GAME GUIDE xparda | designs
Building Information accurate as of: build 884.05
—
In Experimental Rust, players can build their own structures to protect themselves from threats and store their possessions.
Contents [show]
Building Privilege
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Main article: Building Privilege If a player has Building Privilege in an area, other players will be Building Blocked. Once, players used to be unable to build anything; now the twig stage can be placed even when Building Blocked, but upgrading still requires privilege. A Tool Cupboard can be set to bestow privilege on a player and their allies.
Placing Structures
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To place a structure, a Building Plan must be crafted. Building plans cost one Paper to craft (this will cost you 5 wood) When the Building Plan is crafted, place it in the hotbar and select it. By default, the foundation object is selected, and you will see a "ghost" of it as you look around. To select other building objects, hold right mouse button, move your mouse in a circle to the object you want, and left click. To begin building, choose either a foundation or a
Valid building placement
triangular foundation, look at an area suitable for a house, and left click. This will create a Twig Tier foundation. To place walls, select them and aim at the edge of a foundation. Floors must be placed at the top edge of a wall, and doors must be placed inside door frames. Be careful, because as you build up, you have to keep track of the Invalid building placement
building's stability. If too many floors are built too far away from a wall, it will collapse.
Upgrading Structures
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To upgrade a structure, one needs a Hammer. Equip the Hammer, face the structure that you want to upgrade (it will be highlighted), and hold right click. This will give you the available options that the structure can be upgraded to. You will need the necessary materials in your inventory to upgrade any structure.
Like upgrading structures, one needs a Hammer to repair building objects, as well as the necessary
Bears used to be able to "wallhack" into your base regardless of what level material walls you
resources and tool cupboard access. Simply look at had
the object (it will be highlighted in green) and left click. The hammer will then swing at the object, and repair damage at the cost of corresponding resources. It may take quite a few swings to repair moderate or severe damage.
Building Tiers
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There are currently five building tiers in Rust. Some tiers are more vulnerable to raiding than others.
Twig Tier
Edit
Build Cost
Twig Tier components can only be built using a Building Plan. They cannot be
Square Foundation
50
Triangle Foundation
25
Foundation Stairs
25
Square Floor
25
Triangle Floor
13
Wall
50
downgraded from higher tiers using a Hammer.
Twig Tier components
Twig Tier house.
serve as a main foundation for a base's design and can be used to prototype its layout and features.
Half Wall
50
Low Wall
25
Doorway
35
Window
35
Twig Tier components have 10 health and are extremely
Wall Frame
25
susceptible to all types of damage sources.
Floor Frame
25
Stairs
50
Pillar
20
The costs associated with building a specific component can be viewed in the table to the left.
The Twig Tier components' purpose is not stricly relegated to just building bases.
They can be used to build temporary defensive structures, often Roof
50
incorporated in base designs, such as destructible drawbridges platforms.
Similarly, they prove to be an essential, offensive element of raiding as they would allow one to construct raid towers and attach platforms to base walls to use as scaffolding, both of which aid in overcoming obstacles and heights.
Twig Tier update
Edit
After the Twig Tier Devblog 158
update, defenders are concentrating on two methods: building out
from bases with closely packed High External Stone Walls and Metal Barricades, or using the fact that Twig cannot be built above Stairs. The first is expensive; the counter to the latter is to build a twig tower and then place Frames or Doors, then balance a Large Wood Box on top. If the Stairs are not built out far enough, then the player can jump across to the roof. As always, Ladders can be placed on the walls; the counter to this is to build out, and the counter to that is to build Ceilings off of the ladders. In short, the defensive options seem to be, trying to build Stairs further out, and countering ladders with roofs, Signs, Planter Boxes, Barricades etc, or the expensive option of High External Stone Walls with Metal Barricades or possibly Barbed Wooden Barricades.
Wood Tier
Edit
Upgrade Cost
Wood Tier components cannot be built directly, but rather require an
Square Foundation
200
Triangle Foundation
100
existing Twig Tier component to be upgraded using a
Foundation Stairs
100 Hammer.
Square Floor
100
Triangle Floor
50
Wall
200
Wood Tier house.
Higher tiered components cannot be downgraded back to Wood Tier.
Half Wall
200
Low Wall
100
Doorway
140
The costs associated with upgrading a specific component can be viewed in the table to the left.
Window
140
Wood Tier components have 250 health and are susceptible to
Wall Frame
100
damage inflicted by explosives, projectiles, tools and most
Floor Frame
100
Stairs
200
Pillar
80
Roof
200
significantly - fire.
Wood Tier Doors have 200 health, take 30 seconds to craft and cost 300 Wood.
Upgrading to Wood Tier is mostly only useful in the Early Game, as it is relatively cost-effective and provides a degree of
protection.
It is, however, strongly recommended to upgrade Wood Tier structures to a higher Tier as soon as possible.
Wood Tier components are also useful as a temporary component replacement during base expansions, since they can be easily demolished later on.
Stone Tier
Edit
Upgrade Cost
Stone Tier components cannot be built directly, but rather require an
Square Foundation
300
Triangle Foundation
150
Foundation Stairs
150
existing Twig or Wood Tier component to be upgraded using a Hammer.
Square Floor
150
Triangle Floor
75
Stone Tier House
Higher tiered components cannot
Wall
300
Half Wall
300
be downgraded back to Stone Tier.
The costs associated with upgrading a specific component can Low Wall
150
Doorway
210
Window
210
be viewed in the table to the left.
Stone Tier components have 500 health and are resistant to damage inflicted by fire, most tools and regular projectiles. They Wall Frame
150
Floor Frame
150
explosive projectiles. They can also be damaged by Metal
Stairs
300
Pickaxes.
Pillar
120
Roof
300
are, however, susceptible to explosive damage, including that of
Upgrading to Stone Tier remains a viable alternative for the entirety of the game, though, it is particularly useful during Early to Mid Game as the raw materials needed are relatively
abundant and do not require any additional processing.
It is strongly recommended to upgrade any Twig or Wood Tier structures to Stone Tier as soon as possible in order to ensure a sufficient degree of base protection.
Sheet Metal Tier
Edit
Upgrade Cost
Sheet Metal Tier components cannot be built directly, but rather require an
Square Foundation
150
Triangle Foundation
75
Foundation Stairs
75
existing Twig or Wood Tier component to be upgraded using a Hammer.
Square Floor
75
Triangle Floor
38
Wall
150
Higher tiered
Sheet Metal Tier house.
components cannot be downgraded back
Half Wall
150 to Sheet Metal Tier.
Low Wall
75
Doorway
105
Window
105
Wall Frame
75
Floor Frame
75
Stairs
150
Pillar
60
Roof
150
The costs associated with upgrading a specific component can be viewed in the table to the left.
Sheet Metal Tier components have 1000 health and are extremely resistant to damage inflicted by fire, tools and projectiles. They are only susceptible to explosive damage.
Sheet Metal Tier Doors have 1000 health, take 30 seconds to craft and cost 300 Wood and 150 Metal Fragments.
