Survival · Strategy · Cosmo Cheats

Rust

The map resets every month. Only what you know carries over.

Facepunch put Rust into early access in December 2013 and shipped the 1.0 build in February 2018, and it still runs on the same unkind premise: no classes, no levels, no account progress that survives the night, and a world that is deleted and regenerated on the first Thursday of every month. Everything standing on that map was placed by another player, including the thing that is going to kill you. This hub is vanilla, server-rules-friendly knowledge organised around the three things that actually decide a wipe: the clock, the wall, and the sulfur.

Diagram: one section of this page and the entries it listsA bracket diagram. A bar across the top carries the section heading "Material Grades Compared". A line drops from it and branches to five boxes stacked down the page: "Twig", "Wood", "Stone", "Sheet Metal" and "Armored".05Material Grades ComparedTwigWoodStoneSheet MetalArmored
Figure 1. Section 05 of this page is "Material Grades Compared". These are the first five of the 9 entries it lists.

01 · Reading the Wipe Clock

Rust is not one long game. It is a short game replayed monthly, and your plan should know what day it is.

  • Force wipe, first Thursday Facepunch ships the monthly update on the first Thursday of every month, and every server takes a fresh procedurally generated map with it. A base you lose on the last Wednesday of the month costs you nothing, so spend the final days recklessly.
  • Weekly wipes are a server choice Most community servers also cut the map every Thursday and hold blueprints until the monthly force wipe. Read the description before you research anything: on a blueprint-wiping server, every gun you unlock dies with the map.
  • Hour 0 to 2 is the naked hour Nobody has a gun, everyone has a rock, and the entire population is on the roads. Farm wood and hemp, take only fights you can end in two hits, and be inside twig walls before it ends.
  • Day 1 night is when bases die The first night is when people log out inside half-finished boxes with a wooden door. Have a code lock on before you sleep, or do not sleep.
  • Day 2 to 4 is raid season Groups have the top bench and a sulfur pipeline by now. If you are solo, this is the window where your loot should live in two or three small places rather than one good one.
  • Late wipe is quiet and rich Population falls off, the sulfur fields go unwatched, and a solo with a bolt action can run Launch Site alone. The best solo hours in Rust are the last 48 before a force wipe, not the first 48 after one.
  • Check last wipe in the list The server browser prints last wipe and next wipe on every entry. Spawning naked into a 25 day old server is a decision you are allowed to make, but make it on purpose.

02 · The First Ninety Minutes, In Order

A numbered opening. Run it a few times and it stops being a checklist.

  • 1. Leave the beach You spawn with a Rock and a Torch on a coastline crowded with other spawns. Run inland until the water is out of sight. Every fight in the first five minutes is a coin flip for a rock.
  • 2. Hit the marker After your first swing a tree shows a small X and an ore node shows a bright spot. Landing on that marker adds a large bonus to the swing, and it carries through the whole node. This single habit beats any tool upgrade in the opening hour.
  • 3. Stone tools before anything else A Stone Hatchet and a Stone Pickaxe are the cheapest speed you will ever be given. Craft both before you commit to a serious farm, not after.
  • 4. Hemp for cloth The yellow-green hemp bushes in grassland are your cloth supply. A Sleeping Bag is only 30 cloth, so place one the moment you have it; the drain comes later from bandages, clothing and sleeping bags you scatter around monuments. Cloth is the resource new players run dry on first, every time.
  • 5. Place the bag early A Sleeping Bag near your intended build spot turns a death into a two minute setback instead of a restart on the far side of the map with none of your progress.
  • 6. Run a road Road barrels are the best scrap source in the game for a player with no gear. Break everything you pass, take scrap, components and low grade fuel, and leave the rest on the ground.
  • 7. Cook before you travel Raw meat spoils and gives you food poisoning on the way. Two minutes at a campfire turns a boar into a food supply you can actually carry.
  • 8. Tool Cupboard before walls The Tool Cupboard costs 1,000 wood and is the thing that makes the ground yours. Without one, anyone can build on top of you. Place it inside, in the back cell, never near the entry.
  • 9. Code lock the first door A Key Lock is a placeholder that lasts until you have the metal. A Code Lock is the difference between a base and a container that other people open.
  • 10. Log out inside Your body stays in the world when you quit. Rust calls it a sleeper; other players call it loot. Never log out in the open, and never in the airlock.

