- PLAN.md stage 3: what was built (runicnpc-rust#5), the results on both rigs (134/134, reload and restart 5/5), what building it found (Rust leaves an NPC in the air when its floor goes; a route leg can be on the navmesh and still unwalkable; a shore floor not covered; stage 2's JSON leak), the console-only at= option for the org lead's call, and the in-game walk checklist. - API.md: SetPlacement's navmesh check and D239 fallback, the placements' note, List's regrounded, and SetRoute's unchecked legs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
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RunicNPC — the API
API version 2 (RunicNPC stage 2, 2026-09-30). This is the reference for other plugins. Why it has this shape is in PLAN.md §4 and the decisions D221–D238.
RunicNPC is called by name through Call, like any Oxide or Carbon plugin API. Every call is prefixed
RunicNpc_, so no hook of another plugin is ever matched by accident. Every call is a non-public method, which is
what Oxide's Call reaches by name (PLAN.md §1.2).
[PluginReference] private Plugin RunicNPC;
int api = RunicNPC?.Call<int>("RunicNpc_ApiVersion") ?? 0;
if (api < 2) { /* too old for this caller: say so */ }
BasePlayer npc = RunicNPC.Call("RunicNpc_Spawn", position, "warden", "plugin:MyPlugin", null) as BasePlayer;
The version moves when a call or a raised hook changes shape, not on every release. plugin.toml in the
repository declares the same number, and the release's manifest.json carries it, so an installer or the
bridge can refuse a RunicNPC that is too old before it is loaded.
A call that cannot do what it was asked returns null (or 0, or false) and says why in the server log. Calls that change data return the reason as a string instead, and null means success.
Owners
Every NPC has an owner, and the owner decides its lifetime (PLAN.md §2).
| Owner | Who uses it | Lifetime |
|---|---|---|
run:<id> |
An event run, through the bridge | Never saved. Removed by the caller, or by RunicNpc_DespawnOwner. |
plugin:<name> |
Any other plugin | Never saved. Removed when that plugin unloads. Use your plugin's own name. |
placement:<id> |
RunicNPC itself | The NPC is never saved; the placement is, and spawns a fresh one at boot. Callers cannot spawn with this owner. |
Calls
RunicNpc_ApiVersion() → int
The API version: 2.
RunicNpc_Spawn(Vector3 at, string profile, string owner, JObject overrides) → BasePlayer
Spawns one NPC now, or returns null.
ownermust berun:<id>orplugin:<name>.overridesmay change any profile value for this NPC only, in the profile's own shape (below). It may be null. For example:{"health": 500, "names": ["Captain"], "movement": {"mode": "route:gate", "radius": 0}}. Arrays are replaced, not merged. The merged profile is validated like a saved one.- A roamer must stand on Rust's navmesh: within 3 m across and 2 m up or down of
at. A sentry may stand anywhere. - It is refused until the map's navmesh is built, which takes 8–10 minutes on a map's first boot.
Refusals: an unknown or refused profile, a bad owner, a failed override, a spot off the navmesh, a cap an admin has set, or a navmesh that is not built yet.
RunicNpc_Despawn(ulong netId) → int
Removes one NPC by its net id. Returns 1, or 0 if it is not one of RunicNPC's. A placement's NPC comes back after its respawn delay.
RunicNpc_DespawnOwner(string owner) → int
Removes every NPC of owner, and returns how many it removed.
RunicNpc_List(string owner) → List<Dictionary<string, object>>
The live NPCs of owner; null lists them all. Each has:
| Key | Type | |
|---|---|---|
netId |
ulong |
|
profile, name, owner, kit |
string |
The kit is the one picked for this NPC. |
placement |
string |
Its placement's id, or null. |
position, home |
{x, y, z} |
home is where it spawned: where it wanders around, and walks back to before it sleeps. |
health, maxHealth |
float |
|
movement |
string |
wander, monument or route:<name>. |
rest |
string |
Awake, GoingHome or Asleep (D235). |
state |
string |
Rust's AI state: Idle, Roam, Chase, Combat and so on. |
leashes |
int |
How many times it has given up a chase at its chase range. |
regrounded |
int |
How many times its ground went from under it and it was put on the nearest navmesh (D239). |
RunicNpc_Profiles() → JObject
{"managed": bool, "profiles": {name: profile, …}, "refused": {name: reason, …}}. A refused profile is kept in
the file but never spawns (a kit the server lacks, for example).
RunicNpc_SetProfiles(JObject all) → Dictionary<string, string>
Replaces the whole profile set with all ({name: profile, …}), as a site does on every push, and marks the
server managed (D221). It returns the profiles refused and why; the rest are in use at once. A placement whose
profile has gone waits, and spawns again when the profile returns (D237).
RunicNpc_Placements() → List<Dictionary<string, object>>
Each placement as {id, placement, alive, waiting, lastError, note}. placement is the placement's JSON (below),
alive is how many of its NPCs are alive, and waiting says why it cannot spawn right now, or is null. note is
set while its NPCs stand somewhere other than its spot because the ground there went (D239, below), or is null.
RunicNpc_SetPlacement(string id, JObject placement) → string
Adds or replaces a persistent placement (D222). Null on success, or the reason. Replacing one despawns its NPCs and spawns them again from the new values. Every set logs the cost warning (D227).
A roamer's spot must be on Rust's navmesh, within 2 m up or down, when it is set; otherwise the answer says how far
off it is, as rnpc place does (D219). The check is skipped while the map's navmesh is still being built, and
for a profile that does not exist yet. If the ground under a placement goes later (a player-built floor is
destroyed, D239), a live NPC is put on the nearest navmesh within 2 s, and the placement respawns its NPCs on the
nearest navmesh until its spot is walkable again; note says so meanwhile. Rust itself leaves such an NPC standing
in the air.