Upgrading to Sheet Metal Tier is the most optimal and readily available option, in terms of cost/performance ratio, that a player can have access to. Sheet Metal Tier components require half the amount of raw materials that Stone Tier does, however, they need to be processed and smelted in a Furnace first.
The only downside to Sheet Metal Tier components is the fact that some of them(e.g., Walls, Foundations) are not fully opaque - the gaps between the attached metal sheets could potentially allow an intruder to view what is behind the wall. A remedy to counteract this would be to upgrade all exterior components of a base to Stone Tier and leave just the interior parts as Sheet Metal.
It is recommended that you always upgrade Floor components as they will remain fully opaque, yet provide all of the strength benefits of the Sheet Metal Tier.
Armored Tier
Edit
Upgrade Cost
Armored Tier is the strongest and final structure upgrade available.
Square Foundation
25 Armored Tier
Triangle Foundation
13
Foundation Stairs
25
be built directly, but
Square Floor
13
rather require an
components cannot
Armored Tier house.
Triangle Floor
7
Wall
25
existing lower Tier component to be upgraded using a Hammer.
Half Wall
25
Low Wall
13
Doorway
18
Window
18
The costs associated with upgrading a specific component can
Wall Frame
13
be viewed in the table to the left.
Floor Frame
13
Stairs
25
resistant all sources of damage, with the exception of
Pillar
10
explosives.
Roof
25
Armored Tier components cannot be downgraded back to lower Tiers.
Armored Tier components have 2000 health and are extremely
Armored Tier Doors have 800 health, take 30 seconds to craft and cost 5 Gears and 25 High Quality Metal.
Even though the Armored Tier provides the highest degree of protection, it is seldom used mainly due to its prohibitive upgrade cost. In comparison to Sheet Metal Tier components and in terms of explosive resistance, Armored Tier components are only 50% stronger, while being orders of magnitude costlier to produce and maintain.
Naturally one would feel inclined to build a compact loot room and upgrade it to Armored for maximum protection. This may, however, prove to be an ill-conceived idea since Armored Tier would only serve to attract the attention of raiders. Furthermore, Doorways and Wall Frames, while as effective as other Armored Tier structural components, will always be a weak point as an Armored Door is only as strong as a Sheet Metal Tier component. This, for the most part, negates the point of using Armored Tier components for room security.
An uncommonly seen tactic involves building armored, empty, fake loot rooms in hopes of baiting potential raiders into wasting explosives on the decoy room.
Arguably, the most efficient application of the Armored Tier is upgrading Floor tiles. While still quite expensive, the cost to upgrade is halved or even quartered in comparison to regular components, such as Walls and Foundations. Armored Floor tiles will, however, prevent pickaxing and slow down topdown and bottom-up raids the most.
Wall Placement
Edit
Place your walls so the smooth face is facing inwards. The textured side is stronger than the smooth (Inner side) of the wall. Sheet Metal walls, however, don't really have a smooth face; place the walls so that the crossbars are facing inwards - that is the weaker side. You can rotate the walls with a Hammer. If you have misplaced a wall and the time to rotate it has past, then simply upgrade the wall to a higher tier to then rotate it again.
Building Locations
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You can build in almost all locations in Rust. All biomes cater for building, and special terrain will also allow for construction. However, steep slopes and uneven ground may prevent building.
Special Terrain Areas may include
Rocks - known for their impenetrability, once a tool cupboard is placed on a rock, it is impossible to get up assuming there are no paths up the rock. *TWIG UPDATE makes building on rocks physically pointless...
Caves - Caves for the most part aren't buildable locations anymore except for a few 2x2 or 4x4 squares or both with a x2 maximum floor height at various spots inside the cave. There also may be Rock formations impeding construction as well. It can be quite useful to build a small compact base or armored gear room inside of a cave as some placement areas may require successful navigation of a jump puzzle combined with the darkness and narrow pathways, it can make them very defenseable locations if you're online to defend your structure.
Mountains - Most maps have a mountain, usually near the center of the map. This mountain is too steep to place foundations on for the majority of the slope, however with trial and error, it is possible to find a sweet spot and place one foundation. Once the first is down, others will usually snap without a problem.
Rivers, Lakes and Bodies of Water - If the water is shallow enough, it is possible to build on it. Foundations can be placed underwater as well as above water.
Tool Cupboard
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Main Article:Â Tool Cupboard The Tool Cupboard authorises players to build within 50 meters of it, so keep it well guarded (Twig foundations can be built, regardless of the building privileges). To authorise yourself, simply look at it and press E. To remove other players' authorisation in that area, hold E and circle to the option to Clear Authorised List.
Locks
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Locks are used to keep people from opening doors. There are two different types of locks. The Key Lock can be crafted with Wood, whereas the Code Lock requires additional Metal Fragments. Both are available to craft by default.
To place a Key Lock on a door, select it and left click on a door. Once deployed, target the lock(not the door) and press the Use key(default
"E") to create a key for it(requires 25 Wood). Multiple key copies
can be created and is advisable that you do so and store them inside the house near your Sleeping Bag. Once you have the key, you can lock it by holding E and choosing the option to lock. The door will open and closed without unlocking for players that have the key, so keep it safe! The other lock is the code lock, which uses a 4 digit code instead of a key.
Stability
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Main Article:Â Stability Stability is a reflection of a structure's endurance; the more stable, the less likely it is to fall apart, if it reaches zero, it will break instantly upon placement. A stability percentage is visible when mousing over a building object at melee range. An easy way to add stability to a structure is to add pillars before placing walls. This should be the second step when building a house, after completing the foundation. Pillars can only be placed if there are no other objects in their path, and if there is a foundation underneath. When building pillars on the second floor or higher, there must be pillars placed below as well.
Decay
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Main Article:Â Decay Linear Decay has been added as of April 16, 2015. Decay is a mechanic in which all building objects will gradually start "decaying". This may not be a visible sign, but it will affect the health of your building. The health of the twig or wood structure will gradually start losing health after a short duration of time (a few hours), and eventually the twig/wood objects will collapse and disappear.
Stone, sheet metal, and armoured tier foundations will take a bit longer (a few days). To avoid this, try to upgrade objects to stone or higher. In doors with locks that have been opened or closed will reset the decay timer, as long as it is connected and within a certain radius of the door. Decay affects deployables and building structures.
Other Applications
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Not created by Facepunch) that can assist in base designs, and
Other applications available ( other in-game features.
Base Design Emulators
Edit
Fortify on Steam Rubled on Steam
In-Game Art Generator
Edit
Rustangelo available on rustangelo.com
MECHANICS
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Links
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Edit
RUST - how to counter the Raid buff (Tips & Tricks)
. Note the use of Doors in combination
with the wood boxes 3 Building Tips to DOMINATE the New Rust Update | Quick Tips #8 also Signs, planter boxes, etc to block ladders
Retrieved from "http://rust.wikia.com/wiki/Building?oldid=91625"
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. Note Roof Stacking, and
Decay Decay is a feature added to the game because of the massive amounts of player-made structures on the map, which the servers can't handle.
