To update a manually installed Rust plugin, download the newest compatible .cs file, back up the existing script and its JSON configuration, then overwrite the old file in the server’s oxide/plugins directory (or the equivalent umod/plugins directory). Oxide/uMod detects the changed file, compiles it, and loads the new version without a full server shutdown.
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Use the uMod Agent instead when the plugin was installed with the Agent’s require command and is recorded in its lock file. The Agent can apply version constraints and update one plugin or an entire managed installation; it cannot manage a plugin that was copied into the plugins folder manually.
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Choose the update method first
Your update path depends on how the plugin was installed. A file copied through a control panel or FTP is a side-loaded plugin. A plugin installed through the uMod Agent is tracked in the Agent’s lock file and can be updated with Agent commands.
| Situation | Use | What it can do | Important limitation |
|---|---|---|---|
| Plugin file was copied to the server | Manual replacement | Replace one .cs file, retain control over the exact build, and roll back by restoring the backup. |
The Agent does not know about the file and cannot update it. |
Plugin was installed with the Agent’s require workflow |
umod update PluginName |
Install the newest allowed release and enforce the version rules in the lock file. | The plugin must be tracked by the Agent; a side-loaded copy is outside this workflow. |
| You need to update the managed Rust installation | umod update -P or a path-specific Agent command |
Update the Rust package and managed framework components through the supported process. | This is a broader maintenance event than changing one plugin. |
For a single manually maintained plugin, replacement is normally the fastest and least disruptive option. Use the Agent when reproducible, constraint-based management matters or when you maintain many Agent-installed plugins.
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What you need before touching the server
- Administrative access to the Rust server console or control panel.
- File access to the server, either locally or through FTP/SFTP supplied by the host.
- Oxide/uMod installed and running. The uMod installation guidance requires Oxide 2.0 or newer.
- The plugin’s official or otherwise reputable download location, release notes, and compatibility notes.
- A way to copy files outside the live server directory so a rollback copy is not overwritten.
- An administrator account in Rust for testing the plugin’s command or feature after loading.
Do not assume that the newest plugin release is compatible with every Rust build. Check the plugin’s stated Rust, Oxide/uMod, dependency, and configuration requirements before uploading it.
Record the current state and make backups
Begin while the old version is still working. In the server console, run:
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oxide.plugins
The output identifies installed plugins, versions, authors, load times, filenames, and failure messages. Record the exact plugin name and version, then read the release notes for breaking changes or required dependencies.
Back up both of the following, when they exist:
- The current script in
oxide/plugins/PluginName.cs(or the installation’s equivalent plugins directory). - The matching configuration in
oxide/config/PluginName.json.
Keep the backup outside the live plugins and configuration directories and label it with the plugin version and date. A configuration backup is essential because an update can add, remove, or rename settings even when the script itself is replaced successfully.
Manual update: replace one plugin file
Use this procedure for a plugin installed by copying a C# source file. The filename and extension are significant.
- Check the installed name. Use
oxide.pluginsand note the plugin’s displayed filename. Download the release that matches your Rust and Oxide/uMod versions. - Download the new source. Obtain the complete
.csfile from the plugin’s official page or a reputable repository. Do not download a compiled binary when the plugin expects a source file. - Do not rename the file. Preserve the plugin’s original base name and the
.csextension. Renaming can make commands, dependencies, configuration matching, and troubleshooting misleading. - Copy the old file to your backup location. Include the old version number in the backup name, but do not change the live filename yet.
- Upload or copy over the live file. Place the new file in
oxide/plugins. Some uMod installations useumod/plugins; use the directory created by that installation rather than creating a second plugins folder. - Wait for compilation. Oxide watches the directory, detects the changed file, compiles it, and attempts to load it automatically. A full server shutdown is not required for this file replacement.
- Read the console immediately. Look for a successful compile/load message or the first error. Do not continue to update other plugins until this one has a clear result.
