Completes the uMod mirror beyond the Rust hook table, and adds agent/ — the same facts in TSV/JSONL at ~46% of the tokens. New prose: - OXIDE_API.md: the 19 developer pages under umod.org/documentation/api/ — plugin structure, hooks, commands, IPlayer, permissions, config, data files, database, localization, timers, web requests, dependencies, integration, preprocessor directives, security, style guide, CI, review. This is the framework our plugin is a guest in, where HOOKS.md is what the game says. - OPERATING.md: the 6 operator pages — installing Oxide on a server, then installing, configuring and permissioning plugins. New machine-readable set (agent/): - hooks.tsv 477 rows, ~31% of HOOKS.md - items.tsv 678 rows, ~80% of DEFINITIONS.md's item table - skins.tsv 104 rows covering 2,590 skins, ~77% - api.jsonl 150 code examples, ~47% of the two prose docs Generated in the same pass as the markdown, so the two cannot drift. HOOKS.md gains the universal-hook split: 34 of the 477 are uMod's own Covalence hooks, raised identically on every game uMod supports. Verified against /documentation/games/universal in the same capture - all 34 are in the Rust set and the Rust page adds none of its own, so the overlap is exact. The distinction is architectural: a universal hook is the portable part of the surface. Two things worth recording from building it: - The first skins.tsv was one row per skin and came out 11% LARGER than the markdown it replaces. Grouping it one row per item is what made it a saving. The token win is real for prose (3.2x on hooks) and small for tables that were already dense - agent/README.md says so plainly rather than claiming a flat number. - Signature extraction by brace depth silently captured body lines (a nested '}' in OnUserConnected's example ended the block early). It now matches on the hook's own name; all 477 rows verified to carry a real signature. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
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Running Oxide: the operator's side
What a server owner does — install the mod framework onto a game server, then install,
configure and permission plugins. This is the surface our own deployment story has to sit on top
of, the way installer/INSTALL.md sits on top of ServUO.
Mirrored verbatim from uMod on 2026-09-15 — 6 pages. uMod is upstream and normative.
Contents
- Getting Started — Installing uMod/Oxide onto a game server
- Plugins - Getting Started — What a plugin is, from the server owner's side
- Plugin installation — Installing, updating and removing a plugin
- Plugin configuration — Editing a plugin's config file
- Data Files — Where plugin data lives on disk
- Permissions — Granting permissions and managing groups in-game
Getting Started
Source: https://umod.org/documentation/getting-started
Installation
Server requirements
The Oxide platform requirements vary depending on the game server.
More information about Oxide support for specific games may be found on the Game Support page.
Installing Oxide
Via Direct Download
- Download the Oxide version specific to your game.
- Copy the files over your existing server installation
Plugins
Plugins are self-contained bits of code which modify game server behavior.
For more information about plugins, view the Plugins - Getting Started page.
Extensions
Extensions are generally large projects which add functionality to Oxide or make substantial changes to a server.
Plugins - Getting Started
Source: https://umod.org/documentation/plugins/getting-started
Plugins are self-contained bits of code which modify game server behavior.
Code files
Plugins are code files distributed as CSharp (C#) files and will have a .cs file extension.
Installing a code file
More information about installing plugins may be found at Plugins - Installation.
Configuring a plugin
Many plugins generate a JSON configuration file that a server administrator may use to change how the plugin works.
More information about configuring plugins may be found at Plugins - Configuration.
Plugin permissions
Many plugins have permissions which must be assigned in order to use plugin features.
More information about access control may be found at Plugins - Permissions.
Plugin commands
Many plugins have commands that may be used by players or server administrators. Not every game will have both console commands and chat commands (check Game Support for availability of commands). By default commands should be available by console and in-game.
Console commands
A console command is a command which is run from...
- In-game console (if game has one)
- Server application window (if platform supports it)
- RCON console (if game supports RCON)
Chat commands
Chat commands are prefixed with a / and run by players using in-game chat.
For example: /help
Plugin installation
Source: https://umod.org/documentation/plugins/installation
Installing Oxide plugins usually only takes a few mouse clicks.
Server requirements
To install the plugin on the server, the server provider must support Oxide 2.0 or higher, else the plugins will not load or do anything.
If the server is not online, start it. Then, check that Oxide is fully installed by testing the oxide.version chat or console command.
Download the source code
Download a plugin from the plugins page;
Warning. Do not rename the plugin or change the file extension.
Remote server
If the server is not hosted locally, connect to the server via an FTP client. If unsure of the FTP details, please contact the server host.
Plugins directory
Find the plugins folder which is located by default at oxide/plugins if it has not been changed by the server host
Upload the source code
Upload the plugin file into the "plugins" folder and it will be loaded automatically if Oxide is currently installed
Continue to configuring the plugin...
