Appearance
Item catalog
The Item catalog is the platform-wide list of every Rust item that communities can sell in their stores and place in tech trees. One catalog serves all communities: the name, workbench tier, gem price, ingredients and the On sale switch are set here. Capability: operations (operator and platform admin). Communities cannot change items; they choose which kits and trees to offer from what is on sale.
The page has two views: Items and Game sync (a dot marks a sync plan waiting for review).
Items
Find items
| Control | What it does |
|---|---|
| Search | Name or shortname. |
| Tier tabs | All, T1, T2, T3, Eng (workbench tier). |
| Status tabs | All, Active (count), Inactive (count), New from game (count, shown when a game sync added items). |
The table shows icon, name, shortname, workbench (WB), Gems (price) and the On sale switch. Under a name, chips can appear:
| Chip | Meaning |
|---|---|
| Inactive | Not on sale. |
| New from game | Added by a game sync (hover for date and game build). |
| Cosmetic | A skin of another item: never placed in a tech tree; usable in kits and the store. |
| Not in tech tree | In no game tech tree: usable in kits and the store only. |
| No image | Inactive and has no image yet. |
Header buttons: Refresh, Recalculate (recomputes every gem price from the Price formula), Add Item.
Put an item on sale
Flip On sale. A confirmation says what happens: "Players can buy it for N gems." plus where it appears ("It appears in the Tier 2 tech tree (Unplaced until you position it)", or "usable in kits and the store only"). An item without an image warns "the store shows an empty tile until one is uploaded" and offers Activate without image.
Deactivating asks "Deactivate item?": it disappears from stores and tech trees; players who already own it keep it.
An item with a gem price of 0 can never be activated ("item has no gem price: set one (Edit) before activating it."): it would sell for free.
Bulk activation
On the Inactive and New from game tabs a bulk bar appears: "Tick items to activate them together. Tabs and search narrow the list."
- Narrow the list with the tabs and search (for example tier T2, search "teas").
- Tick items, or tick the header box to select every activatable row on screen. Rows without a gem price cannot be ticked ("Set a gem price first"); a counter says how many are skipped.
- Click Activate N (or Activate all N when nothing is ticked). Confirm.
The result reads "N items are now on sale", with a warning for items skipped because they have no price or no longer exist. Up to 1,000 items per batch.
Add or edit an item
Add Item and the pencil icon open the item form.
| Field | Detail |
|---|---|
| Name | Display name, for example Assault Rifle. |
| Shortname | The game shortname, for example rifle.ak. |
| Workbench | T1, T2, T3 or Eng. |
| Gem Price | An override; 0 means automatic (from the formula). |
| Ingredients | One per line, Name:Qty. The price formula walks them. |
The trash icon deletes after a Yes/No confirmation. Prefer deactivating over deleting.
Game sync
After a game update the item list of the game can change. Game sync compares the game's item dump with this catalog and prepares a plan. Nothing changes in the catalog until a staff member applies the plan, and new items always arrive inactive.
"The game server's item dump is compared with this catalog after each game update."
Plans
The left list shows the latest plans: date, status, a label and "build N - trigger". A plan is made after a force wipe (trigger "force-wipe") or when staff click Check the game again (manual, from the same game server as the latest plan). If the catalog already matches the game, you see "The catalog matches the game."
| Status | Meaning |
|---|---|
| pending | Waiting for review. |
| applied | Applied; shows the date and the name of the backup. |
| stale | The catalog changed since the plan was made: "check the game again for a fresh plan." |
| superseded | A newer plan replaced it. |
Review a plan
Select a plan. The header shows the source, game build and coverage, and counters changed, new, conflicts, price changes. Tables follow:
| Section | Content |
|---|---|
| New items | Item, category, workbench, tech tree (or Cosmetic, Not in tech tree), gems, image yes/none. |
| Conflicts (the catalog value is kept) | A field where the catalog and the game differ and the catalog wins: item, field, catalog value, game value. |
| Price changes | Old and new gem price. |
| Changes | Other field differences (first rows shown, with the total). |
| Notes | Items probably removed from the game (never deleted here), unmapped game references and warnings. |
| Full report (Markdown) | The complete report. |
Apply
Apply plan asks: "N items change, N new items are added inactive, N prices move. The whole catalog is backed up first; the apply stops if any item changed since this plan was made." After applying: "Applied: N updated, N added. Backup name."
Then use Items > New from game to review, price and activate the new items, in bulk if wanted.
Troubleshooting
| Problem | Fix |
|---|---|
| Cannot activate an item | It has no gem price: Edit, set a price (or run Recalculate), activate. |
| Plan is stale | Click Check the game again; a fresh plan supersedes it. |
| No plan after an update | A plan is created after a force wipe; otherwise use Check the game again (needs a game server online). |
| Item shows an empty tile in the store | It has no image; upload one or accept the empty tile. |