PLAN_REDESIGNS.md plans PLAN_FIXES §6 step 3 in detail, before any code: the permission manager, the event step editor and kit weekend, zones and domes, map marker types, the 23 title conditions, and NPCs. Checked on both rigs first: the public owner lookup for permissions, the mission hooks both frameworks already raise, and ZoneDomes' null-player throw. Eleven questions for the org lead (§10) become D188 onward. Refs RunicGateway/Module-Rust#21 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
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module-rust — the redesigns, planned
Status: plan, written 2026-09-27, waiting for the org lead's answers to §10. It is step 3 of
PLAN_FIXES.md §6: the six changes the org lead decided during the first player walk,
each "planned in detail before code". The org lead asked for all six in one plan (2026-09-27), so they can
be read together. No code has been written for any of them.
This is a companion to PLAN_FIXES.md and PLAN.md. Where they disagree, this
document is later and wins. The answers to §10 become decisions of record from D188 onward, continuing
PLAN_FIXES' numbering.
| § | Redesign | PLAN_FIXES | Where the work lands |
|---|---|---|---|
| 1 | The permission manager | §4.1, D160–D163 | Rust-Plugins, Module-Rust |
| 2 | The event step editor and the kit weekend | §4.2, §4.3, D164, U-3–U-6, F11 | core (website main), Module-Rust, Rust-Plugins |
| 3 | Zones: ZoneManager's options, and a dome | §4.4, D166, D167 | Rust-Plugins (bridge and helper), Module-Rust |
| 4 | The live map's marker types | §4.5, D165 | Module-Rust |
| 5 | Chat titles: twenty-three conditions | §4.6, D172–D175 | Rust-Plugins, Module-Rust |
| 6 | NPCs | §4.7 | Rust-Plugins, Module-Rust |
Protocol. Every wire change here joins protocol 13, which is still unreleased on edge in all three
repos. PLAN_FIXES.md §5 already lists the inventory verb, ZoneManager's flags, zone
options and the new tally fields under it, so this adds no bump (§7).
Core. §2 is mostly core's editor, which is game-agnostic and serves Module-uo too. Its contract additions are MODULE_API 1.11.0 → 1.12.0, additions only (§8). The same proof website#209 ran for 1.11.0 applies: Module-uo's frozen-manifest job and its suites, run against the new core.
0. What was checked before writing
Each of these was a question PLAN_FIXES left open or a claim this plan depends on. All were checked on
2026-09-27 against the two rigs (rust-oxide, rust-carbon) or the code. The rig checks used a read-only
probe plugin that wrote one data file. It was unloaded and deleted afterwards on both rigs.
| # | Question | Answer | Where it lands |
|---|---|---|---|
| 0.1 | Can the bridge learn which plugin registered a permission through public API? | Yes, on both frameworks. permission.PermissionExists(name, owner) takes the owning plugin (Oxide: Plugin; Carbon: BaseHookable). Asking it of every loaded plugin named an owner for all 85 permissions on Oxide (RustCore owns oxide.*) and all but 30 on Carbon, in 3.3 ms and 1.8 ms. ZoneManager owns all 70 zonemanager.* names, zonemanager.ignoreflag.nokits included, which uMod PermissionsManager files under Kits. The 30 Carbon names without a plugin owner are adminmodule.*, which belong to Carbon's built-in AdminModule (a Carbon module, not a plugin). |
§1.2 |
| 0.2 | Can the bridge list every user in the store? | No. Neither framework has a public "all users" call (GetUsers and GetAllUsers do not exist on either). The complete holder list comes from GetPermissionUsers for each permission plus GetUsersInGroup for each group. That took 1.7 ms and 2.2 ms on the rigs' tiny stores, but each call walks every user, so on a real store the cost is permissions × users. |
§1.2 (sliced) |
| 0.3 | Do groups carry anything the site does not model? | Parents. GetGroupParent answers on both. The site's rust_perm_groups has no parent column. |
§1.4 |
| 0.4 | Is there a framework hook for a finished Rust mission (D173)? | Yes: option 1 of D173's spike. Oxide's patched Assembly-CSharp.dll raises OnMissionSucceeded, OnMissionFailed, OnMissionStarted and OnMissionAssigned, and Carbon.Hooks.Oxide.dll patches the same four names onto BaseMission. Rust's own methods are BaseMission.MissionSuccess(MissionInstance, BasePlayer assignee) and MissionFailed(MissionInstance, BasePlayer, MissionFailReason, bool). The catalogues HOOKS.md and CARBON.md predate them. The exact hook arguments are confirmed when a person finishes a mission (§5.7). |
