existing permission registered by any plugin in the form of pluginname.permissionname
  • GridCanDeployLadder allows players to deploy ladders on Power Line Poles
  • GridCanDeployRootCombiners allows players to deploy Root Combiners on Power Line Pole transformers by inserting them into the Fuse Box
  • GridCanConnectDisconnect allows players to use a Wire Tool to connect their own electrical devices to the Grid
  • GridCanPressButton allows players to access the Transformer GUI
  • GridCanUpgrade allows the players to upgrade the Transformer peak output by inserting Tech Trash into the Fuse Box
  • GridDangerousWireElectricutionChance defines how likely it is that a player will die from electrical accidents, even while wearing protective clothing
  • HangingXmasLights allows the players more control over how much the Advanced Xmas Lights will be hanging (purely visual)
  • HangingWiresAndHoses allows the players more control over how much the Wires/Hoses will be hanging (purely visual)
  • SubdivisionsPreview is the number of intermediary points used while showing the hanging Xmas Lights preview catenary curve of the last placed segment. The more points, the smoother it looks. (purely visual)
  • SubdivisionsFinal is it the number of intermediary points used for the final catenary curve of the hanging wires/hoses/xmas lights. The more points, the smoother it looks (purely visual)
  • SlackMax sets the maximum “looseness” of the wire/hose/xmas lights that the player is allowed. The more the slack, the longer the wire appears overall.

API hooks (for plugin developers)

All methods utilise the [HookMethod] attribute, which means you don’t call them through Interface.Call, you need to first create this field in your plugin’s main class…

[PluginReference]
private Plugin GridPower;

Then, call the hooks like so. It’s pretty self-explanatory what information they will provide you with.

bool isPowerConstant = (bool) GridPower.Call(“GridPowerIsConstant”);

bool isGridProducing = (bool) GridPower.Call(“GridIsProducing”);

float productionHourStart =  (float) GridPower.Call(“GridGetProductionHourStart”);

float productionHourEnd = (float) GridPower.Call(“GridGetProductionHourEnd”);

float currentGridEfficiency = (float) GridPower.Call(GridGetEfficiency”);

 

bool areStreetlightsAlwaysOn = (bool) GridPower.Call(“StreetlightsPowerIsConstant”);

bool areStreetlightsOn = (bool) GridPower.Call(“StreetlightsAreOn”);

float streetlightsHourStart = (float) GridPower.Call(“StreetlightsGetTurnOnHour”);

float streetlightsHourEnd = (float) GridPower.Call(“StreetlightsGetTurnOffHour”);



Translation support (oxide/lang/en/GridPower.json)

Almost every string the players see, including the text displaying in the chat and the GUI, can be edited. Just load the plugin and let it generate the file – after you edit it, reload the plugin.


EULA

I’m not going to speak legalese here. It’s going to be short and to the point. By purchasing Grid Power you hereby agree to these conditions:

  • If something goes wrong with your server (not that it will!) while using this plugin, you will not hold Nikedemos responsible. You use the plugin at your own risk. Always make sure you make backup copies before experimenting with anything.
  • You are granted a license to use the plugin on up to 6 servers at time. You have to be the owner or co-owner of those servers. This license will never expire. When the plugin gets updated, every license owner is entitled to an update.
  • You will not distribute this plugin in any shape or form – not on forums, social media, not to your friends, not to other server owners nor other plugin developers. Making plugins takes time and effort and I really appreciate respecting plugin developers by not stealing their work. The only way to legally own and use Grid Power on a server you own is to purchase a license. If you’re not a permanent co-owner on a particular server (that has been participating in the server costs/revenue), you can’t deploy the plugin there, even if you’re friends with the owner. They have to purchase a separate license.

6 reviews for Grid Power

  1. Mike Sullivan (verified owner)

    “Shockingly” good! I had no problems installing this on my personal server, and had no problems hooking up to a base. No more unsightly (and resource hogging) wind turbines, and a great way to power your base, compared to offering unrealistic test generators, fume producing small generators. This is the perfect plugin for roleplay servers, or any server thats heavily electrical dependent. Just don’t forget your PPE.

  2. Pascal Otten (verified owner)

    Really fun plugin 😀 😀
    it makes the game way more immersive.
    and with the hanging wires way more realistic
    I recommend this to everyone

  3. Allen (verified owner)

    This plugin is amazing! you no longer need wind turbines or solar panels just find a pole add a fuse and some tech trash and run a wire to your battery. its also really easy to configure you dont find that in vary many plugins, ive found no issues ( thats normal for Nikedemos plugins ) i would recommend every picks this up for their server, trust me your players will love it!

