Files
docs/runicnpc/PLAN.md
wtclaude ced4755ebb docs(runicnpc): stage 0 as built, D229-D230
Records what runicnpc-rust#1 built for stage 0 and the two decisions taken with
it: the empty repository seeded by one chore commit to main, then edge and PRs
(D229); plugin/RunicNPC.cs + plugin.toml rather than an overlay tree (D230).
Notes the Oxide floor that differs from the bridge's (2.0.7726, what the rig
runs), the three checks added over the bridge's checker, the manifest's `api`
field, and con.js renamed console.js because CON is a reserved device name on
Windows. PLAN_REDESIGNS' pointer now reads D214-D230.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-09-29 21:04:47 -05:00

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RunicNPC — the plan

Status: plan, written 2026-09-30. Its eight questions (§11) were answered the same day: D221–D228 (§0). Stage 0 built 2026-09-30 (runicnpc-rust#1, §9): an empty plugin that loads on both rigs. It is closed by the first release, v0.1.0, at the edge→main cutover. D229–D230 were decided with it.

RunicNPC is Runic Gateway's own NPC plugin for Rust servers, in its own repository, RunicGateway/runicnpc-rust. It runs on Oxide and Carbon. Other plugins drive it through an API, as NpcSpawn is used, and admins use it directly in game through chat commands. It is a prerequisite of the rest of the Rust plan: the redesigns resume only after its stage 9 (§9), and from then on module-rust requires it, as it requires Kits.

It replaces PLAN_REDESIGNS.md §6's "two routes". That section's spike was run on 2026-09-30, and the org lead chose neither route (D214). What the spike found is §1 here, because every choice below rests on it.

Its decisions continue the Rust workstream's numbering at D214 (PLAN_REDESIGNS.md §10). The repository carries the same conditions as every Runic Gateway repository: GPL-3.0-or-later, Conventional Commits, AI-assisted work disclosed, branches cut from an up-to-date base, and the org lead's approval before any architectural or design decision is implemented.


0. The direction, in the org lead's words (2026-09-30)

# Decision Rejected
D214 Runic Gateway writes its own NPC plugin, an API-style plugin like NpcSpawn, in its own repository. It may borrow behaviours the other plugins implement, never their code. Extending rust.npc.place on Rust's scientists alone (route A); HumanNPC (route B); depending on NpcSpawn.
D215 It is not only for events. Admins place NPCs in game, where they want them, for normal play, so it has chat commands. NPCs only as event steps.
D216 No visual editor. Profiles are authored on the website; in game there are commands only. NpcSpawn's in-game GUI (and the 22 images it needs).
D217 Kits is how an NPC is equipped, and Kits is required. A profile names kits; it has no item lists of its own. Wear and belt lists in the profile.
D218 Loot tables are RunicNPC's own for now. Links to other loot plugins can come later. AlphaLoot, CustomLoot, Loottable or LootManager as a dependency.
D219 Rust's own navmesh is used. A custom navigation mesh is a later stage, built only if a real need appears (§8, stage 10). Shipping NpcSpawn-style point meshes from the start.
D220 The plugin is built and tested in stages before the Rust plan resumes, and it then becomes a plugin module-rust requires. Building it alongside the remaining redesigns.
D221 RunicNPC works without Runic Gateway too (Q1). Standalone, its profiles live in its data file and console commands edit them. On a Runic Gateway server, the site's profiles replace that file on every push, and in-game profile edits are refused with "this server's profiles are managed by its website". Runic Gateway only.
D222 Placements live on the server (Q2). They keep respawning while the site is offline; the site catches up when it returns, and lists and edits them from then on. The site as the only record.
D223 Our NPC is its own subclass of Rust's scientist, with its own brain (Q3). The brain is kept small and tested on Rust's staging branch before each forced wipe. Rust's scientist plus patches.
D224 The installer and the egg ship it from the bundle, pinned and checksummed (Q6). It is also published as a release on Gitea, and possibly on other sites for anyone to download. Operators installing it themselves.
D225 Per-profile kills are public and usable in titles (Q4), like the NPC kills column today. Admins only.
D226 edge → main, like the other Rust repositories (Q5, D18). PRs straight to main.
D227 No default caps. Instead, a realistic warning of what a number of NPCs costs and its impact on the server, measured in stage 1, shown wherever NPCs are added (Q7). Caps exist only when an admin sets them. 100 / 50 / 10 per second by default.
D228 RunicNPC.cs, console name RunicNPC, chat command /rnpc, permissions runicnpc.* (Q8). —
D229 The empty repository was seeded by one chore: commit straight to main (the licence and a stub README), edge was branched from it, and everything after goes by PR (stage 0). It is the only direct push. You seeding it in the Gitea UI; the whole scaffold straight to main, unreviewed.
D230 The layout is plugin/RunicNPC.cs and a root plugin.toml: api, the framework floors, requires_plugins (stage 0). RunicNPC is one file, not an overlay of a server tree. Mirroring Rust-Plugins' overlay/oxide/plugins/ and overlay.toml.