§5.7 |
| 0.5 | Is ZoneDomes' API safe with a null player (PLAN_FIXES §4.4, §7)? | No. AddNewDome and RemoveExistingDome end with player.ChatMessage(...) and no null check. With a null player the dome is made and saved, and then the call throws. On boot, ZoneDomes also drops every dome whose zone does not exist yet, and the bridge's temporary zones are re-created after that. |
§3.2 |
| 0.6 | Can ZoneManager's flag list be read at run time? | Only from inside. The list is ZoneManager.ZoneFlags.NameToIndex, a public static on a nested type. No hook or Call method returns it. The zone helper (RunicGatewayZones.cs) already references ZoneManager's types, and the bridge may not (R2, D168). |
§3.1 |
| 0.7 | What does the map actually show? | 85 markers on the rigs' map (world 3000, seed 1234): 31 substations in four prefab kinds, 7 caves in six, 7 train-tunnel entrances in four, and 5 water wells in three. The label (Substation) groups the variants. Rust also classifies monuments itself (MonumentInfo's MonumentType: Cave, WaterWell, Lake, Mountain, Radtown, Building, Town, Airport, Lighthouse). |
§4 |
| 0.8 | Can the site see how much of a kit players have used? | One player at a time. kits.list already returns each kit's max (MaximumUses) and cooldown, and the module ignores cooldown. Per-player use is read only during a credit settle (GetPlayerKitUses). |
§2.6 |
| 0.9 | Where do the Ultima Online examples a Rust admin sees come from (U-3)? | Core's own actions. core.lease gives uo.rate.skillgain as its example, and the announcement actions talk about Britain and Cove. |
§2.1 |
| 0.10 | What free NPC plugins exist (§4.7)? | HumanNPC (Remod/RFC1920) spawns NPCs with a name and a Kits kit (SpawnHumanNPC(position, rotation, name, clone), SetHumanNPCInfo), but it requires two more plugins, Pathfinding and Waypoints, and its NPCs run its own AI, not Rust's. NPC Loadouts (VisEntities) dresses Rust's own NPCs from configuration, for every NPC of a type rather than one spawn. The bridge's rust.npc.place already spawns Rust's own scientists, and a scientist is a BasePlayer, so it has an inventory and a displayName. |
§6 |
1. The permission manager (§4.1; D160–D163)
1.1 In one paragraph
Today the site pushes the set it authored, and the plugin reports "foreign" holders only for the names the site claims (D31). After this change, the plugin reads the whole store and the site keeps all of it. The first read of a server imports everything (D160). After that, every difference between the game and the site is either something the site changed, which it pushes as it does now, or something changed in the game. An in-game change is settled by the server's policy: auto-adopt, adopt, or revoke (D161). The screen is rebuilt on PermissionsManager's flow (D162), and every subject is shown with its linked account and in-game name (D163).
1.2 The inventory (plugin, protocol 13)
A new request/reply verb, perm.inventory, returns the whole store in the same shape on both frameworks:
permissions: every registered name with itsowner, the plugin that registered it, found withPermissionExists(name, plugin)overplugins.GetAll()(§0.1). A name no plugin owns is sent with no owner. On Carbon those are the built-in modules' names, and the site groups them by prefix under "Carbon modules".groups: name, title, rank, parent, and the permissions the group carries directly (GetGroupPermissions(name, false); inherited permissions are the parent's, not the group's).users: for each Steam id holding anything, the permissions held directly, the groups (exceptdefault, which every connected player is in by framework rule and which the site treats as "everyone"), and the last name the store recorded. The name comes from the store's ownid(name)entry.leased: the group permissions an event lease is holding. The site excludes them from the in-game-change classification the way the foreign scan excludes them today (PLAN.md §27.3).
Cost. §0.2 means the read is permissions × users. It is built in slices on the main thread, one group
of permissions per tick, the same drain the sync already uses (PermOpsPerStep). It is then sent in pages
below 768 KiB, the way map.fetch stays under the sidecar's 1 MiB line cap. The site asks for page 0 and
follows more. A snapshot is taken once and paged from memory, so a change between pages cannot tear it. The
build walk measures a large store: the plan's ceiling is 20,000 users × 500 permissions under 2 s of drain,
with no single tick over 20 ms.
