r/playrust • u/Fokkes • 11h ago
Image Someone placed an autoturret on mars
Rust players so territorial
r/playrust • u/Wiki-Gaming • 4d ago
These are the current values on the staging branch, not a changelog. Facepunch tunes them constantly, and this branch is a moving target. Concrete proof from this week: the HQM node yield changed twice in two consecutive staging builds, and swamp tree wood was still being adjusted between them. Some of this may be reverted, retuned, or never ship at all.
Treat every number below as "true right now on staging", nothing more.
Reference builds
| Role | Branch | Build ID | Released | Network protocol |
|---|---|---|---|---|
| Baseline (live) | public |
24983602 | 2026-08-26 | 2632.287.1 |
| Compared against | staging |
24994773 | 2026-08-28 | 2633.288.1 |
Both installs are vanilla with no plugins, so nothing below is contaminated by modded content. Values come from the game's own runtime state on a dedicated server, not from reading code alone.
HQM gets a dedicated resource node and a ground collectible, with its own spawn population so it can be tuned independently of stone, metal and sulfur.
hqm-ore node
| Property | Value |
|---|---|
| Health | 500, same as other nodes |
| Base yield | 12 HQM + 400 metal ore |
| Finish bonus | +8 HQM |
| Total | 20 HQM + 400 metal ore |
| Hotspot minigame | yes |
| Destruction stages | 4 (75% / 50% / 25% / 0%) |
| Clustering | none, always spawns alone |
The finish bonus is conditional. It requires a gathering tool with destroyFraction < 0.2, and scales as ceil(8 × (1 − destroyFraction)). Explosives force destroyFraction = 0.5, which is above the threshold, so blowing up an HQM node gives 12 HQM instead of 20.

hqm-collectable ground pickup
| Property | Value |
|---|---|
| Yield | 5 HQM ore, no tool required |
| Biomes | Arid, Temperate, Tundra, Jungle. Not Arctic |
| Instances | 64 on the test map (observed count, see note) |

For scale, against the other ore collectibles on the same map:
| Collectible | Instances | Yield |
|---|---|---|
| Sulfur | 673 | 50 sulfur ore |
| Stone | 640 | 50 stones |
| Metal | 640 | 50 metal ore |
| HQM | 64 | 5 HQM ore |
So the HQM collectible is about 10x rarer than the metal or stone ones, and gives 10x less. It is the rarest ore collectible in the game by a wide margin.
One honesty note on that table: unlike the node, I could not find a spawn density for the ore collectibles. The server's spawn handler exposes 106 populations across 55 folders, and none of them covers collectable/stone or collectable/wood, even though both folders exist in the game bundles. Monument spawn groups do not explain them either, those are keycard and fragment spawners. So stone, metal, sulfur, wood and now HQM collectibles spawn through a mechanism I have not identified.
Those numbers are therefore observed counts on one map, not design densities. The ratio between them is meaningful, the absolute figures are not. If someone knows what drives ore collectible spawns, I would genuinely like to know.
Rarity, measured on one 4500 map with the same seed for every node type:
| Node | Instances |
|---|---|
| Stone | 2027 |
| Sulfur | 1393 |
| Metal | 1391 |
| HQM | 72 |
That is roughly 28x rarer than stone and 19x rarer than metal. It also loot 400 metal ore, so it is not a replacement for a metal node, it is a strictly better one.
Spawn density. It uses two populations, and the jungle bias is much stronger than a nudge:
| Population | Density | Target on a 4500 map |
|---|---|---|
ore_hqm |
10 per km² | 32 |
ore_hqm_jungle |
80 per km² | 40 |
| Combined | 90 per km² | 72 |
So it is roughly 8x denser in jungle than everywhere else, and more than half the nodes on a map sit in jungle biome.
| Item | Live | Staging |
|---|---|---|
| Heavy Plate Helmet | 1 sheet metal, 4 HQM | 2 sheet metal, 8 HQM (doubled) |
| HMLMG | 60 HQM | 30 HQM (halved) |
| Semi-Auto Pistol and M15 skin | 4 HQM | 6 HQM |
| Mortar | 20 HQM, 3 metal pipe | 15 HQM, 1 metal pipe |
| Hazmat Suit, all 12 variants and mannequin | 5 tarp, 8 HQM | 4 tarp, 7 HQM |
Prisoner Hood becomes a default blueprint (workbench requirement 1 to 0) and is removed from the tech tree entirely. Confirmed in the data: the node count goes 309 to 314, with prisonerhood removed.
Boat Building Plan down from 120 scrap to 30 scrap. This one is worth explaining because the cost is not stored on the node. Tech tree and research cost is derived from item rarity:
Rarity.Common -> 15 scrap
Rarity.Uncommon -> 30 scrap
Rarity.Rare -> 60 scrap
Rarity.VeryRare -> 120 scrap
Rarity.None -> 120 scrap
The Boat Building Plan moves from rarity 0 (None, 120 scrap) to rarity 2 (Uncommon, 30 scrap).
6 new tech tree nodes: Medical Honey Bandage, Blowpipe, and 4 dart types (wood, scatter, radiation, incapacitate). The blowpipe and darts already existed as craftable items, they are only now becoming unlockable through the tech tree.