Borrowing, not copying. NpcSpawn states no licence at all, so its source grants us nothing and is read only as a description of what can be done in Rust. HumanNPC is MIT on uMod, which is GPL-compatible, but §1.2 rules out its design, so there is nothing of it worth carrying. RunicNPC's code is written from how Rust's own classes behave (the HOOKS and OXIDE_API mirrors, and rig probes), and every borrowed idea is credited in §3 by what it is, not by copied text.


1. What the spike found (2026-09-30, the Oxide rig)

The probe was a throwaway plugin, RgNpcSpike.cs. It spawned NPCs by each route, watched them for minutes, made them fight, killed them, and read what the bridge published through the sidecar's /events. The org lead stopped the Carbon half: one server was enough to see that HumanNPC does not behave as needed.

1.1 Rust's own scientist, stripped and given a kit (route A)

Question Answer
Does the kit stick? Yes. Strip(), Kits' GiveKit, then EquipWeapon(): after three minutes of combat it still wore the kit. Rust does not re-dress it.
Does it fight with the kit's weapon? Yes. Every hit it landed was pistol_revolver.entity, from a revolver kit. Its prefab loadout was an LR-300.
Can it be named? No. ScientistNPC overrides displayName with a get-only property that answers "Scientist". Setting _displayName stores the name and changes nothing.
Is it counted correctly? Yes. IsNpc is true, so every bridge path treats it as an NPC.
Cost Under Oxide's slow-call warning; no measurable hitch.

1.2 HumanNPC 0.6.8 (route B) — ruled out

  • Its NPCs are counted as players. It spawns player.prefab with a made-up user id and Harmony-patches BasePlayer.IsBot for every player on the server. IsNpc stays false, and that is what the bridge tests. The sidecar recorded a player.death for "Hobb" (steamId 11419803648) and a player.tally crediting "Hobb2" with an NPC kill: a fake player in the public killfeed, the leaderboard and the titles.
  • The API the old plan named does not exist. There is no SpawnHumanNPC or SetHumanNPCInfo: only CreateNPCHook(position, rotation, name, clone, saved). Kit, hostility and invulnerability can be set only by reflection into its private types. Its RefreshNPC and RemoveNPC are public without [HookMethod], so Oxide's Call cannot reach them either.
  • Its combat is simulated. Its hits carried no weapon and a flat ~7 "Bullet" damage, even with a bow.
  • Its persistence leaks. saved: false holds only until anything else saves: one saved NPC wrote every unsaved one to its data file. A dead NPC came back on the next reload. RemoveNPC never marks the file dirty, so removed NPCs return at the next restart.
  • It is slow. ~250 ms to create, ~250 ms to apply settings, ~250–320 ms to remove, each on the main thread.
  • It breaks on Rust updates. Nearly every release since 2023 is "fix for Rust update"; 0.6.0 fixed servers that failed to load.

