How do I remove the water from the submerged part?
Water Bases
$29.99
Sold by: NikedemosWater Bases allow players with appropriate permissions to easily build structures on the surface of the water – and even expand them underwater! – in a natural, vanilla-like way.
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Description
Description
Water Bases
Questions? Support? Join the discord: https://discord.nikhub.dev
In short
This Rust plugin allows players with appropriate permissions to build structures on the surface of the water – and even expand them underwater! – in a natural, vanilla-like way. No need for those tall, unstable pillars that have to reach the sea floor, just deploy your foundation on the water and expand it with a building plan/hammer! Those aquatic buildings follow all the rules of normal bases on your server stability/upkeep/decay – but also contain some unique features, like underwater nettings for collecting random junk items (with fully configurable loot tables) and some new and interesting building techniques. The plugin supports multiple config profiles based on permissions, so it’s a good way to reward your VIP players of different tiers. You decide who gets to build on the water, how big they can build, how far from the shore, the maximum building block tier – and many more! The plugin can also warn players if they’re building in the path of the Cargo Ship. The Submarine update is right around the corner – make your server water-ready today with Water Bases!
Watch the video below to see what water bases are all about.
And for the discerning individuals, here’s a 20+ minutes tutorial by srtbull!
“Isn’t this too OP?”
Not at all. Not even on default config! You have to gather the materials for a water base. Then you have to find the right spot. Then you have to build it, maintain the upkeep and defend it from potential raiders. There’s many config settings than you can adjust (like the cost of a water foundation, who can craft/build and where, what tier Workbench is required, how big the water bases can be built, etc). Living offshore is no picnic in itself, but for the right player, it will be the dream come true!
Everything still has to follow Rust rules – this is not an admin entity placement tool, it’s a familiar-feeling expansion to an already existing vanilla building system. Great on any map, but especially those where living space is at a premium, like one-grids.
“What about Cargo Ship, will it destroy structures in the way?”
By default, players will get a warning if they try to to build a water foundation in the path of the cargo ship, but their water foundation will stay. You can change this setting from “Warn” to “Prevent”, and the player won’t be able to build it in first place. Changing it to “None” will skip this check.
Every ocean path node creates a “bubble” with a configurable radius. See Admin chat commands section below to visualise those bubbles and guide your players to areas where they will be able to build without issues.
Quick start (for players and admins)
Upload the WaterBases.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!
Before you can build on water, you need some Water Foundations. Water foundations are re-skinned Inner Tube items (Shortname: innertube / Item ID: -697981032 ; mind the minus sign, it matters!) with a skin ID 2484982352 (https://steamcommunity.com/sharedfiles/filedetails/?id=2484982352) or 2485021365 (https://steamcommunity.com/sharedfiles/filedetails/?id=2485021365). That info is just in case you’d like to include those in your own Kits/Server Rewards shops/loot tables/custom crafting plugins.
How to obtain those within the plugin?
Crafting water base foundations (with Building Planner)
By default, all players will be able to craft, deploy, expand and reinforce water foundations. More on the limits and how to change them (how far/close to the shore, min and max depth of the water, how many water foundations allowed per building etc) in the section Advanced Config.
When a player equips a Building Plan, a small GUI will show in the bottom right (positions/colours etc can be changed in the config too). There, players will be able to craft deployable water foundations – both square and triangle.
Those crafted items will also be consumed when players expand their already deployed foundations or reinforce them.
The default permission profile requires a player to be close to a Level 2 Workbench – this requirement can be edited in the config to change the level needed, or you can turn off the need for a workbench altogether, per permission profile.
If you don’t want your players to be able to craft foundations – so they have to find them/buy them/earn them instead – you can disable it per-profile. In that case, they won’t see the GUI.
Giving with chat commands (admins only)
Type /give_square [amount] or /give_triangle [amount] to give yourself some foundations of that type. If you don’t specify an amount, you will only receive 1.
Deploying a “starter” foundation on water
Go out to the lake/ocean, select the water foundation as your active item and using the doughnut-shaped guide, deploy it on the water surface.
After trying to deploy/expand upon an existing water foundation, a couple of checks will be performed according to global config and individual permission profile for that player:
- Does the player have permission to deploy the first foundation/expand existing one?
- Is the player building blocked?
- How far is the player trying to build from shore (based on the map topology)? Too close/too far?
- How deep is the water where the player is trying to build? Is it too deep/too shallow?
- Is the player trying to build too close to the path of cargo/Oil Rig?
- Is the player allowed to have this many water foundations in the building?
If all the checks have been successful, a new twig floor, with a stability 100% (like normal foundations) will be built. It will have some indestructible floatation barrels attached to it, partially covering the water foundation’s soft side (the bottom). Then, a water foundation can be expanded, upgraded, protected with a Tool Cupboard (like any other buildings, really), or reinforced.
Expanding
Once you’ve deployed your first “starter” water foundation, all the subsequent foundations will be placed using vanilla building mechanics – just take a building plan and build some floors neighbouring your water foundation on the sides! If you have enough water foundation items of the required kind in your inventory, those newly placed floors will also turn into water foundations. And they can call be demolished/upgraded, just like normal twig structures, as soon as you place a Tool Cupboard.
Expanding a single-sided water foundation requires 1 proper water foundation item, expanding a double sided water foundation (reinforced one) requires two.
Reinforcing
Reinforcing a water foundation means making it double sided – so it fully covers the soft side AND gives you the ability to build from the surface down, to the seabed/lakebed! To reinforce, make sure a built water foundation is fully repaired, and them hit it with a hammer. If you have a required water foundation item in your inventory, it will be consumed and the foundation will be reinforced: you will see another floor with floatation barrels attached upside down.
If you try to expand a reinforced foundation (by attaching a floor at the bottom, reinforced side) and there’s no water foundation above it (normal orientation), it will try to create one, provided you have enough items in your inventory.