Decay works by slowly decreasing the health of the foundations of a structure. If left unattended, the decaying structures will break and, in co-ordination with the stability system, the rest of the building will soon fall apart as well, ultimately leading to the total destruction of a structure. Unlike in earlier builds, decay now affects any and all structures, no matter what the tier or location. Higher tiered structures will generally decay slower, and after a longer delay.
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No Decay Servers
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Some servers (mostly low population) like to opt out of the decay system to make the game more friendly to new players / roleplayers / casuals. These servers usually associate with other friendly tags such as PVE, FRIENDLY COMMUNITY, NO KOS, NO HELI, ANTI - GRIEF.
Repairing Decay
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If a certain part of your base has been partly decayed, then you need to repair it with the resource used to create it. Metal Fragments fix metal structures, Wood fixes wood structures, and so on. To repair, take the Hammer tool, and ensure you have the relevant resources in your inventory. Hit the structure by left clicking, and on each successful hit, the health of the structure will visibly and physically increase until it is repaired fully. If a structure has already collapsed, it is not repairable and must be rebuilt.
Preventing Decay
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Decay is prevented by building a tool chest and filling it with materials which are consumed over time.
So if you place a twig wall and run away, after 2 hours it'll start taking damage, and after a further 2 hours it'll be fully destroyed. With armored walls, it means after 24 hours it will begin taking decay damage, and after 5 days it will be destroyed. If at any point a locked door is opened or closed, the delay resets and objects in a 40m radius will have to wait for their decay delay again before taking decay damage. If you haven't played in a few days and your base is half destroyed from decay, you'll still have to repair it but maybe next time have a friend log on and open a door and check the base out so it counts as active and doesn't decay!
Here are some stats:
Twigs
2 Hour Delay 2 Hour Duration
Wood
12 Hour Delay 24 Hour Duration
Stone
18 Hour Delay 48 Hour Duration
Sheet Metal
18 Hour Delay 72 Hour Duration
Armored
24 hour Delay 120 hour Duration
Server Settings (Legacy)
Edit
There were two server variables that were relevant for controlling the decay speed of structures in Legacy:
decay.decaytickrate (default 300) This controls the inverval in which all outstanding decay on the server is performed. The faster (shorter) the interval, the more often decay is applied to structures.
decay.deploy_maxhealth_sec (default N/A) Maxhealth controls how much damage will be dealt per second. However, the values for these variables are not straight forward to set. Changing the decay time of structures should be done by changing the
deploy_maxhealth_sec setting. Changing decaytickrate is only necessary if there
are too many structures on the server that cause lag every time the damage is applied.
To estimate the time a structure needs to decay with given decay settings the following formula can be used:
Damager per Time unit = Structure Max Health / (deploy_maxhealth_sec / decaytickrate) This can be used to calculate the amount of time needed for an untouched structure to fully decay:
Days until complete decay = Structure Max Health / (Damage per Time unit / decaytickrate) / 60 / 60 / Example
deploytickrate = 300 deploy_maxhealth_sec = 432500 This setting will result in the decay of a normal 1000 hp Wood Wall
1000 hp / (432500 hp / 300 s) = 1000 hp / 1441.66 parts of hp per 300 seconds = 0.6936448261 hp per 30 1000 hp / (0.6936448261 hp per 300 seconds / 300 seconds) / 60s / 60m / 24h = 1000 hp / 0.00231214942 = 432498 s / 60s / 60m / 24h = 5 days until 100% decay With the above settings a standard 1000 hp Wooden Wall will take 5 days until is has decayed completely and take 0.693645 hp damage every 300 / 60 = 5 minutes after 24 hours of idle.
This graph will show the decay time in days by deploy_maxhealth_sec with deploytickrate at 300 for a structure with 1000 hp (e.g. Wood Wall).
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Retrieved from "http://rust.wi kia.com/wiki/ Decay? oldid=91688"
Decay time in days by MaxHealth at 300s/tick for 1000hp structures
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Stability Stability is a reflection of a structure's endurance; the more stable, the less likely it is to fall apart. If it reaches zero, it will break instantly upon placement. A stability percentage is visible when mousing over a building object at melee range. You can no longer place pillars with walls and are placed in the middle of foundations. This should be the second step when building a house, after completing the foundation. Pillars can only be placed if there are no other objects in their path, and if there is a foundation underneath. When building pillars on the second floor or higher.
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Environment The environment in Rust is that of a post apocalyptic world that has been abandoned for an untold amount of time. There are prebuilt structures sparsely located throughout the map that are implicated to be remnants of previous human civilization. Fauna and flora has reclaimed the land.
The map is procedurally generated from the seed in the server settings.
Contents [show]
Map
Edit
Main Article:Â Map There are currently three map options available:
Procedually Generated Maps Hapis Island Savas Island
Example map
Biomes
Edit
Main Article:Â Biomes
The default terrain of the procedural map is broken into three distinct biomes: Desert, Grass and Snow.
Arctic
Edit
The snowy area seems to have more nodes and less trees. However, you may find some snowy forest areas which contain an abundance of trees. The cold will reach very low here and players require clothing to survive. The best starter item for players who are looking to beat the cold would be a Arctic biome.
full burlap set with an Improvised Balaclava. This will give decent cold protection and requires no Sewing Kits to make.
Arid
Edit
The desert is a hot southern region filled with mineral rocks, barrels, and palm trees. At night it can get cold, so desert survival requires suitable clothing or a Camp Fire to keep warm. It is the only biome in which cacti may be found, which yield cactus flesh and cloth. Arid biome.
Temperate
Edit
The Grassy region is generally the most popular on a map due to the temperate climate and abundance of flora and fauna. Because of the popularity, mineral rocks and barrels are sometimes difficult to find at peak hours.
Grass biome near the sea.
Monuments
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Main Article:Â Monuments Airfield Industrial Train Yard Lighthouse Military Tunnels Power Plant Radtown Satellite Dish Array Sphere Tank Warehouse Water Treatment Plant Harbour Launch Site HQM Quarry Sulfur Quarry Metal Quarry Stone Quarry Junkyard
Flora
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Trees of different kinds Bushes/Shrubs Mushrooms, which can be picked and eaten Small plants and flowers Grass Cacti (desert areas) Hemp Fibres (can be harvest for cloth)
Pumpkins Corn
Fauna
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Main Article:Â Animals Bear Boar Chicken Deer Horses Wolf
Minerals
Edit
Rocks
Enemies
Edit
Bandits
Lootables
Edit
Airdrops Barrels Loot Crates
Trivia
Edit
The arctic biome had been removed, and recently re-introduced again, the likely cause for the original removal was that it was fairly abundant with resources and there weren't many downsides, as a geared player's base would be protected from newspawns.
MECHANICS
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Retrieved from "http://rust.wikia.com/wiki/Environment?oldid=91217"
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Animals There are many animals in Rust. Animals can be hunted, killed and looted by players. They spawn in various rates over different biomes, and can be found most often in wooded areas. Most animals provide a corresponding food item, as well as a corresponding skull, some Cloth, Leather, Bone Fragments, and Animal Fat. Below is a list of animals that are currently in-game.