What leaves the wire. The sync's managed list and the plugin's foreign scan (ScanPermission,
ScanGroup) are replaced by the inventory. Protocol 13 is unreleased, so they are removed rather than kept
beside it. perm.sync groups gain parent, applied with SetGroupParent on both frameworks.
1.3 Who can hold a permission on the site
Grants and memberships are keyed by website user today (D28), and adopt refuses a Steam id with no account ("there is nobody to author this against"). D160 makes the site the owner of every holder, including the many who never link. So the site gains Steam-keyed holders:
rust_perm_steam_grants (steam_id, permission, scope, source, …)andrust_perm_steam_members (group_name, steam_id, scope, …), beside the existing user-keyed tables.buildDesiredunions both, and they can overlap; the existingseenGrantde-duplication already handles that.- The import writes Steam-keyed rows, even for a linked player. They are an exact copy of what the game holds. A user-keyed row would reach every Steam account the person has linked (D28), which would widen what the game held. Q1.
- A toggle on the screen for a linked player writes a user-keyed row (it reaches all their accounts, as today). A toggle for an unlinked player writes a Steam-keyed row.
- Linking or unlinking an account moves nothing. A Steam-keyed row stays about that game account, and the screen shows it under the person's name once they link.
1.4 Groups across servers
A group is one name fleet-wide today (rust_perm_groups.name is the primary key), with one scope, and
everything it carries or contains is the same on every server in that scope. Real servers disagree: each
has its own default and admin, and a vip on one server can carry different permissions from a vip on
another. The import has to keep both. The proposal (Q2):
- The name stays fleet-wide, and what the group carries and contains becomes per-server.
rust_perm_group_permissionsgainsscope, like grants have (D29). The member tables are scoped the same way. The import writes rows scoped to the server it read. - The group's own scope is the server it was first imported from. When a second server has the same name,
the scope widens to
*. Every server in scope then has the group, which may mean an empty group on a server that never had one. That is harmless, and it is what the site would push today anyway. rust_perm_groupsgainsparent. Title, rank and parent stay one value per name. The import takes the first server's values and reports a disagreement between servers on the screen; it does not pick silently.- Built-in groups (
defaultandadminon both frameworks, plusmoderatoron Carbon) are imported and editable, and never retired: the site does not sendRetireGroupfor them.default's membership is never modelled (§1.2).
1.5 The sync, rebuilt on three sets
rust_perm_pushed's own comment names the three sets. Until now the plugin could only compute the third one
for the names the site claimed. The inventory gives the site all three:
| In the game | Pushed (the site put it there) | Desired (the site authors it) | Means |
|---|---|---|---|
| yes | no | no | added in the game |
| no | yes | yes | removed in the game |
| no | no | yes | to apply (today's path) |
| — | yes | no | to retire (today's path) |
| yes | no | yes | landed by someone else; recorded as pushed |
One sync becomes: inventory, then classify, then apply the policy (§1.6), then push the desired set and the
retirements with the existing perm.sync. D32's shape is unchanged: whole set, one verb, the plugin
reconciles. Triggers are unchanged too. The drift hooks still mark the server dirty, so an in-game change is
settled within one tick (30 s) plus the read.
The first import (D160). A server with no completed inventory yet (new column
rust_perm_sync.imported_at) takes everything present as site-owned, whatever its policy, and records it
as pushed. Policies apply only to changes after that. This includes existing installs. The first inventory
after the upgrade imports every current hand edit, including the drift rows now waiting for an answer, and
clears those rows. That follows D160 as written; Q11 confirms it.
1.6 The policy (D161)
rust_servers.perm_policy, one of auto-adopt (the default), adopt, or revoke, set on the permission
screen's server header.
| Policy | Added in the game | Removed in the game |
|---|---|---|
| auto-adopt | written as the site's own: a Steam-keyed row (or a scoped group row) with source: 'adopted', scoped to that server, and recorded as pushed |
the site's row is deleted, when that row is scoped to that server alone |
| adopt | a row on the "needs a person" list, with Adopt and Revoke (today's drift answers) | a row on the list, with "Accept the removal" and "Put it back" |
| revoke | queued as a revocation and removed at this sync | pushed back at this sync (nothing new: the desired set re-applies it) |
A removal that touches a fleet-wide row is held for a person under every policy (Q3). A user grant
scoped *, or a group permission scoped *, that disappears from one server cannot be adopted without
deciding whether it should still hold everywhere else. Auto-adopt deleting it would take it off every server,
and splitting it into per-server rows would silently stop it reaching the next server added. So the list says
"removed on rust-carbon, granted on all servers" and offers "remove everywhere", "keep everywhere except
here" (which rewrites the row into per-server rows) and "put it back".
