Paradox Labs · custom development

We build theIMPOSSIBLE

The plugin other devs turned down. The server system nobody could stabilize. The bot that shouldn't work — running in production. Custom development for the Rust ecosystem, PC and console, and beyond.

Tools we work with: OXIDE, CARBON, RUST, DISCORD.JS, PTERODACTYL, PAYNOW, RUSTEDIT, WEBRCON, NITRADO, GPORTAL

LAB/01 — SERVICES

Everything we build & run

Managed products and custom development for the Rust ecosystem and beyond. One studio for the plugin, the bot, the server, the storefront — and the platforms that keep them running.

Managed products, running in production

Software we host and maintain so you don't have to. Each one is a full product with its own home — pick the surface you need.

Custom development

Scoped honestly and delivered like a studio — tracked jobs, versioned files, changelogs and a bug-fix window. Not a zip in your DMs.

LAB/02 — WHY "PARADOX"

Every server owner has heard it: "that's not possible."
We made a studio out of proving that wrong.
SCOPE HONESTLY

If it truly can't be done, we say so before you pay — and tell you what can.

ENGINEER, DON'T HACK

Performance-tested against real player counts. No plugins that melt your frame times.

DELIVER LIKE A STUDIO

Tracked jobs, versioned files, changelogs, invoices, and a bug-fix window. Not a zip in your DMs.

LAB/03 — PROTOCOL

How it works

01

Quote

Describe what you need in a structured request — no Discord DM archaeology. You get a scoped estimate, usually within a day.

02

Build

Your job moves through development and testing with its status visible to you. Updates come to you; you never chase us for them.

03

Deliver

Versioned files with changelogs, a proper invoice paid by card or crypto, and a 30-day bug-fix window after handover.

LAB/04 — FIELD LOG

Recent work

All work →
DISCORD BOT
Custom console bot for a multi-game community

One custom bot for an Xbox and PlayStation community running Rust Console, Deadside and Conan. It reads the servers over WebRCON and log files, with no mods. It replaces 8 old bots, with killfeeds, gamertag linking, a shared economy, a casino, an arena, a store with in-game delivery, a staff panel and a public community website.

8 bots replaced by our single specialized bot

PRIME
Prime: one bot that runs the whole community

Chat bridge, event logs, tickets, giveaways, account linking and map-vote wipes from one managed bot per server. Owners sign up on the site and get a bot; no VPS, no scripts, nothing to host.

One managed bot per server, nothing to host.

AUTOMATION
A storefront and client portal, built end to end

The site you are reading. Product store with card and PayPal checkout, licence issuing and hardware-locked activation, a customer portal for jobs and downloads, quote intake, invoicing, and an admin board behind it.

Store, licensing, portal, quotes and invoicing in one system

PAYNOW THEME
A twenty-theme PayNow storefront line

Twenty PayNow store themes built from scratch, from a free starter to a premium tier. Every one ships the complete template set, including all six PayNow modules, and switches its whole colour scheme from a single dropdown.

20 themes; 18 of them ship 4 or more colour skins; 58-65 store-owner options on the premium tier