  4. Jeff Thibault (verified owner)

    Something that should have been added in game by Facepunch, this plugin is awesome, i like it. Make me feel its much realistic for electricity.
    It is maybe a little bit hard to figure out how to do this in game, but watching few times the video, make things alittle easier. My big mistake was to build too close to a monument, due to this the electric pole could not be accessed by a electric wire cable, monument restriction. But other than that, the plugin work like a charm. Finaly getting rid of generators, solar panel and windmill. For my PvE server, this come in handy. Thanks Nikedemos for this great plugin. Plugin dev, also a good listener for sugestion and fast reply on bugs and such. Definaly worth the 24.99$. 5/5 Stars.

  5. phudgee (verified owner)

    This is a great plugin! I love it! My players love it! Great way to keep players from bugging you about test gens 🙂 And the slack in the wires is a really nice touch. Well worth the cost!

  6. Eric Jacobson (verified owner)

    This is a feature that should have been added to vanilla eons ago in my opinion, in some form or another. That’s definitely not the case with most plugins that you run across. And there are plenty of config options to suit any server that you are running. It’s A+++

    Besides that, Nikedemos is an absolute professional. He’s a dev whiz, and his customer service is as good as it gets. You’ll never meet a nicer person with support problems, I can guarantee. Check out his other plugins like Vehicle Airdrops. They’re all VERY well done, and a pleasure to use. The people on my server love both of those addons, and I’m sure they will like Grappling Hook as well which I am just now setting up.

Only logged in customers who have purchased this product may leave a review.

Version 1.0.2 | Updated January 10, 2022
  • Fixed Fixed grid production hours: now if you start producing before midnight and end producing after midnight, the after-midnight part of the schedule will work correctly
  • Added Automatic street lights! For power line poles with street lights on them, the street lights automatically turn on between 20:00 and 8:00, flickering from time to time. You can change the hours in the config, they are independent of grid production hours.
  • Added Added API methods for checking the state of the grid power production / street lights / hours associated with those
Version 1.0.1 | Updated January 5, 2022
  • Added Two new config values: FuseRequired and BuildingBlockPreventsButtonPress (both true by default). For those extra lazy and extra paranoid, respectively.
  • Fixed Fixed the issue of devices plugged in to the grid turning themselves off randomly after some time. This is addressed by switching from static to deployed test generators.
  • Updated Now the grid can start producing power before midnight and stop producing after midnight the next day (for instance, if you want the grid to produce power only at night).

No custom license found. Refer to the TOS for License information!

Got something to discuss?


Customer
wesley
27 days 10 hours ago

Can you make a PVE for dummies version where all you have to do is wiretool the power line/pole and you’re good to go?
No need for protection from others or maintenance upkeep.
I would also like every single power pile and line to be live so players who fly into power poles and power lines get Tesla coil zapped until they out of it sort of like razor wire

Customer
DirtyDirtyHampster
19 days 11 hours ago

im not sure about the zapping part but there is a way in the config to have power on all the time and all poles to be powered. read the config file close.
I have no part in the making of this plug but i have played around with it and love it. . .

Customer
DirtyDirtyHampster
19 days 11 hours ago

I have a request. Can you put mini spotlights on the poles that turn on when there is power to the grid? Make the streets light up. please please, please. I’m begging you. lol. other than that its perfect

Support
Nikedemos
19 days 9 hours ago

Already been suggested and discussed on my discord, but you might have missed it if you don’t have access to the verified customer channel. Make sure you DM me your order ID so you can get the roles – the comment section is less than ideal way of suggesting new features!

Customer
Jeff Thibault
19 days 6 hours ago

I have just purchased the plugin, looks awesome, but i am unable to get the wire to plug it on any of the root combiner, even with building privilege. It wont connect at all.
GridPower v1.0.1

Support
Nikedemos
19 days 6 hours ago

Hi there! Not entirely sure what you mean by “it won’t connect at all”, but the best way to get tech support would be joining my discord at https://discord.gg/jYdnT2N and opening a new support ticket, quoting your order ID – let’s see what’s up!

Customer
SLi-Fox (TWM Seattle 1-3x)
5 days 6 hours ago

request: config option to disable lights.

 
Plugin FAQ – How do I use this .zip/.7z file I just purchased on my server?

• First, you want to unzip the file. You can do so by just double-clicking it to open, then drag the contents to the desired location (you may need to install an external unzipping software if you don’t already have one such as 7zip or winrar)
• Next you will find either a structure of folders or just the .cs file itself (it’s the actual plugin file itself).
• After that just install the .cs (plugin file) into your …/oxide/plugins/ folder where you will install plugins you ever need to.

Additionally, here’s a great video that easily covers adding a plugin to your server if you need! https://youtu.be/yWC_p97FhQA

• Installation is not included with any products on the site, however, if needed we may assist if you reach out to our support.