- Confirm the entry. Run
oxide.pluginsagain. Verify the new version, filename, author, and load status, and note any failure reason. - Exercise the feature. As an administrator, run the plugin’s documented command or use the feature in a safe area. Check that permissions, hooks, and integrations still behave as expected.
uMod’s documented behavior is that overwriting an installed .cs file loads the new version automatically. Oxide also documents automatic detection and compilation, so the normal update does not require stopping the game server.
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Update a tracked plugin with the uMod Agent
The Agent is appropriate only for plugins installed and recorded through its managed workflow. If you copied the file into the directory yourself, the Agent will not find it in the lock file.
Update one plugin
umod update Logger
Replace Logger with the Agent’s plugin name. The command selects the latest version permitted by the project’s constraints and updates the lock file as required.
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Update managed plugins
umod update plugins
This targets the managed plugin set rather than a single named plugin. Review the proposed changes and console output before allowing a large batch to proceed on a busy server.
Update the complete managed Rust installation
umod update -P
The official Rust installation procedure documents this form for updating the complete Rust installation. When several Rust installations exist, target one explicitly:
umod update rust --dir="/path/to/dir"
Use the actual installation path in place of /path/to/dir. The Agent reference also documents the general forms umod update and umod update <gameName>.
Useful Agent options
--forcerequests an update even when the Agent would otherwise consider the installed version current.--lockapplies lock-file behavior so versions remain within the recorded constraints.--validatevalidates the managed state as part of the operation.
Read the command output and confirm that the plugin is actually installed in the server instance you intended to update. A successful Agent transaction does not prove that a manually copied plugin was changed.
Do you need to restart the Rust server?
No full restart is normally needed when you overwrite a plugin source file. Oxide detects the change, compiles the script, and loads it while the server is running. Players may briefly encounter the plugin’s feature being unavailable during compilation, so announce a short maintenance pause if the feature is important to active gameplay.
A maintenance window is sensible when the Rust game server itself or the Oxide/uMod framework has changed. Those updates can affect many plugins at once and may require the process to restart before the new binaries and hooks are active. Treat a framework or game update as a separate change from replacing one plugin file.
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oxide.reload PluginName
Use the exact plugin name shown by oxide.plugins. A reload recompiles and reloads that plugin without restarting the entire server.
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Handle configuration changes deliberately
Most configurable plugins store settings as JSON with the same base name under oxide/config. For example, a plugin named PluginName normally uses oxide/config/PluginName.json. The script and configuration are separate files, so replacing the script does not automatically merge new settings into your existing JSON.
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- Open the new version’s configuration documentation and identify added, removed, renamed, and changed settings.
- Compare those settings with your backed-up JSON and your live file.
- Merge your intentional values into the new schema rather than blindly replacing the new file with the old one.
- Validate that the result is strict JSON: matching braces, quoted property names, commas in the correct places, and no comments or trailing commas.
- Save the file, then run
oxide.reload PluginNameso the plugin reads the edited configuration.
If a plugin regenerates a configuration file, preserve your backup before allowing that regeneration. A settings file that loads but omits a newly required key can produce default behavior that looks like data loss.
Verify that the new version really loaded
Do not rely on the upload completing. Use several checks in order:
- Console output: confirm compilation completed and look for dependency or exception messages.
- Plugin list: run
oxide.pluginsand verify the expected version, filename, author, and load time. A failure reason shown in this list is the quickest indication that the script did not load. - Framework check: run
oxide.versionif you are unsure whether Oxide is installed or whether the server is running the expected framework. - Functional test: use an administrator account to run the plugin’s documented command, open its interface, or trigger the relevant event.
- Log review: if any check fails, inspect the files in
oxide/logsand correlate the timestamp with the update.