RunicNpc_RemovePlacement(string id) → bool
Removes a placement and its NPCs.
RunicNpc_Routes() → JObject
{name: route, …}.
RunicNpc_SetRoute(string name, JObject route) → string
Adds or replaces a route (D234). Every point must be on Rust's navmesh. Null on success, or the reason. Unlike
rnpc path (D240), it does not check that an NPC can walk from each point to the next: a leg Rust cannot path
leaves the NPC standing at the last point it reached, so a caller that builds routes should check its own legs.
RunicNpc_RemoveRoute(string name) → bool
Removes a route. Placements that walk it wait until it exists again.
RunicNpc_IsRunicNpc(BaseEntity entity) → bool
Whether entity is one of RunicNPC's NPCs.
RunicNpc_ProfileOf(BaseEntity entity) → string
Its profile's name, or null.
RunicNpc_CostWarning(int adding) → string
The cost warning (D227) for the NPCs the server plans, plus adding. It is built from stage 1's measurements
(PLAN.md §9), and says what the NPCs add to a server frame, idle and fighting, and how slowly each then reacts. A
caller that adds NPCs shows it to whoever added them.
Hooks it raises
All are called on every plugin, and none of them answers: a return value is ignored.
| Hook | When |
|---|---|
OnRunicNpcSpawned(BasePlayer npc, string profile, string owner) |
After an NPC spawns and is equipped. |
OnRunicNpcHealth(BasePlayer npc, string profile, float threshold) |
The first time its health falls to one of the profile's healthThresholds. |
OnRunicNpcDied(BasePlayer npc, string profile, string owner, HitInfo info, Dictionary<ulong, float> contributors) |
When it dies. contributors maps each player's Steam id to the health that player took from it, the killing blow included, after Rust's protection. It never adds up to more than its health. |
OnRunicNpcDespawned(BasePlayer npc, string owner) |
When it is removed without dying. Not raised as RunicNPC itself unloads. |
Data shapes
A profile (D238)
{
"names": ["Warden", "Old Warden"],
"kits": ["warden_rifle", "warden_smg"],
"prefab": "scientistnpc_roam",
"role": "roamer",
"movement": { "mode": "wander", "radius": 20 },
"health": 250,
"damageDealt": 1.0,
"damageTaken": { "head": 1.0, "body": 1.0, "legs": 1.0 },
"aimCone": 2.0,
"ranges": { "sense": 30, "loseTarget": 40, "chase": 40, "attack": 30 },
"visionCone": -0.8,
"sleepDistance": 160,
"healthThresholds": [0.5]
}
| Field | Rule | Meaning |
|---|---|---|
names |
at least one | One is picked for each NPC. |
kits |
at least one; each must exist in Kits | One is picked for each NPC, and it is equipped with it (D217). |
prefab |
a Rust scientistnpc_* prefab that is a plain scientist |
What it is built from. |
role |
roamer or sentry |
A sentry never moves, and may stand off the navmesh. |
movement.mode |
wander, monument or route:<name> |
D233. A placement may override it. |
movement.radius |
above 0 for wander |
How far from home it wanders. |
health |
above 0 | Its health, and its maximum. |
damageDealt |
0 or more | Multiplies its weapon's damage; 1 is the weapon's full damage. |
damageTaken |
each 0 or more | Multiplies the damage it takes to the head, the legs (legs and feet), and the body (everything else, including hits with no body part, like fire and explosions). |
aimCone |
0 or more | How much its aim spreads; Rust's scientists use 2. |
ranges.sense |
above 0 | How far it notices players. |
ranges.loseTarget |
at least sense |
How far a target must get before it is forgotten. |
ranges.chase |
0 or more | How far from home it will chase (0: no limit). At that distance it waits 5 s for the target to come within range, then gives up and walks home. |
ranges.attack |
above 0 | How far it shoots from. This replaces the weapon's own range. |
visionCone |
−1 to 1 | Rust's vision cone. |
sleepDistance |
0 or more | D235: with no player this close it walks home, then sleeps. 0: it never sleeps. |
healthThresholds |
fractions between 0 and 1 | Where OnRunicNpcHealth is raised. |
A placement
{
"profile": "warden",
"position": { "x": 100.0, "y": 12.5, "z": -340.0 },
"yaw": 90,
"count": 3,
"respawn": 300,
"respawnMode": "each",
"movement": { "mode": "route:gate", "radius": 0 }
}
countNPCs spawn at the spot, and all but the first are scattered within 3 m of it.respawnis in seconds, at least 1.respawnModeiseach(every NPC returnsrespawnafter its own death) orgroup(none returns until all are dead, then all return together) (D236).movementis optional and overrides the profile's.
A route
{ "points": [ { "x": 1, "y": 2, "z": 3 }, { "x": 4, "y": 2, "z": 6 } ], "loop": true }
At least two points, each on Rust's navmesh. With loop, the last point leads back to the first; without it, the
route is walked back and forth. An NPC joins the route at its nearest point.
Files and config
data/RunicNPC/profiles.json(managedandprofiles),placements.jsonandroutes.json, underoxide/orcarbon/. On a standalone server profiles are edited in the file, thenrnpc.reloadreads them again. On a managed one the site pushes them.config/RunicNPC.json:caps:total,perOwner,perProfileandspawnsPerSecond. Each is 0, meaning no cap, until an admin sets it (D227).spawnBudgetMs: how many milliseconds of each server frame placements may spend spawning. The default is 8.
rnpc.statusat the console reports the swap's field check, the NPCs by owner and rest, profiles refused, placements waiting, the caps, and the cost warning.