Version

1.0.0

Updated

1 hour ago

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4

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0

Overview

MeltingKits is a complete kit system, not a menu bolted onto somebody else's plugin. It owns its own kits, so you create them, edit them and delete them from inside the game without ever opening a data file.

Fill your inventory with what the kit should contain, type one command, and the kit exists. Everything after that — name, description, price, cooldown, permission, category, rarity, translations — is edited from an admin panel in the menu.

It works with any economy plugin. Economics and ServerRewards are preconfigured. Anything else is three hook names in the config, no code change. You can also price kits in a real item such as scrap, and different kits can use different currencies on the same server.

It is also a drop-in replacement for the uMod Kits plugin. MeltingKits exposes the same API hook names, so anything already integrating with Kits keeps working unchanged.

Features

  • Categories down the left, unlimited, each with its own icon, colour and permission
  • Kit preview laid out like the real Rust inventory: clothing, main inventory and hotbar, items sitting in the exact slots they will arrive in
  • Create a kit straight from your inventory, including skins, attachments, ammo, condition and blueprints
  • Or build one by hand with a searchable item picker covering every item in the game
  • Edit individual items: amount, skin id, move between main, clothing and hotbar, remove
  • Full in game editor: every kit field, categories, currencies, theme, wipe rules and languages
  • Per kit auto kit rules, shown only when you switch auto kit on for that kit
  • Per kit cooldowns, max uses, and a separate wipe cooldown that unlocks a kit some time after the wipe
  • Global wipe block that locks the whole kit command for a configurable window after a wipe
  • Economics and ServerRewards preconfigured, plus any other economy plugin via three hook names
  • Item currencies, so a kit can cost scrap or any other item
  • Rarity tiers that colour the card: common, uncommon, rare, epic, legendary
  • Per kit permissions for VIP ranks, registered automatically
  • Auto kits given on spawn, with priority when a player qualifies for several
  • Console commands run when a kit is claimed, with player tokens
  • Kit images through ImageLibrary, or native in game item icons with no ImageLibrary at all
  • Multi language, with a switcher players use themselves and per kit translated names and descriptions
  • Seven themes, twenty colour slots, gradient backgrounds, blur, rounded corners, text scaling
  • NoEscape raid and combat blocking, Notify support
  • Overflow items drop at your feet instead of vanishing when your inventory is full
  • Claim logging to file
  • Same API as uMod Kits, so existing integrations keep working
  • Free, MIT, no dependencies

Permissions

Permission What it does
meltingkits.use Lets the player open the kit menu. Only enforced if you switch on Require permission, which is off by default so everybody can open it
meltingkits.admin The in game editor. Shows the EDIT button and allows every editor action, plus the admin chat commands
meltingkits.bypasswipeblock Ignores the after-wipe block
meltingkits.bypasscooldown Ignores kit cooldowns
oxide.grant group admin meltingkits.admin

The editor is strictly permission based. Being a server admin does not grant it on its own, because a moderator you trust to ban cheaters is not necessarily somebody you want rewriting your VIP kit prices. There is a setting to change that if you want it.

Kit permissions you name starting with meltingkits. are registered for you automatically, so setting a kit's permission to meltingkits.vip works immediately with no extra step.

Commands

Command Who What it does
/kit Everyone Opens the kit menu
/kits Everyone Same thing, alias
/kit <name> Everyone Claims a kit directly without opening the menu
/kit edit Admin Opens straight into the editor
/kit create <name> Admin Creates a kit from everything you are currently carrying and wearing
/kit update <id> Admin Replaces an existing kit's items with your current inventory
/kit delete <id> Admin Deletes a kit
/kit give <player> <id> Admin Gives a kit to an online player, ignoring cost and cooldown

The command list is configurable, so if /kit clashes with another plugin you rename it.

Making a kit

Two ways, both entirely in game.

From your inventory. Gear up exactly how the kit should arrive — main inventory, hotbar and clothing — type the kit name in the editor and press CREATE FROM MY INVENTORY. Everything is captured, not just item names: skins, weapon attachments, loaded ammo and ammo type, item condition, custom item names, blueprints, and the exact slot each item sat in. Claiming the kit puts it all back the same way.

By hand. Press EMPTY KIT and build it item by item. The ITEMS screen has a tab per container (main, clothing, hotbar), and ADD ITEM opens a searchable picker covering every item in the game with real icons. Click an item you have added to select it, then set its amount and skin id, move it to a different container, or remove it.

You can mix the two freely — grab your inventory as a starting point, then add or remove individual pieces.

The preview players see

Opening a kit does not show a flat list of icons. It shows the kit laid out exactly like the in game inventory: a clothing row, the main inventory grid, and the hotbar underneath, with empty slots drawn in.

Items sit in the precise slots they will arrive in, because that is what was captured when the kit was made. A player can see at a glance that the rifle lands in hotbar slot one and the medical syringes in slot four, rather than guessing from a pile of icons. Stack sizes and blueprint markers are shown on the slots.