Reinforcements (upside down water foundations) are always associated with the water foundation they’re attached to and cannot exist on their own – if you destroy the water foundation, its reinforcement will be destroyed too. However, destroying the reinforcement will not destroy is water foundation.
Upgrading Water base structures
Building blocks inside your water bases have certain tier limits associated with them – it’s to help balance things out. By default, non-VIP and non-admin players will be able to upgrade water foundations to sheet metal tier, floor frames and wall frames to stone tier, and everything else (including walls, floors and reinforcement foundations) to wood tier. You can easily decide which permission profile has which max tier (per type of building block) in the config.
Water Base exclusive features
- Because water foundations are treated as floors with the stability of a foundation, you can place roofs at “ground level”, which is not possible with normal foundations!
- Similarly, you can leave a “hole” where a water foundation would be and place a floor frame with a hatch instead – now you can enter your base from the bottom, underwater!
- Reinforcing a water foundation means you’ll be able to build down from the surface to the bottom of the water to create extra layers of protection, or…
- Nettings deployed in wall frames underwater will collect random junk items with editable loot tables, including fish and diving equipment! This feature is heavily configurable and can even be disabled.
- But also Sharks! Read just below.
NEW IN 1.0.5: Beware the Netting Sharks!
If enabled, Sharks will randomly spawn around Nettings underwater. Especially ones that have accumulated a lot of items, but only if there’s at least 1 player within the distance of 100 meters from the Netting. As soon as the first item is caught in an empty Netting, a random silent timer will be set. Every additional item spawning reduces the timer left by a certain percentage (default by 8%). When it hits 0, AND local/global Netting Shark population limits haven’t yet been reached (all in the config), a Shark will spawn somewhere near that Netting.
The sharks have a configurable aggro distance and multipliers for speed and health. They will linger around the position of the netting that attracted them and try to pursue anyone in sight. Harvesting a Netting Shark corpse with a proper tool will yield some free items from its entrails – by default 5 times more than you’d normally get from a netting full of items from the default loot tables. Of course the default Shark loot tables in the config are, just like the Netting loot tables, completely configurable – check the config section below.
All in all, it’s like any other base… just on water, without annoying seafloor supports.
The stability of the water foundation is always 100% and goes down the higher you built. The stability of a reinforcement foundation also starts at 100% and goes down the deeper towards the seafloor you build. All the decaying things (walls, floors, doors etc) will require appropriate upkeep materials in the Tool Cupboard. Structures can be repaired, demolished, upgraded and removed using plugins. Bases can be raided, taken over or left to decay.
Water Bases Permissions (Oxide.Grant user YourName [permission name starting with waterbases.])
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:
waterbases.admin
Holders of the admin permission will also be able to run the /wb_cfg, /give_square and /give_triangle commands. Also, by default, they will be associated with the permission profile that has no limits on placing water foundations.
waterbases.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.
- waterbases.vip2
- waterbases.vip3
- waterbases.vip4
- waterbases.vip5
Admin chat commands (must have ownerid/moderatorid/waterbases.admin permission)
/give_square [optional arg: amount of items to receive] Will give the player a given amount of square-shaped water foundations. If no amount is provided, only 1 will be received. /give_triangle [optional arg: amount of items to receive] Will give the player a given amount of triangle-shaped water foundations. If no amount is provided, only 1 will be received. /draw_cargo This will draw a "bubble" (only for you, not every player) around every path node, and the bubble's radius will be taken from your config. If a player tries building inside one of these bubbles, they might get a warning or get prevent from doing so (because cargo ship destroys all structures in its way). Useful to visualise where your players can and cannot build, based on the cargo ship path. /shore_distance This will show you the current distance from the shore, to help you decide how close to/far from the shore to allow players to build. The unit used by Rust to measure shore distance is not in meters, it's something roughly equivalent to 1/10th of a map grid length. Mind you though, it's based off of the map's topology, so it should be fine on procgens, but if you have a custom map without topology layers reflecting the actual shoreline, you might want to disable relying on shore distance in your config.
Admin console / chat command
This command will work both from the chat (in that case, prefix it with a forward slash / ) and the console, (F1 or server/RCON console). Running this command as a player will require the waterbases.admin permission for players that are not moderatorid/ownerid enabled.
wb.give [square/triangle] [partial player name or full steam ID] If a player executes it in the chat or console in-game and they don't specify a recipient, it will be given to the player executing this command. Executing from the server console requires specifying the player.
Configuration (oxide/config/WaterBases.json and /wb_cfg chat command)
Vast majority of the settings can be configured with the /wb_cfg chat command. Typing it in the chat 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 waterbases.admin permission).
/wb_cfg RelyOnShoreDistance [logical values (true or false)]
If true, shore distance will be checked when players try to place water foundation. Maps, especially custom, might not have topology maps defined correctly – if you see deployment errors that don’t make sense according to your config, disable this check and rely on water depth instead (the farther from shore, the deeper). (DEFAULT: true)
/wb_cfg GlobalOceanLevelCheckBeforePlacing [logical values (true or false)]
If true, players won’t be able to place new Water Foundations if the ocean level is currently above or below the GlobalOceanLevelBaseline value. (DEFAULT: true)/wb_cfg GlobalOceanLevelBaseline[fractions (like 1.2345) between -1000.00 and 1000.00]
Set this value to whatever oceanlevel convar your server normally runs at. Typically it’s 0. This value is used in conjunction with GlobalOceanLevelCheckBeforePlacing. (DEFAULT: 0.00)
/wb_cfg CargoShipPathHandling [“Warn”, “Prevent” or “None”]
If a player tries building/deploying a Water Foundation too close to the path of the Cargo Ship, they will get, respectively, a warning (but the foundation will stay there anyway), they will be prevented from doing so, or nothing will happen. (DEFAULT: “Warn”)/wb_cfg MinDistanceFromCargoShipNode [fractions (like 1.2345) between 0.00 and 10000.00]
The lower this value (in meters), the closer to Cargo Ship paths players will be able to build water foundations (they will just get a warning, won’t be able to build, or nothing will happen – see CargoShipPathHandling). (DEFAULT: 40.00)
/wb_cfg UnderwaterNetsCollectJunk [logical values (true or false)]
If true, Nettings deployed in wall frames underwater will accumulate random low-tier items. The full loot table (items and their weights) can be edited in the config file. (DEFAULT: true)/wb_cfg UnderwaterNetsRandomTimerMin [fractions (like 1.2345) between 0.00 and 10000.00]
Minimum duration of time before the next random item spawns in a net (in seconds)./wb_cfg UnderwaterNetsRandomTimerMax [fractions (like 1.2345) between 0.00 and 10000.00]
Maximum duration of time before the next random item spawns in a net (in seconds).