03 · The Scrap Loop

Scrap is the only real currency Rust has. Everything else is an input to it.

  • Where scrap comes from Road barrels, crates at every monument, recycled components, and the Locked Crate at the top end. Barrels are unlimited and nobody camps them, which makes them the correct answer for a solo almost every time.
  • Recyclers are graded, and the grade matters Red, green and yellow machines pay differently for the same item. A red recycler turns one Gear into 15 scrap and 18 metal fragments; a yellow one pays noticeably less for the identical Gear. Learn which colour sits at which monument and route your components to the red ones.
  • Do not recycle weapon bodies Rifle Body, SMG Body and Semi Body gate their weapons even after you own the blueprint. Pull them out of the pile before the recycler eats them, and hoard them across runs.
  • Road signs are a high quality metal source Recycled road signs return high quality metal plus scrap, not fragments, and that is the real reason the Junkyard is worth the walk. Metal springs and tech trash pay out the same way. Road signs are also the cheapest route to Road Sign armour before you own a bench three kit.
  • Research Table costs Researching an item you are holding costs a flat scrap fee that rises by tier: 15 to 30 scrap for most bench one gear, 60 around bench two, and 120 for the bench three list including the Assault Rifle and the Bolt Action Rifle. Finding a rifle and researching it is dramatically cheaper than walking the tree to it.
  • The Tech Tree needs no item Each bench carries a tree you can walk with scrap alone, but you pay for every node on the way. Reaching the Assault Rifle through the bench three tree costs 780 scrap in total against 120 to research one you looted. The tree is the guarantee, the table is the bargain.
  • Safe zone recyclers are the quiet ones Outpost and Bandit Camp sit inside safe zones where scientists open up on anyone who draws a weapon. The recyclers at Junkyard, Sewer Branch and Train Yard have no such protection, and people sit on them.
  • The hostile timer is 30 minutes Attack someone near a safe zone and you are locked out of every safe zone for half an hour. Check that timer before you plan a route that ends at a recycler you do not own.
  • The marketplace saves the walk Outpost has a terminal that orders from vending machines anywhere on the map and delivers by drone for a scrap fee. It is slower than driving there and very much safer than driving back.

04 · Blocks, Soft Sides and Upkeep

The most expensive misunderstanding in Rust is which way a wall is facing.

  • Every block has a soft side One face of a wall takes heavy melee damage and the other barely notices. The soft side is meant to face into your base. Place walls while standing inside and the game orients them correctly for you.
  • A soft side out is a raid with no boom A raider with a pickaxe chews through a backwards stone wall in under a minute and spends nothing. Walk your own exterior and look at the seams before you log off for the night.
  • Twig is a drawing, not a wall Ten hit points. It exists so you can see the shape before you pay for it. Upgrade it or delete it in the same session; twig left standing overnight is an invitation.
  • Stone is the day one target Wood burns and folds to satchels. Stone at 500 hit points is the first grade that makes somebody do arithmetic before deciding you are worth it.
  • Armored belongs to the loot room High quality metal is the scarcest resource in the game. Spending it on an outer ring instead of your top bench and your core is the classic overbuild mistake, and it is very hard to undo.
  • Upkeep is charged every 24 hours The Tool Cupboard pays the bill out of whatever you leave in it, and the bill scales with how much you have built. An empty cupboard means your base is quietly decaying while you are at work.
  • Decay timers differ by grade With no upkeep at all, twig falls in about an hour, wood in three, stone in five, sheet metal in eight and armored in twelve. Abandoned bases on the map are resources on a countdown.
  • Skins change the look only The building skin sets change how walls and doors appear and nothing else. No hit point difference, no cost difference. Pick the one you like and stop thinking about it.