From there the editor gives you every field:

Field What it controls
Display name, description What players see on the card
Category, order Which rail entry it lives under and where in the list
Rarity The card's colour tier
Image URL Cover art through ImageLibrary. Leave empty and the card shows the kit's own item icons
Permission Restricts the kit to a rank
No permission text A custom message for that specific kit
Cooldown Seconds between claims
Wipe cooldown Seconds after a wipe before this kit unlocks
Max uses Total claims per player, 0 for unlimited
Cost and currency Price, in whichever currency you pick
Auto kit Switch it on and the auto kit settings appear: give on respawn, only once per wipe, skip if the player already has items, and a priority so the right kit wins when a player qualifies for several
Commands on receive Server console commands run on claim, with {player} {steamid} {kit}
Translations Name and description per language

Any economy plugin

A currency is defined by a plugin name and the three hook names that plugin exposes:

Currency Type Plugin Hooks
RP plugin ServerRewards CheckPoints, TakePoints, AddPoints
Coins plugin Economics Balance, Withdraw, Deposit
Scrap item Takes the real item from the inventory

Those three ship configured. For anything else you add a currency in the editor, type the plugin name and its three hook names, and it works. Nothing is hardcoded, so an economy plugin released next year works without an update.

Currencies show a live AVAILABLE or MISSING badge in the editor so you can see at a glance whether the plugin behind one is actually loaded. A kit priced in a missing currency shows as unavailable rather than erroring.

Wipe handling

Two separate controls, because they solve different problems.

Global wipe block locks the whole kit command for a set number of minutes after a wipe, so nobody gears up the instant the map drops. Players see a countdown banner in the menu. Configurable from the editor, and bypassable with a permission for staff.

Per kit wipe cooldown unlocks individual kits at different times after a wipe. A starter kit can be available immediately while the tier 3 VIP kit unlocks six hours in.

Player cooldowns and use counts can be cleared automatically on wipe, and auto kits reset so everybody gets one again.

Auto kits

Auto kits are configured per kit, not globally, so different ranks can get different gear on spawn. Switch AUTO KIT on for a kit and its settings appear underneath: give on respawn, only once per wipe, skip if the player is already carrying something, and a priority.

Priority decides what happens when somebody qualifies for more than one. A VIP with both the default starter kit and a VIP starter kit gets whichever has the higher number, and the other is skipped rather than both being handed out. There is a single master switch under WIPE to turn the whole feature off without touching any kit.

Languages

English and Russian are included. Add more by adding a language code in the editor.

Players get a language button in the header that cycles through whatever you have enabled, and their choice is remembered. Admins get a separate language selector when editing a kit, so you can write the Russian name and description without changing your own client language.

Kit names and descriptions fall back to the default text when a translation is missing, so a half translated setup still reads correctly.

Works with MeltingWelcome

If you run our free MeltingWelcome panel, its Kits tab detects MeltingKits automatically and lists your kits there too, with the same cooldowns, permissions and prices. No configuration needed. Both plugins share a design language, so they look like one suite rather than two plugins.

Install

  1. Drop MeltingKits.cs into oxide/plugins
  2. Grant yourself the editor with oxide.grant group admin meltingkits.admin
  3. Gear up, then type /kit create Starter
  4. Type /kit and press EDIT to set the price, cooldown and permission

Kits live in oxide/data/MeltingKits/, settings and theme in the config file.

Developer API

The same hook names as uMod Kits, so existing integrations work unchanged:

[PluginReference] private Plugin MeltingKits;

MeltingKits?.Call("GetAllKits");                                  // string[]
MeltingKits?.Call("IsKit", "starter");                            // bool
MeltingKits?.Call("GetKitContents", "starter");                   // string[]
MeltingKits?.Call("GetKitCooldown", "starter");                   // int
MeltingKits?.Call("GetPlayerKitUses", steamId, "starter");        // int
MeltingKits?.Call("GetPlayerKitCooldown", steamId, "starter");    // double
MeltingKits?.Call("GetKitObject", "starter");                     // JObject
MeltingKits?.Call("GiveKit", player, "starter");                  // true, or an error string

MeltingKits?.Call("OpenKitMenu", player);
MeltingKits?.Call("CloseKitMenu", player);

GiveKit here runs every check first — permission, cooldown, use limit, wipe rules and cost — and returns the reason as a string if the player cannot claim it. The uMod version skips all of those, which is how kit panels end up handing out unlimited free kits. Use GiveKitUnchecked if you deliberately want the old behaviour.

A hook fires on every successful claim:

void OnMeltingKitRedeemed(BasePlayer player, string kitId) { }

Requirements & compatibility

Oxide and Carbon. No dependencies. Economics, ServerRewards, ImageLibrary, NoEscape and Notify are all optional and detected automatically. Every visual effect is a config toggle, so if anything renders oddly on an unusual build you switch it off and get clean flat panels instead.

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