/wb_cfg UnderwaterNetsItemLimit [integers (like 12345) between 0 and 100]
After this limit of caught items is reached, don’t catch any more items (at least until some despawn first).
/wb_cfg UnderwaterNetsSpawnSharks [logical values (true or false)] (DEFAULT: true)
If true, Nettings deployed in wall frames underwater will spawn Sharks nearby. The full loot table (items and their weights) can be edited in the config file.
/wb_cfg UnderwaterNetsSharkRandomTimerMin [fractions (like 1.2345) between 1.00 and 100000.0]
When the first item in the netting is caught, minimum duration of time before the next random Shark has a chance of spawning near a Netting (in seconds)/wb_cfg UnderwaterNetsSharkRandomTimerMax [fractions (like 1.2345) between 1.00 and 100000.0]
When the first item in the netting is caught, minimum duration of time before the next random Shark has a chance of spawning near a Netting (in seconds)/wb_cfg UnderwaterNetsSharkTimerShortenByPercent [fractions (like 1.2345) between 1.00 and 100000.0]
If this value is greater than 0%, every time an additional item is caught, the currently running timer to spawn the Shark gets shortened by this percentage./wb_cfg UnderwaterNetsSharkSpawningMinDistance [fractions (like 1.2345) between 2.00 and 100000.0]
Minimum distance from the Netting for a random Shark position relative to the Netting it spawns from. Sharks have big colliders, so make sure you set this value to at least 2 meters.
/wb_cfg UnderwaterNetsSharkSpawningMaxDistance [fractions (like 1.2345) between 2.00 and 100000.0]
Maximum distance from the Netting for a random Shark position relative to the Netting it spawns from. Over 100 meters, Rust makes Shark automatically go to sleep if no nearby players are found, so don’t set this over 100 meters./wb_cfg UnderwaterNetsSharkPopulationLimitLocal [integers (like 12345) between 0 and 1000]
Useful for limiting how many Sharks max can spawn around a given Netting (in a radius of 100 meters from that Netting). Many Nettings close together share the same space and thus the same limit./wb_cfg UnderwaterNetsSharkPopulationLimitGlobal [integers (like 12345) between 0 and 1000]
No more Sharks will spawn on the server AT ALL (around the nettings or in the wild) if this limit had been exceeded. Useful for balancing server performance./wb_cfg UnderwaterNetsSharkSleepDespawnTimer [fractions (like 1.2345) between 2.00 and 100000.0]
When no players are found within a 100 radius meters of a shark, a timer starts with this value. When it wakes up, the timer is cancelled. Adjust it to let sleeping sharks live longer./wb_cfg UnderwaterNetsSharkHealthMultiplier [fractions (like 1.2345) between 0.001 and 100.0]
Use values lower than 1 to give them less health, and higher than 1 to give them more healththan they’d normally have as vanilla Sharks/wb_cfg UnderwaterNetsSharkSpeedMultiplier [fractions (like 1.2345) between 0.001 and 100.0]
Use values lower than 1 to give them less speed, and higher than 1 to give them more speed than they’d normally have as vanilla Sharks/wb_cfg UnderwaterNetsSharkAggroRange [fractions (like 1.2345) between 0.001 and 100.0]
When a player underwater gets closer (in meters) to a Shark than this value, the Shark might pursue them. Default Rust vanilla is 15/wb_cfg SharkHarvestingLootEnabled [logical values (true or false)]
If true, harvesting a Shark corpse with a proper tool will have a chance of giving random low-tier items. The full loot table (items and their weights) can be edited in the config file./wb_cfg GuiNEW1AnchorMinX [fractions (like 1.2345) between 0.00 and 1.00]
Building plan crafting GUI anchor min x (left)./wb_cfg GuiNEW2AnchorMinY [fractions (like 1.2345) between 0.00 and 1.00]
Building plan crafting GUI anchor min y (bottom).
/wb_cfg GuiNEW3AnchorMaxX [fractions (like 1.2345) between 0.00 and 1.00]
Building plan crafting GUI anchor max x (right).
/wb_cfg GuiNEW4AnchorMaxY [fractions (like 1.2345) between 0.00 and 1.00]
Building plan crafting GUI anchor max y (top).
/wb_cfg GuiNEW5OffsetMinX [fractions (like 1.2345) between 0.00 and 1.00]
Building plan crafting GUI offset min x (left)./wb_cfg GuiNEW6OffsetMinY [fractions (like 1.2345) between 0.00 and 1.00]
Building plan crafting GUI offset min y (bottom).
/wb_cfg GuiNEW7OffsetMaxX [fractions (like 1.2345) between 0.00 and 1.00]
Building plan crafting GUI offset max x (right).
/wb_cfg GuiNEW8OffsetMaxY [fractions (like 1.2345) between 0.00 and 1.00]
Building plan crafting GUI offset max y (top)./wb_cfg GuiTextSize [integers (like 12345) between 0 and 100]
Building plan crafting GUI text size.
