Paradox Labs · custom development

We build theIMPOSSIBLE

The plugin other devs turned down. The server system nobody could stabilize. The bot that shouldn't work — running in production. Custom development for the Rust ecosystem, PC and console, and beyond.

Tools we work with: OXIDE, CARBON, RUST, DISCORD.JS, PTERODACTYL, PAYNOW, RUSTEDIT, WEBRCON, NITRADO, GPORTAL

LAB/01 — SERVICES

Everything we build & run

Managed products and custom development for the Rust ecosystem and beyond. One studio for the plugin, the bot, the server, the storefront — and the platforms that keep them running.

Managed products, running in production

Software we host and maintain so you don't have to. Each one is a full product with its own home — pick the surface you need.

Custom development

Scoped honestly and delivered like a studio — tracked jobs, versioned files, changelogs and a bug-fix window. Not a zip in your DMs.

LAB/02 — WHY "PARADOX"

Every server owner has heard it: "that's not possible."
We made a studio out of proving that wrong.
SCOPE HONESTLY

If it truly can't be done, we say so before you pay — and tell you what can.

ENGINEER, DON'T HACK

Performance-tested against real player counts. No plugins that melt your frame times.

DELIVER LIKE A STUDIO

Tracked jobs, versioned files, changelogs, invoices, and a bug-fix window. Not a zip in your DMs.

LAB/03 — PROTOCOL

How it works

01

Quote

Describe what you need in a structured request — no Discord DM archaeology. You get a scoped estimate, usually within a day.

02

Build

Your job moves through development and testing with its status visible to you. Updates come to you; you never chase us for them.

03

Deliver

Versioned files with changelogs, a proper invoice paid by card or crypto, and a 30-day bug-fix window after handover.

LAB/04 — FIELD LOG

Recent work

All work →
DISCORD BOT
Custom console bot for a multi-game community

One custom bot for an Xbox and PlayStation community running Rust Console, Deadside and Conan. It reads the servers over WebRCON and log files, with no mods. It replaces 8 old bots, with killfeeds, gamertag linking, a shared economy, a casino, an arena, a store with in-game delivery, a staff panel and a public community website.

8 bots replaced by our single specialized bot

HOSTING
First managed Rust server, moved and live in a day

A running 2x server transferred onto Paradox managed hosting: files, wipe schedule and plugins carried over, BattleMetrics reconnected. The owner kept playing; we kept the pager.

Zero data lost. Live the same day.

PRIME
Prime: one bot that runs the whole community

Chat bridge, event logs, tickets, giveaways, account linking and map-vote wipes from one managed bot per server. Owners sign up on the site and get a bot; no VPS, no scripts, nothing to host.

One managed bot per server, nothing to host.

DISCORD BOT
A Discord bot that records customer calls

When a quote comes in, the bot opens a private voice room for that customer, records the call, and files the recording with the quote. Nobody has to remember to hit record.

A private room per customer, recorded automatically.

SERVER SUPPORT PLAN
One panel for every server we look after

Lag graphs, console errors and plugin reports for each managed server in one place, so a problem is found before a player reports it. Built in-house, runs on our own hardware.

Every server reports in every few seconds.

DISCORD BOT
A Discord bot wired into the job board

Creates a private support channel per job, tells the customer when their job status, notes, invoices, payments or deliverables change, and delivers licence keys by DM on purchase.