Updating
If a plugin is already installed and an update is available simply overwrite the original (.cs) file and the new version will be loaded automatically.
Plugin configuration
Source: https://umod.org/documentation/plugins/configuration
Most plugins will generate a JSON configuration file once loaded. With this file, a server owner may change how a plugin works.
Config directory
Configuration files are found in the config folder which is located by default in oxide/config (unless the server host has moved it).
File name
A plugin configuration file will have the same name as the plugin itself.
For example, a plugin that is installed as MyPlugin.cs (if it is configurable) will be accompanied by a JSON file named MyPlugin.json
Warning. Do not rename the configuration file or change the file extension.
If a plugin is installed but not configurable, no configuration file will be present.
If a plugin is configurable but no configuration file is available, the plugin may be broken; in this case, check the log files under the oxide/logs directory for errors.
Valid JSON
All plugin configuration files are saved as JSON (JavaScript Object Notation). Configuration files must be valid JSON. Use a validator such as jsonlint.com to ensure the configuration is valid JSON.
Applying changes
After making changes to a plugin configuration file, reload the plugin in the server console by using the oxide.reload command. For example:
oxide.reload MyPlugin
Continue to setting permissions...
Data Files
Source: https://umod.org/documentation/plugins/data-files
Data files are JSON files that plugins may use to store arbitrary data.
Data directory
Data files may be found in the data folder which located by default in oxide/data (unless the server host has moved it).
File names
Data files do not follow any naming convention, a plugin author may specify any name when creating a data file.
It is recommended to plugin authors, when creating a large number of data files, to create them in a subdirectory specific to their plugin.
Valid JSON
All plugin data files are saved as JSON (JavaScript Object Notation). Data files must be valid JSON. If editing a data file manually, use a validator such as jsonlint.com to ensure the data file is valid JSON.
Permissions
Source: https://umod.org/documentation/plugins/permissions
Permissions allows server owners to give players unique abilities and benefits on their servers.
Administering permissions is easy; simply enter the desired command and you're done! If your server does not have a console, you can use any compatible RCON tool or remote console to send the commands to the server. Most Oxide-supported games also support the permission commands in the chat, or will soon.
For this guide, the permission epicstuff.use will be used as an example. Keep in mind that permissions only exist if provided by a plugin or Oxide itself.
By default, the groups that are created by Oxide are: admin and default. These can be changed by editing those under the oxide.config.json file. The admin group will automatically be assigned to players that are recognized as admin (via ownerid) by the server. The "default" group will automatically be assigned to ALL players that connect to the server.
Players
Grant a permission to an individual player
oxide.grant user Wulf epicstuff.use
Revoke a permission from an individual player
oxide.revoke user Wulf epicstuff.use
Show a player's permissions
oxide.show user Wulf
Showing which player or group has a permission
Sometimes this command is helpful when tracking down who has a permission.
oxide.show perm epicstuff.use
Groups
Grant a permission to an entire group
oxide.grant group admin epicstuff.use
Revoke a permission from a group
oxide.revoke group admin epicstuff.use
Adding a player to an existing group
Adding a player to a group will give them all of the permissions assigned to that group.
oxide.usergroup add Wulf admin
Removing a player from an existing group
Removing a player from a group will remove from them all of the permissions assigned to that group.
oxide.usergroup remove Wulf admin
Adding an entirely new group
oxide.group add vip
oxide.group add vip VIP 0
Removing an existing group
oxide.group remove vip
Setting the title or rank of a group
The group title is usually a short description of a group, sometimes used for chat titles. The rank is a number which sorts a group based on its importance.
oxide.group set vip "[VIP Member]"
oxide.group set vip "[VIP Member]" 1
Setting the parent group of another group
A group will inherit all permissions from its parent group.
oxide.group parent admin default
Showing a group's members and permissions
oxide.show group admin
Showing all groups or permissions
To show all of the permission groups, simple use the command below.
oxide.show groups
The show all of the registered permissions from plugins and Oxide, use the command below.
oxide.show perms
Using wildcards
A wildcard is something that covers multiple things at once time. For permissions, this is the * symbol. You can use the wildcard (*) to grant multiple permissions at one time. This can be done with all permissions or per plugin based on prefix.
oxide.grant group admin *
oxide.grant user Wulf oxide.*
Conclusion
The same commands are also available with the "o." prefix (ex. "o.grant").
That's the basics to permissions for Oxide. Permissions give you a fantastic way to manage staff without worrying about them abusing powers from the game's admin functionality (such as flight, noclip, super speed, etc.) so they can still enjoy the game but also help monitor your server at the same time.
Mirrored from uMod, 2026-09-15.