/wb_cfg GuiButtonColor [hexadecimal numbers WITHOUT preceeding # (like 3db4b3)]
Building plan crafting GUI button background colour (hex number, no preceeding hash)./wb_cfg GuiTextColor [hexadecimal numbers WITHOUT preceeding # (like 3db4b3)]
Building plan crafting GUI text colour (hex number, no preceeding hash)./wb_cfg GuiButtonAlpha [fractions (like 1.2345) between 0.00 and 1.00]
Building plan crafting GUI button alpha (0 = fully transparent, 1 = fully opaque)./wb_cfg GuiTextAlpha [fractions (like 1.2345) between 0.00 and 1.00]
Building plan crafting GUI text alpha (0 = fully transparent, 1 = fully opaque)./wb_cfg EnableBarrelEntities [logical values (true or false)]
If true, water foundation and reinforcements will spawn barrels for visuals. If you’re worried about potential server lag with extra entities, set to false, but it will fully expose your foundation/reinforcement soft sides. Changes will take effect for newly deployed foundations or after server restart. (DEFAULT: true)
Advanced config (only editable through oxide/config/WaterBases.json)
Water foundation crafting cost
Here you can adjust how much it costs to craft water foundations. Make it more expensive, less expensive, or add/remove required materials. The cost will stay the same for all permission profiles.
A full list of short names for items can be found at https://www.corrosionhour.com/rust-item-list/
"CraftingCostSquare": [ { "Shortname": "wood", "Amount": 100 }, { "Shortname": "metal.fragments", "Amount": 200 } ], "CraftingCostTriangle": [ { "Shortname": "wood", "Amount": 50 }, { "Shortname": "metal.fragments", "Amount": 100 } ],
Shortname should belong to one of the available items in-game.
The amount should be a whole number larger than 0 and smaller than the limit of a signed 32-bit integer (2 147 483 647).
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 building water bases. 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 build water bases, don’t remove the default profile, just take away privileges in that profile (like deploying/expanding/reinforcing).
You don’t have to use the built-in VIP permissions – any permission from any plugin will do just fine!
By default, three permission profiles are generated in the config: default, waterbases.admin and waterbases.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", "MaxBuildingGradeGeneric": "Wood", "MaxBuildingGradeFrames": "Stone", "MaxBuildingGradeWaterFoundations": "Metal", "WaterDepthMin": 2.0, "WaterDepthMax": 100.0, "MaxWaterFoundationsPerBuilding": 25, "MinDistanceFromOilrig": 200.0, "MinDistanceFromShore": 2.0, "MaxDistanceFromShore": 20.0, "CanDeployWaterFoundations": true, "CanReinforceWaterFoundations": true, "CanExpandWaterFoundations": true, "CanExpandReinforcedFoundations": true, "CanCraftWaterFoundations": true, "RequireMaterialsForCrafting": true, "WorkbenchLevelRequired": 2.0, "CanDeployUnderwaterNets": true, }
- PermissionRequired should contain an already existing permission registered by any plugin in the form of pluginname.permissionname
- MaxBuildingGradeGeneric, MaxBuildingGradeFrames andMaxBuildingGradeWaterFoundations define the highest allowed grade for a particular part of a water base. Generic means anything that’s not a water foundation or a door/floor frame (that includes normal floors, walls, half walls, and inverse foundations). For those 3 settings, the accepted options are “Twigs”, “Wood”, “Stone”, “Metal” or “TopTier”. Set all of them to “TopTier” if you don’t want any tier limits on water bases.
- WaterDepthMin and WaterDepthMax define the allowed range for water depth when placing water foundations – to make sure that certain players are not building in water that is too shallow/too deep. The unit meters.
- MaxWaterFoundationsPerBuilding is what it sounds like it will prevent a player under this permission profile from adding more water foundations to a water base, limiting their size. Set to a large value like 100000 for virtually no limits.
- MinDistanceFromOilrig will define the minimum distance from the closest oilrig (in meters) that has to be respected before placing a water foundation down. Decrease to let players build closer, increase to make them build farther away.
- MinDistanceFromShore and MaxDistanceFromShore both rely on your map topology. If you’re sure that you’re quite close to the shore, but the /shore_distance command shows you ridiculous values, it means your map does not have the topology map painted properly (contact the map dev and let them know!). In that case, you should set the RelyOnShoreDistance option in the config to false and instead rely on water depth (if shore distance is enabled, it will rely on both). The unit here is not a meter, but roughly 1/10th of a map grid (around 15 meters).
- CanDeployWaterFoundations if set to true, will allow players using this profile to deploy newly started foundations (using the doughnut guide, provided they have a properly shaped water foundation item to be consumed).
- CanReinforceWaterFoundations if set to true, will allow players using this profile to reinforce water foundations by hitting them with a hammer (provided they have a properly shaped water foundation item to be consumed).
- CanExpandWaterFoundations if set to true, will allow players using this profile to build more water foundations upon already existing ones by placing neighboring floors with their building plan (provided they have a properly shaped water foundation item to be consumed).
- CanExpandReinforcedFoundations if set to true, will allow players using this profile to attach a floor to the side of a reinforcement foundation – and as long as they have 2 water foundation items in their inventory, they will expand that reinforced foundation along with its water foundation.
- CanCraftWaterFoundations if set to true, will allow players using this profile to craft water foundations using a GUI in the bottom-right (showing while a Building Plan is equipped). Profiles with this setting set to false won’t display those GUIs and players will have to find other ways of obtaining water foundations (loot, kits, server rewards etc).
- RequireMaterialsForCrafting if set to true, players using this profile will need to have required crafting materials in their inventory when trying to craft a Water Foundation. If set to false, the player will be able to craft an infinite amount of water foundations for free, so use them with caution.
- WorkbenchLevelRequired Set to 0.0 (no workbench nearby required), 1.0 (Level 1 required), 2.0 (Level 2 required) or 3.0 (Level 3 required) for crafting Water Foundations.
