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Puranode

Custom plugins

If it doesn't exist yet, we'll build it for you

Plugins, mods, Discord integrations, web dashboards and AI agent skills — scoped to a fixed price and deployed straight to your server. No retainer, no hourly billing.

How it works

From idea to deployed in four steps

  1. 1

    Tell us what you need

    Describe the feature, mod or integration in a quick brief. No spec doc required.

  2. 2

    Get a fixed quote

    We scope it and send a flat price and timeline within 1 business day — no surprises.

  3. 3

    We build & test

    Developed against your game/server version and tested on a staging instance.

  4. 4

    Auto-deploy

    We install it on your server, hand over the source, and back it for 30 days.

Examples

What people ask us to build

Real categories with typical starting prices. Your exact quote depends on scope — we confirm it before any work begins.

Minecraft / Paper

Custom minigame or game mode

from €149

Minecraft / Rust

Economy, shop & ranks system

from €89

Any game server

Anti-cheat & moderation suite

from €119

Discord + game

Discord ↔ server live sync

from €69

Web + RCON

Web dashboard for your server

from €199

ClawdBot / Hermes

Custom AI agent skill / tool

from €99

Free quote

Tell us what you need

Describe it in plain language — no spec document required. We'll come back within one business day with a fixed price, a timeline, and any questions.

  • • Source code is handed over — it's yours to keep.
  • • 30 days of fixes included after delivery.
  • • Built and tested against your exact server version.

No commitment — you only pay once you approve the quote.

FAQ

Custom plugin development — FAQ

How much does a custom Minecraft plugin cost?

Most work lands between €69 and €199 depending on scope: a Discord-to-server sync starts around €69, an economy or ranks system around €89, a full custom minigame or gamemode around €149, and a web dashboard with RCON around €199. You get one fixed price before any work starts — we do not bill by the hour.

Do I own the code?

Yes. You get the source code and the built artefact, and you are free to keep using or modifying it if you ever leave Puranode. We back the build for 30 days after delivery for anything that does not work as specified.

What can you build?

Paper/Spigot/Bukkit plugins, Forge and Fabric mods, Rust Oxide/uMod and Carbon plugins, SourceMod plugins for CS2, Garry's Mod Lua addons, Discord bots and Discord-to-game integrations, web dashboards that talk to your server over RCON or the panel API, and custom skills or tools for AI agents.

Do I have to host with Puranode to commission a plugin?

No. We build for servers hosted anywhere — you just need to be able to install the file. If you do host with us we will install and configure it for you as part of the delivery.

How long does it take?

You get a fixed quote and a timeline within 1 business day of describing the job. Small integrations are usually a few days; larger gamemodes and dashboards are typically one to three weeks, and the timeline is agreed with the quote before you commit.

What do you need from me before you can send a fixed price?

Enough detail that nothing important is still undecided. In practice: the game and the exact server software and version, whether you want a plugin or a mod, the commands or actions and who is permitted to run each, where the data should live, which existing plugins or services it has to work with, whether it runs on one server or behind a proxy, and a rough budget band. You do not need a spec document and plain language is fine. What cannot be priced is the part nobody has decided yet, so if there is something you have not thought about, say so outright and we will ask rather than guess. The quote and a timeline come back within one business day.

Will my players have to install anything?

With a Paper, Spigot or Bukkit plugin, no. It is server-side only, it lives in /plugins, and people join with an unmodified client. With a Forge or Fabric mod, yes: the file goes in /mods on the server and every player must install the matching version on their own machine, where a mismatch stops them connecting rather than warning them. That difference is the main reason the same feature costs more as a mod than as a plugin, because you are building server logic, client behaviour and the protocol between them, then distributing it to everyone who plays. If your feature can be expressed with commands, menus and rules, ask for a plugin. If it needs new blocks, new entities or a custom HUD, it has to be a mod. Custom-looking items are the grey area: a plugin plus a server resource pack can give an ordinary item its own model and texture on unmodified clients, through the item_model component.

A game update broke my custom plugin. Is that covered by the 30 days?

No, and it is fairer to say so here than after the fact. The 30 days backs the build against its specification: if it does not do what the quote said it does, we fix it. A breaking release from Mojang, Facepunch or a mod loader is a different event. The code has not failed, the API it was compiled against has changed. That is new work and it is quoted at a fixed price like anything else, with no hourly billing. Two things keep it small: you own the source, so it is a recompile and an adjustment rather than a rebuild, and if you tell us at quote time that you want the plugin kept current, that forms part of the brief the build is scoped against. For Rust in particular, assume it will happen, because the first Thursday of each month brings a client-breaking update and Oxide/uMod or Carbon have to be rebuilt before any plugin loads.

What happens to a custom Rust plugin on wipe day?

Two separate things happen and it helps to keep them apart. The map wipe is about data: the world save is regenerated and, depending on your routine, blueprints may go with it. Your plugin's own files in oxide/data are not part of the world save, so they do not go with the map unless something clears them, which means whether balances, ranks or statistics survive a wipe is a decision that belongs in the brief rather than a behaviour you can assume. The force wipe update is about code: the mod framework has to be rebuilt against Facepunch's new server assembly and typically lands a few hours after the game update, so your server can come up with every plugin unloaded, including the custom one. Wait for the framework build, update it, restart. If a hook your plugin relies on changed signature, that restart is when you find out.

Do I still own the code if I move my server somewhere else?

Yes. You get the source and the built artefact, and for custom development work ownership of the delivered source code is handed to you as described in the relevant quote, which you approve before work begins. You can keep using it, modify it, or hand it to another developer, and you can run it on a server hosted anywhere, since hosting with us was never a condition of commissioning the work. Keep your own copy of the source and the build instructions somewhere off the game server. Our terms are explicit about this: we provide backup tools, and you are responsible for keeping your own copies of anything important. A server backup is not a substitute for a repository.