Bear Boar Chicken Deer Horse Wolf
Notes
Edit
Currently all animals have the potential to be hostile but also some animals will be somewhat friendly. They will attack any players who are nearby as well as players who damage them with ranged weapons. All other animals will attempt to run away in a straight line from any nearby players if damaged with ranged weapons. Recently animals used to be able to run through physical terrain such as rocks, but that was fixed. Animals used to be able to pass through building walls; this bug was fixed Rabbits were in Legacy Rust but were removed
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Retrieved from "http://rust.wikia.com/wiki/Animals?oldid=91713"
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Biomes There are many various environments/climates, or biomes, in Experimental Rust. Aside from the three basic biomes of Temperate, Desert and Snow, there are many others.
Contents [show]
Temperate
Edit
Temperate Grassland Plains Edit
A temperate, grassy, usually spacious biome
The Snow biome
that is a commonly seen environment. The temperature is not too hot or cold at daytime, and at nighttime is a relatively warm 1-4 degrees Celcius, enough to barely keep the player from taking damage to Cold. This is often a spawning area for mineable Rocks and
The border between the Temperate Grassland Plains and Hills
Barrels. There is also a moderate chance that you will encounter animals here. Being fairly flat, this biome is ideal for building bases and structures. There is a chance of finding plants that give Hemp, a higher chance near Trees.
Temperate Grassland Hills
Edit
Like the Grassland Plains, but with many hills, slightly uneven terrain and little vegetation (aside from grass).
Temperate Forest
Edit
A biome where there tends to be a fairly dense quantity of trees, such as birch and oak trees. Animal spawning is increased here, and sometimes one can find a river or road crossing through it. Common fauna found here include everything from deer to bears, to horses, chickens and beyond.
Desert
Edit
Also known as "Arid" Biome, a warmer, hotter part of the world usually found in the south side of the map. Deserts are usually quite big, expansive, and sandy. Animal spawns here are slightly higher than that of Grassland, and the
The arid and rocky Desert biome
Desert is a common place to find barrels, Radtowns, and Roads. The parts of the Desert bordering the ocean are often spawning points for players. Vegetation is scarce, but one can easily find the odd Cactus, shrub or Mushroom lying around. During the night, the Desert will make a player Cold without Clothing or a
Camp Fire, as temperatures average under -2°C. Due to its close proximity to player spawn points, the Desert will often be swarming with player activity. Once in a while, you may come across a small pond, a little grove of trees or an isolated cluster of rocks/rock formations. Although there is scarce vegetation, there are often many more Sulfur Nodes than in grass biomes.
Snow
Edit
In the north part of the map can be found this snow-covered ground, aka Arctic. Parts of it do not make the player Cold during the day; almost all of it will do so at night. High elevation has a similar effect. After a brief period when resources were spread more evenly across the map, the Cold biome once again has more Metal Rocks than others. When Crude Oil could still be gathered with a Mining Quarry, Quarries placed in the Cold biome would produce more Metal instead of Crude Oil.
Trivia
Edit
Back when Crude Oil could still be gathered with a Mining Quarry, Quarries placed in the Cold biome would produce more Metal than Crude Oil.
Sub-types
Beach
Edit
Edit
Usually, right alongside a body of water there will be a beach: an isolated strip of sand that is (by the game) considered an arid biome. Oceanside beaches are commonly player spawn points, and usually one would want to build their base away from this area to avoid heavy traffic. Beach Biomes had Driftwood from early on; Driftwood was made a harvestable wood Resource with Devblog 167
.
Beach biomes are very similar to Arid biomes, however with the new ProcGen 10 world generation engine, there are now different types of beaches:
Desert beaches - Your typical, sandy, warm beach. Found between a large water body and a desert. Palm trees can be found scattered around in this biome. There is often driftwood scattered across the beach, as well as a large density of pickable rocks on the ground. Temperate beaches - Sometimes just exposed dirt instead of sand. The vegetation generation is different. For example, trees found here are much like those of the Temperate Forest. Mushrooms are vastly more common here than in most other areas or biomes. Tundra beaches - Cold, dirt beaches that often have rocks and maybe mushrooms lying around in them. Even though these beaches are only at sea level, you will still feel cold (but to a lesser extent). Often times you can find wolves, bears, deer, and other fauna walking around. Rocky beaches - Similar to Temperate or Desert beaches, but there are many rocks that vary in size, dotting the coast. Cliffs, overhangs, and many other natural structures are often found here. Lake beaches - These tend to be smaller than their oceanic counterparts. They correspond with the biomes they are in.
Lake
Edit
The Lake biome is a small body of water, which can vary in depth from roughly a player's height to about 12 meters (36 ft, or the height of about 4 stories). In a Lake, you may find small concrete bridges, which are indestructible and world-spawned. You may also find miniature beaches. It is possible for there to be small streams and rivers which flow into the lake, and maybe (rarely) even a waterfall. Sphere Tanks and Satellite Dishes are among some of the monuments that can be found near a lake.
River/Stream
Edit
A small, fairly shallow flowing path of water which flows from higher elevations down to a large, nearby body of water. Sometimes, there will be rivers that connect lakes and oceans, as well as rivers that start way up in the mountains. If there is a road crossing the river, you will find an indestructible, concrete bridge leading across.
Rivers may be surrounded by rocks, shrubs, or even forests.
Ocean
Edit
A very huge body of water that surrounds the entire map. The Ocean tends to get very deep, very fast away from the shoreline. Beaches beside the ocean are often where players respawn. Any beaches surrounding the ocean often have pieces of Driftwood scattered across their lengths.
Notes
Edit
A Rust day is 45 minutes long, and the Obviously there is only one type of terrain the
night is 15 minutes.
Lighthouse can be generated in
Being in water reduces temperature, and obviously once the player runs out of air they Drown
MECHANICS
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Retrieved from "http://rust.wikia.com/wiki/Biomes?oldid=91119"
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Snowy Mountains
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Monuments Category page
Main article: Monument
Launch Site
Military Tunnels
Industrial Train Yard
Airfield
Power Plant
Harbor
Water Treatment Plant
Sphere Tank
Pages in category "Monuments"
The following 20 pages are in this category, out of 20 total.
A
L cont. Airfield
R cont.
Lighthouse
C
M
Road
S
Cave
Military Tunnels
Satellite Dish Array
Crow's Nest
Monument
Sphere Tank
Monuments
H
T
P
Harbor HQM Quarry
I
Transformer Power Plant
R Industrial Train Yard
W Warehouse
Rad Towns
Water Treatment Plant
Radtown
L Launch Site
Retrieved from "http://rust.wikia.com/wiki/Category:Monuments?oldid=89131"
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Launch Site The Launch Site is a type of Monument, the largest in the game, with the most loot. It can be found on procedurally generated large maps in Experimental Rust. It provides access to public utilities Infrastructure.
Not only is more loot generated here than at any other monument, this is also the area where the new El4 spawn points for them. Launch sites have a high amount of Radiation in the main area and an extreme amount in the factory building, requiring a Hazmat Suit to enter it safely.