1.7 The screen (D162, D163, U-1)
Following PermissionsManager 2.1.2, the reference screenshots in the workspace's perms-screenshots/:
- A server picker first. PermissionsManager works on one server, and the site holds several. Everything
below is for the chosen server. A row scoped
*shows an "all servers" badge, and changing it asks whether to change it everywhere or on this server alone. - Players ⇄ Groups, as two tabs. The players list shows the server's holders from the inventory first, then a search over every player seen on that server and every linked account. Each row shows the in-game name, the linked website account if there is one, and the Steam id when the server has no cached name (D163).
- A subject, then its plugins. The plugin buttons come from the inventory's
owner(§0.1), never from the name's prefix. A button shows a count of what the subject holds from that plugin. - A plugin's permissions, with Granted / Revoked, plus Grant all and Revoke all. Each toggle carries its
own state on this server (U-1): granted; through group
vip(read-only, with a link to the group); waiting for their first connection (a member the store cannot place yet); not registered here (the plugin is not loaded, formerly "unresolved"); or did not land (D85). - A player's groups (add, remove, Remove all). A group's players (Remove all), and its title, rank and parent.
- The server header: sync state, the policy, and the "needs a person" list (§1.6).
zonemanager.ignoreflag.*(the question PLAN_FIXES §4.1 left open, Q4): 69 of ZoneManager's 70 permissions exempt a player from one zone flag each. Under ZoneManager's button they are shown as one collapsed section, "Exempt from zone flags", labelled with the flag names (No kits, No build, PvP god…). The seventieth,zonemanager.zone, is listed normally.
The existing account-first view (what one website account holds across the fleet) stays, on the account's own page, because that is where the events' grants (D84) and the chat styles (phase 17) are read.
1.8 The walk
On both rigs: install on a server with hand-made state (a vip group with a parent, two direct grants, one to
an unlinked Steam id), and check that the import shows it exactly. Then an oxide.grant / c.grant under each
of the three policies. Then a revoke in the game of a server-scoped grant and of a fleet-wide one (held for a
person). Then Grant all and Revoke all. The plugin buttons must be by owner: nokits is under ZoneManager. The
large-store measurement is in §1.2.
2. The event step editor and the kit weekend (§4.2, §4.3; U-3–U-6, F11; D164)
Most of this is core's editor (EventEditor.jsx), so it lands on website main, stays game-agnostic,
and must leave Module-uo exactly as it is.
2.1 A step becomes the thing it does (U-3, U-4, F11)
- No type tags.
ParamFieldstops printing· {type}and the bare*. A required field says so in words only when it is empty at save time. - Each type gets its control: a toggle for
boolean, a number field with the declared range beside it forintandfloat, a date picker fordatetime, and a text box only forstringwithout a source. core.leaserenders the chosen lease's own form. The lease is picked by its label. The step then shows the value as the lease's type (a toggle for a boolean lease, a number with the lease'smin–maxbeside it, or a dropdown when the lease declaresvalues), the target as a picker over the lease's owntarget.source(F11, never built: today the editor reads onlyparam.source), and the minutes with the lease'smaxDurationMsshown beside them.- Examples. Core's own examples become game-neutral (§0.9). A lease may declare an optional
examplefor its value (MODULE_API 1.12.0, §8), andtarget.examplealready exists, so the examples on a lease step are that lease's.
2.2 A phase that holds a timed step (U-6)
A phase with no advance rule ends when its steps finish, and teardown gives a lease back at once. So the "10 minutes" of a lease lasted one second. The fix is to make the duration visible:
- A param may declare
duration: 'minutes'(MODULE_API 1.12.0).core.lease'sminutesis one, and so arerust.zone.open'sminutesand the other modules' equivalents. - When a timed step is added to a phase that has no advance rule, the editor gives the phase
advance: { after: '<the longest duration in the phase>m' }, visibly, and the author may change it. - A phase whose advance rule ends before its longest timed step says so under the phase: "This phase ends after 5 minutes; the lease is given back then, not after 10."