LAB/05 — STORE

From the store

Store →
RUST PLUGIN

GasStation

⛽ GasStation Working fuel pumps at every gas station monument. GasStation turns the pumps at Rust's gas station monuments into real, metered refuelling points. Players pull up in a modular car, hop on a bike, land a minicopter, or even walk up with a jug — press one button, pick their fuel, and pay by the second while the pump fills the tank in real time. When the tank's full or the wallet runs dry, it stops on its own and refunds anything it couldn't deliver. Pumps are found automatically — the plugin locates gas station monuments and auto-detects their pump props, so it works out of the box on wiped maps and custom maps alike, with a full admin toolkit to fine-tune positions when you want to. ✨ Features ⏱️ Metered, pay-per-second billing — players are charged live as fuel flows, with unused charges refunded if the tank fills mid-pump 🚗 Wide vehicle support — modular cars (fuel tank and tanker fuel-tank modules), plus minicopters, attack helis, scrap transport helis, motorbikes, sidecars, and snowmobiles (all configurable) 🧴 On-foot jug refuelling — fill water jugs, bota bags, and buckets with water, crude, or low grade fuel without a vehicle at all ⛽ Fully configurable fuel types — Low Grade, Crude Oil, Water, and jug variants out of the box; set delivery rate, price, max run-time, target tank, colour, and per-fuel permission for each 💰 Three currency modes — Economics, ServerRewards points, or any item (scrap by default); currency can even be overridden per fuel 🏷️ Permission discounts — e.g. gasstation.vip = 25% off (add as many tiers as you like), plus free-fuel permission and optional free-for-admins 🖥️ Clean in-game UI — a pump prompt, fuel-selection menu, and a live progress bar showing units delivered and money spent; press again to stop 🎯 Auto pump detection — finds gas station monuments (MonumentFinder supported, terrain fallback) and their pump props automatically, rebuilding on wipe 🛠️ Full admin toolset — scan, auto-add, manually place/remove pumps, list, visualize, teleport between stations, and inspect vehicles 🎛️ Tunable behaviour — detection radius, facing requirement, activation button (SPACE / E / R / SHIFT / CTRL), remount handling, lock-while-filling, stop-on-leave, and more ⌨️ Player experience Drive/walk up to a station pump → a "FUEL PUMP — press [SPACE]" prompt appears Press the button → the fuel menu opens with prices and your balance Pick a fuel → the pump fills your tank while a progress bar tracks units and cost Press again (or fill up / run out) → it stops and reports what you got 🛠️ Admin commands (/gasstation) near, stations, tp <n>, scan [filter], autoadd [filter], add, remove, list, show, wipe, modules, reload — everything you need to set up and debug pumps on any map. 🔐 Permissions gasstation.use — use the pumps gasstation.admin — setup/admin commands gasstation.free — refuel for free gasstation.vip (and any discount tiers you add) — percentage discounts Optional per-fuel permissions 🧩 Dependencies (all optional) Economics and/or ServerRewards — for currency (item mode needs neither) MonumentFinder — recommended for reliable monument/pump detection ImageLibrary — only if you want a custom prompt image Version 1.17.1 · by carl

£7.99 · v1.17.1

RUST PLUGIN

FuseEconomy

Heavy Fuses have no craft recipe and drop at VeryRare. Give your players a way to buy them — with resources, Economics or ServerRewards. ## 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 | Command | Description | |---|---| | `/fuse` | Price 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 ```csharp [PluginReference] private Plugin FuseEconomy; FuseEconomy?.Call("GiveHeavyFuse", player, 1); ``` ## Configuration ```json { "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.

