LAB/05 — INVENTORY

FuseEconomy

Heavy Fuses have no craft recipe and drop at VeryRare. Give your players a way to buy them — with resources, Economics or ServerRewards.
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Changelog

v1.0.020 Aug 2026

No notes for this release.

FuseEconomy screenshot 1

The problem

Open the Rust item data for fuse.highgrade. Category: Component. Rarity: VeryRare. Repairable: false. Craftable: it isn't. There is no blueprint, no workbench recipe, no way to make one.

So on your server, the only Heavy Fuses that exist are the ones the loot tables happen to hand out. If your population is small, or your loot is tuned for something other than components, the Power Plant simply never turns on.

What FuseEconomy does

Puts Heavy Fuses on sale.

/fuse buy — pay in resources, Economics balance or ServerRewards points, get fuses. /fuse sell — sell spares back at a refund rate you set. /fuse — shows the price and how many they can still buy today.

You control the cost, the currency, the condition of what they get, the cooldown between purchases and a daily cap per player. Give trusted ranks fuseeconomy.nolimit to skip the cap entirely.

Three payment modes

Items — any combination of shortnames and amounts. Default is 20 High Quality Metal and 2 Tech Trash. Make it 5000 stone if you want, or a single scrap.

Economics — a flat currency price per fuse.

ServerRewards — a flat RP price per fuse.

Done carefully

Small plugin, but the details are the part that bites:

  • Fuses come out as separate items, never a stack. Heavy Fuses carry condition. Merging them into one stack destroys it. Buy three, get three.
  • Resources are only deducted once every ingredient is confirmed present. A player who is one Tech Trash short loses nothing.
  • Inventory space is checked before payment is taken. No paying for fuses that land on the floor.
  • Daily limits roll over on the UTC date, and survive restarts.

Features

  • Buy and sell Heavy Fuses by chat command
  • Items, Economics or ServerRewards
  • Configurable purchase condition — sell part-used fuses if you want a cheaper tier
  • Configurable refund percentage, or disable selling entirely
  • Per-player cooldown and daily cap, with a bypass permission
  • Optional permission gates on buying and on selling
  • Developer API so your shop or kit plugin can hand out fuses correctly
  • Full language file
  • Oxide and Carbon
  • No hard dependencies

Commands

CommandDescription
/fusePrice and remaining daily allowance
/fuse buy [amount]Buy Heavy Fuses
/fuse sell [amount]Sell Heavy Fuses back

Permissions

  • fuseeconomy.buy — required to buy, if you enable the gate
  • fuseeconomy.sell — required to sell, if you enable the gate
  • fuseeconomy.nolimit — ignore cooldown and daily cap

API

[PluginReference] private Plugin FuseEconomy;

FuseEconomy?.Call("GiveHeavyFuse", player, 1);

Configuration

{
  "Payment mode (items, economics, serverrewards)": "items",
  "Item cost per fuse (shortname: amount)": {
    "metal.refined": 20,
    "techparts": 2
  },
  "Currency cost per fuse (economics / serverrewards)": 500.0,
  "Condition of a purchased fuse (percent of max)": 100.0,
  "Refund percent when selling a fuse back": 50.0,
  "Seconds between purchases (0 disables)": 60.0,
  "Max fuses bought per player per day (0 is unlimited)": 6,
  "Require the fuseeconomy.buy permission": false,
  "Require the fuseeconomy.sell permission": false
}

Requirements

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

Pairs with

GridControl — guarantee a baseline powergrid stage, then let players buy fuses to push past it.

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.