- CanDeployUnderwaterNets if set to true, players will be able to deploy nettings in underwater wall frames. Those settings will slowly accumulate underwater junk items if the feature is enabled on your server – look below for the loot table configuration.
Underwater junk & Netting Shark loot tables
If you have not disabled underwater nets collecting junk, this is where you can adjust the kind and rarity of certain items. You can even remove entries and add your own, including a custom skin and item name!
A “loot table” is perhaps not the right term, as the list contains individual chances of a “caught” item being of a particular kind. There can be only 1 item caught at a time, and the table defines random weights for every possible entry. The larger the weight (compared to the sum of all weights), the bigger chance of encountering a particular item. So if you have 10 entries and each of them have a weight of 1, each item will have an equal 10% chance of being one of the random entries in the list (as the weights sum up to 10).
Thus you can have some items really common, and some of them really rare. Here are 2 sample entries from the list:
{ "Shortname": "innertube", "CustomName": null, "SkinID": 2484982352, "RandomChanceWeight": 1.0, "MinRandomAmount": 1, "MaxRandomAmount": 1 }, { "Shortname": "innertube", "CustomName": null, "SkinID": 2485021365, "RandomChanceWeight": 1.0, "MinRandomAmount": 1, "MaxRandomAmount": 1 },
- Shortname is the most important bit – make sure it’s correct! You can find a link to a full list of those names above.
- CustomName lets you give items caught in the netting different names. You can leave that null to leave a default item name. In this example, the two items are water foundations – the proper name for those items will be applied automatically by the plugin anyway. Whatever you type there, make sure to encompass it in quotes, like “CustomName”: “My Custom Item Name” if it’s not null!
- SkinID is pretty self-explanatory – it’s the long number in the URL of a Steam Workshop item. By default, it’s 0 (no skin).
- RandomChanceWeight lets you decide the item’s rarity when spawning – relative to the rarity of other items. Increase or decrease this number (it can be fractional) to make the item more or less rare.
- MinRandomAmount and MaxRandomAmount are what they sound like – they should both be larger than 0 (whole numbers) and when that particular item is caught, the stack will contain an amount between these two numbers.
Translation support (oxide/lang/en/WaterBases.json)
Almost every string the players see, including names for the water foundation items and messages 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 For Water Bases
I’m not going to speak legalese here. It’s going to be short and to the point. By purchasing Water Bases 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 a 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 or 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 Water Bases 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.
Check out more of my work here! https://lone.design/vendor/nikedemos/ Join the Lone.Design Discord Here! https://discord.gg/VEesZs9
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Version History
- Added Included optional harmony fix for JunkpileWater entities spawning inside water bases
- Fixed Fixed water depth issue (too shallow even though it clearly wasn't) and/or invisible foundations
- Updated Update for October 2024 forced wipe
- Fixed Fixed oilrig distance not working
- Fixed Fixed the tooltip messages (toasts) not working properly
- Added Update for the September 2024 forced wipe
- Updated Update for the May 2024 forced wipe
- Fixed Update for the April 2024 forced wipe
- Fixed FINALLY fixed the issue with Water Bases re-appearing without barrels after server restart. Thank you very much to all of you who reported this problem, helped me test, but most of all, patiently waited for the fix. Thanks to misticos for actually providing the fix! Terribly sorry this took unusualy long. Make sure you update ASAP! Water Bases are back!
- Added Added new config value: AdjustDeployedWaterLevel (true by default). If true, the when deployed from an inflatable, the starter foundation will auto-adjust itself to be at the water level (classic behaviour). If false, it will stay at the depth you placed it at.
- Fixed Fixed water foundations becoming invisible after deployment. After reloading, all the invalid (invisible) water foundations will be killed and you should see an info about this in the console. Sorry about that! Thanks to everybody who reported the issue and to misticos for providing us with a quick fix
- Fixed Fixed the depth a new water foundation is placed at, while using the inflatable tool. Now all water base foundations are at the same water depth
- Fixed MUST HAVE UPDATE: Fixed botched 1.0.10 update - sorry about that. Because of the new Adobe brick, individual Water Base building blocks are no longer identified by unique skins, but rather unused entity flags.Due to this, unfortunately, you will have to replace all your WB structures placed between Forced Wipe and now - but the good news is, all the issues (not being able to upgrade, missing barrels, grades defaulting to twig) have now been resolved and all features (placing, extending, double-siding, upgrading, nettings, sharks) thoroughly tested.
- Updated Update for May 2023 forced wipe
- Updated Update for April 2023 forced wipe
- Added Added compatibility with plugins that raise the ocean level, making it so that players cannot build new Water Foundations (but they can still reinforce existing ones) if the oceanlevel convar is something else than a pre-configured value (default 0). This functionality is enabled by default. To achieve this, added two new config values: GlobalOceanLevelCheckBeforePlacing and GlobalOceanLevelBaseline.
- Added Added a console (and also chat, if you prefix it with a / slash) command: wb.give, mainly for plugins that require a server to run a command to obtain custom items. USAGE: wb.give [square/triangle] [partial player name or full steam ID]. If a player executes it in the chat or console in-game and they don't specify a recipient, it will be given to the player executing this command. Executing from the server console requires specifying the player.
- Fixed Not a single tester was able to reproduce the infamous inverse foundation server freeze/crash while testing this particular build, so I'm hesitantly going to assume the problem no longer applies. If it still occurs, please let me know so I can send you the debug-enabled version to test!
- Updated Switched to the new recycling hook, no more messages about it being deprecated at the end of this year. It was not a big deal to begin with (as this update was planned before December 2022), but it will hopefully mean 1 less line of spam in your console and infinitely less concerned customers reporting it to me at least once a week.