The Bradley APC patrols the Launch Site. It is the land-based counterpart to the Attack Helicopter and [1]
was designed specifically as a hazard to balance the value of the loot at the Launch Site.
Contents [show]
Layout
Edit
The Launch site is a relatively open area with opportunities to openly approach it from any direction. A stone fence with gaps in it surrounds the Industrial area, separating it from the Launch area.
The Launch area contains a static rocket that can not be interacted with, a multileveled crane on rails that has two lifts going to the top of it, and 4 spotlight towers. The lifts were functional but buggy and [1]
as of July 2017, will be disabled.
The Industrial area comprises an entrance, storage area, office area and the factory. The factory is the largest building in the complex, and is often referred to as the "main building" by players.
Within the storage area are storage houses and containers, a watch tower and stacked worker houses.
Infrastructure
Edit
Indestructible versions of utilities that were once craftable and placeable by players can be found here, as they can at other monuments. Left of the entrance, a Recycler is outside, in between two storage houses. On the right, on the first floor of one of offices, is a Research Table. A Small Oil Refinery is located under one of the spotlight towers, just outside the launch area.
Loot
Edit
Loot spawns in the Launch Site are the richest of all monuments, though widely scattered all around the multiple areas.
There are a lot of Barrels, Oil barrels, Large Wooden Crates, Military Crates and Elite Crates. The crates unique to the Launch Site may be called "Cobalt" loot crates because the launch site is the home of the former "Cobalt Space Center", as seen on ingame signage. There are no food crates, but medical crate monuments are found here. A few of the military crates do not require jumping to access, but are instead hidden in the small houses around the site.
Oil barrels are located in the launch area on the surface near fuel tanks.
There are 3 different set locations for the elite crates to spawn.
1. On the roof of the factory is a helipad with a destroyed attack helicopter; around the helicopter are 2 elite crates and at least 3 other random crates. 2. Under the rocket, there is a hole; players can fall through it onto a catwalk. Alternatively, they can do a jump puzzle that starts near the crane to get to the catwalk. An elite crate is past the catwalk.
3. On the roof of the Cobalt Space Center office building. This is the easiest to access, requiring only a fence jump.
Factory building has multiple floors that are internally divided into 6 levels and the rooftop that can only be accessed by the external ladder, roof access only from level 6 as the ladder is broken half way up. It still can be used to go down, skipping some puzzles on the way out. The factory has multiple different paths to the top, but still contains several choke points such as ladders and lifts. To collect all of the Military Crates, players must retrace their steps a few times.
On a full military run you can expect to collect a total of about 12 military crates and 4 elite crates: 1 Military crates (M) at launch crane, 2M and 1 Elite Crate (E) in the jump puzzle under the crane, 2M in the industrial area, 1M and 1E in the office area, 3M inside the factory, 3M and 2E on the factory roof. The amount is very likely to give you one or multiple supply drop smokes, which is unarguably an unprecedented amount of higher tier components. It is worth collecting everything inside the factory as there is a recycler on the way out.
Gallery
Edit
Launch Site Concept Art
Launch Site
Links 1.
Edit
↑ 1.0 1.1 BRADLEY APC TANK NPC, HAIR & BEARDS! | RUST update news 14 Jul 2017
Retrieved from "http://rust.wikia.com/wiki/Launch_Site?oldid=91337"
Categories:
Categories:Monuments
Monuments
Add category
Military Tunnels The Military Tunnels are a type of Monument that can be found on procedurally generated maps in Experimental Rust. Unlike the majority of other monuments, the Military Tunnels do not provide access to public utilities. Nonetheless, they remain quite popular due to the sheer amount of loot generated. The Military tunnels have a high amount of radiation so you'll need a hazmat.
Contents [show]
Layout
A view of the Military Tunnels complex.
Edit
The Military Tunnels are part of an area, comprised of an accessible, larger, main tunnel, which splits into two secondary, smaller ones, leading up to an underground military facility. There is a small manhole outside, which also provides an alternate entry point for the underground facility.
Leading up to the main tunnel entrance is a downward sloped ramp, on which a cut-off railroad track has been built.
The tunnel entrance.
Piled up abandoned cars in front of the entrance restrict direct vehicular access to the tunnels.
The Military Tunnels area also includes a single sheet metal storage shed as well as a bigger, sheet metal building, housing a control panel and electric generators.
The area itself is enclosed by a dirt road track, which loops back around.
Infrastructure
Edit
The Military Tunnels provides access to a Recycler that can be found inside the sheet metal shed.
Loot
Edit
Loot spawns in the Military Tunnels area is quite varied and plentiful.
Outside, around the monument and its outskirts, including the dirt road track and cliffs, it is possible find regular loot Barrels and Food Crates.
Lodged in the cliffs and occasionally on certain plateaus, one could usually encounter all Large Wooden Crate A Medical Crate on top of the ventilation
variants as well as Military Crates. This also applies to the train cars blocking the main tunnel entrance and the pipes.
entire underground military facility.
Inside the tunnels there can usually be found two Elite Loot Crates on a flatcart.
Inside the sheet metal building only regular loot Barrels can be expected, whereas the storage shed spawns different Large Wooden Crate variants.
On top of the broken ventilation pipe outside, Medical Crates spawn roughly in the middle. The pipe is accessible by jumping from a nearby cliff ledge.
Map
Gallery
Edit
Edit
An overview of the area. The dirt road
Barrels spawn inside this sheet metal
The sheet metal shed spawns Large
surrounding it is clearly visible.
building.
Crates.
Large and Military Crates are often
An alternate entrance to the underground
lodged inside these cliffs.
military facility.
Retrieved from "http://rust.wikia.com/wiki/Military_Tunnels?oldid=91622"
Categories:
Monuments
Experimental Content
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Industrial Train Yard The Industrial Train Yard is one of several Monuments present in Rust. It has very high levels of Radiation in some key areas; a Hazmat Suit is the most effective protection against radiation.
Contents [show]
Layout
Edit The Industrial Train Yard.
The Train Yard comprises of several tall, concrete buildings, a couple of sheet metal sheds, a scalable tower, metal pipes and two freight cranes - all scattered about the railroad tracks, upon which abandoned railway carriages rest.
There are numerous ways in which the sewers underneath can be accessed.
There is a storage facility in front of the main building, filled with stacked shipping containers; nearby is a railroad coal chute.
Infrastructure
Edit
The Train Yard offers access to a Repair Bench, Recycler, Pump Jack and a Small Oil Refinery.
Loot
Edit
Nearly all types of containers can spawn at the Train Yard. With the exception of Crude Oil Barrels, one could find regular Barrels, Food Crates, Large Wooden Crates and Military Crates.
Map
Edit
Gallery
Edit
An in-game overview of the Industrial
The main building, housing a Repair
The Oil Refinery is located in the metal
Train Yard.
Bench on the first floor.
shed next to the Tower.
