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Contractsv1.16.1

Dig

⭐ Premium

Requires the player to dig up the spots a metal detector finds, optionally only ones that turn up specified items. Counts 1 per finished dig.

{
"type": "Dig",
"title": "Dig up high quality metal",
"description": "",
"amountRequired": 3,
"conditions": {},
"rewards": {},
"items": ["metal.refined"]
}
FieldTypeDescription
typestringExactly 'Dig'
itemsstring[]Rust item shortNames, lowercase dotted (e.g. rifle.ak, rifle.bolt, wood, stones, metal.fragments, scrap, hqm, lowgradefuel). Add :skin with the skin's workshop ID to match only that skinned item (paper:3731371060). A bare short name matches any skin, and :0 matches only the unskinned item.
Shared fields (10)
FieldTypeDescription
titlestringShort, human-readable name. Must not be empty.
titleTranslationsmap | nullPer-language overrides for title, mapping a language code (like "fr" or "zh-CN") to the translated text. Players whose language has no entry (matched case-insensitively, no region fallback) or a blank one see title instead. null when there are none.
descriptionstringA blurb of 1 to 3 sentences. May be empty if the title is self-explanatory.
descriptionTranslationsmap | nullPer-language overrides for description, mapping a language code (like "fr" or "zh-CN") to the translated text. Players whose language has no entry (matched case-insensitively, no region fallback) or a blank one see description instead. null when there are none.
amountRequiredinteger (min 1)How many digs the player must finish.
cooldown ⭐ Premiumobject | nullOptional pacing limit on how fast progress adds up: at most maxAmount units of progress count in any sliding window of windowSeconds. Absent means progress adds up freely. While the window's budget is used up, further progress is ignored and the player sees a countdown to the next available moment.
burst ⭐ Premiumobject | nullOptional clustering requirement: actions only count when they arrive clustered, at least amount units within one trailing window of windowSeconds forming one burst. When present, amountRequired counts completed bursts instead of raw actions. Actions that age out of the window without completing a burst never count. Absent means no clustering.
conditionsmapOptional conditions that restrict when progress counts. Progress is recorded only when the objective's main requirement and all of these conditions are met. Use an empty map for none.
rewards ⭐ PremiummapRewards claimed when this objective completes, instead of at the end of the contract. Each entry is a full reward, the same shape the contract's own rewards use. Use an empty map for none.
hideDetailsbooleanWhen true, hides this objective's in-game condition strip and details popup, so the description is the only explanation players get. Title, description and progress still show. Absent means false.
  • Progress goes up by one per finished dig, no matter how many items the dig turns up.
  • The items list decides which digs count:
    • Empty: any finished dig counts, even one that turns up nothing.
    • Non-empty: only digs that turn up a listed item count.
  • Only the player who lands the last hit on the flag gets credit. Players who helped dig it get nothing.