Per-customer support channels and six automated customer notifications

LAB/05 — STORE

From the store

Store →
RUST PLUGIN
GridControl

Pin or floor the powergrid stage so your monuments stay powered — no fuse babysitting, no dead Power Plant, no players who never see the new content. ## The problem The Power Trip update put half the island behind the Power Plant. Airfield's airdrop dispatcher, Oxum's car lift, Supermarket freezers, Water Treatment, the Oil Rig crude pumps, the Red Recycler, Chinook resupply, satellite control — all of it needs Heavy Fuses burning in the Power Plant, and every fuse dies after 2 hours 40 minutes. On a busy vanilla PVP server, fine. Everywhere else it collapses. Nobody farms VeryRare fuses to power a monument for the whole server. Your grid sits at stage 0, your players never see the content you paid for, and your Discord fills up with "is the power plant broken?" ## What GridControl does Sets a stage and holds it. **Floor mode** — your grid never drops below the stage you pick. Players can still insert real fuses and push it higher. Set it to 1 and Water Treatment, the car lift and the freezers are always on. Set it to 4 and the Red Recycler runs all wipe. **Pin mode** — the grid sits at exactly the stage you name and does not move, whatever anyone inserts. **Off** — vanilla, untouched. ## Built the right way No Harmony patch and no reflection into private state. The plugin tracks the real fuse count and tops up the difference, so a player's own fuses always count for something. Unload it and your server is vanilla again on the next tick. ## Features - Floor, pin or off — three modes, one field - Optional fuse lifespan override: extend it, or make fuses burn forever - Stage-change announcements in chat, so players know the moment something came online - `/grid` shows any player the current stage, fuse count and what the next stage needs - Full language file, every message editable - Clean unload — your server returns to vanilla behaviour - Oxide and Carbon - No dependencies ## Commands | Command | Access | Description | |---|---|---| | `/grid` | everyone | Current stage, fuses vs sockets, fuses to next stage | | `gridcontrol.set <off\|floor\|pin> [stage]` | admin | Change mode live, saves to config | ## Permissions - `gridcontrol.admin` — use `gridcontrol.set` ## Configuration ```json { "Mode (off, floor, pin)": "floor", "Target stage": 1, "Fuse lifespan seconds (-1 leaves vanilla, 0 means fuses never burn out)": -1.0, "Announce stage changes in chat": true, "Seconds between grid checks": 5.0 } ``` ## Requirements Rust server on the Power Trip build (2026-08-06) or newer. ## Pairs with **FuseEconomy** — let your players buy Heavy Fuses and push the grid past your floor themselves. **RecyclerControl** — the grid stage GridControl holds is exactly what decides your recycler efficiency. Set both and stop guessing. **CrudeOilLogistics** — stage 3 brings the Dome crude pumps online. Hold the stage here, tune the pumps there. ## Support Every purchase comes with the private updates channel in our Discord and updates for the life of the plugin. Your licence key and download live on your purchases page the moment payment clears.

$19.99 · v1.0.0

RUST PLUGIN
Electric Refinery

ElectricRefinery turns a vanilla small oil refinery into an Electric Refinery that runs on electricity instead of wood. Going electric spawns a real IO node (Electrical Branch) on the refinery, wire any power source into its input and unused power passes straight through the output. If power ever stops reaching it, the refinery falls back to burning wood until power is restored. Get one by upgrading an existing refinery with a hammer, or via an admin-only command that places one wherever you're looking, and it all survives server restarts. Permissions electricrefinery.use lets you hit with a hammer to upgrade a normal refinery. electricrefinery.craft lets you use. /ercraft. ADMIN USE ONLY, places the refinery wherever you're looking, do not give this to regular players. electricrefinery.admin bypasses cost/limits with config, unlocks /ermove and /erfix Getting one /ercraft — pays the configured cost and places an Electric Refinery in front of you, wherever you're currently looking. ADMIN USE ONLY! Hammer hit a normal refinery the configured number of times (default 5) to upgrade it in place. Limits Default is 5 Electric Refineries per player, but it's configurable. Once a player hits the limit, a chat message lets them know and placing/upgrading stops until they're under it again. Cost Fully configurable, supports 5 payment methods that can be mixed and matched: ServerRewards, Economics, Scrap, a custom item, or a set of raw resources. Chat Commands admin /ercraft Admin only. Crafts and places an Electric Refinery wherever you're looking, for the configured cost. /ermove <x> <y> <z> [yaw] Admin only. Look at an Electric Refinery to reposition its IO node, the new offset is saved as the default going forward. /erfix [rebuild] [orphans] Admin only. Re-attaches or fully rebuilds IO nodes on all tracked refineries, and can optionally clean up leftover orphan nodes.

£7.49 · v1.0.0

PLUGIN PACK
Pet Pack

Three pets. One on the ground, one in the air, one on foot beside you. All loyal only to you, none of them able to hurt a friend. **PetBradley** — A quarter-scale Bradley APC that follows you around, scans for enemies every half second and opens up on whatever hits you, your team or the pet. It climbs steps, eases down drops and warps back if it gets stuck or left behind. Never fires on its owner or their team. Main cannon off by default, so it is a bodyguard, not a base-flattener. `/pb` to call it. **PetHeli** — A miniature patrol helicopter that orbits you at a fixed radius, turns door-side so the guns actually bear, and follows wherever you walk. Real patrol heli AI, but the rockets and napalm are gone — a pet is refused the two things that level a base. Door guns only. `/ph` to call it. **PetScientist** — A real scientist NPC that walks the game's own navmesh, so it follows you through your base, up your stairs, into monuments and across the map. Close a door on it or drop off a cliff and it warps to you three seconds later. Eleven variants — heavy, arctic, peacekeeper, NVG, LR-300, MP5, shotgun and more — each one a switch in the config. Shoots back at 10% damage by default. `/ps` to call it. ## Three ways to hand them out All three pets work the same way, so your players learn one and know the rest: - **Chat command** behind a permission — give it to VIPs, donors or everyone. - **A throwable flare** — a skinned flare item that summons the pet where it lands. Store the pet and you get the flare back, so flares can be traded, sold in your shop or handed out as prizes. `/pb give`, `/ph give` and `/psgive` put one in a player's hands. - **Crate loot** — optional drops from the crate types you choose, at the chance you set. ## Bodyguards, not hunters Every pet in the pack is defensive by default: it only fires on what hit its owner, a teammate, or the pet itself, and forgets an attacker 20 seconds after their last hit. Your players walk past boars, scientist camps and other players without their pet starting a war. Flip one switch and it hunts anything in range instead. Every pet steps aside when its owner mounts a vehicle, noclips or vanishes, and comes back on its own. No tank under a minicopter, no heli chasing a car, no scientist stuck at the horse. ## Why the pack The three were built together and share one design. Same command shape (`/pb`, `/ph`, `/ps`), same four permissions (`.spawn`, `.flare`, `.give`, `.admin`), same flare system, same defensive mode, same auto-hide, same live-editable scale and damage. Same developer API, so one integration covers all three. A pet scientist knows the other two pets and never fires on them. Run all three and your server has a matched set: a player with a Bradley at their heels, a heli overhead and a scientist at their shoulder is the most fun thing on the map, and none of them can hurt a base. Scale, health, damage, search range, follow distance, targeting toggles, aggro window, auto-hide triggers and loot chance are all in each config. Bought alone they are $59.97. The pack is $39.99. Each plugin is a separate file with its own config and its own updates.