| Item | Live | Staging |
|---|---|---|
| F1 Grenade | 5 | 3 |
| Molotov | 5 | 3 |
| Flashbang | 5 | 3 |
| Bee Grenade | 5 | 3 |
| Beancan Grenade | 5 | 4 |

Large Medkit gains radiation removal:
| Effect | Live | Staging |
|---|---|---|
| Poison | -10 | -10 |
| Bleeding | -100 | -100 |
| Health over time | +100 | +100 |
| Health | +10 | +10 |
| Radiation | none | -20 |
A medical syringe removes 10 radiation, so a medkit is now worth exactly two syringes for rad cleansing.
Medical Honey Bandage (new item, 4 cloth + 2 honey, workbench 1, 5s craft):
| Effect | Value |
|---|---|
| Health | +8 |
| Health over time | +6 |
| Bleeding | -50 |
| Poison | -4 |
| Radiation | -5 |
Swamp trees: 200 to 500 base wood, and the finish bonus goes 100 to 500. Total per tree: 300 to 1000 wood.

rifle.ak.glass plus red, blue, green, pinkfirework.boomer.white, which also updates every Boomer pack description from "6 mortar style fireworks" to 7Separately, 84 items get a world model prefab that was previously empty. That field is not cosmetic filler: DroppedItem.PostInitShared() branches on it, spawning the item's own world model when the reference is valid and falling back to the generic itemModel when it is not. So those 84 items should now use a dedicated model on the ground instead of the fallback.







This is the biggest gameplay change in the branch, and it does not exist on live at all.
multiplier = min( 1 + Σ(players_in_tier × tier_increase) , 3 )
tier 0 : first 4 players -> +0% each
tier 1 : next 6 players -> +2% each
tier 2 : everyone beyond -> +4% each
hard cap: x3
| Authed | 1-4 | 6 | 10 | 15 | 20 | 57+ |
|---|---|---|---|---|---|---|
| Upkeep | x1.00 | x1.04 | x1.12 | x1.32 | x1.52 | x3.00 (cap) |
Two things that will catch people out:
authorized players + recent group members over a 24 hour window. Deauthing before the upkeep tick does nothing, you still count for 24h.upkeep_group_count_locks defaults to true). The TC remembers up to 256 players.Server owners can disable it with decay.upkeep_group_scaling false.
Marketplaces get an internal charge buffer fed by heavy fuses inserted at the Power Plant, not at the marketplace itself. It is server wide and communal.
| Fuses at Power Plant | Marketplace |
|---|---|
| 0 | drains at 0.05/s |
| 1 to 3 | frozen, no charge and no drain |
| 4+ | charges at 0.01/s per fuse |
Buffer is 100 and it needs 50% to accept orders. From cold with 4 fuses that is about 21 minutes to come online, and a full buffer keeps it running about 17 minutes after the grid down. Servers running powergrid.enabled false are unaffected.
Rentable shop vending machines also become powergrid aware, refrigerated while the Power Plant runs.
The Composter stops being its own system and becomes an oven, running at a dedicated 30 °C tier with no fuel required. Compostables become cooking recipes: 300s each, producing fertilizer.
The important part is how fractional output is handled:
amount = fertilizerPerItem × itemsProcessed // 0.2 × 3 = 0.6
result = floor(amount) // 0
if (leftover > 0 && Random.value < leftover) // 60% chance
result++
The old composter accumulated 0.2 per item into a persistent counter and paid out when it crossed 1, fully deterministic. The new one rolls the remainder every cycle. Same expected value, but no guaranteed fertilizer after N items.
The 29 to 31 degree window with a strict comparison is what stops other ovens from composting: only the Composter sits at 30.