2.3 Start with an unpublished edit (U-5)
When the definition has a saved draft newer than its published version, Start asks: "Publish and start",
or "Start version N (the published one)". Core client only. runs.create already pins the published
version.
2.4 Popups (§4.3)
rust.announce's delivery already has two values from an option source. With two or three choices the
editor draws them as a segmented control rather than a dropdown. Popups for other player-facing messages
(a zone entered, a reward earned) are Q6. The zone's enter message is ZoneManager's own chat line, so a
popup there means the bridge sending it on ZoneManager's OnEnterZone instead.
2.5 The kit weekend as a template (D164)
There is no template concept anywhere today. The proposal (Q5) is api.registerEventTemplates
(MODULE_API 1.12.0): a module declares a named skeleton (phases, steps, params filled in, and a short list
of the inputs the author supplies). The editor's "New event" screen offers the skeletons, asks for their
inputs, and opens an ordinary draft. Nothing about a template survives into the definition, so it is purely an
authoring shortcut and the runner never sees it.
Module-Rust registers "Kit weekend". Its inputs are a server, a kit and a duration, and it makes one phase
with advance: { after } equal to the duration and two steps:
core.lease→rust.group.permission, target<server>/default/<the kit's permission>, valuetrue, for the duration. The kit becomes visible and redeemable for everyone.rust.kit.entitle→ that kit, every linked player on the server, one use each (D103: withdrawn on revert). This recipient mode does not exist yet. Today's modes are all about a run's scoring ("everyone who scored", top N, and so on), so Module-Rust addslinked.
2.6 The kit warning (D164)
"N linked players have already used this kit" needs a bulk read the plugin does not have (§0.8). So there is a
new verb, kits.uses: {kit, steamIds[]} in, and {max, cooldown, exhausted, onCooldown} out (counts,
not a list). It is main thread, capped at the site's linked-player count for that server (the same bound as
the sync's).
The warning reaches the core editor through an optional note on an option row (MODULE_API 1.12.0).
When the chosen option carries one, the editor shows it under the field. rust.options.grouppermissions
attaches the note to a kits.* target: "Kit vip: 2 uses, 24 h cooldown — 9 of 41 linked players have used
it up. The weekend's extra use (step 2) is what lets them take it again."
2.7 The walk
Author a kit weekend from the template on each rig; a lease step with the phase's advance removed (the warning shows); a draft edited after publishing (Start asks); a boolean lease (a toggle); and a Module-uo event opened in the same editor, which must be unchanged apart from the controls.
3. Zones: ZoneManager's options, and a dome (§4.4; D166, D167)
3.1 The options (D166)
- Read from the installed ZoneManager, by the helper. §0.6 means only code that references ZoneManager's
types can read the flag list, and D168 puts that in the helper, not the bridge.
RunicGatewayZones.csgains a hook,RgZoneOptions(), returning ZoneManager's version andZoneFlags.NameToIndex's names. The bridge calls it and addszoneManager: { version, flags[] }to hello. Without the helper the site offers only a name, radius and duration, and says why, the same way D182 degrades. - Settings offered: the enter and leave messages, radiation, comfort, temperature, safe zone and permission. The bridge keeps control of the id, location, radius and size, and the rest (rotation, parent, eject spawns) stays out, because each one changes what the bridge believes the zone is.
- Wire:
world.zonegainsflags(names) andsettings(key → value). The plugin checks every flag against the live list and every setting against the allowlist, and refuses an unknown one with a new reason,bad-option. It passes them toCreateOrUpdateTemporaryZoneas ZoneManager's own key/value arguments, stores them on the zone's registry entry, and re-applies them inRecreateZonesafter a restart or a ZoneManager reload. - The form groups the flags from one module file (Vehicles, Combat, Building, Loot, NPCs, Communication, Survival). A flag the file does not know (a newer ZoneManager) goes under Other, so it is never hidden. Presets fill the flags in one click. Q8 chooses them; the proposal is Arena (PvP only, no building, no decay, no suicide, vehicles kept out), Safe zone (no PvP, no PvE damage, no building) and No building.