Retrieved from "http://rust.wikia.com/wiki/Industrial_Train_Yard?oldid=89422"
Categories:
Monuments
Experimental Content
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Airfield The Airfield is a Monument often found on procedurally generated maps in Experimental Rust. Owing to its varied loot spawns and convenient access to utilities, the Airfield has proven to be one of the more popular monuments in the game. This, in turn, renders it rather highly contested. The entire perimeter of the airfield is lightly irradiated.
Contents [show]
Layout
A view of the Airfield.
Edit
The Airfield spans a relatively large, flat area, featuring two runways, three hangars, watch towers and an office building. There are also tunnels running underneath the Airfield that are accessible through concrete ladder holes.
All buildings are freely accessible and may contain Loot Crates and Barrels.
Deteriorating, concrete walls confine the Airfield's premises.
Infrastructure
Three large hangars and a watch tower.
Edit
The Airfield offers access to a Recycler, which is located in the middle hangar.
Inside the office building, a working Oil Refinery, Recycler and Repair Bench is available.
A Recycler, located in the second, middle hangar.
Loot
Edit
The Airfield is host to a whole, wide variety of different loot spawns - ranging from Trash Cans, regular loot Barrels and Oil Barrels to Food, Medical(or Supply) and Military Crates.
Outside, on the runway and the Airfield's outskirts, you would find a plethora of Trash Cans, regular loot Barrels and Food Crates.
Oil Barrels stored in the first hangar.
The first hangar, the one furthest away from the warehouse, is usually filled with several Oil Barrels.
Inside the other two hangars and the office building itself, you may expect to find different variants of the Large Wooden Crate as well as Military Crates.
Within the tunnels one can find a few bunker rooms, sewers, and a short natural cave segment. You can find several mining crates, military crates, and barrels throughout.
Map
Edit
Gallery
Edit
A helicopter located inside the airfield.
A working Oil Refinery, Recycler and Repair Bench inside the office building.
Retrieved from "http://rust.wikia.com/wiki/Airfield?oldid=91281"
Categories:
Monuments
Experimental Content
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Power Plant The Power Plant is a type of Monument found on procedurally generated maps in Experimental Rust. It is, generally, considered to be one of the more popular Monuments mainly due to the well-developed infrastructure that it offers as well as rich and varied loot spawns. The Power plant has mild levels of radiation.
Contents [show] The coal power plant.
Layout
Edit
Large, concrete structure located roughly in the middle of the plant's premises.
There is a coal chute tower with a conveyor belt connected to both a processing facility and a train car loading bay with silos.
There is also an area with tall, scalable metal constructions. The Power Plant features an elaborate system of The cooling towers.
piping interconnecting the cooling towers with the rest of the complex.
On the outskirts one would find a small sheet metal shed and an entrance to the pipe system. The pipe system is also connected to two empty coalpits.
Infrastructure
Edit
The Power Plant offers access to a number of different public utilities.
Items can be repaired with the aid of the several Repair Benches found inside the elongated sheet metal building.
There are also two Oil Refineries present - one inside the small sheet metal shed on the outskirts and the other one in the two storey sheet metal house with the slanted roof.
A publicly available Pump Jack is located on the outskirts.
Loot
Edit
All types of loot containers, with the exception of the Oil Barrel, may spawn on the Power Plant's premises.
Regular loot Barrels (occasionally Trash Cans as well) and Food Crates spawn on all ground levels, streets and around the plant itself.
All variants of the Large Wooden Crate spawn, typically, on the upper level of the cooling towers, inside The storage facility.
abandoned, crashed train cars, inside the buildings and on their rooftops.
Green Military Crates usually spawn on the upper levels of both cooling towers, on building rooftops and on the top most level of the fuel storage sheet metal constructions.
Map
Gallery
Edit
Edit
Inside the undamaged chimney.
Loot Crates spawn amongst the rubble of
There are Repair Benches in the middle
the demolished chimney.
of the elongated sheet metal building.
A sheet metal shed with an Oil Refinery on the outskirts.
Retrieved from "http://rust.wikia.com/wiki/Power_Plant?oldid=86688"
Categories:
Monuments
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Harbor The Harbor is a type of Monument that can be found in Experimental Rust. Two different variations of the harbor exists, one small and one large.
No radiation is emitted at the harbors making it an ideal location for newly spawned players. Public utilities include a Recycler and high chance of Small Oil Refinery.
Cranes at the small harbor.
Contents [show]
Layout
Edit
Harbors are located in close proximity to shores and similar coastal areas, and feature anchored cargo ships with accessible containers, shipwrecks, scalable container cranes, forklifts and military trucks.
Infrastructure
Edit
A Recycler is located at the outskirts of the large harbor, as well as on the larger dock of the small harbor. There is also an Small Oil Refinery present at most harbor spawns.
Map
Edit
Large harbor
Edit
Small harbor
Edit
Gallery
Edit
Concept art of the Harbor.
A view of the large harbor.
Containers at the large harbor.
Retrieved from "http://rust.wikia.com/wiki/Harbor?oldid=89449"
Categories:
Experimental Content
Monuments
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A tugboat.
Water Treatment Plant The Water Treatment Plant is a massive monument in the main branch of Rust. It is big, generates loot and appears very derelict, as if left unmaintained for centuries. It has mild levels of radiation in some key areas such as in some places in the sewers, on the two water towers and inside the parkour tower.
The large tower overlooking the plant.
Layout
Edit
There are many corridors and drained water vats that dominate the area, as well as a notable large tower, smaller "Crow's Nest" towers and sniper positions on a hill north of the plant itself. Many blocked lines of sight, sharp corners and obstructing objects provide a potential for PvP combat within the plant. There are some small roads in between the vats, and some of the vats are partially or fully covered by the uneven ground. The concrete sewers and moat lower than the ground can also be explored.
You can get one of the medical/food crates in the parkour tower without getting any radiation. Just face the ladder then go left and you'll find a crate inside of the tower, slowly go to it by crouching while hugging the wall then you can pick it up.
Map
Edit
Gallery
Edit
A view of the Water Treatment Plant, facing north.
Retrieved from "http://rust.wikia.com/wiki/Water_Treatment_Plant?oldid=88163"
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Monuments
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Sphere Tank The Sphere Tank or the Oil Tank (most commonly referred to as the dome) is a Monument often found on procedurally generated maps in Experimental Rust. The Sphere Tank has low levels of radiation. Other than the Military tunnel, the dome is the only other monument which doesn't have a recycler.
Layout
Edit The Sphere Tank/Oil Tank/Dome
The Sphere Tank has three significant features; three oil silos, the massive sphere with catwalks throughout,
monument in Rust
and two small shacks on the ground. The silos have stairs winding around them to climb to the top, where there should be a bunch of Loot Crates and Barrels containing loot or crude oil. The staircase and the top of the silos are somewhat guarded by sheets of metal and sandbag barricades. Underneath the metal sphere many more barrels of loot and oil can be found. The main part of this monument is inside of the Sphere Tank itself, where there a lot of loot can be found, but with the risk of parkour throughout.