- Fixed Fixed the shark loot: now the harvest loot will properly draw from its appropriate loot table, as opposed to accidentally sharing the underwater junk table before 1.0.7 (this was purely accidental and never my intention - obviously the shark loot was supposed to be buffed)
- Added To prevent sharks from spawning in water that's too shallow, new config value UnderwaterNetsMinWaterDepth has been added (also to /wb_cfg). If the water isn't deep enough, the netting will be destroyed to save on performance (as it would've been useless otherwise). It will not affect the nettings placed by players up to this point, but it will prevent them from placing any new nettings in water that's shallower than 5m. If you don't have sharks enabled, you can reduce this value to as low as 0, skipping this extra check.
- Added Added new config value, PlayerMessagesAsToasts (also to /wb_cfg). If true, all messages directed at players will display as Rust-native Toasts (briefly flashing messages at the bottom of the screen). If false, those messages will go in the chat like they have been before 1.0.7. This adds to the native feel of Water Bases, but if you don't like it, just set it to false. Any /wb_cfg messages will still display in the chat, despite this setting.
- Added Added optional Netting Sharks: if enabled, they will randomly spawn around Nettings if there's at least 1 item caught and at least 1 player in the radius of 100 meters. Shark corpses, when harvested, yield items from a configurable loot table at random. By default, it's the same as the default loot table for the nettings, but it can be modified in any way you please. In fact, nearly everything about the Netting Sharks can be modified: of course their loot table (which can also be disabled completely), their health, speed, aggro range, how often they spawn, maximum number of sharks per given radius, maximum number of sharks on the server, and and a few other bits - so definitely check out the new section on the product page and the individual entries related to that in the config
- Added Added a system that detects players trying to expand a water foundation by slapping another doughnut close to it - and then destroying that foundation, refunding them the item, and telling them what they're doing wrong and how to expand with a building planner. Added a new string in the LANG about it (MSG_MSG_DEPLOY_RESULT_PEBCAK), it can be modified to sound less snarky.
- Updated Reworked the GUI: since now Rust clients properly scale plugin UI in accordange to the user set scale, it's possible to create GUIs that work well on all scales/resolutions. This new approach means that it will look right no matter what your players screen is like. Now there's 8 values in the config related to GUI positioning. The old method with 4 values (anchor min x, min y, max x, max y, and no offsets) is no longer viable and although it has not been removed (you can switch back to it by setting the config value GuiUseNewPositioning to false), but most players that always used default settings on 1920 x 1080 on user scale 1 will NOT notice the difference (and that's a good thing!). Everyone else who had a non-standard screen resolution will suffer under the old UI system, so I recommend playing around with offset values on screen (leave the anchors alone). All the offset values are pixel values, where decreasing a number make a GUI element go left (or down), and increasing a number makes it go right (or up). X means left-right, Y means down-up.
- Fixed Minor fixes and optimizations that don't require a novel to tell you about
- Added Added new config value: RestrictBuildingToMapGrid, default false. Set to true if you don't want your players to be able to deploy water foundations outside the map grid. Use chat command "/grid_pos" to see where Rust considers the map grid to begin and end.
- Fixed Optimising some stuff
- Added /draw_cargo can now be used by everyone
- Fixed Fixed the issue where normal nets placed over water would start collecting items after plugin reload/server restart
- Fixed Fixed issues with deployed stuff having no skin or wrong skin
- Added New config values: GuiButtonAlpha, GuiTextAlpha and EnableBarrelEntities (default true)
- Fixed Fixed barrels not being re-created properly sometimes after server restart
Discussions (27)
27 thoughts on "Water Bases"
Leave a reply
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Hello! It’s not possible and it most likely never will (not until something changes in vanilla Rust one day, at least). Water visibility is entirely client-sided, and not something we can change from the server side, unfortunately. It’s not possible to “carve out” water volumes other than by pre-placing static prefabs in the map file itself (and once placed at pre-defined positions, they can’t be removed later).
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Hello,
Can you tell me that it can be translated into Spanish in the oxide/lang folders please?
Greetings -
Oh man. This looks cool. Don’t suppose there is a Christmas sale coming real soon?
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Failed to call internal hook ‘OnEntityBuilt’ on plugin ‘WaterBases v1.0.14’ [2732160312] (The given key ‘waterbases.default’ was not present in the dictionary.)
at int System.Collections.Generic.Dictionary.get_Item(string key)
at void Oxide.Plugins.WaterBases.PostDeploymentChecks(BasePlayer player, BuildingBlock newWaterFoundation, bool deployedFromInflatable, out DeploymentResult result, int neededItemAmount) in /home/container/carbon/plugins/WaterBases.cs:line 4361
at void Oxide.Plugins.WaterBases.TurnFloorIntoWaterFoundation(BuildingBlock floor, BasePlayer buildingPlayer, bool deployedFromInflatable) in /home/container/carbon/plugins/WaterBases.cs:line 4513
at void Oxide.Plugins.WaterBases.OnEntityBuilt(Planner planner, GameObject gameObject) in /home/container/carbon/plugins/WaterBases.cs:line 776
at object Oxide.Plugins.WaterBases.InternalCallHook(uint hook, object[] args) in WaterBases.cs/Internal:line 221 -
cant get this to work keep getting error saying not allowed to build this far from shore even though i have everything set to infinity I’ve tried right up to the shore and far away nothing makes a difference
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Hi there! Sorry to hear you’re having issues. Please message me on Discord, link on the top of the product page, quoting your order number. I’m 99% sure there’s an easy fix for checking shore distance, unless you’re running an unusual custom map.
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Hello
Water bases cannot be used with the copy Paste plugin.
Does anyone have a solution? Another plugin that could replace copy paste?
Can we hope that the water base plugin could have an option like this? -
Noticing issues with the decay multiplier – it does not appear to be doing anything when changed. Additionally, the decay amount of significantly lower than if you placed the exact same footprint on land using normal foundations. Not sure why it would be doing that?
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The plugin seems to stop functioning for me on our PVE server.
We try and place a foundation and it instantly breaks and returns it to my inventory.