05 · Material Grades Compared

Hit points, build cost and decay with an empty cupboard. The raid bill column is what it costs somebody to get through one piece, and it is not a straight division of hit points: every grade carries its own explosive resistance, which is why stone jumps from one charge to two and armored jumps from four to seven.

PieceHit pointsCost per pieceDecay, no upkeepRaid billVerdict
Twig1050 wood~1 hourOne explosive round, or a fistA sketch of a base. Two punches and it is gone.
Wood250200 wood~3 hours1 charge or 1 rocketStops arrows and fists. Burns, and folds to a single rocket.
Stone500300 stone~5 hours2 charges or 4 rocketsThe honest minimum. Doubling the wood bill quadruples the rocket bill.
Sheet Metal1,000200 metal fragments~8 hours4 charges or 7 rocketsThe mid wipe standard. This is where raiding stops being casual.
Armored2,00025 high quality metal~12 hours7 charges or 15 rocketsCore and bench room only. Fifteen rockets is a group project.
Wooden Door200300 woodWith the block16 explosive rounds, no charge neededA night one placeholder. Replace it before you log out.
Sheet Metal Door250150 metal fragmentsWith the block1 chargeThe default. Cheap enough that losing one is not a story.
Garage Door600300 fragments and 2 gearsWith the block1 charge and 1 rocketBest protection per fragment. Ideal on the outer airlock door.
Armored Door1,00020 high quality metal and 5 gearsWith the block2 chargesFour times a sheet metal door's hit points, and a hatch to shoot out of.

06 · Base Shapes That Hold

Raiders do not beat walls, they beat layouts. Every shape here exists to make somebody pay twice for the same metre.

  • The 2x1 starter Two foundations, cupboard in the back cell, one door on the front. It costs nearly nothing and it is meant to die. Build it, use it, do not get attached to it.
  • The 2x2 with honeycomb Four foundations of usable core plus a ring of sealed triangle cells around them. The ring is deliberately empty: every cell is one more wall somebody has to pay explosives for.
  • Honeycomb is the cheapest defense One extra ring can double the explosive bill for the same usable space. Compare that against upgrading everything to armored and the arithmetic is not close.
  • Triangle bunker A triangle tucked under a square and sealed so the loot core has no wall touching the outside world. It takes an hour on a build server to learn and it pays for that hour the first time.
  • Airlock, always Two doors with a dead space between them. Without one, a single person standing on your doorstep while you open up owns everything you have farmed.
  • Never put the cupboard in the entry If your cupboard sits in the airlock, one door is the entire raid. Cupboard deep, loot deeper, and nothing worth taking in the first room.
  • Split the loot Two small bases beat one impressive one for a solo. A successful raid on you should cost a bad evening, not the whole wipe.
  • A shooting floor earns time A second storey with a floor frame lets you shoot down at someone standing on your wall. Raids are loud and slow, so make standing still expensive.

07 · Bench Gates and What They Unlock

A blueprint is useless without the bench it belongs to. The higher benches are no longer a pure scrap problem: bench two and bench three each want five Blueprint Fragments, which are loot, not currency. Plan your farm around the next bench, not the next gun.

Workbench 1 500 wood · 100 metal fragments
  • Revolver
  • Double Barrel Shotgun
  • Waterpipe Shotgun
  • Crossbow
  • Beancan Grenade
  • Miners Hat
  • Pants and basic clothing
  • Hatchet and Pick Axe
Feed it
One furnace kept running. No scrap at all, which is why there is no excuse for not having it up in the first hour.
Get out
A weapon that beats a bow, and the metal tools that change your farm rate.

