Setting up a project for plugins?Solved
I am trying to get back into developing Rust mods. I had not up on all the changed due to a major project at work.

SInce then Visual Studio has upgraded, Rust has upgraded and oxide changed it's name and likley upgraded.

In any case so far I have been able to download all of the supporting bits and 'uMod.Rust-master' as well as compile it with no issues.

Now I am stuck as to where in the project to put my c# class file for my mod.

I remember that it used to go here:

\Oxide-master\Games\Unity\Oxide.Game.Rust\Plugins
Visual Studio 2017 is generally recommended for use now, along with NuGet for package handling (which 2017 has integrated now.)

For Oxide builds and your plugin dev setup, unless you are developing for the core or making your own changes to it, there's no need to download the source for it. Instead, setup a project for your plugins that uses NuGet similar to how we have in each repository, with a config file with the myget.org repository and add the references you desire from there such as Oxide.Core, Oxide.CSharp, Oxide.Rust, etc. If you add them as a wildcard (ex. 2.0.*), then the build will automatically update each time you open your project.
In response to Wulf ():
Visual Studio 2017 is generally recommended for use now, along with NuGet for package handling (whic...
Leveraging my dumb question segue... I see a lot of the documentation has been converted or branded.. I'm getting lost in it, can you help me find the bit about changing font colour/size PrintToChat output to players?
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