Install the plugin framework first, then place the plugin’s original .cs file in the active oxide/plugins directory (or umod/plugins for installations that use that path). Oxide/uMod normally compiles and loads it while the server is running. Verify the framework with oxide.version, confirm the plugin in the console or with umod.plugins, configure its matching JSON file, reload it, and grant only the permissions documented by the plugin.
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What you need before installing a plugin
An Oxide plugin is a C# source file that the Oxide/uMod framework compiles and runs inside a Rust dedicated server. A .cs file cannot do anything on a server that lacks a working framework. The server provider must support Oxide 2.0 or newer; if Oxide/uMod is absent or incompatible, the file will not load.
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- Server access: You need the provider’s console and either FTP, SFTP, a file manager, or an equivalent panel. You also need permission to run server commands.
- A running framework: Oxide/uMod must already be installed and loaded.
- The correct plugin file: Download the developer’s original C# file, not a web page, ZIP archive, compiled DLL, or renamed copy.
- Compatibility information: Read the plugin page for supported Rust/Oxide versions, dependencies, permissions, commands, configuration keys, and license terms.
Compatibility is plugin-specific. There is no single matrix that guarantees every plugin will work with every Rust build, so the release notes for the individual plugin are the authority when versions conflict.
Choose an installation method
| Method | File and log control | Convenience | Version tracking | Best fit |
|---|---|---|---|---|
| Self-hosted server with FTP/SFTP | Full access to plugin, configuration, data, and log files | Requires you to manage paths and backups | You choose your own archive or source-control process | Administrators who need maximum control |
| Managed hosting panel | Usually provides a file manager and console; access varies by provider | Often the quickest way to upload and reload a file | Depends on the panel; keep your own backups | Servers managed through a web dashboard |
| uMod Agent | Uses the directories and commands defined by the Agent installation | Automates installation and updates | Packages installed by the Agent can be represented in its lock file; side-loaded plugins are not tracked there | Reproducible, command-line-managed deployments |
Whatever method you use, the plugin must end up in the directory watched by the active framework. A control panel’s “plugins” button is only useful if it writes to that directory.
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Step 1: Verify that Oxide/uMod is working
Start the Rust server and run the version command from the server console or, if your account is allowed to use it, in chat:
oxide.version
A version response confirms that the framework is installed and responding. If the command is unknown, fails, or produces no framework response, stop and fix the Oxide/uMod installation or contact the host before uploading plugins. Installing a file first will not repair a missing framework.
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umod install rust -P
You can provide an installation directory when required:
umod install rust -P --dir="/path/to/dir"
After installation, the Agent’s documented update command is:
umod update -P
Use the directory and service controls supplied by that installation. Existing Oxide plugins are documented as compatible with uMod, but individual plugins can still have Rust-version or dependency requirements.
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Keep the original filename
Download the original .cs source file from the official uMod/Oxide plugin listing or a reputable release page maintained by the developer. Leave the filename and extension unchanged. The filename is used as the plugin identity and is also used for its configuration filename, so changing ExamplePlugin.cs to another name can prevent expected loading or create confusing configuration behavior.
Do not upload the ZIP that contained the file, a browser-saved HTML page, or a file whose extension is hidden or changed to .txt. If the download is archived, extract it locally and upload the actual C# file.
Read the plugin’s requirements first
- Supported Rust and Oxide/uMod versions.
- Required companion plugins or libraries.
- Permission strings and any administrator-only setup.
- Chat, console, or server commands.
- Configuration keys, data files, and migration notes.
- License conditions and release notes for the version you are installing.
A plugin may compile successfully and still fail to provide its feature when a dependency is missing or a required permission has not been assigned.
Step 3: Upload the file to the active plugin directory
Standard Oxide installation
For a normal Oxide installation, open the server’s oxide/plugins directory. With FTP or SFTP, navigate to the Rust server’s root and then into oxide/plugins. With a managed panel, open its file manager and select the same directory. Upload the unchanged .cs file directly into it; do not leave it inside a ZIP or an extra nested folder.
uMod Agent or side-loaded installation
Some uMod Agent workflows and side-loading instructions use umod/plugins instead. Follow the path shown by the installation you are actually running. Uploading to an unused oxide/plugins folder while the active installation watches umod/plugins produces no load event even though the file appears to be present.