To climb the tank, start on the opposite side of the silos and climb up the large pipe in the ground. After that, the path is very self-explanatory. Signs can be placed in certain spots to make the larger jumps more feasible. There are three main layers to the tank, and to access each one, you must climb out of the tank and around the outside. Inside can be found a fair number of easy loot chests, and an equally unfair number of risky jumps. Outside, there might be barrels, but mostly the danger of falling farther than you would if inside. At the top of the sphere are four military crates which have relatively great loot.
The Sphere is also a very great place even when radiation is in. It doesn't have nearly as much radiation as a train yard or water treatment plant it's even more rewarding since it always spawns four military crates.
Infrastructure
Edit
The Sphere Tank offers access to two Oil Refineries located inside two small balls
Map
Edit
Retrieved from "http://rust.wikia.com/wiki/Sphere_Tank?oldid=91416"
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Mechanics This article is a stub. You can help the Rust Wiki by expanding it. The mechanics in Rust describe the internal workings of the game. A lot of details go unnoticed by many players but knowing these technicalities can improve players' Rust experience.
Contents [show]
Engine
Edit
Rust uses Unity 5.6
Game Interface
as its game engine.
Edit
Main Article:Â Game Interface The game interface... GUI... Console... Settings... Server Browser...
Character
Edit
Each player is assigned a character model based on their personal Steam ID, meaning the character model persists across servers. There are currently five face models, two skin types and different hair types, allowing for ten possible unique faces. The player's skin tone is selected from a range with much more variety. As of Devblog 106 variation for players.
NPCs
Edit
, female character models were added in to add extra
Non-playable Character) classes can be found in Experimental Rust. They
Several different NPC (
used to be divided into two categories - Hostile and Peaceful. This was until a recent update, Devblog 155
, where even peaceful animals turned hostile when approached.
Hostile
Edit
Hostile NPCs are aggressive towards the player. They will generally attempt to engage players, who attack or approach them.
Hostile NPCs include:
Bears Wolves Attack Helicopters Boars
Note: In Legacy Rust it is possible for a player to encounter hostile Rad (Irradiated) Wolves and Bears as well. Those have not been implemented in Experimental Rust yet. Nonetheless, the implementation is still subject to discussion.
Peaceful
Edit
Peaceful NPCs are usually quite passive towards the player, they will generally avoid the player but when approached, they can often attack - even chickens.
Peaceful NPCs include:
Horses Deer Chicken
Environment
Edit
Main Article:Â Environment The environment can be affected greatly by the seed used to procedurally generate the Map.
Spawning
Edit
When a player wakes up for the first time on a server they are spawned at a random point on a shore, usually a beach bordering an ocean. There are no longer any chances of spawning on the coastline of a lake.
You spawn with:
Edit
About 60 health points (can be more or less, out of 100) about 40 hunger points (out of 500) roughly 50 thirst points (out of 250) a Rock, to be used as a tool or a weapon. a Torch, to help the player see at night.
Wounded
Edit
Main Article:Â Wounded_(aka_Downed) Once a player's Health is reduced to 0 the player is "wounded" or "downed". Whilst in this state, the player will not be able to move, but will remain conscious and their health will be temporarily set to 1. Nearby players can either help the player up or the player could die. However, there is a chance that a player can get back up on their feet after this state.. A wounded player's inventory can be freely accessed by all players, so they will take even your pants.
To prevent group fights from unnecessarily prolonging, the wounded status will be available only once every 60 seconds at most. Being mortally wounded more than twice in those 60 seconds will cause the player to die the second time.
Death
Edit
When a player takes more damage than their remaining health they die. Upon death a screen is displayed announcing the death. Two options are presented as well - to either respawn at a random location on a shore or at a Sleeping Bag/Bed, that has been deployed prior to dying. The death screen also shows how long you were alive, how much of your life was spent sleeping, who killed you as well as the weapon used to kill you.
Combat
Edit
Combat is essential for fighting off animals and other players. There is melee and ranged combat. Melee Weapons include Rocks and Spears. The best way to fight with melee is to move constantly to avoid being hit and time your swings well to hit the opponent.
Ranged weaponry includes a bow and a variety of handmade guns. Projectiles fired are their own entity, meaning they are affected by gravity and will fall over large distances. Fired arrows and high velocity arrows (either by a crossbow or a hunting bow) can be retrieved if they hit the ground.
As of Devblog 75
, it has been proposed that the devteam is trying to make melee combat more
diverse in the future by implementing mechanics like parrying, dodging and blocking.
Pro Tip: Practice with the bow! It's low craft time and low ammo cost make it a quality weapon for getting quick kills on players with better gear. In a fight with 2 or more players with bows vs one player with a gun in a field, bet on the bowmen.
Gathering
Edit
Gathering throughout rust is a simple as pressing the use key (by default it's "E") on entities such as hemp / mushrooms or rocks / metal / sulfur sometimes found on the floor. Gathering is essential for gaining scrap, which is used in research to expand your crafting knowledge.
Research
Edit
In rust scrap is used to craft and workbench and or a research table. The workbench allows you to use scrap to "Experiment" which will randomly generate an unknown blueprint corresponding with the level of work bench used. There are three levels of work bench, each level of bench has a higher crafting cost and requires the last level of workbench to craft (ie a level 2 workbench requires a level 1 bench to craft.)
The research table is used in conjunction with a work bench to make blueprints at the cost of items you have found. The appropriate tier of workbench will be required to create blueprints from the items you find (ie you will need a level 2 work bench near your research bench in order to create blueprints from level two items.)
Pro Tip: It's worth it to save space and replace a level 1 work bench by destroying it after using it to craft a level 2 work bench, but whenever possible try to keep the level 2 work bench after crafting a level 3 bench. The fairly high cost of the level 2 bench makes it worth keeping around for insurance and crafting.
Durability
Edit
All weapons and tools, including the rock, have a durability. Over time, usage causes the durability to go down, and eventually the item will break. However, the item will remain in the inventory and can be repaired using a Repair Bench. This will repair the item to full durability, but it will break faster each time it is repaired due to the fact that the maximum durability is limited each time it is repaired as shown below.
Pro-tip: You'll never need a repair bench if you play it smart, befriend the right people, and kill/rob the rest.
Repairs
Max. Condition
Efficiency/Cost
0
100%
100%
1
79%
119%
2
63%
121%
3
51%
117%
4
41%
111%
Correct Usage of Tools
Edit
In Experimental Rust, using a tool that does not correspond with a resource will result in higher and more rapid durability loss. For example, using a Pick Axe with a mineral rock is normal, but using one on a tree would result in the Pickaxe breaking faster, as well as a less efficient rate of resource gathering. A clue that one may be using the wrong tool for the job is a high recoil when hitting the object, as well as a louder sound effect.
Crafting
Edit
Crafting is executed through the inventory screen. There is a list of possible items to craft, each requiring a certain amount of different resources. Clicking on one of these items adds it to the crafting queue, where its crafting progress is shown on the bottom right of the screen. Different items have different crafting times.
Once the item you want to craft is selected via right-click, an info box shows above the inventory screen, just left of the crafting screen. This shows info like how long it will take to craft the item, how many of the item will be made, the resources required, and the description/icon of the item. You can also select how many of the item you want to craft, and confirm the crafting request to begin crafting.