1.3 NpcSpawn 3.4.8 (the org lead's suggestion)

It worked, and it is the model RunicNPC borrows from:

  • It replaces the scientist's component with its own subclass, CustomScientistNpc : ScientistNPC, copying the serialised fields across (EntityManager.CopySerializableFields). No Harmony. IsNpc is true, so the bridge counts it correctly unchanged.
  • The name sticks, and it is written into the victim's death screen (AttackerInfo).
  • Kits work, and it fought with the kit's revolver (with NpcAttackMode: 1; its default only attacks a whitelist).
  • It is never saved (enableSaving = false). After a hard kill and restart, none of three came back. Reloading NpcSpawn kills all of its NPCs.
  • Spawning took 4–106 ms.

Its costs, which RunicNPC avoids by design: a 2.1–2.8 s main-thread hitch at every boot (it scans ten million candidate ids and generates spawn points); a version check over plain HTTP to a bare IP on every boot; it unloads itself if any of its 22 GUI images is missing; it is not on uMod and states no licence, so it cannot be bundled; and it has had 78 releases.

1.4 Two corrections to the old plan

  • "displayName already flows into the killfeed" is wrong for every route. The bridge names an NPC attacker by initiator.ShortPrefabName (RunicGateway.cs, DescribeAttacker), so the feed says scientistnpc_roam. Stage 4 fixes it.
  • HumanNPC's API, as described, does not exist (§1.2).

1.5 A rig trap found on the way

A data directory created by the panel's file API is not writable by the game (IOException: Permission denied from Directory.CreateDirectory). Let a plugin create its own data directory, then write files into it. The installer and the egg must do the same with any data RunicNPC ships.


2. What RunicNPC is

One plugin file, RunicNPC.cs, compiled by Oxide or Carbon from source, like the bridge. It declares // Requires: Kits, so neither framework loads it without Kits (D217).

Its NPC is its own type, a subclass of Rust's ScientistNPC with its own brain. This follows NpcSpawn's approach (§1.3), because only a subclass can:

  • override displayName;
  • override the aim cone;
  • write its name into the victim's death screen;
  • carry behaviours Rust's brain does not have (guard, escort, boss phases).

Stage 1 proves the swap on both frameworks before anything is built on it.

It owns nothing it is not asked for. Every NPC has an owner, and the owner decides its lifetime:

Owner Who Survives a restart?
run:<runId> An event run, through the bridge No. Never saved; the bridge's registry reverts it, as world.place does today.
placement:<id> An admin's placement in game, or one made from the site Yes, as a placement: RunicNPC stores the spot, profile and respawn delay, and spawns a fresh NPC there at boot. The NPC itself is never saved.
plugin:<name> Any other plugin using the API No. It is killed when that plugin unloads.

This split is what HumanNPC got wrong: the placement is persistent data, the NPC never is. There is exactly one save path, a flag marks it dirty on every change (including removal), and nothing else is written.

Standalone or managed (D221). Without a site, RunicNPC reads its profiles from its own data file and console commands edit them. With a site, the bridge pushes the site's profiles, which replace the file; the file records that it is managed, and in-game profile edits are refused with "this server's profiles are managed by its website". Placements stay the server's either way (D222): the site reads them and edits them through the bridge.

A profile is a named description of an NPC:

  • Appearance: name (or a list to pick from), the kits it wears, body type, and the prefab it starts from.
  • Combat: health, damage scales (overall, and by head, body, legs and melee), aim spread, and ranges (sense, chase, roam, attack).
  • Behaviour: its role and AI states (§6).
  • Loot: its loot table (§7).

The kit list is required and non-empty; one kit is picked at random per spawn, for variety within a profile. A kit the server does not have refuses the profile when it is saved, not when an NPC spawns.


3. Features

Borrowed ideas are marked with their source; everything else is new. Stage numbers are §9's.