- Exemptions are
zonemanager.ignoreflag.<flag>permissions, managed on the permission screen (§1.7). The zone form links there. - Flying has no ZoneManager flag (PLAN_FIXES §4.4) and is not in this step.
3.2 The dome (D167) — and why this plan proposes drawing it ourselves
§0.5 found two problems. ZoneDomes' API throws without a player, and its boot path drops every dome of a
temporary zone. ZoneDomes itself is only this, for each dome: create SphereEntity from one of five prefabs,
set currentRadius and lerpRadius to twice the zone's radius, enableSaving = false, and Spawn()
(stack copies to make it darker).
Q7: the proposal is that the bridge draws the dome itself, from the same prefabs, as part of the zone's
own registry entry. It is made with the zone, re-made with it in RecreateZones, and killed with it at expiry
or teardown. There is no data file that outlives the zone, and there is no boot-order race. It reverses
D167's dependency (ZoneDomes would no longer be needed) and keeps D167's intent: the zone step gains "show a
dome". The alternative keeps ZoneDomes and patches its message call in the helper, which is a Harmony patch
on a third plugin to work around a one-line bug.
The default type and stack (PLAN_FIXES §9 question 3) are chosen by looking at each on the rig, in daylight and at night, during the build walk. The form offers type and stack, with that default.
3.3 The walk
A zone with the Arena preset on each rig: the flags hold for a player without the exemption and not for one with it; a restart and a ZoneManager reload keep the flags and the dome; expiry removes the dome; and no ZoneDomes install is needed.
4. The live map's marker types (§4.5; D165)
- The site filters (Q9). The map meta already carries each monument's
kindandlabel. The toggle is by label, because that is what staff read and it groups the variants (31 substations, four prefabs, one "Substation"). No wire change is needed. - The default is a module list of the minor labels, off unless turned on: Substation, Underground Cave, Train Tunnel, Water Well, Wild Swamp, Jungle Swamp, Ice Lake, Jungle Ruin, Fishing Village (not the large one), Large Barn and Abandoned Supermarket, as the rig's map labels them, plus the gas station, mining outpost and ranch under whatever labels the game gives them (read at build time; they are not on the rig's map). Every label not on the list is on, so a monument Facepunch adds next month appears rather than disappears.
- Where:
Visibility.jsx's map section, under the Monuments & world events layer: a list of the labels on that server's current map with a switch each, a fleet default, and a per-server override. That is the same machinery the four layers already use (D114). The filter is applied where the map meta is served, so a hidden marker is not sent at all. - The alternative is the game's own
MonumentType(§0.7), sent by the plugin. It is authoritative, but it is a wire change, and nothing yet shows that substations are a type of their own.
5. Chat titles: twenty-three conditions (§4.6; D172–D175)
5.1 What is counted, and where
Everything rides on player.tally (rule 2: aggregates, never a frame per event). The gathering conditions
need no plugin change: rust_gather_totals already keeps every resource by shortname from all three
sources (D159), so the site sums named lists.
| Condition (title) | Counted from | Tally field (new unless noted) | Site |
|---|---|---|---|
| Animal kills (Beastbane) | OnEntityDeath, victim BaseNpc |
animalKills |
column |
| NPC kills (Exterminator) | OnEntityDeath, victim a human NPC |
npcKills (exists, and keeps meaning all NPC kills) |
npc_kills − animal_kills |
| Players killed (Reaper) | player.death (exists) |
— | kills |
| Bow / Melee / Blade / Revolver kills (Fletcher, Brawler, Duelist, Outlaw) | every credited kill's weapon shortname, same source as the killfeed | weaponKills: { shortname: n } |
new table, classified by lists (§5.3) |
| Headshots (Crownbreaker) | the killing blow's HitInfo.isHeadshot, any victim |
headshots |
column |
| PvP / PvE kill distance (Longshot, Marksman) | the killfeed's distance | bestPvpM, bestPveM (this interval's maximum) |
best columns, GREATEST at ingest |
| APC / helicopter kills (Tankbreaker, Rotorbane) | OnEntityDeath, victim BradleyAPC, PatrolHelicopter, CH47Helicopter |
apcKills, heliKills |
columns (§5.4) |
| Wood / ore / plants (Timberwright, Prospector, Greenhand) | exists (D159) | — | sums of named resource lists |
| Clothes / weapons crafted (Seamster, Armorer) | OnItemCraftFinished, item.info.category |
crafted: { category: n } |
columns for attire and weapon |
| Structures built (Mason) | OnEntityBuilt, a BuildingBlock |
built |
column (not structures, which is raids) |
| Structures repaired (Tinkerer) | OnStructureRepair |
repaired |
column |
| Players healed (Mender) | OnHealingItemUse on another player, OnPlayerRevive |
healed |
column |
| Rockets fired (Artillerist) | OnRocketLaunched |
rockets |
column |
| Explosives thrown (Demolitionist) | OnExplosiveThrown, OnExplosiveDropped |
explosives |
column |
| Quests completed (Wayfarer) | OnMissionSucceeded (§0.4) |
missions |
column |
Three of these hooks can veto (OnStructureRepair, OnHealingItemUse, OnPlayerRevive), so they are
declared void (PROTOCOL.md §8.7). All nine new hooks join ExpectedHooks, so a framework that stops raising
one is visible on the servers page.