The items available for crafting are sorted into categories for the convenience of the player. Most items are craft in between 2 - 20 seconds, with more complex items like guns and attachments taking
up to a minute and a half.
Building
Edit
Main Article:Â Building Players can build their own shelters to protect them from threats and to store their possessions. A schematic can be crafted from one piece of paper, which can be crafted from wood. Hold Right click to select what type of wall/floor you wish to build. This allows you to place stick structures for a low cost of wood. To upgrade, rotate, or destroy what you have built, you must also make a wooden hammer out of 100 wood.
The ability to destroy structures with a hammer lasts only 24 hours, so it is wise to build as much as possible at once, in case you need to make edits. The ability to destroy placed walls is also lost if your teammate places a Tool Cupboard, on top of the structure you built. Once this ability is lost, structures must be destroyed manually with tools or explosives.
Without placing a Tool Cupboard (TC), your structure will degrade over time. Craft and place a tool cupboard in the safest point of your building, and then place resources inside to prevent decay as well as prevent building within a radius around your base (this does not prevent ladder placement). It is wise to put a pin coder on your TC to prevent theft.
Decay
Edit
Main Article:Â Decay Decay is a natural process that causes structures to slowly lose health and eventually collapse after a certain period of time. It helps clear out unused bases, and also acts as an incentive to make the player check back, and play Rust more often. Decay can be repaired, and can also be prevented. Cost of decay is determined by the size of your base as well as what your base is made of, and can be viewed be accessing the inventory of your TC. See the decay main page for more info.
Pro Tip: Degrading bases can be a great source of resources that have been left abandoned, but beware of turrets!
Raiding
Edit
Main Article: Raiding Raiding is an offensive process of players breaking and entering other players' bases in an attempt to either take loot, physically alter the base or conquer it, or kill any residing occupants inside.
MECHANICS
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[EXPAND]
Damage Types There are multiple damage types in Rust. Each type has different effectiveness versus various objects depending on the protection.
Contents [show]
Bite
Edit
This type of damage is caused by hostile animal attacks, specifically bear and wolf attacks.
Blunt
Edit
This type of damage is caused by blunt weapons, such as the Rock, as well as the Mace (in addition to Stab damage) and the Salvaged Hammer.
Bullet
Edit
This damage is self explanatory, and
On the left of the inventory screen, the types of damage and their protection values on the player are visible. From top to bottom:
is caused by damage from gunshots Cold, Heat, Radiation, Falling, Electric, Explosion, Blunt, Slash,
(and maybe Wooden Arrows). Stab, Bullet, Bite.
Regular clothing will not do much to
protect one against bullet damage, but it is better than nothing. Armor however, is very effective at protecting against bullet damage.
Cold
Edit
Main Article:Â Cold Cold damage isn't too much of a problem during the day (unless you live in an arctic or mountain biome), but at night, being too Cold can result in the difference between life and death. It is very easy to avoid being cold. You can either wear an adequate amount of clothing to stay warm, or stay close to a Camp Fire and utilize its Comfort buff. Alternatively, you can stay within a Temperate biome and the temperature will usually still be warm enough for you to avoid taking Cold damage. Even a simple pair of pants is almost good enough to avoid freezing to death on a cold Rust night.
Electric
Edit
Electric damage is only used by Code Locks from an incorrectly entered password, and as of Devblog 110
there is no article of clothing or piece of armor that protects against this type of damage.
Explosion
Edit
This damage type is caused by explosive weapons and explosions, like the more obvious F1 Grenade, Timed Explosive Charge, Satchel Charge, and Beancan Grenade, as well as Rockets and even Explosive 5.56 Rifle Ammo. There is no specific, very effective counter to explosion damage, but avoiding the blast, as well as equipping armor can save your life.
Falling
Edit
Falling damage is what you get when you jump or fall off of a high place, like the roof of a 3-floor building or the top of a rock face. Equipping armor may help protect you against lethal fall damage, at least to a small degree.
Heat
Edit
Heat damage occurs when the player steps on a Camp Fire. The Flame Thrower also utilizes heat damage to inflict damage.
Radiation
Edit
Main Article:Â Radiation Radiation damage comes from world-generated structures commonly known as "radtowns". The most effective way of combating this damage is with anti-rad pills, which cannot be crafted but instead found inside Loot Crates. Hazmat Suits can also be worn to prevent radiation damage. Clothing and other armor will protect against radiation to a small degree.
Slash
Edit
Slash damage is associated with sharp, usually long weapons like the Machete and Longsword. Weapons with slash damage are usually associated with a bleeding effect after a successful hit to a target. These weapons are often strong against unarmored players, as well as animals.
Stab
Edit
Stab damage often come from weapons such as Bone Knives and similar weapons. Just like weapons with high slash damage, these often deal bleeding damage after a successful hit, making them efficient against players without armor.
MECHANICS
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Gameplay Category page
Game mechanics
Building
Attack Helicopter
Bradley APC
Raiding is a part of the PvP gameplay of Rust. It involves bandits (hostile players) Raiding breaking...
Hydration is a survival mechanic introduced in Experimental Rust. If you look Hydration & Thirst down directly at...
“
Airdrops
Crafting is the process of turning raw materials such as wood and cloth into usable Crafting items such...
“
Rust
Subcategories
“
This category has only the following subcategory.
A [+] Armor (1 C, 53 P)
Pages in category "Gameplay"
The following 22 pages are in this category, out of 22 total.
A
F Airdrops
R cont. Food & Hunger
Ambience
Raiding
Researching
H
Armor
Rust
Health
Attack Helicopter
Heat
B
S
How to Identify Rocks Bradley APC Building
Hydration & Thirst
Injured (Legacy) Crafting
W
Wet
I
C
Sleeper
Wood Pile (Legacy)
P
D
Player
Drowning
R
Radiation Retrieved from "http://rust.wikia.com/wiki/Category:Gameplay?oldid=42295"
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Status Effects Category page
Main article: Status Effects
A Status Effect,
“ status effect can
as "buff" or "debuff", is an effect which alters your...
occur from falling or jumping off high places. It keeps Injured (Legacy) you...
“ also referred to
The Injured
Status Effects
REDIRECT
“ Status
REDIRECT
“ Status
Effects#Too Cold & Too Hot
Effects#Comfort
Cold
“
REDIRECT Status Effects#Starvati on & Dehydration
Comfort
“
Hunger
Pages in category "Status Effects"
REDIRECT Status Effects#Too Cold & Too Hot
Heat
REDIRECT
“ Status
Effects#Radiatio n Poisoning
Radiation
REDIRECT
“ Status
Effects#Bleeding
Bleeding
The following 13 pages are in this category, out of 13 total.
B
H
S
Bleeding
Heat
Building Privilege
Hunger
C
Injured (Legacy)
Comfort
W
Wet
I
Cold
Status Effects
Wounded (aka Downed)
P
Poisoning
D
Drowning
R
Radiation Retrieved from "http://rust.wikia.com/wiki/Category:Status_Effects?oldid=90767"
Categories:
Mechanics
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