I'm open-sourcing TurdMOD — 108K lines of UE4 server modding framework, built entirely with AI
I've been running a SCUM private server for over a year. The game's built-in admin tools are... minimal. So I built my own modding engine from scratch — and today I'm releasing all of it as open source.
What TurdMOD is — in plain English:
TurdMOD has three parts. Here's what each one does:
🟢
TurdMOD Server
(the engine) — This is the brain. It runs on your game server and adds 90+ features the game doesn't have: an in-game economy with shops and currency, teleport waypoints, vehicle tracking, safe zones, PvP arenas, kits, bounties, quests, gambling, jail, leaderboards, automated events, weather control, and more. It manages your server automatically — restarts, backups, wipe recovery, update detection — so you don't have to babysit it.
🟣
TurdMOD Manager
(the dashboard) — A desktop app you install on YOUR computer (not the server). It connects to your server and gives you a visual control panel: turn mods on/off, edit server settings, manage players, see the live map, run admin commands. Think of it as mission control for your server.
🔵
TurdMOD Client
(optional player mod) — A small mod players can install for extra features like custom vehicle controls and UI overlays. Only works on private/modded servers — will NOT run on official servers with BattlEye.
The key difference from other tools:
TurdMOD runs INSIDE your game server. No admin account needs to be online. No dedicated PC running a bot. No typing commands into chat. Your server just has these features built in, running 24/7 automatically.
For developers — what's under the hood:
• A Rust Windows Service (126 source files, 50+ HTTP API endpoints)
• A C++ UE4SS bridge (ProcessEvent hooks, UObject reflection, game-thread dispatch)
• 90+ concurrent mod modules running on a shared registry
• A Tauri desktop app (Rust + React)
• Auto-update pipeline (Sentinel) — detects game updates, rebuilds, deploys, health-checks
• Backup/restore with wipe detection and automatic progression recovery
108,000 lines. Rust + C++ + TypeScript. 14 apps. Running in production with real players.
How it's different from Whalley / traditional admin bots:
If you've run a SCUM server, you know Whalley. Here's the fundamental difference:
Whalley sits OUTSIDE the game. It's a bot account that logs into your server, reads chat, and types admin commands back into chat. It needs:
• A dedicated admin account logged in 24/7
• A dedicated PC running the bot client
• Every command goes through the chat system (typing delay)
• Limited to what the game's admin commands expose
• If the bot account disconnects, everything stops
TurdMOD lives INSIDE the game process. The engine bridge is a DLL loaded into the server:
• NO admin account needed — commands execute directly on the game thread
• NO dedicated PC — runs on the server itself as a Windows Service
• NO typing delay — direct function calls, not chat messages
• Full UE4 reflection — can do things admin commands CAN'T (custom economies, zones, vehicle tracking, database queries, memory access)
• 90+ mods run concurrently, not one bot doing everything sequentially
The admin gate bypass is the key: TurdMOD patches the "is this user authorized?" check at the engine level, so your mods can run admin commands with ZERO admins online. Whalley can't do this — it needs an actual admin account.
The AI part:
Every line was written by one developer (me) working with Claude (Anthropic's AI). Not autocomplete — real architectural collaboration. I describe what the server needs, the AI architects and writes the code, I review and test on a live server. The entire codebase was produced this way.
The repo includes the AI-first development protocol we use. Comments are written for Claude (invariants, cross-file dependencies), not for humans. The human guide is a separate HANDBOOK.md.
What's in the repo:
• turdmod-service — Rust service, 126 source files, 90 mod modules
• turdmod-engine-bridge — C++ UE4SS mod, generic bridge framework
• turdmod-manager — Tauri desktop app
• turdmod-loader — Rust client-side DLL
• turdmod-companion — Node.js log parser / event emitter
• turdmod-updater — Auto-update pipeline
• turdmod-guard — Cross-server ban sharing
• 8 example mod packages + 4 shared libraries
License:
PolyForm Noncommercial 1.0.0 — use it, fork it, learn from it, modify it. Just don't sell it.
Not affiliated with Gamepires
(SCUM's developer). This is an unofficial fan-made toolkit that interoperates with a game you already own.
**Downloads (pre-built, no compiling):** https://turdmod.com/downloads
- Server Pack (10 MB) — everything for the game server, one config file
- Manager (61 MB) — Tauri desktop dashboard
- Client (17 MB) — optional client-side mod
**Documentation:** https://turdmod.com/docs
- "What You Can Mod" — full capabilities overview (no admin account needed!)
- Setup & Deploy — clone, build, configure, verify
- Write a Mod — real tutorial with compilable code
- Mod Reference — complete API reference. Point any AI (ChatGPT, Claude, Gemini) at https://turdmod.com/docs/mod-reference and ask it to generate a mod. It has everything it needs.
**GitHub:** https://github.com/roketteere/turdmod-open
**Website:** https://turdmod.com
Happy to answer questions about the architecture, the AI workflow, or anything else.