Oxide Sync is live: your plugins install and update themselves →

Oxide Sync · free companion plugin

Your plugins. Always installed. Always current.

Link your Rust server once. Everything you buy here installs itself, updates land on your schedule, and a bad build rolls back on its own. No FTP, no re-uploading, no guessing which version is where.

  • Free
  • Signed downloads
  • Automatic rollback
  • Any Oxide / uMod Rust server
server console
> sync.link K7Q2-9XWD
[Oxide Sync] Linked as Main. Checking for plugins…
[Oxide Sync] Ultimate Cases: downloading 1.0.0…
[Oxide Sync] Ultimate Cases: sha256 ok · signature ok · reloading
Loaded plugin UltimateCases v1.0.0 by Base Inspector
[Oxide Sync] Ultimate Cases 1.0.0 installed.
> sync.status
PLUGIN INSTALLED LATEST MODE
Ultimate Cases 1.0.0 1.0.0 auto
Staff Alerts 1.2.3 1.2.3 auto

Installs

Purchases and free plugins you add land on every server you pick, about a minute later.

Updates

New versions arrive in the window you choose, with players warned before any reload.

Protects

Only signed, hash-checked files are installed, with a backup and automatic rollback every time.

Setup

Set up once. Four steps.

About two minutes, start to finish.

  1. 1

    Download OxideSync.cs

    It's free. Your copy comes with this store's address and its release-signing key already built in.

    OxideSync.cs
  2. 2

    Drop it in oxide/plugins

    Upload it like any other plugin. Oxide compiles and loads it in a second, with no restart.

    oxide/plugins/OxideSync.cs
  3. 3

    Link with a one-time code

    Open My servers, click Link a server, and run the code in your console or RCON. Codes expire after 30 minutes.

    sync.link K7Q2-9XWD
  4. 4

    That's it

    Everything you own installs, and updates arrive on your schedule. Check on it any time from console or the website.

    sync.status
No console access? Put the code in oxide/config/OxideSync.json under "Link code" and reload the plugin. It links on load and clears the code afterwards.

From checkout to server

What happens when you buy

Pick your servers at checkout. By the time you're back in game, it's loaded.

  1. Step 1You check outPick a license and tick the servers that should get it.
  2. Step 2License issuedPayment confirms and the plugin is assigned to those servers.
  3. Step 3Next check-inEach linked server checks in about once a minute.
  4. Step 4Verified downloadThe file is checked against its SHA-256 hash and our signature.
  5. Step 5Installed and loadedWritten to oxide/plugins and loaded. No restart, no FTP.
  6. Step 6You get pingedOptional Discord message with the release notes.

You decide when

Updates on your schedule

Set an update window for each server. Players can get a chat warning a few minutes before any plugin reloads.

Immediately

Updates install as soon as they are published. Best for test servers.

Nightly window

Pick a start time (server time). Updates apply during that one-hour window.

When the server is quiet

Waits until fewer than your chosen number of players are online.

Wipe day only

Holds updates until the next map wipe, so mid-wipe gameplay never changes.

New purchases install right away whatever the window, and releases marked as critical fixes skip the window. Plugins set to manual or pinned to a version stay put until you change them.

Security

Built to be trusted with your server

Anything that writes code onto a live server has to be careful. Here's exactly what Oxide Sync does to stay safe.

Signed releases

Every release is signed with this store's private key (RSA-SHA256). Your copy of Oxide Sync carries the matching public key and refuses any file that doesn't verify, even one served from our own site.

Hash-checked downloads

Each file is compared to the SHA-256 hash in the update manifest before anything touches disk. A truncated or altered download is rejected.

Backups and automatic rollback

Before replacing a plugin, the current file is backed up (the last 5 per plugin are kept). If the new version fails to load, the backup is restored and the release is skipped.

Staged releases

New versions can go to a small share of servers first. If more than 2% of servers fail to load a release, it pauses itself before reaching everyone.

A tight scope

It only writes .cs files for plugins assigned to that server, inside oxide/plugins. It never edits configs, data files or anything else, and never deletes your plugins.

