# `module-rust` — the plan **Status:** approved in outline 2026-09-15, not started. Six decisions of record settled; two questions open (§3). The [dry run](../rust-dryrun.md) designed this module on paper and deliberately did not build it. This is the document that builds it. Where the two disagree, this one is later and wins — but the dry run's four *findings* still stand, and one of them (identity) has moved from a footnote to the critical path. §2 says why. Nothing here is normative. [`MODULE_API.md`](../../website/MODULE_API.md) is the contract, [`MODULE_SYSTEM.md`](../../website/MODULE_SYSTEM.md) the system, [`EVENTS.md`](../../website/EVENTS.md) the event design of record, and the [Integration Kit][kit] is the teaching text this plan follows chapter by chapter. This document is a *schedule and a set of decisions*, not a specification. --- ## 1. The shape, and what is already settled Three new repositories, mirroring the three the platform already has for Ultima Online, plus the optional fourth part that lives inside the module: | Part | Repo | Mirrors | What it is | |---|---|---|---| | Website module | [`RunicGateway/Module-Rust`](https://gitea.whitlocktech.com/RunicGateway/Module-Rust) | `Module-uo` | Routes, schema fragment, prebuilt client chunk, nav | | Sidecar | [`RunicGateway/Rust-Link`](https://gitea.whitlocktech.com/RunicGateway/Rust-Link) | `link` | Owns the game connection and the durable copy | | Oxide bridge plugin | [`RunicGateway/Rust-Plugins`](https://gitea.whitlocktech.com/RunicGateway/Rust-Plugins) | `servuo-plugins` | C# inside the game, dials out, never blocks | | *(event capability)* | — | — | Declarations inside `Module-Rust` ([kit][kit] ch. 5) | All three were created empty on **2026-09-15**. The module is built from [`integration-kit/template/`][kit], which CI holds against a pinned core — currently `MODULE_API_VERSION` **1.10.0**. **The repository name is not the module id.** `Module-uo` ships a module whose `id` is `uo`; this one ships `rust`. §2.1 of the contract requires `id` to equal the directory core loads it from, which is `modules/rust/`, and it is the prefix of every table and every mount — so the capitalisation in the repository name reaches nothing inside the bundle. Settled before this document and unchanged by it (dry run, org lead, 2026-08-19): - **One server, one sidecar**, on that server's own host. A community with six servers runs six pairs; the module holds six clients and core never learns there is more than one. - **The plugin dials out.** Rust's server is a binary, so the way in is Oxide's published hook API rather than source — and the shard-dials-out invariant survives that change of footing unchanged. - **No RCON.** It was the original design and it was overruled. - **`wipe_id` on every table that holds gameplay data.** It is the whole shape of the game in one column, and it is the first thing a UO-shaped mental model gets wrong. ## 2. Decisions of record ### R1 — identity is an in-game link code for v1 **Decided 2026-09-15 (org lead).** A player proves account ownership by typing a command in-game; the plugin issues a one-time code; the website confirms it through the sidecar. Exactly the shape `module-uo` uses. This is the dry run's finding 1 answered for now rather than closed. There is still **no `registerAuthProvider`** in the contract at 1.10.0 — verified against `MODULE_API.md` §2.4 on 2026-09-15 — so "Sign in with Steam", which every Rust community expects, is not reachable from a module today. The link code is one screen worse and needs no core change, so it is what v1 ships. **What changed since the dry run is the stakes, not the options.** The dry run rated this survivable because the module only *read*: a site that renders a leaderboard does not need to know which account owns a Steam ID. R2 makes the site the author of who may do what in the game, and R3 makes it the thing that hands out loot. Both are grants against a Steam ID. **A weak identity link is now a privilege-escalation path, not a missing convenience** — so the code must be single-use, short-lived, rate-limited, and issued in-game to the player who will own it. Adding `registerAuthProvider` properly stays the first candidate for a future `MODULE_API` bump. It participates in session creation, which is the one part of core a module must never be able to weaken, and it must inherit core's existing policy: **SSO is link-only, identities are never auto-provisioned.