$9.99 · v1.0.0

RUST PLUGIN

PetScientist

A scientist NPC that follows its owner through bases, doors and monuments, shoots whatever attacks them, and deals reduced damage. Spawn it with a command, a thrown flare, or find one in a crate. ## What it is A scientist that belongs to a player. It walks on the game's own navmesh, so it follows you through your base, up your stairs, into monuments and across the map. Lose it off a cliff or behind a closed door and it warps to you after 3 seconds. It never gets stuck for long. By default it is a bodyguard, not a hunter. It only shoots things that hit you, your teammates, or the pet itself. Shoot a boar and it stands there. Let a wolf bite you and it opens fire. ## 11 variants, one config list Pick which scientists your players can have. Each one is a real Facepunch scientist prefab with its own gun and outfit: `full` (random loadout), `lr300`, `mp5`, `pistol`, `shotgun`, `heavy`, `arctic`, `peacekeeper`, `nvg`, `roam`, `junkpile` Turn any variant off. Set the default. Add your own prefab paths if you want. ## Three ways to get one - **Command** — `/ps` or `/ps heavy`. Permission-gated. - **Flare item** — a skinned flare named `Pet Scientist (heavy)`. Throw it, the pet spawns where it lands. Sell it in your shop, give it as a reward, hand it out with `/psgive`. - **Loot crates** — off by default. Turn it on and set a chance; the flare shows up in normal, military, elite, mine, heli and Bradley crates. ## Made for servers, not just for fun - **Damage scale.** Default 0.1, so the pet is a distraction and a helper, not a free kill machine. Set it to 0 for a pure decoy or 1 for full damage. - **Defensive only.** On by default. Turn it off and the pet attacks any valid target within `SearchRange`. - **Target filters.** Players, NPCs, animals. Each one a switch. - **Team-safe.** Never shoots the owner or teammates. Never damages them. Ignores shots from them. - **Safe zones.** Never fires inside one. - **Auto-hide.** The pet steps away when you mount anything (horse, car, heli, chair), noclip, or vanish. It comes back by itself when you stop. No lost pets under vehicles. - **Clean death.** Pet dies: no corpse, no loot bag, no free gun on the ground. Owner dies or disconnects: pet is gone. - **Nothing persists.** Pets never save to the map file. Restart the server, no orphan scientists. - **Plays nice with PetBradley and PetHeli.** It knows the other two pets and never fires on them. ## Commands | Command | Permission | Description | |---|---|---| | `/ps` | `petscientist.spawn` | Spawn the default variant, or store your live pet and get the flare back | | `/ps <variant>` | `petscientist.spawn` | Spawn that variant | | `/ps variants` | none | List enabled variants | | `/ps store` | none | Store your pet (also `dismiss`, `pickup`) | | `/ps scale <0.25-2>` | `petscientist.admin` | Set pet size, saves to config | | `/ps dmg <number>` | `petscientist.admin` | Set damage scale, saves to config | | `/psgive <player> [variant]` | `petscientist.give` | Give a player a Pet Scientist flare | ## Permissions - `petscientist.spawn` — use `/ps` - `petscientist.flare` — throw the flare item - `petscientist.give` — use `/psgive` - `petscientist.admin` — change scale and damage ## Configuration ```json { "Scale": 1.0, "DamageScale (multiplier on every hit the pet lands)": 0.1, "MaxHealth": 200.0, "StoppingDist": 3.0, "SearchRange": 40.0, "MaxFollowDistance": 30.0, "MaxVerticalGap": 4.0, "StuckSeconds (how long the pet may be stuck before it warps to you)": 3.0, "OwnerCanHurtPet": false, "DefaultVariant": "full", "Variants": [ { "Name": "full", "Prefab": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_any.prefab", "Enabled": true }, "..." ], "Modes": { "Command": true, "Flare": true, "LootCrates": false }, "Targets": { "Players": true, "NPCs": true, "Animals": true }, "DefensiveOnly (only attack what hits the owner, a teammate, or the pet)": true, "AggroSeconds (how long an attacker stays a target)": 20.0, "AutoHide": { "WhenMounted (car, heli, horse, any seat)": true, "WhenNoclip": true, "WhenVanished (needs the Vanish plugin)": true }, "PickupReturnsItem": true, "DeployItemShortname": "flare", "DeployItemName": "Pet Scientist", "DeploySkin": 1357924682, "LootChance": 0.08, "LootCratePrefabs": [ "crate_normal", "crate_normal_2", "crate_elite", "crate_mine", "heli_crate", "bradley_crate" ] } ``` Every chat message is in the language file. ## Developer API Same surface as PetBradley and PetHeli, so one integration covers all three: - `API_IsPet(BaseEntity)`, `API_GetPetOwner(BaseEntity)`, `API_HasPet(ulong)`, `API_StorePet(ulong)`, `API_SuspendPet(ulong, bool)` - Hooks: `CanSpawnPet(BasePlayer)` (return non-null to block), `OnPetSpawned(BaseEntity, BasePlayer)`, `OnPetRemoved(BaseEntity, ulong)` ## Requirements - Oxide or Carbon. One file, no extensions, no Harmony. - Optional: Vanish (for the vanished auto-hide). ## Pairs with **PetBradley** — a mini Bradley that rolls beside you. **PetHeli** — a mini attack heli that circles overhead. All three share the same commands, config shape and API. ## 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.

$19.99 · v1.0.1

LAB/06 — INTEL

Questions, answered

How fast will I get a quote?

Usually within a day. Describe the project once, properly, and you'll get a scoped estimate — not a 'dm me' and a week of silence.

What happens after I accept a quote?

Your request becomes a tracked job. It moves through development and testing, and you can watch the status instead of asking for updates.

Do I own the code?

For custom commissions, yes — you get the source. If we license one of our existing plugins to you instead, we'll say so up front.

Do you build for console servers?

Yes. Custom console bots for Xbox and PlayStation servers (Rust Console, DayZ, Deadside and more) are built for your community. The code is yours. Host it yourself, or we host it for you. Request a quote to get a price.

How do payments work?

Card (Stripe) or crypto, invoiced properly. Larger projects split into a deposit and a delivery payment.

What if something breaks after delivery?

Every delivery includes a 30-day bug-fix window. Game updates that break things happen — we plan for them.

Bring us yourIMPOSSIBLE

Describe it once, properly. You'll get a scope and a price — not a sales pitch.

Request a quote

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