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hello
I need help really fast !
1. how do I place a hatch?
Ive built a frame part as usual but not in the middle, its an outer base part. I got the frame up. all other foundations arround are reinforced.
the hatch is also showing up blue, so it should be placable. but it doesnt work, maybe while water is going over it all the time.2. how can I raise up the parts a bit from surface of water, that water isnt going over it?
After some testing, I can say that I can only place a hatch into a frame when all other parts arround placed at once and these are symmetrical.
First try was with squares and triangles arround and first without than with reinforced foundations, but both doesnt work.
and I cant place a hatch if the frame is an outer base part and not surrounded by other foundations-
with this, question 2 isnt needed anymore
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every time i try to deploy a base section it instantly breaks and returns to my inventory , please hlep
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Hi!
Is there any way or plugin, to deploy or use electrical components and deployables underwater? Is a epic mod and we all enjoy it, but we like to add some juice to the bases under the water too.
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Could you add in the option to craft more than one water foundation at a time?
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I’m hoping you can help with this. Sometimes I and my players can recycle the foundations and sometimes we can’t. I have not been able to narrow down anything relevant to why this should work at times and not at others. The only recycler relevant plugins I am running are ExtendedRecycler and RecyclerSpeed, neither of which should affect the output of recyclers.
Any idea what could be going on here? Thanks for such an excellent plugin!
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Hello,
Every time I edit the config files to add new items or even just edit the amounts of items dropped it gives me this error: WaterBases] UNLOAD TIMING DEBUG: PHASE 1 = 350 ms, PHASE 2 = 375 ms, PHASE 3 = 365 ms, PHASE 4 = 0 ms, PHASE 5 = 0 ms. in the config and generates a new config. I was hoping you could help, thanks!:)-
Hi there! It most likely means there’s something wrong with the final JSON file, perhaps a typo or a missing character when you edit it? There’s a neat tool available at https://jsonlint.com where you can upload your modified JSON file before reloading the plugin, it will usually tell you if there’s anything wrong purely based on syntax (of course, it’s not AI that will auto-magically tell you if the configuration is wrong, as it has no idea of that, just checks if all the brackets are closed, checks for just the right amount of commas, etc)
If that doesn’t help, hit me up on discord directly (username: Nikedemos) or you can open a ticket at https://discord.nikhub.dev
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Thank you, I will give it a whirl.
Appreciate you!:)
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I get this console error randomly throughout the day, every day – not really sure if I need to be worried about it or not:
NullReferenceException: Object reference not set to an instance of an object
at Oxide.Plugins.WaterBases.CreateRandomItemFromTable (System.Collections.Generic.List`1[T] table, System.Single weightSum) [0x000a7] in :0
at Oxide.Plugins.WaterBases+UnderwaterNetHelper.TryCreateRandomUnderwaterJunk () [0x00026] in :0
at Oxide.Plugins.WaterBases+UnderwaterNetHelper.FixedUpdate () [0x00013] in :0
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Hello! Did you modify your default underwater junk loot tables in any way, like added/edited elements? It looks like one of the entries there might be causing the null error, for example when trying to create a non-existing item (misspelt etc). If you didn’t modify anything and you’re just relying on defaults, it could mean the default list itself contains an element that causes the Null Reference Exception. Either way – please get in touch with me on Discord (I’m on the Lone.design one, or you can join mine at https://discord.nikhub.dev) and let’s see what’s going on! Nothing for you to worry about, but of course I understand the console spam gets old after a while.
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I can’t place stuff on the water foundation. It says can’t be placed in the water.
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is there a way to stop the water junk piles spawning in the water bases
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I am currently getting an error when trying to place any item on the water base foundations “Cant be placed in water”… havent had it prior wipes, is there an issue?
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It appears to be only happening in an Oasis Lake 2 grids from shore, I do have from shore set to 2000 to test why it lets me build the waterbase foundations, but I cant set anything down on them?
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https://codefling.com/plugins/pocket-dimensions
There seems to be a conflict. Can you resolve it?
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Hello! Are you saying that there’s a conflict between Water Bases and Pocket Dimensions in some way? What sort of a conflict? Are you getting any errors in the console, or is the behaviour with one of the plugins unusual in some way – but only when both of them are loaded at the same time? Let’s see what’s going on. Could you please message me on Discord so we can discuss this in a more convenient fashion? https://discord.nikhub.dev
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Setup
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.
Currently all products on Lone.Design will be contained within a zipped file which is the .7z or .zip that you see. I believe windows 10 and up can unzip on its own without 3rd party tools, but in that case, if you’re unfamiliar with zipped files here are 2 programs I recommend to easily unzip zipped files.
Video On How to Zip and Unzip: https://youtu.be/Ep-L3PjBPCk (TechInsider Youtube Channel)
Zipping/Unzipping Tools
Winrar https://www.rarlab.com (I used to use for years, but works great!)
7zip https://www.7-zip.org/a/7z2107-x64.exe (the one I use currently)
Charles Young (verified owner) –
If you want your players to have more ways to build, this is def. the way to go. And the fact that you can “reverse build” underwater is insane. Love it. And the players are already having fun with it.
Connor Koenig (verified owner) –
Nice plugin, active dev to help with any issues or questions. +1
Patriot (verified owner) –
Makes making water bases easier for everyone!
flouONEs (verified owner) –
A very good plugin, I liked the idea of the plugin, as well as the implementation, the plugin is made with high quality, I will install it on the server, see how people like it) But if we liked the plugin, then the plugin is really worthwhile, I advise everyone.
deyowan (verified owner) –
Fishing nets?!? Genius! Can’t wait to see how well this is going to fit with the upcoming submarine transport!
Warkingz (verified owner) –
The one of the best mod for your server to have with the submarine coming out soon and the water world maps it works like a dream this will work with any type of server vanilla as the config is easy to work with thank you for the plugin Nikedemos
rustland.pl (verified owner) –
best build mod plugin!
