Contracts inventory
When a player completes a contract, its rewards go into their Contracts inventory, online or not, and wait there until they claim them. Nothing pays on its own, even when the rotation ends, the player wakes up or they abandon the contract.
Each contract completion adds one bundle to the contracts inventory:
- The contract puts its own rewards in as one bundle
- Each objective with rewards puts its own in when it completes.
What goes in
Section titled “What goes in”The following list describes what goes (and what doesn’t go) into the Contracts inventory:
- Every reward type.
- Score counts on the leaderboard and the prestige track when it is claimed, not at completion.
- Only the rewards the player is eligible for when they complete it, at the
multipliers they have then.
- A VIP that completes a contract but loses their VIP status before claiming the rewards still pay the VIP rewards, because eligibility is checked at completion, not at claim. (vice versa for non-VIP players who gain VIP status after completion.)
- The contract and objective titles are copied in, so a contract you rename or delete later still shows the name the player completed.
- Prestige tiers never go through it. Players claim those from the prestige view.
- Fun fact: the Contracts inventory system idea originated from how the Prestige rewards were being stored, ensuring players could claim them at their convenience rather than immediately upon reaching a new tier.
What players see
Section titled “What players see”A button in the menu header, between the leaderboard and the preferences buttons, opens the
INVENTORY view. Its icon can be changed
under UI > Icons > Ui > Inventory (see UI).
- The view groups bundles by contract, oldest first, with the count and a CLAIM ALL button on top. Each group shows the contract title, its category and a CLAIM button for the whole group. Under it, one line per bundle (the objective’s title, “Contract”, or “Given by an admin”) with its reward icons and how long ago it went in. Clicking a group shows its rewards in the side panel.
- The contract’s own CLAIM REWARDS button still works like before this system was introduced. It claims every bundle from that contract and its objectives, earlier runs of a replayed contract included. An objective’s CLAIM button does the same for that objective.
- The Unclaimed Rewards reminder counts bundles and points players at the Contracts inventory. The plugin sends no message of its own when a player wakes up.
With nothing to claim, the view shows a “Nothing to claim” message.
Claiming
Section titled “Claiming”- The player must be awake and connected.
- A full Rust inventory refuses the claim. Whatever already landed is taken back and the bundle stays. The player makes room and claims again.
- CLAIM ALL and the contract’s claim button go oldest first. A bundle that doesn’t fit is skipped, the rest still pay, and one chat line says how many were claimed.
- Bundles from a paused contract can be claimed.
- A contract counts as claimed when the last bundle from that run is claimed, its own or an objective’s, from either place. See Error handling for a claim that fails halfway.
Slots and replays
Section titled “Slots and replays”By default, a completed contract still holds its active slot and blocks its own replay until the
player claims it. Turn off
Unclaimed Contracts Take A Slot to free
both at completion, since the rewards are safe in the Contracts inventory.
Rotations, abandoning and edits
Section titled “Rotations, abandoning and edits”- A rotation end or a category closing clears contracts, never the Contracts inventory. Bundles stay until claimed. Previously, rewards would be forcibly claimed against the player’s will and overflowing items thrown in front of them (which could lead to loss or theft).
- Abandoning a contract leaves the bundles its objectives already put in.
contracts.remove_from_rotationdoes the same: players keep what is already in.- Editing a contract changes nothing that is already in. A bundle holds the rewards as they were at completion. Bundles are not retroactively updated. See Edit contracts mid-rotation.
A wipe empties every Contracts inventory by default. See Inventory > ResetOnWipe to keep it.