Per-server tokens

Each linked server gets its own secret token. Unlink a server from My servers and its token stops working immediately.

Compared

Manual vs Oxide Sync

TaskBy handWith Oxide Sync
Get a purchase onto your server Download, unzip, FTP upload Automatic, about a minute after checkout
New version released Notice it, then repeat the above Installs in your update window
Several servers Repeat for every server Every linked server, at once
Update breaks on load Find the old file, re-upload it Previous version restored automatically
Know what is running where Check each server One view on My servers, or sync.status
Stay on an older version Remember not to update Pin it from the website or console

My servers

Control it from the web

Every linked server has its own settings page on your account.

  • Turn auto-update on or off for each plugin
  • Pin any plugin to a specific version
  • Stable or beta channel per server
  • Update window: immediately, nightly, when quiet, or wipe day
  • Warn players in chat before reloads
  • Automatic rollback on or off
  • Discord webhook for install and failure alerts
  • Add free plugins to any server
Open My servers

Console

Or from the console

Commands work from the server console, RCON, or for in-game admins.

sync.link <code>Link this server to your account using a code from My servers.
sync.statusList managed plugins with installed version, latest version and mode (auto, manual or pinned).
sync.checkCheck for updates right now instead of waiting for the next check-in.
sync.pin <Plugin> [version]Hold a plugin at its current (or a given) version. Use sync.pin <Plugin> off to resume updates.
sync.rollback <Plugin>Restore the most recent backup of a plugin and pin it there.
sync.unlinkDisconnect this server. Installed plugins stay where they are.

Reference

Config file

oxide/config/OxideSync.json is created on first load. You rarely need to touch it; most settings live on the website.

{
  "Base URL": "https://<this store>",
  "Link code (alternative to the sync.link command)": "",
  "Check interval (seconds)": 60,
  "Require signed releases": true,
  "Release public key": "<RSAKeyValue>…</RSAKeyValue>",
  "Locally pinned plugins (file name -> version)": {}
}
  • Check interval: how often to check in. Minimum 30 seconds.
  • Require signed releases: leave this on. With it on, unsigned or tampered files are refused.
  • Locally pinned plugins: managed for you by sync.pin and sync.rollback.

Requirements

What you need

  • A Rust server running Oxide (uMod).
  • Outbound HTTPS from the server to this site, which every normal host allows.
  • A way to upload one file to oxide/plugins: FTP, SFTP or your host panel.
  • Console, RCON or an in-game admin to run sync.link, or the config file instead.
  • Nothing to uninstall later: unlink and delete one file.

FAQ

Questions server owners ask

Does Oxide Sync cost anything?

No. Oxide Sync is free, and so are the free plugins in the store. You only pay for paid plugins.

Will it slow my server down?

It makes one small HTTPS request about once a minute through Oxide's built-in web client, which runs off the main thread. When nothing has changed, the server answers with an empty "not modified" response.

What happens if this website is down?

Nothing breaks. Your plugins keep running at their current versions, and Oxide Sync simply tries again at the next check-in.

My host only gives me a panel, not a console.

Put your link code in oxide/config/OxideSync.json under "Link code" and reload the plugin (or restart). It links on load and clears the code.

What if an update has a compile error?

About 20 seconds after installing, Oxide Sync checks that the plugin loaded at the new version. If it did not, it restores the backup (when auto-rollback is on), reports the failure, and skips that release.

Can I run a beta on my test server?

Yes. Set that server to the beta channel on My servers. Your main server stays on stable.

How many servers can one license cover?

It depends on the license you buy: single server, up to 3, or unlimited. Free plugins have no limit.

Can I still download files by hand?

Yes. Every plugin you own has a download button on My servers and on its plugin page.

How do I stop using it?

Run sync.unlink or unlink the server from My servers, then delete OxideSync.cs. Your installed plugins stay exactly where they are.

Link your first server

Download the plugin, grab a code from My servers, and your free and purchased plugins are on the way.