Currency Sync
Syncs player money and reward points across all your servers
This plugin keeps player currency synced across all your Rust servers using MySQL. It supports both Economics and Server Rewards, updating balances automatically so players always have the same amount of money and points no matter where they play. Admins can also use built-in commands to force updates without needing to touch either plugin manually. Perfect for networked or multi-server Rust setups.




Recommended Plugins

  • Ban Sync - Keeps bans in sync across multiple servers via mysql.

Requirements

  • Requires Economics and/or Server Rewards to be installed and loaded on all servers.
  • All servers must point to the same MySQL database with correct permissions for the configured table.

Commands

  • cs.check <steamId64> - Shows the last synced balance for the target player.
  • cs.set <steamId64> <economyAmount> <rewardsAmount> - Sets both the Economics and Server Rewards balances for the target player and syncs them immediately.

Configuration

JSON:
{
  "Version": "1.0.0",
  "MySql": {
    "Host (ip/hostname)": "CHANGE_ME",
    "Port": 3306,
    "Database": "CHANGE_ME",
    "Username": "CHANGE_ME",
    "Password": "CHANGE_ME",
    "Table Name": "currencysync"
  },
  "Currency Sync Interval Seconds": 300.0
}
  • MySql- Holds all connection details needed to connect to your shared MySQL database.
    • Host - The IP or hostname of the MySQL server.
    • Port - The port used by the MySQL server (default is usually 3306).
    • Database - The database name that holds the currency sync table.
    • Username - Username used to authenticate with the database.
    • Password - Password used to authenticate with the database.
    • Table Name - The name of the table that stores player currency data.
  • Currency Sync Interval Seconds - How often (in seconds) the plugin checks for updates and syncs balances.

Database Example

steamideconomyrewardsupdated
765611980123456781520.50801718912345
76561198234567890340.00151718912398
765611984567890129000.001201718912421
  • steamid - The player's Steam64 ID. This acts as the unique key for their data.
  • economy - Their current balance from the Economics plugin.
  • rewards - Their current points from the Server Rewards plugin.
  • updated - Unix timestamp (UTC) of when the record was last changed. The plugin uses this to decide which server's data is the most up to date.
Author
VisEntities
License duration
Unlimited
Price
4.99 USD
First release
Last update

Ratings

0.00 star(s) 0 reviews

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Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin. Parameters in < > are required, while [ ] are optional.
This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
Language files are located in the lang/ folder. To translate messages, copy the en.json file into your target language folder (e.g. fr, de) and edit the values. Reload the plugin after changes to apply new messages.
This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Ensure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
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