Cheap enough to replace after a raid. Keep a spare bench kit in an outside stash so a lost base is not a lost afternoon.

Workbench 2 500 metal fragments · 20 quality metal · 5 Basic Blueprint Fragments
  • Custom SMG
  • Thompson
  • Semi-Automatic Rifle
  • Pump Shotgun
  • Python Revolver
  • Road Sign Jacket and Kilt
  • Coffee Can Helmet
  • Heavy Plate Jacket and Helmet
Feed it
Your first 20 high quality metal, and five Basic Blueprint Fragments out of Military Crates, Supply Drops or an Underwater Lab advanced crate.
Get out
The kit that lets you hold ground instead of running from it, and the whole Heavy Plate set.

The fragments are the real gate, not the metal. Open every Military Crate you walk past from hour one, even when you are not chasing this bench yet.

Workbench 3 1,000 metal fragments · 100 quality metal · 5 Advanced Blueprint Fragments
  • Assault Rifle
  • Bolt Action Rifle
  • MP5A4
  • HMLMG
  • Metal Facemask
  • Metal Chest Plate
  • Explosives and Timed Charges
  • Armored Door
Feed it
A steady high quality metal supply from a quarry, the excavator or monument routes, plus five Advanced Blueprint Fragments.
Get out
Everything that wins a late wipe fight, and the entire explosive chain.

Protect this bench the way you protect the cupboard. Losing it hurts more than losing the walls around it.

Two guns people expect to see on this list have no craftable recipe at all. The LR-300 is loot or a monument vending machine purchase only. The M249 is narrower still: Bradley and Patrol Helicopter elite crates and a couple of rare containers, nothing else. No amount of scrap or bench progress will ever put either one in your hands, so do not plan a wipe around them.

08 · Monument Routes by Kit

Pick the route that matches what you are wearing, not the route with the best loot table.

No Rad Gear Runnable in rags
  • Lighthouse
  • Supermarket
  • Oxum’s Gas Station
  • Mining Outpost
  • Warehouse
  • Fishing Village
  • Outpost
  • Bandit Camp
Bring
A tool, two bandages, food and water. Nothing you would mind losing.
Take
Components, low grade fuel, scrap, and the occasional bench one weapon.

Outpost and Bandit Camp are safe zones carrying a recycler, a repair bench and a research table. Your entire early economy runs through them.

Pills and a Gun Light radiation, contested
  • Sewer Branch
  • Satellite Dish
  • Junkyard
  • Train Yard
  • Harbor
  • Abandoned Military Base
  • Underground train tunnels
Bring
Anti-radiation pills or partial hazmat, a bench one or two weapon, a green keycard and an electrical fuse.
Take
Tech trash, elite crates, mid components, and the keycard for the next tier up.

This is where the card puzzles begin. Always carry a fuse: half the rooms worth entering in Rust are behind one.

Full Hazmat and a Plan Heavy radiation or defended
  • Launch Site
  • Military Tunnels
  • Power Plant
  • Water Treatment Plant
  • Arctic Research Base
  • Small and Large Oil Rig
  • Cargo Ship
Bring
Full hazmat, syringes and a large medkit, a bench three weapon, a red keycard, a boat for the water targets, and one other person.
Take
Elite crates, the Locked Crate, high quality metal, and blueprint fodder worth researching.

The Locked Crate runs a 15 minute timer that the whole server watches begin. Decide whether you can hold that room for 15 minutes before you start it, not after.

09 · Sulfur Math

Raiding is arithmetic. Here is the whole chain from an ore node to a hole in somebody’s wall.