The boolean on/off switch broadcast is gone, replaced by a continuous flow rate.
Removed: pressureOnThreshold, pressureOffThreshold, pressureDecayPerTick, secondsBeforeDecayingPressure, maxPressure. Added: maxFlowRatePerMinute (1020), pressureDecayPerMinute, maximumPressure (360), and evaporationPerMinute (200) on water catchers.
Water catchers at WTP now produce while flow rate is above 0 and evaporate otherwise.
New destructible props placed inside monuments to block paths. They are not player deployable, and they give no resources when destroyed.
There are two protection profiles, which matters a lot:
| Profile | Props | HP | Melee | Bullets | Explosives | Fire |
|---|---|---|---|---|---|---|
MeleeAndExplosives |
barrels, trolley, vent cage | 50-100 | 20% damage | 10% | full | none |
ExplosivesOnly |
barricades, desks, lockers, terminals | 350 | 0% | 0% | full | none |
The 350 HP ones are completely immune to melee and gunfire. Both profiles are immune to fire.
EDIT : So that means that if no one destroys them, they'll decay alone totally after some time.
| Type | HP | Decay Time (if not destroyed by player) |
|---|---|---|
| Vent | 50 | 24h 50m |
| Barrel, Trolley | 100 | 25h 40m |
| Barricades, lockers, terminals | 350 |
Blockers should not respawn. This can be verified in MonumentBlocker().
public override void OnDied(HitInfo info) { isKilled = true; Kill(DestroyMode.Gib); }
Current placement: Oil Rig 1 (11), Military Tunnel (3), Missile Silo (2), Launch Site (1), Oil Rig 2 (1).




