Rust Server Setup and Development
Setting up a Rust server is easy; running it well is not. We set up your server on Oxide (uMod) or Carbon, write plugins for your community, and automate the wipe schedule and updates. From custom maps and monuments to performance tuning, cheat prevention and backups, we take care of every layer of the server.
- Clansv2.4.1
- Kitsv4.2.0
- Economicsv3.9.3
- AdminRadarv5.1.6
What this service covers.
These items are planned together or separately depending on the project. We clarify which ones you need during the discovery call.
- Server setup on Oxide (uMod) or Carbon
- Custom C# plugins and adapting existing ones to your community
- Automated wipe schedule, Facepunch updates and restarts
- Custom maps, monuments and prefabs with RustEdit
- Performance tuning: tick rate, entity count and memory use
- Server-side checks and admin tools alongside Easy Anti-Cheat
- Discord link, store and player statistics
- Backups, monitoring and ongoing maintenance
Rust server setup: Oxide or Carbon?
The official Rust server does not run plugins on its own; you need a modding framework for that. Oxide (uMod) is the long-established option with the largest plugin library. Carbon is newer, built with performance in mind, and runs most Oxide plugins without changes. On both, plugins are written in C#.
We choose based on where your server stands. Moving a server that has run smoothly on Oxide for years, with a settled plugin list, just for the sake of something new is not always sensible. For new servers aiming at high player counts, Carbon is worth considering. Before any switch we check each of your plugins for compatibility on a test server.
Custom Rust plugin development and adapting existing plugins
Ready-made plugins cover most needs, but what makes your server stand out is usually what gets written for it: your own economy and shop, clan and team rules, custom events, raid hours, starter kits, or a link that brings player stats onto your website. We write these in C# against Oxide and Carbon hooks, taking care not to inflate the server's tick time.
We also adapt plugins you bought or downloaded from uMod to your language, your rules and your other plugins. Because Rust updates every month, plugins that depend on the game's internals break from time to time, and fixing them is a big part of the job. You receive the source code of plugins written for you, so your server never depends on us.
Wipe schedules, Facepunch updates and custom maps
Facepunch releases a mandatory update on the first Thursday of every month, and it forces a map wipe on every server. Stopping the server at update time, installing the new build and a matching Oxide or Carbon version, resetting the map and bringing the server back up is error-prone when done by hand. We automate this, together with your mid-month wipes and blueprint wipe preferences, on a fixed schedule.
If you want your own map instead of a procedural one, we build custom maps, monuments and prefabs with RustEdit. The thing to watch on custom maps is performance: too many prefabs and poorly placed structures lower frame rates for players and add load on the server. We test the map on a staging server and fix the problem areas before it goes live.
Performance tuning and cheat prevention
The entity count that builds up over a wipe, meaning bases, doors, boxes and dropped items, is the most common reason a Rust server's tick rate drops. Badly written plugins add to the load by doing needless work every tick. We measure how much time each plugin takes, set up cleanup of abandoned structures and entities, and tune server settings to your player count.
Easy Anti-Cheat catches a large share of client-side cheats, but not all of them. On the server side we add checks that log suspicious hit rates and movement, a player report system and tools that let admins decide quickly. Ban and report logs go to Discord so your team can follow what is happening without being in game.
Frequently asked questions, answered briefly.
A stable Oxide server with a settled plugin list usually does not need to move. For new servers aiming at high player counts, Carbon's performance advantage becomes more relevant. Before deciding, we test your plugins for compatibility on a staging server.
It depends on scope. A command or small in-game feature takes a few days; larger plugins such as a shop, clan or event system take a few weeks. Once we have your request we give you a clear timeline and quote.
Yes. On the update Facepunch releases on the first Thursday of each month, stopping the server, updating it, refreshing Oxide or Carbon, resetting the map and restarting all happen automatically. Your mid-month and blueprint wipe preferences are added to the same schedule.
Yes. We use the error logs to find which plugin broke and why, then update plugins whose source we can access for the new game version. Where the author has already released a fix, we install it while keeping your configuration.
Yes. We build custom maps from scratch with RustEdit and add monuments and prefabs to existing ones. Before launch we test the map on a staging server and fix areas that hurt frame rates or add server load.
Related services, often requested together.
- F Core · FiveM Server PackageA turnkey, installed FiveM roleplay server.
- Game Server InfrastructureServer infrastructure that handles heavy player load, custom systems and maintenance.
- FiveM Script Development and Server SetupCustom scripts, NUI interfaces, server setup and performance tuning for QBCore, Qbox and ESX.
- Minecraft Server and Network SetupPaper, Purpur and Folia servers, Velocity networks, custom plugin development and performance tuning.
- Proxy and DDoS ProtectionHide and protect your origin server with reverse proxies, game server proxies and DDoS filtering.
Get a quote for this service
Tell us briefly about your project and we will get back to you the same day.