  • Gunpowder 20 sulfur plus 30 charcoal makes 10 gunpowder, so every unit of gunpowder is two sulfur. Note the ratio: you burn more charcoal than sulfur, which means your furnace line is the bottleneck long before your ore is. Charcoal only comes from burning wood, so your smelting operation and your raiding budget are the same pipeline.
  • Explosives 50 gunpowder, 10 sulfur, 3 low grade fuel and 10 metal fragments per unit. Chase the gunpowder back to the ore and one unit is 110 sulfur and 150 charcoal, all in.
  • Rocket 10 Explosives, 150 gunpowder and 2 metal pipes. That is 1,400 sulfur on the ground before you have fired it, which is why nobody spends one on a wooden door when 16 explosive rounds open it for 400.
  • Timed charge 20 Explosives, 5 cloth and 2 tech trash: 2,200 sulfur each, and cheaper per wall than rockets at every grade above wood. A sheet metal wall costs 4 charges against 7 rockets, and an armored wall 7 charges against 15.
  • Satchels are the poor route Four beancan grenades, a small stash and a rope. Cheap, extremely loud, and they fail to detonate often enough that you should carry a third more than any chart tells you.
  • Explosive ammo is for doors It tears through doors and barely marks stone. If the plan is a wall, bring the charges. If the plan is a door, bring the rounds and a second magazine.
  • Where sulfur comes from Sulfur nodes on arid and rocky ground, a Mining Quarry, and the Giant Excavator Pit. Both machines run on Diesel Fuel, which you cannot craft: you buy it from monument vending machines with scrap. That turns your barrel route into the thing that feeds your quarry, which feeds your raid.
  • Electric furnaces make no charcoal They are faster, need no wood, and silently kill your gunpowder supply. Keep at least one wood-burning furnace alive if you ever intend to raid anyone.

10 · Gunfights

Rust rewards the player who chose the fight, not the player with the steadier hand.

  • Recoil is a pattern, not a dice roll The assault rifle climbs and then walks in the same shape every single time. Fifteen minutes spraying a wall on a build server is worth more than a month of learning it during real fights.
  • Chest at range, head when you own it Most rifles roughly double their damage on a headshot. At 80 metres, with travel time and drop in play, the chest is the shot that actually connects.
  • The facemask matters more than the plate A Metal Facemask converts a lot of lethal headshots into survivable ones. If you can only afford one piece of metal, wear it on your head and take the body damage.
  • Heavy plate is a raid item It is the best protection in the game, and it slows you down and narrows what you can see. Wear it pushing into a base, never roaming across one.
  • Attachments trade, they do not upgrade A muzzle boost adds fire rate and spread. A muzzle brake cuts recoil and adds spread. A silencer costs velocity and damage, and keeps one long shot from calling two other groups to your position.
  • Never peek the same gap twice Your second peek is the one they are already aiming at. Move two windows along, or drop a floor, before you look again.
  • Sound works in both directions Boxes, doors, crafting, repairs and reloads are all audible through walls. Crouching quietens your footsteps; it does not silence them, and it never silences a door.
  • Hotbar the meds A syringe gives 15 health instantly and 20 more over time, and it does nothing for bleeding. A large medkit gives 10 instantly, 100 over time and clears the bleed entirely, but the animation is long enough to lose the fight during. Syringe mid-gunfight, medkit only once you are behind a wall, and neither helps if you are hunting the inventory for them.
  • Wounded is not dead At zero you go down before you die, and a teammate can pick you up. Finish people properly, and do not stand over the body while you do it: that is how the friend upstairs gets you.

11 · Planters, Genes and Power

The parts of Rust most players skip entirely. The genetics system alone is worth an evening of your wipe.