Test dependencies as well as the target plugin. A plugin can appear in the list yet fail to provide its feature when a required library, permission, or companion plugin is missing or incompatible.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshoot common update failures
| Symptom | Likely checks and corrective action |
|---|---|
Plugin is missing from oxide.plugins |
Confirm the file is in the active oxide/plugins or umod/plugins directory, has a real .cs extension, and retains its original name. Control panels can upload into a similarly named but inactive directory. |
| Compilation error appears after upload | Read the complete console error and matching files in oxide/logs. Check the plugin’s required Rust and Oxide/uMod versions, then verify every declared dependency. Do not repeatedly upload the same incompatible build. |
| Plugin loads but settings appear to have disappeared | Open the matching JSON file in oxide/config. Validate its JSON and compare it with the new version’s documented schema. Restore only the intended values from your backup, then reload the plugin. |
umod update PluginName cannot find the plugin |
The plugin was probably side-loaded and is not in the Agent lock file. Continue with manual replacement or reinstall it through the Agent’s managed workflow if that is appropriate for your server. |
| Feature works only after a restart | Check whether the plugin’s own documentation requires a restart, whether a dependency loaded late, or whether the framework/game was changed. First try oxide.reload PluginName; schedule a full restart for framework or Rust updates. |
| Several plugins fail after a Rust update | Stop treating the failures as isolated file problems. Update the Rust server and Oxide/uMod through the supported process, restart as required, then update affected plugins one at a time while watching the console. |
| Upload reports success but the old version remains | Run oxide.plugins and inspect the displayed filename and version. You may have uploaded to the wrong server instance, used a duplicate filename, or left the old file in the active directory while placing the new one elsewhere. |
Rollback a failed update
Rollback is safest when you change only the files involved in the failed update.
- Record the exact console error and copy the relevant log entries from
oxide/logs. - Unload or reload the affected plugin if it is partially active, using
oxide.reload PluginNameafter the files are corrected. - Replace the live
.csfile with the backed-up version that previously worked. - Restore a compatible JSON configuration from your backup if the new build changed or regenerated it.
- Run
oxide.pluginsand test the feature before changing another plugin.
If the old version also fails, the underlying Rust or Oxide/uMod framework may have changed. Verify framework status with oxide.version, check compatibility notes, and resolve dependencies before trying another plugin release.
Updating several plugins after a Rust change
When a Rust update causes multiple failures, use a controlled sequence instead of replacing every file at once. First update the Rust installation and framework through the supported Agent or host process, then restart if that process requires it. Next, rank plugins by dependency order: shared libraries and required components first, gameplay plugins afterward. Update one plugin, check the console and oxide.plugins, run a functional test, and only then continue.
For Agent-managed servers, the documented commands provide separate scopes: umod update -P for the complete Rust installation, umod update rust --dir="/path/to/dir" for a selected installation, and umod update plugins for managed plugins. For side-loaded plugins, keep the same one-at-a-time discipline manually because they are not represented in the Agent lock file.
Operational habits that prevent avoidable downtime
- Keep a dated copy of every working plugin script and configuration outside the live directories.
- Record the version shown by
oxide.pluginsbefore each change. - Read release notes for configuration migrations and dependency changes before uploading.
- Use the exact existing filename and directory; do not create parallel plugin folders.
- Watch compilation output instead of assuming an FTP transfer equals a successful load.
- Test administrator commands and player-facing behavior in a safe area before declaring the update complete.
- Schedule maintenance for Rust or framework upgrades even though ordinary plugin replacements do not require a shutdown.
Command reference
| Command | Purpose |
|---|---|
oxide.plugins |
Lists installed plugins, versions, authors, load times, filenames, and failures. |
oxide.reload PluginName |
Recompiles and reloads a named plugin. |
oxide.load PluginName |
Loads a named plugin when it is not currently active. |
oxide.version |
Checks that the Oxide framework is installed. |
umod update PluginName |
Updates an Agent-tracked plugin to the latest permitted version. |
umod update plugins |
Updates the managed plugin set. |
umod update |
Runs the Agent’s general managed-installation update operation. |
umod update -P |
Updates the complete managed Rust installation as documented by the Rust installation procedure. |
umod update rust --dir="/path/to/dir" |
Updates Rust for a selected installation path. |
Bottom line
Back up the script and JSON first, replace the compatible .cs file in the active plugins directory, let Oxide/uMod compile it, and verify the result with the console and oxide.plugins. Use the uMod Agent only for plugins it tracks in its lock file. A full restart is unnecessary for a normal plugin-file update, but Rust or framework upgrades deserve their own maintenance window and compatibility checks.
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