3.1 From NpcSpawn (behaviour only)

Feature Stage
A scientist subclass with its own brain; never saved 2
Names, a random name from a list; body type and skin tone chosen by the NPC's id 2
Health, overall and per-body-part damage scales, aim cone, headshot rule 2
Sense, listen, chase, roam and attack ranges; a vision cone; hostile-only; ignore safe-zone, sleeping or wounded players 2, 5
Sleep when no player is within a distance, and walk home 2
States: roam, chase, combat, idle, stationary combat 2, 5
NPC-versus-NPC and NPC-versus-animal rules, with allow and deny lists 5
Group alert: nearby allies join a fight 5
Turrets may target them, and they fight back 5
Healing with syringes; grenades, smoke, rockets, flamethrowers, melee (by the weapon the kit gives) 5
Parenting to a moving entity 10
Loot tables, a crate on death, removing the corpse 7
TruePVE / NextGenPVE compatibility (CanEntityTakeDamage) 5

3.2 From HumanNPC (behaviour only)

Feature Stage
Press E to talk: an NPC says a line, or opens a message, when used 6
Lines on greet, hurt and kill 6
Follow a player, and walk a recorded path 5

3.3 Runic Gateway's own

Feature Stage
Profiles authored on the website and pushed to each server, per server, shared, or fleet-wide (the zone-presets pattern, D210). The site checks every kit exists before it saves. 4
Admin placement in game by chat command (§5), persistent, with respawn delays; the site lists and edits the placements 3, 4
Correct accounting: an NPC is never counted as a player; its name reaches the killfeed, event log and death screen; kills are counted per profile 2, 4
Per-profile stats and titles: "Warden kills", boss kills; the killing blow and every player who did damage 4
Cost warnings, not default caps (D227): what N NPCs cost the server, measured in stage 1, shown when an admin places them, on the site's profile and placement pages, and in doctor. Caps (per server, owner or profile, and a spawn rate) exist only when an admin sets them 2, 4
Event ownership: run-owned NPCs with the bridge's restart and teardown guarantees 4
Waves and phases without a core change: a phase advances on "n NPCs of profile X died", and on "the boss fell below 50%" 4, 6
Zone tethering: an NPC held inside a ZoneManager zone (from redesign §3) 5
Guard and escort: hold a point or an entity; follow a convoy or a player 5
Factions: profiles hostile or allied to each other; allied to a team or clan, for defend-your-base events 5
Bosses: an on-screen health bar, phases at health thresholds, announcements (popup, chat, Discord and the app through engagement), a reward on the kill 6
Quest-giver or vendor: passive, press E for a site-written message 6
The live map and the app: markers for event NPCs and bosses, "guards left: 3/8" 8
Operator-friendly: shipped in the bundle, no phone-home, no image files, no boot scan; doctor reports it; RunicNPC's permissions appear in the site's permission manager like any plugin's 2, 4
An API for other plugins, versioned, documented, and usable without Runic Gateway at all (D221) 2, 9

4. The API

Other plugins call RunicNPC by name through Call, which on Oxide reaches non-public methods and public ones marked [HookMethod] (§1.2 is what happens otherwise). Every name is prefixed, so no hook of another plugin is ever matched by accident. The first draft, fixed in stage 2 and published as docs/runicnpc/API.md:

Call Does
RunicNpc_ApiVersion() → int The API's version. The bridge refuses a RunicNPC older than it needs, and says so in hello.
RunicNpc_Spawn(Vector3 at, string profile, string owner, JObject overrides) → BasePlayer Spawns one NPC, or returns null and logs why. overrides may change any profile value for this NPC only.
RunicNpc_Despawn(ulong netId) / RunicNpc_DespawnOwner(string owner) → int Removes one, or all of an owner's.
RunicNpc_List(string owner) → List<Dictionary<string, object>> The owner's live NPCs: id, profile, name, position, health.
RunicNpc_Profiles() / RunicNpc_SetProfiles(JObject all) Reads, or replaces, the profile set. Replacing marks the server as managed by a site (D221).
RunicNpc_Placements() / RunicNpc_SetPlacement(...) / RunicNpc_RemovePlacement(string id) The persistent placements (§2).
RunicNpc_IsRunicNpc(BaseEntity e) → bool, RunicNpc_ProfileOf(BaseEntity e) → string Lets another plugin tell our NPCs apart.

