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FreeAdmin

Entity Hotspot Scanner

v1.0.0 · updated Nov 9, 2026

Find dense Rust map grids and investigate entity-heavy areas without deleting anything.

No dependencies: works on its own.

Installs itself with Oxide Sync. Add it to a linked server from My servers. Every future update included. How it works

  • Full C# source
  • Free updates
  • Signed releases
  • Oxide / uMod compatible

Entity Hotspot Scanner

Short description: Find dense Rust map grids and investigate entity-heavy areas without deleting anything.

Player complaints about lag near a compound or monument can be hard to investigate. Entity Hotspot Scanner provides a quick, read-only map-wide view of where entities are concentrated.

Features

  • Scan entities incrementally over server frames instead of iterating the entire realm at once.
  • Rank density by configurable map-grid cells.
  • Break counts into broad groups such as turrets, traps, building pieces, loot containers and deployables.
  • Show the approximate cell center and record whether ownership is set.
  • Export the top cells and their common prefab names in JSON.
  • Rate-limit repeated scans and mark interrupted scans as partial.

Commands

  • /hotspots scan — start a scan.
  • /hotspots top — show top ten cells.
  • /hotspots status — show scan progress.
  • /hotspots export — export JSON.
  • RCON: hotspots.scan, hotspots.top, hotspots.export.

Permission

entityhotspots.admin

Requirements

Oxide/uMod for Rust.

Notes

High entity density does not prove high CPU cost or identify a network disconnect cause. Prefab categories are best-effort heuristics. No entities are moved, removed or changed.

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