5.2 NPC kills, without changing a public number
Splitting npcKills in two would change what the public leaderboard's NPC kills column means, and it would
change it mid-wipe. So npcKills keeps counting every NPC and animal. animalKills counts the animals again
separately, and the human-NPC count is the difference. Nothing already on a page moves.
5.3 The weapon lists live on the site
D174 wants the weapon lists "in one place, so a Rust update adds a weapon by editing a list". The plugin sends
every credited kill by weapon shortname, and the site keeps rust_weapon_kills (server, wipe, steam, weapon, n), shaped like rust_gather_totals. The bow, melee, blade and revolver lists are one module file,
applied when the standings are read. Editing a list corrects the whole wipe, and adding a Rust weapon needs
no plugin release. Melee is a list too, because the site cannot ask BaseMelee.
5.4 Who killed the helicopter
D174: the killing blow. A patrol helicopter usually dies by crashing, and its death HitInfo may carry no
player. The build walk shoots one down on the rig. If the killing blow has no player, the credit goes to the
last player who damaged it within 60 s, tracked only for those three vehicle types. That is a stated default,
and the walk decides whether it is needed.
5.5 Titles an admin can rename (D175)
rust_title_categories (stat PK, text, updated_by, updated_at)holds the admin's title for a category. The shipped defaults (§4.6's table) stay in the module.rust_title_rules.textmay be empty, meaning "use the category's title". That is what makes a rename reach existing rules. D175 also says "new rules open with the category's current title filled in". If it were filled in as the rule's own text, the rename would never reach that rule. So the form shows the current category title as a placeholder and saves nothing unless the admin types.stattakes the 23 category ids (they fitVARCHAR(16)). The standings query for a best stat is aMAX.- The titles screen gains a "Category titles" section: 23 rows, each with the default, the admin's text, and Reset.
- The new stats feed titles only. The public leaderboard keeps its columns in this step. Adding any of them there is a later, separate choice.
5.6 Missions (D173)
OnMissionSucceeded increments missions for the assignee. A failed or abandoned mission is never counted.
The hook's exact arguments are confirmed the first time a person finishes a mission on the rig, which is also
D173's pass condition: a mission taken from an NPC and finished moves Wayfarer by exactly one, and an abandoned
one does not move it. Should the hook disappear on a framework, D173's option 2 is known to work: the player's
acceptedMissions carries each instance's status (Completed, Failed, …, §0.4).
5.7 The walk
Every condition earned once on each rig (PLAN_FIXES §8): kill an animal and a scientist with a bow, a machete and a revolver, one of them by headshot; shoot a player from range (this needs the second player); craft a shirt and a weapon; build and repair a wall; bandage and revive another player; fire a rocket; throw a grenade; destroy an APC; shoot down a helicopter; finish a mission and abandon one. Each count is checked in the tally frame and on the titles screen.
6. NPCs (§4.7)
Recommendation (Q10): extend rust.npc.place rather than depend on an NPC plugin. HumanNPC needs two more
plugins and replaces Rust's AI. NPC Loadouts cannot dress one spawn differently from the next (§0.10). The
bridge already spawns Rust's own scientists, and they are players underneath:
kit: a Kits kit. After spawning, the bridge empties the NPC's inventory and gives it the kit through Kits' API (GiveKit). Kits is already a required plugin (PLAN.md R6).name: the NPC'sdisplayName, which already flows into the killfeed (attackerName) and on to F2's labels.
