LAB/05 — INVENTORY

CrudeOilLogistics

The crude oil chain is the deepest progression loop Rust has, and it exists in one spot on the map behind a stage 3 grid and two Oil Rig puzzles. Speed it up, open it up, and put pumps wherever you want them — metered, if you want players to pay.
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Changelog

v1.0.120 Aug 2026

No notes for this release.

CrudeOilLogistics screenshot 1

The problem

Power Trip built a genuinely great resource chain and then hid it.

To get one drop of crude, your players need the powergrid at stage 3, then someone has to run the red puzzle rooms at Small or Large Oil Rig to flip the switches, then get to Dome, then bring a modular vehicle with a Tanker Module, then connect it with a Hose Tool, then drive it back and extract it on a car lift.

On a vanilla PVP server with a clan running the map, that is a great Tuesday. On a PVE server, a low-pop server, or anything with a casual playerbase, it means nobody ever touches crude oil. The pumps are slow, they are in exactly one place, and the puzzle in front of them is longer than most of your players are willing to sit through.

What CrudeOilLogistics does

Makes the pumps worth using. One output multiplier and one tick interval. Turn a 20-minute trickle into something a player actually drives out to collect.

Puts pumps where your players are. Stand at a gas station, outside Outpost, at a roadside stop, anywhere at all — type /crudepump add and a real, working crude pump spawns there and saves itself to your config. They come back automatically every restart.

Charges for them, if you want. Extra pumps can be metered like real fuel pumps. Players pay scrap, Economics currency or ServerRewards points for a window of access. Your Dome pumps stay free and vanilla; only the ones you placed cost money.

Drops the puzzle for PVE. Two settings and the pumps just run — no Oil Rig red rooms, no stage 3 requirement, at whatever output rate you pick. The chain becomes "drive a tanker to a pump", which is a thing your players will actually do.

Built on the real thing

Every pump this plugin places is Facepunch's own pump entity, spawned from the same prefab as the ones at Dome. The tuning writes the same public fields vanilla writes. Production is driven by calling the game's own oil-switch handler.

No Harmony patch, no reflection, no reimplemented pump. Vanilla's hose connections, tanker filling, car lift extraction and crude stacking all keep working, because none of it was replaced.

Pumps this plugin spawns are flagged to never enter your server save, so a crash can't leave orphans scattered across your map. They're removed on unload and rebuilt from config on load.

Features

  • Output multiplier and tick interval for every crude pump on the map
  • Change or remove the powergrid stage requirement
  • Run pumps without the Oil Rig switches, at a forced output level — the PVE setting
  • Place unlimited extra pumps anywhere with one chat command
  • Optional metering on placed pumps: items, Economics or ServerRewards, per-access time window
  • Free-access permission for staff and VIP ranks
  • Configurable crude oil stack size for pumps and tankers
  • /crude shows any player the pump status, estimated output per minute and their access time
  • Developer API for shop and quest plugins
  • Clean unload — vanilla pumps restored, placed pumps removed
  • Full language file
  • Oxide and Carbon
  • No hard dependencies

Commands

CommandAccessDescription
/crudeeveryonePump count, grid stage, crude per minute, running state, access left
/crude payeveryoneBuy access to metered pumps
/crudepump listadminList your placed pumps
/crudepump add [name]adminPlace a pump where you stand
/crudepump remove <n>adminRemove a placed pump

Permissions

  • crudeoillogistics.admin — place and remove pumps
  • crudeoillogistics.free — never charged at metered pumps

API

[PluginReference] private Plugin CrudeOilLogistics;

bool allowed = CrudeOilLogistics?.Call<bool>("HasPumpAccess", player) ?? false;

Configuration

{
  "Output multiplier for every crude pump (1 leaves vanilla)": 1.0,
  "Seconds between pump ticks (0 leaves vanilla, vanilla is 60)": 0.0,
  "Powergrid stage the pumps need (-1 leaves vanilla, 0 removes the requirement)": -1,
  "Run pumps without the Oil Rig switches (PVE servers)": false,
  "Forced oil switch multiplier when bypassing (1 equals both rigs running)": 1.0,
  "Crude oil stack size in tankers and pumps (0 leaves vanilla, vanilla is 2000)": 0,
  "Seconds between upkeep checks": 30.0,
  "Extra pumps": {
    "Charge players to draw from extra pumps": false,
    "Payment mode (items, economics, serverrewards)": "economics",
    "Item cost per access (shortname: amount)": {
      "scrap": 50
    },
    "Currency cost per access (economics / serverrewards)": 250.0,
    "Minutes of access bought": 30.0,
    "Prefab to clone for extra pumps (blank copies whatever pump the map already has)": "",
    "Pump locations (use /crudepump add in game to fill this in)": []
  }
}

/crudepump add fills the pump list in for you; an entry is just a name and a place:

{ "Name": "Gas station north", "X": 412.5, "Z": -1183.0, "Rotation": 90.0 }

Two things worth knowing before you ask

Pump locations ship empty on purpose. A hardcoded offset spawns pumps inside walls on custom maps. Placing them with one chat command where you are standing is the only version of this that works everywhere.

A tanker will not take crude while it sits on a lift. That is vanilla Vehicle.inEditableLocation, not this plugin.

Requirements

Rust server on the Power Trip build (2026-08-06) or newer.

Pairs with

GridControl — hold the grid at stage 3 so the Dome pumps stay online without anyone feeding fuses.

Support

Every purchase comes with the private updates channel in our Discord and updates for the life of the plugin. Your licence key and download live on your purchases page the moment payment clears.