Every module, in detail

What RSM Web actually does

Twenty-two modules ship in every install. Below is each one, what it's for, and what's inside it — with real screenshots of the panel, not mockups. Click any screenshot to view it full size.

Running the server

Everything between a bare machine and a server that's up, patched, configured and wiping on schedule.

Dashboard

A control screen you build yourself, out of drag-and-resize cards. Put the console next to the live map, pin the one number you actually watch — FPS, players, entities — as a chart, a figure or a gauge that turns red when it crosses a line you set, and drop the cards you never look at. Save more than one arrangement — a lean one for a phone, a dense one for the desk — and keep each private or share it with the rest of your staff.

  • Cards for server controls, console, quick commands, live map, player list, recent activity, server status, server info, system health, metrics and notes
  • A single-metric card: any one metric as a chart, a number with a sparkline, or a gauge — with min / avg / max and alert thresholds
  • Metric charts side by side, over the last hour, 6 hours, 24 hours or 7 days
  • Quick commands: one-click buttons for the console commands you run constantly
  • Recent activity: joins, leaves, kicks, chat and deaths as they happen
  • Drag to rearrange, drag an edge to resize; rename, duplicate or remove any card
  • Multiple saved views, switched from tabs along the top — start one blank or from a server overview template
  • Each view is private to you or shared with your team

Server controls

The page you'll keep open. Start, stop and restart the server, watch CPU, RAM, FPS, entity count and network throughput update live, and type straight into a streaming console instead of alt-tabbing to an RCON client. When a restart isn't going cleanly, Kill Process is there and labelled honestly as the thing that bypasses graceful shutdown.

  • Start, stop, restart, force save and back up — plus Kill Process when a shutdown hangs
  • Status strip: online state, PID, build number, RCON connection, uptime, CPU and RAM, active mod framework
  • Live tiles for players, map, FPS, network in/out, entity count and uptime
  • Console with an All / Errors / Warnings filter, free-text filter, copy and clear
  • Command input with history, and quick buttons for the commands you run constantly
  • Broadcast a message to everyone in-game without opening a console
  • Pin the server process to specific CPU cores — applies immediately and is remembered for the next start
  • Charts for FPS, players, entities, queue, network, CPU, memory and disk, kept for 7 days — view the last hour, 6 hours, 24 hours or 7 days, and drag a chart to scrub back through it

Server installer

Installs and updates the Rust dedicated server through DepotDownloader, so there's no SteamCMD session to babysit. Point it at a directory, pick main or staging, and it tells you the build you're on versus the build that's out. The download streams its output into the page, file by file, and you can stop it mid-run.

  • Install or update via DepotDownloader — no manual SteamCMD
  • Choose the install directory, and switch between the main and staging branches
  • Current build compared against the latest, with an update-available flag
  • Live output with per-file progress, and a stop button that actually stops it

Server configuration

The whole server config as a form instead of a text file over FTP. Settings are stored in RSM's database and written out to server.cfg, so they survive a wipe or a reinstall. The settings Rust only reads at launch are locked while the server is running and say so on the card, rather than silently failing to apply.

  • Server name, searchable tags, website URL and the multi-line description shown in the server listing
  • Banner image and Rust+ app logo
  • Max players, game mode, idle kick, and how many rolling autosave backups to keep
  • PvE mode, monument radiation and player-list censoring as plain toggles
  • Map type, size and seed; server IP, game port and query port
  • A custom convars section for anything the form doesn't cover
  • Launch-argument settings are locked while the server runs, with the reason shown inline

Files

A file manager for the Rust server folder and RSM Web's own folder, in the browser. Open a plugin config or a log, fix it, save it — or download a whole folder as a zip, upload a map, unpack an archive where it belongs. No FTP client, and no remote desktop session just to change one line.