A spike decides it before any site work: on each rig, does a scientist given a kit fight with the kit's weapon, or fall back to its prefab loadout? And does the name reach the killfeed? If the AI ignores the kit, this section comes back to the org lead with the HumanNPC route costed.
7. Protocol 13, what this adds
All of these are additions to the unreleased protocol 13. PROTOCOL.md §19 gains a section for each.
| Change | Direction | § |
|---|---|---|
perm.inventory / its paged reply (owners, groups with parents, users, leased) |
site → game | 1.2 |
perm.sync: groups carry parent; managed and the foreign report removed |
site → game | 1.2 |
kits.uses / its reply |
site → game | 2.6 |
hello: zoneManager: { version, flags[] } (from the helper) |
game → site | 3.1 |
world.zone: flags, settings, dome: { type, stack }; reason bad-option |
site → game | 3.1, 3.2 |
world.place for an NPC (the verb behind rust.npc.place): kit, name |
site → game | 6 |
player.tally: animalKills, weaponKills, headshots, bestPvpM, bestPveM, apcKills, heliKills, crafted, built, repaired, healed, rockets, explosives, missions |
game → site | 5.1 |
8. MODULE_API 1.12.0 (core, website main)
Additions only, so Module-uo, declared ^1.10.0, is unaffected, and that is proven the way 1.11.0 was.
registerEventTemplates(§2.5).- A param's optional
duration: 'minutes'(§2.2). - A lease's optional value
example(§2.1). - An option row's optional
note(§2.6).
9. Order of building
Each item is built on edge, walked on both rigs, and PR'd with its spec, like steps 1 and 2:
- The permission manager (§1). It is the largest, and §3's exemptions point at it.
- Chat titles (§5), including the mission hook.
- Zones and the dome (§3).
- The map's marker types (§4).
- NPCs (§6), spike first.
- The step editor and the kit weekend (§2). It is core's, so it can be built alongside any of the above. It goes out as its own website PR with the Module-uo proof.
Then PLAN_FIXES §8's re-walk on Oxide and Carbon, and the cutover.
10. Questions for the org lead
Each has a recommendation. The answers become D188 onward.
- Q1: import rows for a linked player. Recommended: the import writes Steam-keyed rows even when the Steam id is linked, so it copies the game exactly; a toggle made on the site for a linked player is a user grant, reaching all their accounts (D28). Alternative: the import writes user rows for linked players, which widens a holding to the person's other Steam accounts.
- Q2: groups across servers. Recommended: one name fleet-wide, with what it carries and who is in it
scoped per server (§1.4). Alternative: groups become per-server, which would give
vipon each server its own row and its own screen. - Q3: an in-game removal of a fleet-wide row. Recommended: held for a person under every policy, with "remove everywhere / keep everywhere except here / put it back" (§1.6). Alternative: auto-adopt narrows it to "every server except this one" by itself.
- Q4:
zonemanager.ignoreflag.*on the screen. Recommended: one collapsed "Exempt from zone flags" section under ZoneManager, labelled by flag name (§1.7). - Q5: templates. Recommended: a core
registerEventTemplates(MODULE_API 1.12.0) that any module can use, with the kit weekend as the first (§2.5). Alternative: a Rust-only "Kit weekend" button on the Rust admin pages that creates the draft. - Q6: popups beyond announcements. Recommended: not in this step;
rust.announcegets the Chat/Popup control. Alternative: the bridge sends a zone's enter message and "reward earned" as popups when PopupNotifications is present. - Q7: the dome. Recommended: the bridge draws it itself, which reverses D167's dependency on ZoneDomes and keeps its intent (§3.2). Alternative: keep ZoneDomes and patch its message call from the helper.
- Q8: zone presets. Proposed: Arena, Safe zone, No building (§3.1). Add, drop or rename.
- Q9: who filters the map markers. Recommended: the site, by label, with a default-off list of minor
labels (§4). Alternative: the plugin sends Rust's
MonumentTypeand the default follows it. - Q10: NPCs. Recommended: extend
rust.npc.placewith a kit and a name, after a spike (§6). Alternative: depend on HumanNPC, which brings Pathfinding and Waypoints. - Q11: the first import on an existing install. Recommended (D160 as written): the first inventory after the upgrade adopts everything present, including hand edits that are waiting for an answer today (§1.5). Alternative: existing drift rows stay on the "needs a person" list and the import skips them.