** Specified deliberately, not bolted on. It is out of scope here. ### R2 — site-authored permissions are mirrored into Oxide's own permission store **Decided 2026-09-15 (org lead).** The website is the author of record for groups and grants. The bridge plugin applies them through Oxide's own API (`permission.GrantUserPermission` / `RevokeUserPermission`), so **Oxide is an enforcement cache and the site is the thing that remembers.** The alternative — the plugin keeping a private table only our own features consult — was rejected because it cannot reach any third-party plugin, and reaching them is the point: a grant authored on the site has to gate Kits. Three properties fall out, and they are the reason this shape is worth its cost: - **Every third-party plugin honours site-authored grants with no adapter**, because they all already call `permission.UserHasPermission`. - **A wipe stops being a data-loss event for permissions.** The game forgets; the site does not, and re-pushes the whole set on the next connect. - **Hand edits are reported, not overwritten.** Somebody typing `oxide.grant` at the console is drift, and drift is surfaced to an operator — the same posture a lease's `restore()` takes when it finds a value a human has moved ([kit][kit] ch. 5). **This is a direction the Integration Kit has no chapter for, and that is a finding.** Chapters 3 and 4 are the read path — data leaving the game. Chapter 5 is one-shot commands with a ledger and a teardown. This is neither: it is *continuously reconciled state where the website is authoritative*, and its nearest relative in the contract is the Team provider **inverted** — instead of core asking the module what the game knows, the module tells the game what the site knows. The mechanism it borrows is chapter 4's: **every board's current state has exactly one producer, and it runs on connect**, pointed the other way. Whether this deserves a sixth chapter is a question for phase 10, after it has been built once. ### R3 — the Kits reward action registers always and refuses with a reason **Decided 2026-09-15 (org lead).** Kits is required for event rewards, but "required" means the action always exists and fails honestly where it cannot work — `{ ok: false, retry: false, error: 'Kits plugin not installed' }` — rather than vanishing from the authoring form or refusing to boot the module. Two details from [kit][kit] ch. 5 that this depends on and are easy to get wrong: - **The reason must be in `error`.** Core reads exactly `ok`, `retry` and `error` off a failure envelope; a message under any other name is dropped and the operator sees a bare `" refused"`. - **`retry: false` has to be reachable.** Core's dispatcher enforces `budgetMs` and classifies a budget timeout as retry *unconditionally* — so if the sidecar client's timeout is longer than `budgetMs`, our own `retry: false` is unreachable code. Derive one constant from the other and assert the inequality in a test. The first module this project shipped had exactly that pairing. ### R4 — Rust reaches an operator through the existing installer, behind `--game` **Decided 2026-09-15 (org lead).** Not a second binary and not a shared-core refactor: the shipped [`installer`](../../installer/PLAN.md) grows a game dimension, `--game servuo|rust`, and keeps one release stream, one `doctor`, one `update`, one `uninstall`. The shape of the work is set by where the coupling already is. **The reusable half is already game-agnostic** — `src/service.rs` and `src/main.rs` mention ServUO zero times, and `net.rs`, `diff.rs`, `paths.rs` and `ui.rs` barely more. **The UO-specific half is concentrated in four files** — `install.rs`, `doctor.rs`, `overlay.rs`, `tier.rs` — plus the bundle manifest, where `OverlayComponent` and `ServUoCompat` name the game in the schema itself. So the change is: make the bundle's game payload a **variant** rather than an overlay, and `ServUoCompat` a per-game compat block. That is a schema change on the published **`bundles`** branch, and it is the part to design before