Hooks it raises (void; a returning hook can cancel a death, see PROTOCOL.md §8.7): OnRunicNpcSpawned(npc, profile, owner), OnRunicNpcDied(npc, profile, owner, HitInfo, contributors), OnRunicNpcHealth(npc, profile, fraction) (at the thresholds a profile names), OnRunicNpcDespawned(npc, owner), OnRunicNpcUsed(npc, player).

The bridge is its only link to the site. RunicNPC never talks to the sidecar. The bridge calls the API and listens to the hooks, which keeps "the sidecar is a dumb forwarder" true.


5. In game: the chat commands (D215, D216)

/rnpc (and the same verbs in the server console as rnpc.<verb>), each behind a RunicNPC permission. Those permissions reach the site's permission manager through the inventory, like any plugin's.

Command Does Permission
/rnpc place <profile> [count] [respawn] Places at the spot you are looking at, persistent runicnpc.place
/rnpc here <profile> [count] The same, where you stand runicnpc.place
/rnpc remove Removes the placement of the NPC you are looking at runicnpc.place
/rnpc near [radius] Lists placements and live NPCs near you runicnpc.place
/rnpc info The NPC you are looking at: profile, owner, health, target, state runicnpc.place
/rnpc profiles The profiles this server has runicnpc.place
rnpc.profile <create|set|delete> ... (console) Edits a profile on a standalone server; refused when the site manages them (D221) runicnpc.admin
/rnpc tp <placement> Teleports you to a placement runicnpc.admin
/rnpc respawn [placement|all] Respawns a placement's NPC now runicnpc.admin
/rnpc clear <owner> Removes every NPC of an owner (e.g. a stuck run) runicnpc.admin

Every placement is checked against Rust's navmesh (D219). Every placement also answers with the cost warning (D227): how many RunicNPC NPCs the server now has and what stage 1 measured that number to cost.

On the navmesh, the NPC roams, chases and fights normally. Off it (a roof, inside a base, a pasted structure), a stationary profile is placed and a roaming one is refused with the reason. An event step gets the same answer, as a blocked RaidableBases spot does (D208).


6. Behaviour

Each profile has a role, which sets its AI states and defaults:

Role Behaviour
Roamer Wanders within its roam range of home, chases and fights. Rust's default.
Sentry Stationary: turns and shoots, never walks. The only role allowed off the navmesh.
Guard Holds a point or an entity; chases only to its leash, then returns.
Patrol Walks a path recorded in game (/rnpc path record); fights and resumes.
Escort Follows an entity or player; defends it.
Boss Any of the above, plus a health bar, phases and announcements (§3.3).
Passive Never fights; press E to talk. Quest-givers and vendors.

Factions are a relation table between profiles, plus optional ties to a team or clan: hostile, neutral or allied. Rust's scientists are one more faction, so a profile can be told to leave them alone.

Zone tethering keeps an NPC inside a ZoneManager zone. At the edge it turns back, and if it ends up outside (it was pushed, or the zone moved) it is returned home. ZoneManager is already required by module-rust; to RunicNPC it is optional, and a profile that asks for a tether on a server without it is refused at save.


7. Loot (D218)

A profile's loot table: items with chances and amounts, optionally clearing the corpse's default loot, dropping a crate, or removing the corpse. Tables are authored on the site with the profile. Adapters to AlphaLoot and the others are a later stage and not planned in detail here.


8. Navigation (D219)

Rust's navmesh is the only one in stages 1–9. Every spike NPC walked and fought on it, and NpcSpawn itself shipped no custom mesh. Where it does not reach, a profile is a sentry (§5).