Audrey Athiel (verified owner) –
Super plugin! on se croiraient sur raft j’adore <3 si un jour ça navigue réellement on sera au top :p , manque plus qu'un beau requin dans l'eau ^^
sundeepdpatel (verified owner) –
Fantastic Plugin, east setup. Every option is available in config allowing server owners to fully customize the plugin. It’s great that you can structure the plugin to fit your VIP packages! I’m looking forward to future releases from this developer.
SLi-Fox (TWM Seattle 1-3x) (verified owner) –
Simply outstanding! The plug-in has worked without issue since release.
I would love to see some companion plug-ins such as a turret that a player can turn into a torpedo laucher that can target players, boats, and the upcoming submarines!
Anthony Villarreal (verified owner) –
Really cool and easy to use.
Slamcheeks (verified owner) –
Great plugin, would definitely recommend it if you wanna expand beyond normal building parameters. Awesome dev and gives quick responses.
AtomicTexan (verified owner) –
Love this plugin. Probably the most fun I’ve had with a plugin.
love the item catcher feature. If there is any improvement needed it would be sweet to be able to stick a boat engine on it and a boat seat somewhere and drive the base around LOL Anyways love the plugin. was worth every penny..
benragin (verified owner) –
This is a game changer. You can be sure your audience will be amazed because Nikedemos is the creator. Bought a few more items from him today and will continue to support him. I’m a noob at this and he was very understanding and patient with me 10/10
Kleementin (verified owner) –
Important to mention is that cargo ships definitely can damage buildings.
Happened to me very often now. Still trying to figure out how to prevent that.
Author says the only way to prevent that is to set up a custom cargo path with RustEdit.
It’s not as easy to prevent that as told under “What about Cargo Ship, will it destroy structures in the way?” cause the ships could still act unpredictable no matter if you check their paths before.
I really liked the idea of freedom of building on the water but seems one can either choose between building near to the shore or far out on the sea. Still testing this though cause I didn’t find any setting yet that prevented damage to buildings.
andreas.weiss.do (verified owner) –
Nikedemos is a very helpful and active developer. Another ass kicking plugin – great job!
Lyee Channel (verified owner) –
how to build netting?? can someone gift me tutorial??
Daniel Stinebaugh (verified owner) –
wow, just WOW! This plugin is amazing! Already an instant hit with my server members, and I am blown away at the though that went into it! Very well done!
Angelchris (verified owner) –
HAllo, ich finde das Plugin an sich super. Aber wie kann man es einstellen, das man die Fundamente ordentlich aneinander setzen kann?
Kann mir da jemand helfen oder einen Tipp geben?
Danke
Nikedemos –
Hi there! German is not my strong suit, so assuming Google Translate has not messed up: If you want to put the Water Foundation neatly together, deploy your first foundation on water, using the blue doughnut. Then, just use your normal Building Plan to place regular vanilla floors next to the first deployed foundation – and they will turn into more water foundations
Skyler keck (verified owner) –
really cool to use everyone seems to be enjoying lets go another amazing mod
Angelchris (verified owner) –
@ Nikedemos.
Vielen lieben Dank. Hat wunderbar funktioniert. Super Plugin.
Matthew pease (verified owner) –
very cool plug-in and the players love it
SLi-Fox (TWM Seattle 1-3x) (verified owner) –
Waterbases is a must have mod for your server! Nets in the water that attract sharks and catch fish = brilliant. I would give it 5-stars if it included a way to have underwater torpedo turrets.
happykev2000 (verified owner) –
I think this was a brilliant ideas to do on the water I’m very happy with this plugin no problem is sometimes I feel a bit seasick
Protection Norway (verified owner) –
Very good response and very good service for a very good plugin
brett_g (verified owner) –
No more having to build from the ocean floor to the surface. Now you can just start at the water level. Great plugin and fast response from the dev on his discord.
richard.tester (verified owner) –
Cool plugin just like in minecraft now I can build my base on the open sea. Neat plugin from a great developer!
Kallie (verified owner) –
I have had this plugin over a year. I love it! I was diving and building down on the ocean floor to make water bridges when I found this plugin. The Dev is so fast at responding when there are issues. I wish all plugin devs had such great customer service and dedication! 100% Recommend!
Elite Gaming 5X (verified owner) –
Great plugin with a great dev, our players are loving building their full scale bases out in the open water. Water Bases plugin is easy to set up and launch on your server.
jncwinner1 (verified owner) –
I had an issue early on, the dev was quick to fix it, it’s now been 6 months and Players love it, The ability to put this into a server shop instead of the UI was the best thing I did. Sorry but I am not a fan of the UI that came with this.
anthony d. (verified owner) –
Great plugin the players love it
chris p. (verified owner) –
The default settings are unusable, it either says too close to land or too deep to place, I haven’t managed to successfully place one yet.
I went on someone else’s server and they had the exact same problem and obviously hadn’t realised.
You really should make the default settings usuable mate if your going to sell something this small at 30 dollars.
Grizzly Island Rust Servers (verified owner) –
A awesome way to build creative bases on the ocean
Tango4Bravo (verified owner) –
superb idea! Love building water bases far out and arming the hell out of it. anything living that comes around will no longer be living. I also love building a place to park my tugboat. the material you save by not having to dive to the bottom of the ocean and building up is so worth it!
fairdinkumpve (verified owner) –
Great plugin for any server who wants to change things up a bit. Being able to lower the threshold for people to build on water just opens up so much more possibilities in terms of gameplay, especially since your foundations have 100% stability. And the fishing nets are just something folks wanted for so long. I also love how multiple sharks are circling the nets so you could actually use them as a defense mechanism as well which is just awesome. I combined this plugin with Adem’s barges to give people all sorts of possibilities to integrate their sea bases with their barges.
FairDinkumPVE/PVP