touching code. **The Rust payload is much simpler than the UO one**, which is what makes this affordable: no source tree to overlay, no `patches/`, no opt-in patch tier — a Rust install is a `.cs` file dropped into `oxide/plugins/`, plus the sidecar and its service, which the installer already knows how to do. What it gains instead is a **prerequisite check**: is Oxide installed, and is its build current enough. That is `doctor`'s shape, not a new concept. The protocol pairing check generalises unchanged. `servuo-plugins/overlay.toml` declares the protocol the overlay speaks and the installer refuses to pair a disagreeing sidecar; `rust-plugins` needs the same declaration under whatever name the variant gives it, and the refusal is the same refusal. ### R5 — Teams come from Rust's first-party clans; the uMod Clans plugin is the richer tier **Decided 2026-09-15 (org lead).** Basic functionality is built on **Rust's own clan system**; the third-party **uMod Clans plugin** is an optional layer for a much richer experience, and lands in phase 9 rather than phase 6. The distinction matters more than the names suggest, so it is worth stating precisely: - **Rust's first-party clans** are seven hooks in [`HOOKS.md`](HOOKS.md) — `OnClanCreated`, `OnClanDisbanded`, `OnClanMemberAdded`, `OnClanMemberKicked`, `OnClanMemberLeft`, plus colour and logo — each handing you a `LocalClan`. **All seven are "no return behavior"**, which is exactly what a read-only bridge wants: there is nothing to abstain from, so [kit][kit] ch. 4's return-`null`-from-every-veto rule has no work to do here. They need no plugin, and the rig is already running them (`D:\rust\server\server1\clans.287.db`). - **Rust's first-party *Teams* are a different system** — twelve hooks, mostly vetoable — and are the transient in-game squad, not the persistent organisation. They are **not** what core's Team provider should be fed. Clans is the right choice and this is why. - **The uMod Clans plugin's API is not in our mirror.** [`HOOKS.md`](HOOKS.md) is the *game's* 477 hooks; a plugin's own API is its own documentation. It is reached through `[PluginReference]` and is null when absent, making it an R3-shaped dependency that must refuse with a reason. **Reading that plugin's source settled R5 far more firmly than the reasoning above did, and in a direction worth stating plainly: for Teams, the plugin is *worse* than first-party, not richer.** `Clans` v0.2.10 (k1lly0u, MIT, 2,692 lines) publishes **fifteen `[HookMethod]`s and every one of them is a mutation** — `CreateClan`, `JoinClan`, `LeaveClan`, `KickPlayer`, `PromotePlayer`, `DemotePlayer`, `DisbandClan`, and the eight alliance verbs. **There is no read API whatsoever**: no `GetClan`, no `GetClanOf`, no `GetClanMembers`, no `GetAllClans`. And it raises exactly **three** hooks — `OnClanCreate`, `OnClanChat`, `OnAllianceChat` — **none of which is a membership transition**. So it cannot answer any of core's three provider questions from its published surface, while first-party clans answer all three. Feeding the Team provider from first-party clans is therefore **permanent, not a first step**. What the plugin genuinely adds is **alliances and clan/alliance chat** — richer in *features*, not in roster data. That is what phase 9's adapter surfaces, and it sits beside the Team provider rather than under it. One route is deliberately not taken: the plugin persists to its own files under `oxide/data/`, and a determined integration could read those directly. **That is reaching into another plugin's private storage, not using an API** — it breaks without warning on any upstream refactor and is not a contract anybody owes us. If phase 9 wants roster data from the plugin, the honest path is an upstream pull request adding a read method, not a file reader. ### R6 — the required base set is Kits, Clans and PopupNotifications, all k1lly0u **Named 2026-09-15 (org lead).