Stage 10, only if needed: a point graph recorded in game. An admin walks the route, /rnpc mesh record <name> samples it, and NPCs move between the points directly, as NpcSpawn's custom meshes do, for:

  • pasted or player-built bases, and roofs;
  • custom map prefabs Rust's mesh does not cover;
  • moving platforms, together with parenting.

Stage 10 starts only when a real event or placement needs one, and its own spike decides the file format and cost.


9. The stages

Each stage is built, then tested on the Oxide rig, then on the Carbon rig, then PR'd with its docs. A stage that touches the site also has a browser walk, signed in as an admin, on every new page. A stage whose acceptance needs a player in game writes that walk down, and it is done before the stage closes.

Stage 0 — The repository

  • LICENSE.md (GPL-3.0-or-later), CODE_OF_CONDUCT.md, CONTRIBUTING.md (with the AI-disclosure rule), SECURITY.md, README.md, PR template.
  • Branches main and edge (D226).
  • CI on every PR: a static reader like Rust-Plugins' checkPlugin.js: every hook it declares is known, none returns a value where one would cancel a game action, and the API version in the source equals the manifest's.
  • Release on main: runicnpc-<ver>.tar.gz holding runicnpc/RunicNPC.cs and a manifest.json (version, API version, sha256), plus SHA256SUMS, using the same release engine as Rust-Plugins.
  • tools/, never shipped: the rig harness (stage 1) and the panel scripts (rig.js, con.js), reading tokens at call time.
  • Workspace and org updates: the CLAUDE.md repository table and the org landing page (.profile), because the project's shape changes.

Done when an empty plugin releases through CI and loads on both rigs.

As built (2026-09-30, runicnpc-rust#1):

  • The plugin has // Requires: Kits and [Info("RunicNPC", "Runic Gateway", "0.0.0")], whose version the release replaces. It answers RunicNpc_ApiVersion() (API 1) and rnpc.status (version, API version, which hooks have fired). It spawns nothing.

  • plugin.toml (D230) declares api = 1, requires_plugins = ["Kits"] and the floors it was loaded on: Oxide 2.0.7726 and Carbon 2.0.259. The Oxide floor is newer than the bridge's 2.0.7585, because the rig runs 7726 and RunicNPC has never run on anything older.

  • scripts/checkPlugin.js runs the bridge's checks (every hook listed in ExpectedHooks and void unless listed in ANSWERS_DELIBERATELY; chat-command signatures). It adds three of its own:

    • no RunicNpc_* call may be public without [HookMethod], because Call cannot reach it (the trap in §1.2);
    • // Requires: must equal requires_plugins, and Kits must be in it;
    • there must be exactly one [Info] line, because the release stamps that line.

    It has 23 self-tests, including the real plugin and a CRLF checkout: on Windows, an attribute pattern that only knew \n stopped seeing [HookMethod].

  • The release reuses Rust-Plugins' release engine unchanged. Its packaging step ships runicnpc-<ver>.tar.gz, holding runicnpc/RunicNPC.cs and manifest.json, whose fields are component, version, commit, repo, api, the floors, requires_plugins and files with each file's sha256. It ships SHA256SUMS beside it. It does not ask the installer to rebuild its bundle until stage 4 makes RunicNPC part of that bundle.

  • tools/: rig.js and console.js, not con.js. CON is a reserved device name on Windows, so git there cannot open a file of that name, even with an extension. The panel address and server ids moved into a git-ignored tools/rigs.json.

  • Loaded from the branch on both rigs: rnpc.status answered api=1 hooks=1 fired=1 on Oxide and on Carbon (Carbon compiled it in 217 ms).

  • Also updated: the workspace CLAUDE.md repository table, which now lists every org repository, and the org landing page (.profile#7).