  • Browse the Rust server folder and the RSM Web folder, and nothing outside them
  • Edit text files in place, with a warning if someone else saved the file since you opened it
  • Follow a log live as it grows
  • Upload files, download one file or several as a zip, and extract .zip archives
  • Create, rename, copy, move and delete files and folders, in either location

Automation

Everything RSM Web does on its own, built from a trigger, optional conditions and a list of actions. Restart at 05:00 with a countdown, answer !pop in chat, greet first-time players, post F7 reports to Discord, bring the server back after a crash — start from a ready-made template or build your own. Rust updates are handled here too: because Oxide has no self-update, RSM can hold off on restarting until a matching Oxide build is confirmed, keeping the server up while it waits.

  • Triggers: a schedule, a chat command, players joining, F7 reports, a crash, or a Rust update
  • Actions: restart, update, wipe, say in chat, post to Discord, and more — in any order
  • Ready-made templates, and built-in automations you can change or reset
  • Detects a new Rust build and applies it unattended
  • Waits for a compatible Oxide build before restarting, without stopping the server while it waits
  • A give-up timeout that proceeds with the latest build rather than waiting indefinitely
  • An update notice window between detecting an update and acting on it
  • A restart countdown broadcast to players in-game and to Discord before the server stops
  • A run history showing each step it took, and when

Wipe manager

Schedules map wipes and handles the mandatory server update that ships alongside Facepunch's monthly forced wipe. It runs that one once Automation has confirmed the update actually landed — not on a blind date match — so a late patch doesn't wipe you into a version mismatch. Everything can be backed up first, and the backup covers the parts people forget.

  • Recurring schedule — rule, day of week, time of day and branch
  • Forced-wipe handling tied to a confirmed update, not a guessed date
  • Per-wipe options: update the server build, update the modding framework, randomise the seed, randomise the RCON password
  • Optional blueprint wipe for a full BP wipe, kept separate from a normal map wipe
  • Backs up the RSM database, save data, Oxide or Carbon, and HarmonyMods before anything is deleted
  • Backup destination with a path test, and a cap on how many to keep
  • Map lists that pick the next map at random or in rotation
  • Wipe history, plus a Wipe Now button for off-schedule wipes

RSM Web updates

RSM Web updates itself. When a new version is out the panel says so, shows what changed, and installs it with one click — and if the new version misbehaves, one more click puts the previous one back.

  • An update badge and banner as soon as a new version is released
  • Release notes in the panel before you install
  • One-click update: download, verify and restart RSM Web
  • Restore the previous version if an update goes wrong

Players & moderation

Who's on, where they are, what they said, and what they did — without typing a single RCON command.

Players

Two rosters — who's online now, and everyone who has ever connected — plus the history behind each of them. Every row carries the context you'd otherwise go looking for: Steam avatar, country, VPN flag, VAC status, hours in Rust and when they were last seen. Click a player and a side panel opens with everything you can do to them and everything that's already been done — so a ban is a click rather than a command you have to get right first time, and the next moderator can see who did it and why.

  • Online and offline rosters, plus separate loading-in and queue sections
  • Search by name or Steam ID across the whole player directory
  • On every row: avatar, staff badge, country, VPN flag, VAC and game bans, Rust hours, last seen — plus muted, banned and recording markers
  • A side panel per player: Steam ID, IP, OS, ping, time on your server, and their own history of bans, kicks, mutes, permission changes and demos
  • Kick, ban, teleport and mute from the panel — mutes can run for a set time and lift themselves
  • Make someone a moderator or owner from a picker, with a confirmation before handing out owner
  • Give items, or a saved loadout of items, to an online player from one dialog
  • Activity feed filtered by date range, player, and event type — joins, leaves, deaths, PvP kills, wounded, respawns, chat, PvE kills, mutes, permission changes and admin commands. A kick shows as a kick, with who did it and why
  • A bans tab with the full ban history
  • A kicks tab: every kick with its reason and who did it — an RSM Web user, or the server, console or anti-cheat
  • A mutes tab: who's muted now and until when, and every past mute with who set it
  • A staff tab: owner and moderator changes with who made them, and the admin-only commands staff run from their in-game console

Demos

Record what a player's game actually saw, as a Rust demo you can play back in the game — the evidence a cheating report usually lacks. Start a recording from a player's panel for a set time or until they leave, or put a suspect on the auto-record list so they're recorded every time they join, without anyone having to be online to press the button. Recording runs through RSM's own Harmony mod, so it works on vanilla, Oxide and Carbon alike.

