History

Learn more about how we got to where we are

The humble beginnings

Originally a modding framework for Rust written in Lua by one developer, Thomas, Oxide version 1 was released and became the de facto standard for modding Rust.

2013

Open-sourced, Oxide version 2

Oxide was open-sourced and revisited by Thomas. Oxide 2 largely shed its Lua roots and was ported to C#, adding substantial support for Unity. Plugins were still written Lua. Wulf was asked to become a core developer and the developer's liaison to the community. As a labor of love, he would enmesh himself in the community, later becoming a full-time community curator and primary administrator. Mughisi started developing for Oxide 2.

2014

Support for more games, universal API

Oxide added modding support for Hurtworld, 7 Days To Die, Reign of Kings, and other games. Oxide added universal plugin support, allowing developers to write plugins which would work across all games that Oxide supports. bawNg and Nogrod started developing for Oxide 2. Nogrod added support for SQLite, MySQL. Also Python and JavaScript plugins. bawNg added support for C# and CoffeeScript plugins.

2015

Incremental improvements

Between Wulf, Mughisi, Nogrod, and BawNg, the team steadily improves Oxide: adding more game support, optimizing, fixing bugs, and adding dozens of new hooks. Lua, Python, and Javascript plugin support was deprecated in favor of a C#-only approach.

2016

Rebranded uMod, uMod.org version 1

Wulf, having been primary steward of Oxide for 3 years, and working in conjunction with TheGreatJ, develops a new home for Oxide. They begin migrating Oxide's thriving plugin ecosystem and rebranding Oxide as uMod.

2017

uMod.org version 2

The uMod team negotiates the development of an entirely new platform – a vast complex application written specifically for the needs of the uMod community.

2018