Oxide vs Carbon: Which Rust Modding Framework Should You Use in 2026?
Both frameworks run the same plugins. The real choice comes down to server size, performance budget, and how often you reload.
Rust has two competing modding frameworks: Oxide (uMod) and Carbon. Both load the same .cs plugins, both expose nearly identical APIs, both ship for free. The community argues about which is "better" constantly, but the actual decision is simpler than the discourse suggests.
This is the honest comparison and the recommendation, without the religious war.
The TL;DR
- Oxide is the original, the most-tested, and what every plugin author writes against by default. Use it if you run a server under ~100 active players, don't need hot reload, and don't want surprises.
- Carbon is faster, has better hot-reload, and runs everything Oxide does. Use it if you run a busy server (100+ active), reload plugins often during development, or hit performance walls with Oxide.
Most plugins (including all 36 of Shadow Kids Studios' catalog) run unchanged on both.
What is Oxide?
Oxide (commonly called uMod since the rebrand) is the framework that essentially invented Rust modding. It started in 2015, predates most other game-modding frameworks, and is maintained by a small team plus community contributors at umod.org.
It works by injecting a custom assembly into the Rust server at startup and exposing a hook API — methods like OnPlayerConnected or CanLootEntity that plugin authors implement. Hooks fire at relevant points in the server's lifecycle.
Pros: stable, well-documented, every plugin author tests against it by default. The community knowledge base is on Oxide.
Cons: hook firing has measurable overhead, hot reload is buggy (plugins frequently need a full reload), and the framework hasn't seen aggressive performance work in years.
What is Carbon?
Carbon is a newer framework (2022+) built specifically as a performance-focused Oxide alternative. Carbon's core promise: same plugins, faster hooks, better hot-reload, better tooling.
It implements the Oxide hook API in a more efficient way — using emitted IL rather than reflection-based dispatching for most hook invocations — and adds modern niceties like proper hot reload that doesn't lose state for stateful plugins.
Pros: noticeably lower CPU overhead in hook-heavy workloads (raid-base spawns, heavy NPC AI, real-time UI updates). Hot reload that actually works. Better error messages.
Cons: smaller user base means fewer eyes catching bugs. A handful of older plugins that use non-public Oxide internals don't work — the surface that breaks is small but it's there.
Performance — what's the real difference?
For a server under 100 active players, the difference is imperceptible. Both frameworks comfortably handle vanilla Rust plus a dozen plugins on consumer hardware.
For servers above 100 players or running heavy plugins (RaidableBases doing multiple concurrent raids, NPC modifiers, real-time leaderboards):
- Carbon's hook dispatch overhead is roughly 30-40% lower in synthetic benchmarks
- Plugin reload time is significantly faster — sub-second vs 3-10 seconds on Oxide
- Memory pressure under sustained load is lower because Carbon's hot reload doesn't leak as much
If your server averages 8 ms server frame time with Oxide, Carbon will get you to 6 ms. That's the size of the win — not transformative, but real.
Compatibility — what breaks?
About 95% of plugins run on both frameworks without modification. The 5% that don't fall into these categories:
- Plugins that reflect into Oxide internals — usually older plugins doing clever things with Oxide's plugin manager. Fix: most have been updated by their author already.
- Plugins with hard dependencies on Oxide-specific helpers —
Newtonsoft.Jsonversions,UnityWebRequestwrappers. Fix: usually a one-line tweak by the author. - Plugins with native compiled dependencies — rare, mostly old DLL-shipped plugins.
If a plugin's README says "Oxide" without mentioning Carbon, you'll usually be fine. If the README explicitly says "Oxide only" or mentions Harmony patches, check Carbon's compatibility page.
For our catalog: every Shadow Kids Studios plugin is tested on both and runs unchanged. We write against the public Oxide API only, no internals.
When to use Oxide
- Your server is under 100 active players
- You don't reload plugins frequently in production
- You're new to Rust modding and want the well-trodden path
- You're running a plugin with a hard Oxide dependency
- Your host's control panel auto-installs Oxide and you don't want to deviate
When to use Carbon
- Your server regularly hits 100+ active players
- You run a roleplay / PvE / event server with heavy plugin stacks
- You develop your own plugins and want sub-second hot reload
- You hit CPU walls during raid windows
- You want the modern tooling and don't mind a smaller user base
What if I want to switch?
Switching between the two takes about 10 minutes:
- Stop the server
- Replace the framework files (Oxide DLLs out, Carbon's modular bundle in — both ship installers/scripts)
- Move
oxide/plugins/*.cstocarbon/plugins/(or vice versa) - Move
oxide/config/*andoxide/data/*to the new location (the folder names are nearly identical) - Start the server
Most plugins re-compile and run on first boot. The ones that don't will error in the console with a clear hook-not-found message — usually you remove that plugin and find a maintained alternative.
What we recommend
If you're starting fresh: install Carbon. The performance and reload benefits compound, the compatibility issues are rare, and you'll never miss a feature.
If you're running Oxide today and your server is healthy: stay on Oxide. The win from switching isn't worth the migration risk unless you're hitting walls.
If you've got an established server with mixed-vintage plugins, some of which are unmaintained: stay on Oxide for now, audit your plugin stack over time, and switch when you've vetted everything.
Plugins from our catalog work on both
Every plugin in the Shadow Kids Studios store — paid and free — is tested on Oxide and Carbon. If you switch frameworks mid-life, our plugins keep working without any action on your part. That's a deliberate design choice: we don't lock you into one framework.
Specifically tested headliners:
- ShadowCommand — in-game admin command browser with server wallpaper
- ShadowTrader — brand-styled player-to-player trading
- RaidPicker — RaidableBases per-difficulty whitelist UI
- MortarRs — converts mortar shots to real MLRS rockets
- LoadedTurrets — auto-loads ammo into deployed turrets
Pick whichever framework fits your server. The plugins follow.
36 paid + 4 free plugins, every line written and supported by one person. Direct Discord support. Per-server license — use on every server you run.
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