Stage 1 — The spike

A harness plugin (tools/RunicNpcHarness.cs) answers, on both rigs, what stage 2 depends on:

  1. The subclass swap (CopySerializableFields into our ScientistNPC subclass and brain) spawns, walks, fights and dies cleanly on Oxide and Carbon.
  2. enableSaving = false holds across a hard kill and restart (§1.3 did this for NpcSpawn only).
  3. Which ranges and scales hold on the brain without our own states, and which need them.
  4. Navmesh coverage: a placement check at every monument of the 6000 map, and on a roof.
  5. The cost of spawning 1, 10 and 100, and of 100 idle and 100 fighting, as the server's frame time. These numbers are the cost warning's (D227), so they are measured on both rigs and on the 6000 map.
  6. The name in the death screen, and what the bridge publishes for a kill by and of our NPC.

Done when each has a measured answer written into this plan, and the org lead has picked anything the answers leave open.

Stage 2 — The NPC and its API

  • The subclass, profiles (read from RunicNPC's own data file for now), kits (random pick), appearance, combat values, roamer and sentry roles, sleep.
  • Owners and lifetimes (§2); placements persisted with one dirty flag; standalone profiles and the managed flag (D221); optional caps, off by default, and the cost warning from stage 1's measurements (D227).
  • The API (§4) and its hooks; docs/runicnpc/API.md.

Tested by the harness asserting each call's result (PASS/FAIL lines read back over the panel), plus restart and reload checks on both rigs: no NPC saved, every placement back, nothing left behind by an unloaded owner.

Stage 3 — In game

The chat and console commands (§5), their permissions, the navmesh placement check, respawn delays, and /rnpc path record for stage 5.

Tested by a written in-game walk: place, remove, look-at info, respawn, restart. This is the first stage that needs a player on a rig.

Stage 4 — Runic Gateway integration

Across four repositories, split into 4a–4c if it grows:

  • Rust-Plugins (the bridge):
    • hello reports RunicNPC's presence and API version;
    • world.place for an NPC takes a profile, and the placing is RunicNPC's;
    • the killfeed names NPCs by their name (§1.4);
    • new frames: an NPC died, with profile, name, killer and contributors; a health threshold; placements changed;
    • player.tally counts NPC kills per profile;
    • profiles and placements pushed from the site, as the permission sync is.
  • Rust-Link: routes for profiles and placements, and the frames forwarded.
  • Module-Rust:
    • an NPC profiles admin page (per server, shared or fleet-wide) with the kit check;
    • a placements view per server;
    • rust.npc.place takes a profile, through a new option source rust.options.npc_profiles;
    • triggers rust.npc.died and rust.npc.health, so a phase can wait for "8 guards died" (waves) or "the boss below 50%";
    • per-profile stats and titles.
  • Installer and egg:
    • RunicNPC becomes a third artefact in the Rust bundle, pinned and checksummed like the plugin and the sidecar (D224);
    • doctor reports it missing or edited;
    • the egg installs it.

The wire changes join protocol 13 if it is still unreleased, or open 14.

Tested by the usual trio: each repository's suites, both rigs through the site, and a browser walk of both new pages. An event run places profile NPCs, waves advance on their deaths, and teardown removes them.

Stage 5 — Behaviour

Guard, patrol and escort roles; factions (between profiles, with Rust's scientists, and with teams or clans); group alert; zone tethering; turrets; the weapon behaviours a kit's items imply; TruePVE compatibility.

Tested by harness fights between profiles on the rig (who shoots whom, with what, and within which leash), and an in-game walk for escort and faction ties to a clan.

Stage 6 — Roles

Bosses (a health bar drawn with CUI, phases at thresholds that swap profile values, announcements through the bridge to engagement, a reward on the kill through the existing reward verbs) and passive NPCs (press E, site-written lines).

Tested by an in-game walk (the bar, a phase change, the announcement arriving on Discord and in the app), and the site's trigger firing at the threshold.

Stage 7 — Loot

Loot tables authored on the site, the corpse's default loot cleared or kept, a crate on death, corpse removal.

Tested by harness kills whose corpses are read back, 100 times each, against the table's chances.

Stage 8 — On the map and in the app

Event NPCs and bosses on the live map (protocol 11's map.live), a live "left: 3/8" on the event page, and the same in the Android app.

Tested by a browser walk and an emulator walk.