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The framework watches the plugin directory and normally compiles and loads a new or replaced file while the server is running. A full shutdown is not required for a routine installation or update. You may still choose a maintenance window for a busy public server, especially when a plugin changes gameplay, creates data migrations, or has a history of long compile times.
Step 4: Confirm that the plugin loaded
Watch the live server console immediately after the upload. A successful load message identifies the plugin and its version; a compilation error includes the line and message that need attention. Do not assume that an uploaded file is active merely because its timestamp changed.
uMod’s command documentation lists the plugin-list command:
umod.plugins
Use the command from the console or an authorized command interface to inspect the loaded list. Then test one documented feature with an administrator account. If the feature requires a permission, grant that permission before treating a “permission denied” response as a loading failure.
When a plugin does not appear in the list and the console shows no useful message, check the path, filename, extension, and archive status before investigating code. If a compile message is present, read it together with the surrounding console output and the files in oxide/logs.
Step 5: Configure the plugin safely
Find the matching JSON file
Configurable plugins commonly create a file named after the plugin in oxide/config after their first successful load. For example, a plugin identified as ExamplePlugin normally uses oxide/config/ExamplePlugin.json. The exact capitalization and filename matter to the plugin’s loader.
If no configuration file appears, the plugin may intentionally have no user settings. If the plugin documentation says a configuration should be created but none exists, treat that as a load or compile problem and inspect the console and oxide/logs.
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Make a backup before editing. Preserve quotation marks, commas, braces, brackets, and the data types shown by the generated file. JSON does not accept comments, trailing commas, or unquoted text. A single syntax error can prevent the settings from being read.
Do not rename the configuration file to match a shortened display name, and do not move it into the plugins directory. Keep the file in oxide/config with the name expected by the plugin.
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After saving the file, reload the plugin by its plugin name:
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oxide.reload PluginName
Replace PluginName with the name shown by the plugin documentation or load message, not the name of a different file. Watch the console for a successful reload or a JSON/compile error. A reload may reset in-memory state, so use it during a safe moment when the plugin’s documentation warns about data or gameplay effects.
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Step 6: Grant only the required permissions
Oxide registers permissions globally, while the plugin usually registers its own permission strings during loading. The default groups are admin and default; the server owner or administrator setup determines which users belong to the administrator group.
Copy the permission string exactly from the plugin’s documentation. Case, punctuation, and separators can matter. Typical commands are:
oxide.grant user <name-or-steam-id> <permission>
oxide.grant group <group> <permission>
oxide.revoke user <name-or-steam-id> <permission>
oxide.show perms
oxide.show user <name-or-steam-id>
Use a user grant for a single person and a group grant for a recurring role. Group-based access is easier to audit when several moderators need the same capability. Avoid broad wildcard grants unless you have read exactly what they cover; an overly broad permission can expose administrative commands or gameplay controls that were never intended for ordinary players.
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If a command returns “permission denied,” first verify that the plugin loaded, then copy the exact permission from its page, grant it to the intended user or group, and use oxide.show user to confirm the effective permissions. A permission error is different from a compilation error.
Using a managed hosting panel
Panel labels vary, but the workflow is consistent:
- Stop using any panel “one-click installer” until you know which Oxide/uMod directory it targets.
- Open the panel’s file manager or FTP credentials and locate
oxide/plugins(or the installation’s documentedumod/pluginspath). - Upload the original
.csfile without renaming it or leaving it compressed. - Open the live console and look for the load result.
- Use the panel’s console to run
oxide.version,umod.plugins, and, after editing a configuration,oxide.reload PluginName. - Download or copy the relevant plugin, configuration, and data files before replacing an established version.
Some hosts restrict access to logs or restart commands. If the panel does not expose oxide/logs, request the server log around the time of the load attempt rather than repeatedly uploading the same file.
Installing with the uMod Agent
The Agent provides command-driven installation and update workflows. A package installed through the Agent can be represented in its lock file, which helps reproduce a deployment. A plugin copied manually as a side-loaded file is not tracked in that lock file, so maintain your own inventory and version backups for those plugins.
