LadyMia

Creator
LadyMia submitted a new resource:

Quest Menu - Accordion categories, daily quests, reward system, quest tracker HUD, and prestige rewards

Give your players a real reason to log in every day.
QuestMenu is a complete progression layer for your Rust server.
Out of the box, you get 233 carefully tuned quests across 10 categories - gathering, farming, hunting, NPC kills, looting, helis, bradleys, raidable bases, and dungeon crawls - each one chained across 6 difficulty tiers (Easy → Infernal) so players always have a next step.
...

Read more about this resource...
 
hi
i want to get this, but have a few questions,
1. How difficult is it to set up new quests? I'm using xdquest, and that's just a pain to get a quest to work
2. How does the prestage section work? Is it linked with skill tree prestige, or is it a separate section on its own?
 
hi
i want to get this, but have a few questions,
1. How difficult is it to set up new quests? I'm using xdquest, and that's just a pain to get a quest to work
2. How does the prestage section work? Is it linked with skill tree prestige, or is it a separate section on its own?
hello. so the quests are easy to setup i'm actually about to add a config editor to be easier that will be added to the downloadable package, you can edit categories, rewards per quest/tier, and add/remove anyof the quests/categories already added. the prestige area is a tab inside the quest menu. currently players don't have access to see rewards before they actually prestige but will also add an option for the customer to choose if that's what they want and yes it it's used with skill tree and will detect when a player as actually prestiged and gives access to the reward cards. anything else you need to know just ask 🙂
 
LadyMia updated Quest Menu with a new update entry:

[1.1.1] - 2026-06-30

### Added
  • Added local config editor
  • Added DebugBossKills config support for optional boss-kill troubleshooting.
  • Added stronger boss-kill matching helpers, including normalized entity/prefab/target text matching.
  • Added support for the OnBossKilled(ScientistNPC boss, BasePlayer player) hook path.
  • Added reward inventory-fit checks before granting quest rewards.
  • Added safer reward stacking and delivery helpers for item rewards.
  • Added...

Read the rest of this update entry...
 
Me again, another question: does it support a custom currency item with a skin ID? If not, can I disable the economic reward
 
Me again, another question: does it support a custom currency item with a skin ID? If not, can I disable the economic reward
it does not support skin id's for now but i can add it it the next update.. for economy just keep "CurrencyPlugin": "" empty or set rewards to 0
 
Hi! I’m considering switching from XDQuest to Quest Menu. My server is currently transitioning from ServerRewards to ShoppyStock. Right now I reward SkillTree XP, but in the future I’d like to reward ShoppyStock currency instead of ServerRewards points.

Is there currently any support for ShoppyStock currency, either natively or by running a console command when a quest is completed? If not, is it something you plan to support?

Also Can quests require players to turn in specific items (for example, 1 Bleach), removing the item from their inventory, and can those quests be chained so the next Bleach quest only unlocks after the previous one is completed?
 
Hi Ranger,

Thanks for reaching out.

At the moment Quest Menu supports Economics and ServerRewards directly for currency rewards, plus SkillTree XP. ShoppyStock is not currently supported natively.

That said, I can look into adding support for ShoppyStock currency in a future update. If ShoppyStock exposes a public API/hook or console command for adding currency to a player, it should be possible to integrate it cleanly.

For item turn-in quests: not currently in this version. Current quest objectives track things like gathering, kills, events, daily quests, repeatables, and chained quest progression. Quest chains are supported through required previous quest IDs, so one quest can unlock only after another is completed.

Item hand-in quests, where the plugin checks for specific items and removes them from the player inventory on completion, are a good feature idea and I can add it to the roadmap.
 
Thanks for the reply! I appreciate you considering it. ShoppyStock does have methods for adding currency, so I'd be happy to test any integration when you get to it. The item hand-in quests are something I've been looking for as well, so I'd definitely be interested in testing those too.
 
Back
Top
CodeForged Cart

CodeForged Cart