** All three are MIT, all by the same author, all fetched at plan time: | Plugin | Version | Released | Source | |---|---|---|---| | [Kits](https://umod.org/plugins/rust-kits) | 4.4.9 | 2026-06-04 | `https://umod.org/plugins/Kits.cs` | | [Clans](https://umod.org/plugins/clans) | 0.2.10 | 2026-05-06 | `https://umod.org/plugins/Clans.cs` | | [PopupNotifications](https://umod.org/plugins/popup-notifications) | 0.2.1 | 2026-08-09 | `https://umod.org/plugins/PopupNotifications.cs` | Every one has a direct `.cs` download, so phase 0's install step is three `curl`s into `oxide/plugins/` and no manual retrieval. **Pull them fresh rather than using the copies staged in `Downloads`**, which are an older vintage. `Clans` is listed by uMod as a **Universal** plugin rather than a Rust one — it is written against Covalence, and its API takes `IPlayer` rather than `BasePlayer`. That is the portable half of the uMod surface, and it is why the same plugin serves several games. **Kits is the opposite of Clans and is a genuinely good dependency.** Twenty-three `[HookMethod]`s, including the three things the event work actually needs: - `GiveKit(BasePlayer player, string name)` — the reward action's call; - `GetKitNames(List)` / `GetAllKits()` — **the option source** for the authoring form, so an operator picks a kit from the live server instead of typing an identifier from memory; - `GetKitInfo` / `KitDescription` / `KitImage` / `KitMax` / `KitCooldown` / `GetPlayerKitUses` / `GetPlayerKitCooldown` — form metadata and per-player eligibility. It also **raises `OnKitRedeemed(BasePlayer player, string kitName)`**, which the bridge can listen on to report a redemption as an ordinary event, whoever triggered it. **Two traps in `GiveKit` that phase 8 must handle, both found by reading it rather than by reasoning about it.** **`GiveKit` returns `null` on a failure path, and `null` is Oxide's idiom for "no opinion".** The first line is `if (!player) return null;`. Everywhere else in this ecosystem a null return means *abstain*, so the reflex — treat null as fine — reports a reward as delivered when there was no player to deliver it to. The success value is the literal `true`; a refusal is a **message string**, which drops straight into chapter 5's `error` field. So the mapping is `result is bool ok && ok` for success, a string for a refusal reason, and **`null` is a failure, not a success.** **`GiveKit` takes a `BasePlayer`, so the player must be connected.** There is no offline grant in this API. An event that rewards participants at two in the morning rewards only whoever is online at that moment, silently. Phase 8 has to choose: accept online-only and say so in the action's description, or keep our own persisted pending-grant queue in the bridge and redeem it on next connect. **The queue is the honest answer and it is not free** — it is a second at-most-once store with its own idempotency, which is exactly the machinery chapter 4 says to persist in the world save. Decide it deliberately at phase 8 rather than discovering it from a complaint. `PopupNotifications` is small and does exactly one thing: `CreatePopupNotification(string message, BasePlayer player = null, float duration = 0f)`, where a null player makes it global. That is the server-side notification surface, and it needs no more than that. **The one gap to design around:** the seven first-party hooks carry created, disbanded, added, kicked and left — but **no promote or leader-changed event**. Core's provider requires `getTeamLeaders`, so leadership is read off `LocalClan` at snapshot time rather than tracked from transitions. That makes phase 6 *partly* snapshot-driven where the dry run predicted it would be fully event-driven — a small correction to that document, recorded here rather than silently. ## 3. Open questions The base set question is closed by R6. Two smaller ones are open, neither blocking: **Clans is in the base set *and* the Team provider reads first-party clans.** Those are not in conflict and this plan reads them as complementary: the plugin is installed because a community wants alliances and clan chat, while core's Teams are fed from the first-party system that actually publishes membership transitions (R5). Phase 9's adapter surfaces the plugin's extra features beside the provider rather than under it. **Worth confirming** — it is an interpretation, not something that was stated. **Offline reward grants.