Guide to create a plugin?

Hi, I'm trying to develop a plugin for Rust, but I can't find guides anywhere to download the dependencies for the plugin, how to add them, etc.

Currently I only have Jetbrain Riders installed to develop it.
I've never touched C # outside of Unity, and I'm a bit lost.
Let's see if you can give me a hand or pass me some guides on how to do it.

I don't know of any guides.  Your best option might be to just download plugins and check out how they work.

I'm only a couple weeks in myself so I may be totally wrong but I'm not sure if 'dependencies' is the right way to look at it... The compiler is within Oxide and the plugins are source... If Oxide is running on your server it will compile your plugin and reload it on the server with each save. You can set up a project with oxide's references for defs/highlighting in the IDE but the only way to obtain some of these will be from your local dlls using the ancient unspoken voodoo of chief dnsing with wulf

https://umod.org/community/rust/11627-what-referencesassemblies-to-use

Oxide's references can be found here
https://github.com/OxideMod/Oxide.Rust

I code in Sublime but have a Visual Studio project set up with these references that i'll copy paste in to if I get hung up on a something (usually syntax error 1000 lines above where it has been flagged by the compiler). Other than that I'm back and forth between the Rust code and reading through other Oxide plugins seeing how other folks did it before me... Look for the bigger developers... There are some ubiquitous rust plugins which are several janky lines of code and some daft plugins that are coded beautifully. There are a few, but I find killy0u's plugins well structured and easy to read.

One bit of advice if you're doing anything involving positioning objects is to read the Unity docs, Unity and Rust use an older version of .NET and so in general googling 'C#' will tend to bring up functionality in .NET 5 and 6 - send you down a path of attemting to impliment something using primary constructors for several hours and then have a wee cry when you realise they're not supported. Long story short Googling "Unity primary constructors" could have saved me several hours yesterday.

I spent a few hours this week figuring out the oxide patcher, which is a tool you can use to add custom hooks to your server - im not sure of your background but for me it was a really good eye-opener in to how oxide works, the different kind of hooks that exist and where they are called from in the game code.

This is a fairly good overview of that:
https://codeinsecurity.wordpress.com/2019/05/14/using-umod-patcher-to-create-new-hooks-for-rust-the-game/

Good info here (i wouldn't be surprised if you hadn't seen these, the navigation on this website is pretty awful)
https://umod.org/documentation/api/configuration
https://umod.org/documentation/api/hooks

Hopefully someone will see this post and tell me I'm totally wrong and I should be doing everything differently but that's just part of the learning experience...

uLQjcOFnn1onJbp.jpg freakwaves

I'm only a couple weeks in myself so I may be totally wrong but I'm not sure if 'dependencies' is the right way to look at it... The compiler is within Oxide and the plugins are source... If Oxide is running on your server it will compile your plugin and reload it on the server with each save. You can set up a project with oxide's references for defs/highlighting in the IDE but the only way to obtain some of these will be from your local dlls using the ancient unspoken voodoo of chief dnsing with wulf

https://umod.org/community/rust/11627-what-referencesassemblies-to-use

Oxide's references can be found here
https://github.com/OxideMod/Oxide.Rust

I code in Sublime but have a Visual Studio project set up with these references that i'll copy paste in to if I get hung up on a something (usually syntax error 1000 lines above where it has been flagged by the compiler). Other than that I'm back and forth between the Rust code and reading through other Oxide plugins seeing how other folks did it before me... Look for the bigger developers... There are some ubiquitous rust plugins which are several janky lines of code and some daft plugins that are coded beautifully. There are a few, but I find killy0u's plugins well structured and easy to read.

One bit of advice if you're doing anything involving positioning objects is to read the Unity docs, Unity and Rust use an older version of .NET and so in general googling 'C#' will tend to bring up functionality in .NET 5 and 6 - send you down a path of attemting to impliment something using primary constructors for several hours and then have a wee cry when you realise they're not supported. Long story short Googling "Unity primary constructors" could have saved me several hours yesterday.

I spent a few hours this week figuring out the oxide patcher, which is a tool you can use to add custom hooks to your server - im not sure of your background but for me it was a really good eye-opener in to how oxide works, the different kind of hooks that exist and where they are called from in the game code.

This is a fairly good overview of that:
https://codeinsecurity.wordpress.com/2019/05/14/using-umod-patcher-to-create-new-hooks-for-rust-the-game/

Good info here (i wouldn't be surprised if you hadn't seen these, the navigation on this website is pretty awful)
https://umod.org/documentation/api/configuration
https://umod.org/documentation/api/hooks

Hopefully someone will see this post and tell me I'm totally wrong and I should be doing everything differently but that's just part of the learning experience...

Great info!