1. I have a mod idea. I did a couple little mods for legacy a while back and I haven't touched experimental, and I have a pretty ambitious mod I'd like to toy with. I'd just like my fellow modders to tell me what can and cannot be done.

    1. Can you adjust tool durability individually (say, make the salvaged tools have the same durability as the normal tools without increasing the dura of normal tools)?

    2. Is there any way to mod the blast radius of C4?

    3. Is there any way to change how much damage C4 does to different tiers of walls?

    4. Is there any way to change how much damage C4 does to doors vs walls (like double wall strength without doubling door strength?)

    5. Is there any way to change the gathering rate of a specific type of resource without affecting other types?

    6. Is there a way to make different types of explosions have different types of effects on different tiers of construction elements? Say I wanted nades to damage wood/stone/sheet but not armored?

    7. Is there a way to control on a per-item basis the crafting speed instead of the typical "across the board" multiplier we usually see in mods?

    8. Is there a way to mod medpacks so they act like seringes (hold to use instead of insta-use)?

    9. Is there a way to prevent usage of certain elements based on certain conditions? Example block usage of seringe or medpack if health is already 100%?

    10. Any way to increase the health of certain types of elements, or adjust their resistance to C4/tools? For example, if I wanted to make pillars almost immune to damage without affecting any other element types, would that be possible?

    11. Any way toy with stability at all programatically? Back in legacy there were remove mods that actually had some pretty clever calculations to prevent floating buildings. Would it be possible to fix certain shortcomings of the actual stability system via a mod? Say each time C4 or tool does damage to a structure, could we force a stability refresh on all connected building parts?

    12. Is there a way to change C4 vs rocket costs and damage?

    You probably guessed it by now, but I'd like to make a mod that brings experimental closer to legacy Rust. As much as I like the new Rust I feel there is a ton of little details that were "lost in translation" that made the game much better balanced than it is now. I'd like to see how far I could go mod-wise to bring Rust closer to what I'd like it do be.
     
  2. Wulf

    Wulf Community Admin

    Pretty much yes to all, but someone would need to make the plugins to handle it. If you are interested in developing plugins yourself, I'd recommend digging into the game's Assembly-CSharp.dll using a tool such as JustDecompile or dotPeek to see what can be done.
     
  3. In fact, before I make any plugins, are there any plugins that cover some of these? My ultimate goal is to run a legacy-inspired server, it doesn't have to be a single mod, it could be a collection of existing mods with a specific config to get where I want.

    One thing I want to do short-term is modify the wood gathering rate on my server, without affecting all the rest. I haven't found a mod on Experimental that does this. There's this "ItemConfig" mod for example which I haven't looked at but the description seems to suggests it exposes some Rust elements as a config file that you can change to affect certain things. If it's like I think it is, lots of these ideas I have could simply be configured on that mod.

    Anyone familiar with that or other mods that could cover some of these points?

    Thanks for the .DLL and tool ideas, I'll look into it.
     
  4. 1. Can be done.
    2. Is available -> http://oxidemod.org/plugins/explosives-modifier.832/
    3. Can be done.
    4. Can be done.
    5. Can be done (planned in my updated version of the increased gather plugin, if I get to it some day :p)
    6. Can be done.
    7. Can be done (planned as an update for Crafting Controller)
    8. Might not be possible, I believe that this is handled client-sided. (I could be wrong though ;))
    9. If there is a hook for it, it can be done.
    10. Is available -> http://oxidemod.org/plugins/constructionconfig.859/
    11. Can be done, you could have a look at http://oxidemod.org/plugins/betterstability.862/
    12. Is available -> http://oxidemod.org/plugins/itemconfig.806/
     
  5. Thanks everyone, I looked at lots of existing mods and I think most of what I want to achieve is already doable with existing stuff so I'll me headed more towards a config than an actual mod. I'll see later if I want to mod the missing pieces, but I can get to 75% of what I'm aiming for with existing mods. I'm surprised nobody did this before...