** `GiveKit` requires a connected `BasePlayer` (R6). Whether phase 8 accepts online-only or builds a persisted pending-grant queue is a real decision with real cost, and it is deliberately deferred to that phase rather than guessed now. `D:\rust\oxide\plugins\` is **empty**, so the whole base set is a fresh install in phase 0. ## 4. The test rig `D:\rust` on the org lead's workstation. It has been booted, it has a generated world (procedural, seed 1234, size 4000, save v287) and Oxide **2.0.7585** matched to its build, and its Oxide permission store already holds a `default` and an `admin` group with one admin user — which means R2's mechanism can be exercised on day one. Two traps recorded here because both cost time before they were understood: - **`D:\rust\start.bat` updated the wrong directory — fixed 2026-09-15.** It ran `steamcmd +force_install_dir c:\rustserver\ +app_update 258550` and then launched `D:\rust\RustDedicated.exe`. The server that boots had never been updated by its own script, which is why a second, never-booted install exists at `C:\rustserver` and why `D:\rust` is a wipe behind. Now reads `+force_install_dir d:\rust\`; the original is kept at `D:\rust\start.bat.bak`. `D:\rust\steamapps\appmanifest_258550.acf` was already present at the same buildid, so the first corrected run is a delta to the current wipe rather than a 5.9 GB re-download. - **`C:\oxide_files` is a 2025-04-23 Oxide and must not be copied anywhere.** Oxide ships a patched `Assembly-CSharp.dll`; that bundle's is 6,842,880 bytes against the live 9,780,224, so copying it over a real install is a hard downgrade. `D:\rust` is already correct and needs nothing from it. **Rust force-wipes on the first Thursday of the month and Oxide is rebuilt to match**, so "is the rig current" is a recurring question, not a one-time setup step. Every phase that touches the plugin re-checks it. ## 5. The phases Phases 0–3 produce a working read-only Rust site. 4–5 are the permissions product. 6 is Teams. 7–8 are events. 9 is the optional tier. 10 is how any of it reaches somebody who is not us. Each phase ends with its findings written down, as every workstream here does. | # | Phase | Repos | Done when | |---|---|---|---| | 0 | **The rig.** Update to the current wipe (the script is fixed), confirm the Oxide build still matches, install the base set, prove a grant made at the console is visible to a plugin | docs | A current server boots with the base mods loaded and `oxide.grant` demonstrably gates something | | 1 | **Protocol 1 and three skeletons.** Bounded drop-oldest queue, one writer thread, reconnect with a tagged epoch, dial-out; sidecar listener + SQLite + always-on token auth + version header; module from `template/` | all 3 + docs | One hello line travels game → sidecar → module, and killing the sidecar does not stall the game | | 2 | **The read path.** First hook wave from [`HOOKS.md`](HOOKS.md); events and snapshots kept distinct at the wire; `wipe_id` everywhere; every board re-emitted on connect | all 3 + docs | A restarted sidecar is fully populated within one connection, with no negotiation | | 3 | **The first pages.** Server list, per-server status, killfeed, leaderboard; `capabilities`; nav | Module-rust | The site renders the last thing the game said while the game is off | | 4 | **Identity** (R1) | 3 + docs | A player links an account in-game and the site names their Steam ID | | 5 | **Site-owned permissions** (R2). Groups and grants authored on the site; full set pushed on connect, deltas after; drift reported | all 3 + docs | A grant made on the website gates a third-party plugin in-game, and survives a wipe | | 6 | **Teams provider** (R5). Rust's first-party clans; membership event-driven, leadership read off `LocalClan` at snapshot | Module-rust + 2 | Core's reconciler is answered from live transitions, `complete` claimed only per reachable server | | 7 | **Events: one budget, one lease.