Stage 9 — Hardening and release

  • Performance to the budget stage 1 measured: 100 NPCs on a 6000 map without the frame time crossing it.
  • An update drill: a rig on Rust's staging branch loads the current RunicNPC before each forced wipe. The subclass swap and the brain are what break when Rust changes, so they are kept small and listed in one place.
  • The whole acceptance walk on both rigs, with a player.
  • Operator documentation: docs/runicnpc/ gets INSTALL and a command reference; module-rust's OPERATING notes list it as required.
  • Publishing (D224): the Gitea release is the source of record. Other download sites (uMod, Codefling) are decided then, each against its own rules, for example uMod's review guidelines.
  • v1.0.0 released, and module-rust then requires it:
    • the bundle lists it;
    • the module refuses NPC steps on a server without it, saying why;
    • the bridge reports it in hello.

Then the Rust plan resumes at PLAN_REDESIGNS §9 item 6 (the step editor and the kit weekend) and §11.

Stage 10 — Custom navigation (only if needed)

§8. Not scheduled.


10. Maintenance, honestly

What breaks When How we know Cost
The subclass swap and the brain states A Rust update that changes ScientistNPC, its brain, or BaseNavigator The staging-branch rig, before the wipe Our release timing, not an upstream author's. This is NpcSpawn's churn, but for the states we use, not all of its twenty.
Kits' API A Kits release that renames GiveKit Stage 2's harness Low: one call.
ZoneManager's API A ZoneManager release Stage 5's harness Low, and the tether is optional.
Carbon's compatibility layer A Carbon release The Carbon rig Seen before; recorded in CARBON.md.

A RunicNPC fix ships as its own release. It moves the bundle's pin only when the bridge needs it to, so an NPC fix does not wait for a bridge release, or the reverse.


11. Questions for the org lead

All eight were answered on 2026-09-30, as recommended except Q6 (D224 adds Gitea and other download sites) and Q7 (D227: no default caps, a cost warning instead). They are kept as asked.

Q1. Can RunicNPC be used without Runic Gateway? Picture a server owner who installs only RunicNPC, from uMod.

  • (a, recommended) Yes. Without a site, profiles live in RunicNPC's data file and console commands edit them. With a site, the site's profiles replace that file on every push, and in-game profile edits are refused with "this server's profiles are managed by its website".
  • (b) No. Profiles come only from a site, and the plugin is only ever installed by our installer.

Q2. An admin places three guards with /rnpc place, then the site is offline for a day. What happens?

  • (a, recommended) The placements live on the server, so the guards keep respawning. The site catches up when it returns, and shows and edits them from then on.
  • (b) The site is the only record, so a placement made while it is offline is refused.

Q3. What should our NPC be?

  • (a, recommended) Its own subclass of Rust's scientist with its own brain, as NpcSpawn does. It can be named, and it can guard, escort and run boss phases. The brain is the part a Rust update can break.
  • (b) Rust's scientist left as it is, plus small patches for the name and a few values. There is less to break, but there is no guard, escort or boss behaviour.

Q4. A player kills your "Warden" boss. Where does "Warden kills: 3" show?

  • (a, recommended) On their public profile and as a title condition, like the NPC kills column today.
  • (b) Only to admins.

Q5. Branches. Like the other Rust repositories (D18), build on edge and cut over to main for releases? Recommended: yes.

Q6. How does RunicNPC reach a server?

  • (a, recommended) The installer and the egg install it from our bundle, pinned and checksummed like the bridge. Kits and ZoneManager stay "report, don't install" (D153).
  • (b) Operators install it themselves, like Kits, and doctor only reports it.

Q7. How many NPCs by default? Recommended defaults, each editable per server:

  • 100 NPCs on a server in all;
  • 50 per owner (one event run, or all of one admin's placements);
  • 10 spawns per second.

Q8. The name. The plugin file is RunicNPC.cs, so its console name is RunicNPC, with the command /rnpc and permissions runicnpc.*. Recommended: yes.