For an Oxide or uMod Rust server, reload one plugin from the server console or an authorized RCON terminal with oxide.reload PluginName. Replace PluginName with the plugin’s exact name. OxideMod also supports oxide.reload * for every loaded plugin, while the uMod command guide documents umod.reload PluginName [PluginName] [..]. A reload is useful after changing plugin source or configuration, but the console and logs must be checked immediately for compile, dependency, permission, or configuration errors.
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The command you need
Run the command in the Rust server console or in an RCON terminal that is authorized to execute server commands:
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oxide.reload PluginName
Use the plugin’s exact name, including capitalization where the installation expects it. For example, if the plugin is named ExamplePlugin, enter:
oxide.reload ExamplePlugin
OxideMod documents the same command with the aliases o.reload and plugin.reload. Its command reference is available at docs.oxidemod.com/core/commands/plugin. The uMod configuration guide specifically tells administrators to reload a plugin after editing its configuration with the oxide.reload command; see umod.org/documentation/plugins/configuration.
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Oxide and uMod command namespaces
Rust servers can expose more than one documented command namespace depending on the framework build and the guide you are following. Do not assume that a command copied from one installation applies identically to another. Confirm which namespace your server accepts, then use that form consistently.
| Purpose | OxideMod form | uMod-documented form | What is established |
|---|---|---|---|
| Reload one plugin | oxide.reload PluginName |
umod.reload PluginName |
Both forms are documented for plugin reloading in their respective references. |
| Reload several named plugins | Not stated in the OxideMod reference supplied here | umod.reload PluginName [PluginName] [..] |
The uMod command guide documents multiple plugin-name arguments. |
| Reload every plugin | oxide.reload * |
Not stated in the supplied uMod references | Use the all-plugin form only when you intentionally want a broad reload. |
| Oxide aliases | o.reload or plugin.reload |
Not stated | These aliases are listed by OxideMod. |
| Where to run it | Server console or authorized RCON terminal | Running game-server terminal | Use an administrative context accepted by your installation. |
The uMod command syntax is documented at umod.org/guides/getting-started/commands. If umod.reload is rejected but oxide.reload is accepted, use the accepted namespace rather than repeatedly submitting a command your server does not recognize.
What a reload changes—and what it does not
A plugin reload asks the running framework to unload and initialize the named plugin again. That makes it the appropriate first action after changing a plugin’s JSON configuration or source file when you want the new settings or code to be read without stopping the entire server. It is not a substitute for every restart: a plugin that cannot compile, cannot resolve a dependency, or needs a clean server initialization may continue to fail until the server is stopped and started again.
Reloading all plugins with oxide.reload * is broader than reloading one file. It can produce a large amount of console output and can make it harder to identify which plugin caused a new error. On a busy server, prefer the narrowest command that addresses the file you changed.
Safe reload workflow
Use this sequence whenever you change a plugin. It separates an editable file problem from a framework, dependency, or authorization problem.
- Back up the plugin and its configuration. Copy the plugin source file and the associated JSON configuration before editing. A backup gives you a known-good version to restore if the new file does not compile or the new settings are invalid.
- Confirm the exact plugin name. Use the name the framework reports for the installed plugin, not a shortened filename, a display title, or a tutorial’s example. The name is the value that replaces
PluginNamein the reload command. - Check dependencies before changing code or settings. Determine whether the plugin relies on another plugin or component and whether that dependency is present and loaded. A dependency failure is different from a syntax error; changing unrelated lines will not fix a missing prerequisite.
- Edit only the intended file. Make the source or JSON configuration change, keeping the backup untouched. If you are changing a configuration value, preserve the file’s valid JSON structure and avoid introducing comments or malformed punctuation.
- Run the framework command. In the server console or authorized RCON context, enter
oxide.reload PluginName. If your installation’s documented namespace is uMod, useumod.reload PluginName. Submit one plugin at a time unless you deliberately need the multi-plugin form. - Read the immediate response and logs. Do not assume success because the command was accepted. Look for a successful load indication and then check for compile, dependency, permission, or configuration errors in the console and server logs.