$39.99 · pack

RUST PLUGIN
Electric Furnace

ElectricFurnace turns a vanilla large furnace into an Electric Furnace that runs on electricity instead of wood. Going electric spawns a real IO node (Electrical Branch) on the furnace, wire any power source into its input and unused power passes straight through the output. If power ever stops reaching it, the furnace falls back to burning wood until power is restored. Get one by upgrading an existing furnace with a hammer, or via an admin-only command that places one wherever you're looking, and it all survives server restarts. Permissions electricfurnace.use lets you hit with a hammer to upgrade a normal furnace. electricfurnace.craft lets you use /efcraft. ADMIN USE ONLY, places the furnace wherever you're looking, do not give this to regular players. electricfurnace.admin bypasses cost/limits with config, unlocks /efmove and /effix Getting one /efcraft — pays the configured cost and places an Electric Furnace in front of you, wherever you're currently looking. ADMIN USE ONLY! Use hammer hit a normal Large furnace the configured number of times (default 5) to upgrade it in place. Limits Default is 5 Electric Furnaces per player, but it's configurable. Once a player hits the limit, a chat message lets them know and placing/upgrading stops until they're under it again. Cost Fully configurable, supports 5 payment methods that can be mixed and matched: ServerRewards, Economics, Scrap, a custom item, or a set of raw resources. Chat Commands (admin) /efcraft Admin only. Crafts and places an Electric Furnace wherever you're looking, for the configured cost. /efmove <x> <y> <z> Admin only. Look at an Electric Furnace to reposition its IO node, the new offset is saved as the default going forward. /effix [rebuild] [orphans] Admin only. Re-attaches or fully rebuilds IO nodes on all tracked furnaces, and can optionally clean up leftover orphan nodes.

£7.49 · v1.0.0

LAB/05 — CLIENTS

What clients said

  • ★★★★★

    I cannot say enough good things about the team behind BLOOD BOT#6221. They worked relentlessly, took us through a full onboarding process, learned exactly how our community operates, and worked out every wrinkle until the bot and website were running exactly how we needed. Before Blood Bot, we relied on 8 separate bots, many behind premium paywalls, costing us $50+ every month. Blood Bot replaced all 8. Now we pay a low hosting cost while having far more control over our economy, rewards, memberships, events, automation, shops, commands, purchases, and website integration. For Discord server owners, that is a huge deal. Instead of juggling multiple subscriptions, dashboards, limitations, and paywalls, we now have one custom system built specifically for our community. The team delivered an outstanding bot and website at a very reasonable price, and I could not be happier with the result. 🤖 BLOOD BOT#6221 🌐 https://taketheoath.xyz/

    JMF0309 · DISCORD BOT

LAB/06 — INTEL

Questions, answered

How fast will I get a quote?

Usually within a day. Describe the project once, properly, and you'll get a scoped estimate — not a 'dm me' and a week of silence.

What happens after I accept a quote?

Your request becomes a tracked job. It moves through development and testing, and you can watch the status instead of asking for updates.

Do I own the code?

For custom commissions, yes — you get the source. If we license one of our existing plugins to you instead, we'll say so up front.

Do you build for console servers?

Yes. Custom console bots for Xbox and PlayStation servers (Rust Console, DayZ, Deadside and more) are built for your community. The code is yours. Host it yourself, or we host it for you. Request a quote to get a price.

How do payments work?

Card (Stripe) or crypto, invoiced properly. Larger projects split into a deposit and a delivery payment.

What if something breaks after delivery?

Every delivery includes a 30-day bug-fix window. Game updates that break things happen — we plan for them.

Bring us yourIMPOSSIBLE

Describe it once, properly. You'll get a scope and a price — not a sales pitch.

Request a quote

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