Use the Agent’s Rust installation and update commands shown earlier, then follow the path it reports for plugins. Do not mix an Agent-managed directory with an unrelated Oxide directory unless the installation documentation explicitly supports that arrangement. After adding a side-loaded plugin, verify it with the same console and plugin-list checks as any other plugin.
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Updating, replacing, or removing a plugin
Prepare a rollback
Before an update, copy the current .cs file and the matching configuration and data files. Keep the files together and label the backup with the plugin version or date. Data may be stored outside oxide/config, so read the plugin’s documentation before deciding that the configuration file is the only state that matters.
Replace the plugin
- Read the new release notes, supported-version notes, dependency list, and configuration changes.
- Back up the current plugin, configuration, and data.
- Overwrite the old
.csfile in the active plugin directory with the new file, keeping the expected filename. - Watch the console for Oxide’s automatic detection, compilation, and reload.
- Run the plugin-list command and test a documented feature.
- Recheck permissions and configuration keys; an update can add, remove, or rename either one.
Oxide detects a replacement and normally reloads it without a full server shutdown. If the update breaks behavior, restore the previous plugin and matching backups, then review the release notes and compatibility guidance before trying again.
Remove a plugin
Back up the plugin and its related configuration/data first if you may need to restore it. Remove or move the .cs file from the active plugin directory, then confirm in the console that it unloads. If the plugin exposes a documented unload command, use the framework’s command documentation and verify that no dependent plugin still expects it.
Quick Recap
Troubleshooting: symptom-to-fix checklist
| Symptom | Likely cause | What to do |
|---|---|---|
oxide.version fails |
Oxide/uMod is missing, not loaded, incompatible, or unsupported by the host | Confirm framework support and installation first; do not troubleshoot the plugin code until the version command works. |
| No load message after upload | Wrong directory, renamed extension, nested archive, or inactive server path | Confirm the active oxide/plugins or umod/plugins path, ensure the file ends in .cs, extract it from any ZIP, and check the console again. |
| Compilation error | Rust/Oxide version mismatch, missing dependency, or source error | Read the complete console error and oxide/logs; compare the plugin’s supported versions and required companion plugins. |
| Plugin appears loaded but a command is denied | Missing or mistyped permission | Copy the exact permission string, grant it to the intended user/group, and confirm with oxide.show user. |
| Settings have no effect | Invalid JSON, wrong filename, or no reload after editing | Restore valid JSON, keep the expected filename in oxide/config, run oxide.reload PluginName, and read the reload result. |
| Expected configuration is absent | The plugin is not configurable or did not complete its first load | Check the plugin documentation; if a file is expected, inspect the console and oxide/logs for a load or compile failure. |
| Update causes errors or changed behavior | Changed dependencies, settings, permissions, or Rust compatibility | Restore the previous plugin/config/data backup and review the new release notes before retrying. |
Operational practices that prevent most failures
- Keep an inventory: Record each plugin’s filename, installed version, dependencies, permission strings, and configuration backup.
- Separate testing from production: Test a new plugin or major update on a private server before exposing it to players.
- Back up before edits: Save the plugin source, JSON configuration, and any data files before an update or structural change.
- Use least privilege: Grant only the documented permission to the smallest appropriate group, and remove access when a staff role ends.
- Read logs, not just chat: The console and
oxide/logscontain compiler and dependency details that a player-facing error omits. - Keep names consistent: The plugin filename, loaded plugin name, and configuration filename are related; changing one casually makes reloads and troubleshooting harder.
- Update deliberately: Recheck Rust/Oxide compatibility and dependencies after server updates instead of assuming an older plugin remains valid.
Quick installation checklist
- Run
oxide.versionand confirm the framework responds. - Read the plugin’s compatibility, dependency, permission, command, configuration, and license notes.
- Download the original
.csfile and keep its filename and extension unchanged. - Upload it to the active
oxide/pluginsorumod/pluginsdirectory, not inside an archive. - Check the console or run
umod.pluginsto confirm a successful load. - Test a documented feature with an account that has the required permission.
- Edit the matching JSON file in
oxide/config, preserve valid JSON, and runoxide.reload PluginName. - Back up the plugin, configuration, and data before every replacement; recheck dependencies and permissions after updates.
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