** [kit][kit] ch. 5's own ordering — the lease before the action | Module-rust + 2 | The leased value is observed changing in the running game and restored, per key | | 8 | **Events: the Kits reward action** (R3) | all 3 | A retried step grants loot once, and the ledger and the world agree | | 9 | **Optional mod integrations**, the uMod **Clans** plugin first (R5). One adapter per plugin, each detecting via `[PluginReference]` and degrading to absent | rust-plugins + docs | A server missing every optional mod still runs the module, Teams included | | 10 | **The installer** (R4). `--game servuo|rust`, the bundle payload as a variant, an Oxide prerequisite check in `doctor`, the protocol pairing refusal carried over | installer + docs | An operator sets a Rust server up with the released binary and nothing hand-copied | | 11 | **Docs, kit feedback, cutover** | docs + Integration-kit | `docs/` describes what shipped; R2's missing chapter answered either way | ### Why the lease comes before the reward action The stated priority is Kits rewards, and this plan still schedules a lease first. [kit][kit] ch. 5 is explicit about it and the reasoning survives restating: a lease is *a value that already existed, changed for a while, and put back*, so reading it first gives you the baseline for nothing. An action makes something that did not exist. The lease proves the whole command path — correlation, the idempotency key, `budgetMs` against the client timeout, the deadline the game enforces on its own — before anything hands out loot. It is a cheaper place to find all four of chapter 5's invisible failures. Reversible on request. ### What phase 8 must declare honestly **A kit grant cannot be `reversible: 'ledger'`.** That value is a promise that core may come back and have the thing undone, on every terminal path including an abort — and there is no honest way to un-grant loot a player has already spent. The correct declaration is `reversible: 'none'`, and saying so is the point: a capability that claims a reversal it cannot perform is the "capability that lies" chapter 5 names, and neither core nor review can catch it. `cost()` must count the kits actually granted, derived from the params, every time. Core prices `cost` before dispatch and never reconciles it against what came back — it cannot, it does not know what a kit is — so an action that reports one while granting twelve turns an operator's cap of 30 into a cap of 360 with nothing anywhere going red. And the monthly wipe is the case `revert`'s tolerance rule was written for: every ledgered resource is invalidated at once, and **"gone, and that is fine" is a success**, not a failure. ## 6. Risks worth naming now - **Hooks bind by name and arity, by reflection, with no compile-time check.** A misspelled hook is never called, silently, with no warning at load — the single most common way a Rust plugin does nothing. The plugin must log which of its expected hooks have fired at least once, so a hook Facepunch renamed on a wipe is visible rather than mysterious. See [`README.md`](README.md) §2. - **A convar that applies cleanly and does nothing.** Most game config is read once at boot and cached; applying it later succeeds, reads back correctly, and changes nothing. Every lease key gets verified live — apply, observe in the running game, restore — before it is advertised. The UO module surveyed 156 config reads and found roughly eight that were live. - **The wipe cadence is the schedule.** A monthly force wipe moves the hook list, rebuilds Oxide, and invalidates every ledgered resource. Phases that end near one should expect to re-verify rather than assume. - **`start.bat`'s RCON password is `letmein` in plaintext with `rcon.web 1`.** Acceptable on a loopback dev rig, and it must never be the shape anything published copies. ## 7. Contract coverage audit Added 2026-09-15 after re-reading the whole kit rather than only chapters 3–5. **The first draft of §5 was built from the game-facing chapters and under-planned the website module by a wide margin.** Every element of the contract is listed below with where it lands; the unplanned ones are the point of the table. ### The server handshake — ten registrations plus two hooks (ch. 2) | Call | Planned? | Where | |---|---|---| | `registerRoutes` | yes | 3 | | `registerTeamProvider` | yes | 6 | | `registerEventBudgets` / `OptionSources` / `Leases` / `Actions` | yes | 7–8 | | `onBoot` / `onShutdown` | **implicit only** | make explicit in 1 | | `registerExtension` | **no** | the dry run's own manifest declared `admin.users.detail` | | `registerNotificationStreams` | **no** | — | | `registerEventTriggers` | **no** | — | | `registerAudiences` | **no** | — | | `registerEngagementSeeds` | **no** | — | | `registerAnnounceLeg` | **no** | — | | `registerPostHook` | **no** | — | | `registerSlashCommands` | **no** | — | **The template registers eight of these and the plan covered three.