  • Record for 15 minutes, 30 minutes, an hour, or until the player leaves
  • Auto-record: a list of players recorded every time they join, including after a reconnect — and it can be set while they're offline
  • See who's being recorded right now, with the free space left on the server disk
  • Saved demos with player, start time, length, size, and how each recording started and ended
  • Download one demo, or several as a zip; pin the ones that matter and add a note saying what happens in them
  • Long recordings are split into parts, and a recording cut short by a crash is recovered when the server comes back
  • Step-by-step instructions in the panel for watching a demo in Rust
  • Its own permission, so you choose which staff can view demos and which can record

Live map

Your server's actual rendered map — monuments labelled, standard grid overlaid — with players plotted on it in real time. Useful for the things that are hard to see any other way: a raid building up in one corner, a player sitting somewhere they shouldn't be, or just where the population has clustered. The render is done once and shared across browsers, so opening it on a second device doesn't re-render from scratch.

  • The real rendered map with monuments labelled and the standard grid
  • Player markers with Steam avatars, updating live
  • Drag to pan, scroll to zoom, jump to fullscreen
  • Searchable player list beside the map; click a player to focus them
  • Teleport actions for admins, from the map or the selected-player toolbar
  • A combat heatmap, flagged work-in-progress in the panel itself
  • Map render state is server-side and shared across every browser you open it in

Chat logs

Every in-game chat message the RSM mod captured, kept and searchable — global, team, local and clan. This is the module that settles arguments: search a phrase, filter to one player, narrow to the hour something happened, and read exactly what was said with timestamps and Steam IDs attached.

  • Global, team, local and clan messages, each tagged with its scope
  • Free-text search across message contents and player names
  • Filter to a single player, or to a date and time range
  • Timestamps and Steam IDs on every line, paginated

Reports

Everything players send with F7 — reports about another player, and feedback about the server — lands in one inbox with the screenshot Rust attaches. Each report comes with the context you'd otherwise dig for: how far apart the two players were, recent hits between them, and whether they're on the same team. Reports arrive even while RCON is down.

  • Player reports and server feedback from the in-game F7 menu, with their screenshots
  • Type at a glance: cheating, abuse, offensive, server rules, bugs and ideas
  • Context on each report: distance apart, recent hits between them, and their teams
  • Open, being looked at, resolved or dismissed — plus a note for whoever picks it up next
  • An open-report count in the menu, and automations that post reports to Discord

Teams

Every in-game team on the server, who leads it and who's in it — searchable by team or by player. Handy when a report names one player and you need to know who else is involved, and it's the fastest way to see how the server's groups are actually shaped.

  • Every active team with its member count and current leader
  • Search by team name or by any member
  • Promote a member to leader, or kick them from the team
  • Disband a team outright, behind a confirmation

Clans

Rust's built-in clans, from the panel: every clan on the server, its members and their roles, its score, and who's been invited. When a clan is the problem rather than one player, you can deal with it here.

  • Every clan with its owner, member count and clan score
  • Search by clan name or by any member
  • Move a member into another of the clan's roles, or kick them
  • See pending invites and withdraw them
  • Disband a clan outright, behind a confirmation

Leaderboard

PvP kills, deaths and K/D ranked over whatever date range you pick — this wipe, this month, last weekend. Sort by the column that matters, including headshot percentage, which is as good a first look at a suspicious account as you'll get before you record a demo of them.