- Exercise the affected feature. Test the command, hook-driven behavior, or in-game feature that the plugin provides. A plugin can appear to load while a particular configuration path or command still behaves incorrectly.
- Escalate to a full restart when necessary. If the plugin repeatedly fails to load, leaves the server in an unusable state, or requires clean initialization, stop the server and perform a planned full restart instead of issuing reload commands indefinitely.
How to identify the right plugin name
The most common avoidable reload error is targeting the wrong name. The command expects the framework’s plugin identifier. A file can have a similar filename, and a plugin may present a friendly title in documentation, but those are not necessarily interchangeable.
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- Match the spelling and punctuation exactly when you type the command.
- Reload one named plugin first; this keeps the response tied to the file you just changed.
- If you are unsure which file supplies a feature, identify it before editing rather than using the all-plugin wildcard.
Using an incorrect name generally prevents the intended plugin from being selected. The console response is the authoritative indication of whether the target was found and processed.
Reloading after a configuration edit
Configuration changes are the most common reason to reload without replacing plugin code. The uMod configuration documentation states that, after making changes to a plugin configuration file, you reload the plugin in the server console with oxide.reload. Follow the same backup, exact-name, and log-checking steps as you would for a source edit.
Configuration checklist
- Save a copy of the previous JSON file.
- Change only the values required for the new behavior.
- Keep quotation marks, braces, commas, and value types valid for JSON.
- Run the single-plugin reload command.
- Watch the console for a configuration parsing error.
- Test the feature controlled by the changed setting.
If the reload reports a configuration error, restore the backup or correct the malformed value, then reload the same named plugin again. A restart is not the first remedy for a file-format mistake; the error must be corrected in the configuration itself.
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Reloading after a source-code edit
When you replace or edit a plugin source file, use the same command but pay particular attention to compiler output. A source change can fail before the plugin initializes, so a command being accepted does not prove that the new code is active.
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Source-edit checklist
- Keep the previous source file available for rollback.
- Verify that required dependencies are installed and loaded.
- Reload only the edited plugin first.
- Read the complete console response and relevant log entries.
- Correct compile errors before testing in-game behavior.
- Run the feature’s normal command or interaction after a successful load.
Repeatedly reloading unchanged code will not resolve a compile error. Fix the reported source problem, restore the last working file if needed, and then issue a fresh reload.
What to do when a reload fails
Use the failure category shown by the console or logs to choose the next action. Avoid treating every failure as a reason to restart immediately; a restart cannot repair a malformed file or an absent dependency.
Compile error
A compile error means the edited source could not be compiled into a loadable plugin. Recheck the change against the last working backup, correct the reported code problem, and run the single-plugin reload again. If you cannot isolate the edit, restore the backup to return to the known-good version.
Dependency error
A dependency error indicates that the plugin expects another component that is missing, unavailable, or not loaded in the required state. Confirm the dependency name and availability before attempting another reload. Reloading the dependent plugin alone will not create a missing prerequisite.
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The command must be issued from the server console or an RCON session authorized to run administrative commands. If the response indicates insufficient permission, move the operation to the server console or correct the RCON authorization, then submit the same plugin-specific command. Do not diagnose a plugin file until the command itself is being accepted by an authorized context.
Configuration error
Inspect the JSON file for malformed syntax or an invalid value, compare it with the backup, and correct the file before reloading. Keep the plugin name unchanged so you are testing the same target after each correction.
No apparent change in-game
Check the console and logs first. A plugin may have failed during initialization even though the command returned. If the reload completed without an error, verify that you edited the configuration or source file actually used by that plugin and test the specific command or feature again. If the plugin still behaves incorrectly after a clean, successful reload, use the backup to separate a code change from an unrelated server issue.
Reload one plugin or all plugins?
Single-plugin reload
oxide.reload PluginName is the safer default because it limits the operation to the file you changed. It produces a focused response and makes troubleshooting easier. Use it for routine configuration edits, source updates, and targeted testing.