  • Seeds carry six genes Every seed has six slots filled from G, Y, H, W and X. G is growth speed and Y is yield, and those are the two you are farming for. W and X are dead weight you breed out over a few generations.
  • Cross-breed, then clone Plant weaker clones around a target and the target takes on genes from its neighbours. Once you have a six-slot plant you like, clone it and never plant a random seed again.
  • A growth-heavy hemp plant is a cloth factory Good genes turn a single planter into a steady cloth and seed supply. It is the cheapest permanent fix for the resource solos run dry on first.
  • Sprinklers beat watering by hand A water pump or a catcher feeding sprinklers holds saturation up without you standing there. Planters also want light, so ceiling lights on a timer are how underground farms work.
  • Berries become tea A Mixing Table turns berries into teas. Scrap tea lifts what you pick up, ore tea lifts node yields, and healing teas are far cheaper per point of health than medkits.
  • Drink tea before the route, not after Every tea is a timer that starts the moment you drink it. Pure Scrap Tea runs a full hour at plus 350 percent scrap yield, so drinking it as you arrive at Outpost throws away most of what you brewed. Drink it at the first barrel of the route instead, and plan the route to fit the hour.
  • Power is measured in rW A solar panel peaks around 20 and gives nothing at night. An auto turret draws 10 and a SAM site draws 25. Batteries exist to cover darkness, and they charge slower than they drain.
  • Conveyors do the boring work The industrial parts move items between containers on a filter. One conveyor from an ore box into a bank of furnaces deletes the most tedious job in the game and never forgets to do it.

12 · Console Reference

F1 opens the console. Everything below is vanilla, client side, and allowed on any server.

CommandWhat it does
killEnds your character immediately. Faster than the menu when you are stuck in terrain, trapped in a build, or want to respawn on a specific bag.
respawn_sleepingbag <id>Respawns you at a named bag with no map click. Worth binding when you run a chain of bags around a monument.
combatlogPrints your recent combat events with damage, distance and weapon. This is the built-in record of what actually happened in a fight.
find <text>Lists every console variable containing that text. This is how you discover the rest of this table without a guide.
bind <key> <command>Creates a keybind. bind q forward;sprint gives you an auto-run key, which your hand will thank you for.
fps.limit <n>Caps framerate. Setting it near your refresh rate steadies frame times and keeps the card from screaming during long farm sessions.
gc.buffer 2048Raises the garbage collection buffer. The standard fix for the periodic hitch that creeps in over a long session.
gc.collectForces a collection pass right now. Use it after a monument route, never in the middle of one.
perf 5Cycles the performance overlay up to the detailed view with frame time, memory and network figures.
graphics.fov 90Sets field of view. 90 is the vanilla ceiling, and it is worth taking for peripheral awareness indoors.
grass.displacement falseTurns off grass bending around players. You lose a real visual tell and gain frames on weaker hardware, so decide which you need more.
client.connect IP:PORTDirect connect by address and port, skipping the server list entirely.

13 · The Mistakes That End Solo Wipes

Nine ways people lose a week of farming. Most of them happen while the player is asleep.

  • Logging out in the open Your sleeping body stays in the world carrying everything you had on you. Inside, behind a code lock, every single time, even for five minutes.
  • An empty Tool Cupboard Upkeep is charged daily whether you are online or not. A base with a beautiful armored core and an empty cupboard rots exactly on schedule while you are away.
  • Walls placed from outside The cheapest raid in Rust, and it costs the raider nothing but a pickaxe and a few minutes. Place from the inside and check your seams before you log off.
  • One cupboard, one base, all the loot A single raid should never be able to take your whole wipe. Split it across locations and keep a small stash buried away from the base entirely.
  • Researching before you have the parts The blueprint is only half the gate. Without the matching weapon body you own a recipe you cannot craft, and you spent the scrap to learn that.
  • Starting a 15 minute timer alone The Locked Crate announces to the server where you are and roughly how long you will be standing there. Only start it if you can genuinely hold the room.
  • Carrying everything to a contested recycler The recyclers outside safe zones are watched by people with better guns than yours. Split the run into two trips, or take the longer walk to Outpost.
  • Building in snow with no warm clothes Cold drains you continuously and the biome forgives nothing. Hoodie, pants and boots before you pick the pretty corner of the map.
  • Fighting a group at their base at their hour There is no matchmaking in Rust and no honour system either. You are allowed to leave, farm somewhere quieter, and come back when the server is thin.