  • Kills, deaths, K/D and headshot percentage per player
  • Sort by any of those columns
  • Any date range, with a one-click reset to the current month

Mods & plugins

Pick a framework, install plugins from the places you already get them, and edit their configs without touching the filesystem.

Mod framework

Run vanilla, uMod/Oxide or Carbon, and switch between them without losing plugin data. Each option is laid out with what it actually gives you rather than left as a name to go and research. RSM tracks the installed version against the latest release, so "is my framework current" is a glance, not an investigation — and vanilla still gets server monitoring through RSM's own Harmony mod.

  • No framework, uMod/Oxide or Carbon, each with its trade-offs written out
  • Switch frameworks without losing plugin data
  • Installed version checked against the latest release, with reinstall and update
  • Framework-specific configuration edited in the panel — modded-server flag, plugin file watchers, web request IP, default player and admin groups, chat command prefixes
  • Vanilla servers still get RSM's monitoring through its built-in Harmony mod

Plugins

Browse uMod and Codefling from inside the panel, sorted and tagged the way those sites sort them, and install with one click. What's already installed shows as installed, so you're not guessing. Everything you've got sits on its own tab with an update check across the lot, and each plugin's JSON config opens in an editor in the browser — the single biggest reason people used to keep an FTP client open.

  • Browse uMod and Codefling without leaving the panel, with search, popularity sort and tag filters
  • Version, author, last-updated date and download count on every listing
  • One-click install, and an explicit installed state so you don't double-install
  • Upload your own .cs plugins
  • Check for updates across everything installed at once
  • Edit any plugin's JSON config in the browser and save it back
  • Remove a plugin cleanly, and link out to its original listing

Team & integrations

Getting your staff into the panel, and getting the server out into the places your community already is.

Discord

A bot that's wired into the panel rather than bolted on beside it. It posts a live-updating stats message, bridges chat in both directions, announces joins, leaves and server starts and stops, and maps Discord members onto RSM permission groups so your moderators get panel access from the role they already have. You bring your own bot token, so it's your bot in your server, under your control.

  • Your own bot token and guild, with a test-connection button before you commit
  • Bot display name and avatar set from the panel, reapplied every time it connects
  • A live-updating stats and presence message, with optional control buttons
  • Chat relay in both directions — game chat into Discord, Discord messages back into game chat
  • Announcements for player joins and leaves, and for the server starting and stopping
  • Discord members mapped onto RSM permission groups

Users & permissions

Give every member of staff their own login instead of sharing one. Permissions are set per module and per group at three levels — none, view, or manage — so a moderator can work the player list and chat logs without being able to touch the installer, the config or the user list itself.

  • Individual accounts, each belonging to a group
  • Per-module permissions at none, view or manage
  • Coverage for every module — controls, players and bans, demos, config, files, installer, mods and plugins, live map, chat logs, reports, teams, clans, leaderboard, wipes, Discord, dashboard, automation, notes, settings, app updates and user management itself
  • Disable an account without deleting it, or remove it outright

Notes

A small Markdown wiki that lives with the server instead of in someone's Discord DMs. Write up your wipe checklist, your staff SOPs, the plugin config you always forget, the reason that one convar is set the way it is — categorised, searchable, and attributed to whoever wrote it.

  • Markdown notes with a live write/preview toggle
  • Categories, plus search across every note
  • Shows who wrote each note and when it was last updated

Developer API

Everything the panel does goes through a JSON API on your own server, and API keys open it up to your own scripts, bots and websites. A key gets its own none/view/manage level per module, and can never do more than the person who made it.

  • Create keys under Settings → Developers, with an optional expiry date
  • Per-module permissions on each key, separate from any user account
  • Every endpoint documented in the API reference

All twenty-two, in one install

There's no tiering and nothing held back for a higher plan — a license unlocks the panel and every module in it. €20 once, up to three machines.