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All-plugin reload
OxideMod documents oxide.reload * as the all-plugin form. Use it only when you intentionally need every plugin reloaded, such as after a coordinated set of changes that must be initialized together. Back up the affected files first, expect many messages in the console, and review logs for errors from each plugin rather than stopping after the first apparent success.
Multiple named plugins with uMod syntax
The uMod command guide documents umod.reload PluginName [PluginName] [..], allowing several named plugins in one command. This is more selective than a wildcard when you have a known set of related files, but test each affected feature and inspect the combined output.
Reload versus a full server restart
| Decision | Reload | Full restart |
|---|---|---|
| Best first use | Applying one plugin’s source or configuration change while the server remains running | Clean initialization after repeated reload failures or when the plugin specifically requires it |
| Scope | One named plugin, several named plugins where supported, or all plugins with the Oxide wildcard | The complete server process and its loaded components |
| Diagnostic value | Focused console and log output for the selected plugin | A fresh startup sequence, useful when the running state itself is suspect |
| Downtime | Avoids a planned full restart, although the plugin’s behavior may be unavailable while it reloads | Requires stopping and starting the server |
| When not to rely on it | Persistent compile, dependency, permission, or configuration failures | Not necessary merely because a valid configuration value changed |
The practical rule is to reload first for a targeted change, then restart when the plugin cannot be brought back cleanly or needs the server’s startup sequence to initialize correctly.
Console and RCON operating procedure
From the server console
- Open the terminal or control-panel console attached to the running Rust server.
- Enter the framework command, for example
oxide.reload ExamplePlugin. - Wait for the response instead of sending additional reload commands immediately.
- Review the response and server logs for the four failure categories: compile, dependency, permission, and configuration.
- Run the affected in-game test only after the load result is clear.
From RCON
- Connect with an RCON session that is authorized to run administrative server commands.
- Send the same plugin-specific command used in the console.
- Capture the returned text so you can match it with the server log if the plugin does not behave as expected.
- If authorization fails, use the server console or correct the RCON authorization before troubleshooting the plugin file.
The command does not change merely because it was sent through RCON; the important differences are whether the session is authorized and whether you can see the complete response and logs.
Practical examples
Reload one changed configuration
oxide.reload ChatEnhancer
Use the actual framework name in place of ChatEnhancer. After the response, test the chat behavior controlled by that plugin.
Reload one changed source file with the uMod namespace
umod.reload EconomyTools
This form follows the uMod command guide. If your server accepts only the Oxide namespace, use oxide.reload EconomyTools instead.
Reload every plugin in an Oxide installation
oxide.reload *
This is a broad operation. Use it deliberately, read all resulting output, and avoid it as a shortcut for a single-plugin change.
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- Back up the plugin source and JSON configuration.
- Identify the exact plugin name.
- Confirm dependencies are present and loaded.
- Choose the namespace your installation documents:
oxide.reloadorumod.reload. - Run the command from the server console or an authorized RCON terminal.
- Read the complete console response and logs.
- Fix compile, dependency, permission, or configuration errors before testing again.
- Test the affected in-game command or feature.
- Use
oxide.reload *only when an all-plugin reload is intentional. - Perform a full restart if the plugin repeatedly fails or requires clean initialization.
Why a reload may appear successful but the plugin still fails
A command can be accepted while initialization fails later in the process. That is why the workflow treats the console response, logs, and an in-game test as three separate checks. The response tells you whether the framework processed the request; logs expose compile, dependency, permission, or configuration problems; the test confirms that the feature a player uses is actually working.
If all three checks pass and the behavior is still wrong, compare the edited file with the backup, verify that the intended plugin name was targeted, and test again with the smallest possible change. If failures persist after the file is corrected and the plugin is reloaded, stop the server and perform the full restart recommended for a clean initialization.
Bottom line
Use oxide.reload PluginName for a targeted Oxide/uMod Rust plugin reload, substituting the exact plugin name and running it from an authorized server-console or RCON context. Check the response and logs every time, reserve oxide.reload * for intentional all-plugin reloads, and switch to a full restart when repeated reloads cannot produce a clean initialization.
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