** Triggers, audiences and engagement seeds are in `template/server/index.js` as a matched set — a trigger declares the payload and its audience `ceiling`, an audience resolves people over module data, and seeds ship the bodies and rules. None of the three was in §5. ### The bundle's own parts | Part | Planned? | Note | |---|---|---| | `module.json` `id` / `coreApi` / `capabilities` | yes | 1, 3 | | **`mounts` and prefix choice** | **no** | shares one namespace with core's, and the loader's probe cannot see core's root-mounted endpoints | | `schema.sql` | yes | 2 | | **`purge.sql`** | **no** | required whenever a schema ships | | **`swagger-fragment.json` + generator + `check:swagger`** | **no** | fixed filename, merged verbatim, must be committed and checked current | | **`vite.config.js` aliases / shims / `checkExternals`** | **no** | the kit calls this the highest-risk mechanical detail in the system | | **`checkImports.js`** | **no** | the guard that makes a reach into core's tree fail the build | | **`release.yml`, install manifest, `sha256`, host allowlist** | **no** | there was no packaging phase at all | ### The client half | Part | Planned? | Note | |---|---|---| | `registry.registerRoutes` / `registerNav` | yes | 3 | | **`declareModuleSlot`** | **no** | the kit: *"you will need it the moment your game has anything like a guild"* — so phase 6 | | `registerFeatureProvider` | **no** | how a nav row becomes conditional | | **UI kit discipline** | **no** | `PublicLayout` needs `shell`; `PageHeader` takes `eyebrow`/`title`/`lead`/`center` and drops unknown props silently | ### Beyond the module | Item | Planned? | Note | |---|---|---| | Sidecar rpc correlation | implicit | needed by 7–8; state it in 1 | | **Asset bridge (ch. 3 §2b)** | **no** | Rust's item icons and 2,590 skin ids are exactly the "content already on the game host" case | | **`.profile` landing page** | **no** | three repos added is precisely when it is owed | | **`runicgateway.com`** | **no** | a second game is a headline platform change | | **Android app** | **no** | it feature-detects `capabilities` and must render a site whose module it has never heard of | | `docs/` | yes | 11 | ### What this does to the phase list The gaps are not evenly distributed: most land in the website module, which the original §5 treated as three phases and which the kit treats as the bulk of the work. The phase list needs a packaging phase, a notifications-and-engagement phase, and explicit bundle-mechanics work inside phase 1 — plus decisions on the optional surfaces (slash commands, extension slots, the asset bridge) before they can be scheduled. Those decisions are §8. ## 8. Questions this plan cannot answer for itself Open, in rough order of how much they change the schedule. None is blocking phase 0. 1. **Notifications and engagement** — does v1 ship triggers, audiences and engagement seeds, or is that a later workstream? The template treats them as core furniture; skipping them means a Rust site that cannot mail anybody about anything. 2. **Discord slash commands** — the platform has a bot and `registerSlashCommands` exists. Does the Rust module claim any? 3. **Extension slots** — the dry run's manifest declared `admin.users.detail` (a user's Rust identities inside core's admin user page). Keep it? 4. **The asset bridge** — item icons and skins over the bridge, or not in v1? It is a whole protocol's worth of work and the site renders without it. 5. **Android** — does the app get Rust support in this workstream, or does it stay UO-only until the module ships? 6. **Which mount prefixes**, given they share a namespace with core's own. 7. **Server scale** — how many Rust servers should the first release support in the UI? The dry run says the module holds one client per server; the pages differ a lot between one and six. 8. **Wipe retention** — when a wipe truncates gameplay data, what survives? All-time rollups, or a clean slate each month? [kit]: https://gitea.whitlocktech.com/RunicGateway/Integration-kit