Loot containers are untouched. Comparing all 98 container types on their full definition (loot definition, spawn slots, scrap amount, refresh timings, destroy on empty, XP scales) produces zero differences. No container gained or lost anything.
Two loot tables changed.
Before the tables: the percentages below are the raw weights inside that one table, not your chance of walking away with the item. A container rolls its own lootSpawnSlots first, each with its own definition, number to spawn and probability, and maxDefinitionsToSpawn caps how many of those slots actually fire. The table weight only decides what wins once that slot has been picked. Real in-crate odds are the product of both layers, so treat these as relative shifts within the pool rather than loot rates.
LootSpawn.Components.Tier3, the tier 3 component pool, gets reweighted. Total weight stays at 600, so this is a straight redistribution between two entries:
| Component | Live | Staging |
|---|---|---|
| SMG Body | 100 (16.7%) | 120 (20.0%) |
| Rifle Body | 100 (16.7%) | 80 (13.3%) |
| Tech Parts | 100 (16.7%) | 100 (16.7%) |
| Large Pipes | 100 (16.7%) | 100 (16.7%) |
| Turret Parts | 100 (16.7%) | 100 (16.7%) |
| HQM Medium | 100 (16.7%) | 100 (16.7%) |
SMG bodies become 20% more likely to roll, rifle bodies 20% less. Nothing else in the pool moves.
LootSpawn.MedicalCrate makes room for the new bandage. Total weight goes 100 to 110, so the existing entries lose share rather than absolute weight being taken from them:
| Item | Live | Staging |
|---|---|---|
| Bandage | 50 (50.0%) | 50 (45.5%) |
| Large Medkit | 25 (25.0%) | 20 (18.2%) |
| Medical Syringe | 25 (25.0%) | 20 (18.2%) |
| Medical Honey Bandage | none | 20 (18.2%) |
New loot container prefab: tech_parts_1.
lerp(5, 50, (fuses−1)/(sockets−1)). Two servers on the same stage can now have different line power.drone.samproximityfuseradius convar.OnDied no longer schedules removal.ToggleableLightWeapon base class.Rarity counts come from one seed. The 72 HQM nodes figure is a single 4500 map. The ratio between node types is stable because they all scale with map size, the absolute number is not. The underlying design value is a spawn density, which is what I would trust.
Several systems were refactored, meaning fields moved between classes without breaking anything, which silently produces stale or empty values if our tooling is not updated perfectly. There are 34 such refactors in this branch and a few were publishing wrong values rather than obviously missing ones. If you see any bug or error on our site, please lets us know.
Updated data and the tooling behind it end up on rust-data.com, including the item, monument, loot and spawn data this post is built from. It tracks the live build, and gets refreshed when staging changes land.
I hope you will enjoy that content !
r/playrust • u/SM- • 2d ago
Please note, this isn’t an official poll.
If you can't view the poll (ie: you're on old reddit, you'll have to switch to new reddit)
r/playrust • u/Fokkes • 11h ago
Rust players so territorial
r/playrust • u/Thick_Concern_8731 • 2h ago
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r/playrust • u/rem521 • 4h ago
Right now, the fixed baseline drop rates for Heavy Fuses (3% in Normal Crates and 6% in Military Crates) mean low-pop servers (under 50 players) struggle to gather the 18 fuses needed to fully power the island.
Something like:
100+ Pop: Baseline current drop rates (3% / 6%)
50–99 Pop: 1.5x drop rate boost (4.5% / 9%)
Under 50 Pop: 2x drop rate boost (6% / 12%)
r/playrust • u/spyflame • 1h ago
For context, I have roughly 600 hours in game and am surprisingly decent at the game for the hours put in. I spend a lot of time memorizing monuments, building universal auto sorters, building bunker bases, and practicing ak/bow combat. I may not be an expert but I do add value.
When trying to find a group online I hit a wall. Everyone wants months of in game time to even be called competent when in the same breath they describe how incompetent or ego driven the people with 10k hours they’ve had are. They refuse anything less than 2k hours even if I have literal metrics or vods.
I know people in global elite who haven’t learned any lineups in cs2 or those who have 10k hours and are stuck in silver. Hours are NOT A GOOD METRIC for how good you are in a video game.
That is the group of real people. The rest are actively sending fake ads in order to steal steam accounts or something malicious like that. I’d say for every five I respond to, 1 out of 5 are the former and the rest are bots or scammers.
I’m no stranger to LFG servers or reddits but Rust’s seems to be the worst one I’ve ever been in.
Like I just want to have fun and be the best player I can.
r/playrust • u/TarmacadamDream • 2h ago
I see the exact opposite of this question a fair bit, but in the case where I do actually want to use IME languages in Rust (Japanese/Russian/etc), it simply does not convert the input into that language and instead types in English as if it's ignoring it completely. Obviously Rust supports the typeface of each language since you see it all the time, but I cannot for the life of me actually type with it enabled with my keyboard.
r/playrust • u/Vqf_ • 21h ago
r/playrust • u/AffectionateYard8591 • 13h ago
I have had my fair share of rust and other comparable games like DayZ. I believe the latter has a more intelligent playerbase, while rust is more head on rushing with no strategy. I look at the many trolling videos and insults being thrown and the endless ragebait which really just makes me not want to play Rust again. I have never interacted with another in Rust, because the moment somebody else sees me, they decide to shoot me. Coming from DayZ, this was very hard to get used to, as I usually speak to others in DayZ. I am a kind player, often offering food and other resources to friendly individuals in DayZ, but I have good aim. If there is a threat, I will take care of it. In rust I feel that whenever somebody sees me, they always try to kill me.
r/playrust • u/Saki-Koda • 8m ago
As a long time solo player, I've realized that my odds of getting raided drop dramatically when I build a roleplay base vs a meta bunker base that costs 3x as much to raid.
Ive been building my "safezone" base for 12 wipes now. Been raided once by Russians and once because I angered the zerg. The rest of the wipes I end up being pretty much the only base left standing in the area aside from whatever zerg comes on top. They leave me be.
My base has a protected peacekeeping turret with public utilities available for people. Its roleplayed to the max with skins and things to do. You can walk in and be protected fully. You can buy, repair, research, cook food and materials. Theres farm plots you can harvest from (if nobody comes i harvest it myself on the roof). Theres an accessible bee and chicken coup.
The hardest part of every wipe is finding a spot that I can place the above ground pool. As soon as it is built, I end up making friends with every group aside from Russians.
I used to get raided every wipe pretty much with my base taking 30 to 40 rockets to raid.
This fella costs 14 rockets to raid and I get raided far less. Rust can be toxic but if you lean into the roleplay it might just boost your odds and make life easier.
Pics added for reference.
This only works if you are nice, dont shoot people from your base or door camp without changing name.
Also, I added a gift box where I leave unwanted loot, and a drop box for people to leave tips. Ive gotten some insane gifts from the rich folks who like the base. Drop box full of metal frags / guns / stuff sometimes later in wipe. Very rare for someone to grief my stuff and kill my pets. Can't wait for cow and sheep update. Theres a fridge in the safezone where I leave ingredients for folks to make pies at the cooking station.
Theres no need for my workbench, cooking station, repair, research table, etc to have to be protected. Anyone can come use them
r/playrust • u/ResolutionUnable3004 • 1d ago
If you have unprotected beehives that are not inside a walled area then bears should come and steal your honey.
Thank you for coming to my ted talk.
r/playrust • u/biggif89 • 3h ago
What does it mean?
https://imgur.com/a/fiOH7ke
r/playrust • u/LARGEFOURBYFOUR • 1d ago
Unless it's some kid yelling slurs at me I find that no one really talks in Rust anymore. A few years ago you'd end up in a standoff at the gas station and everyone would be yapping away trying to see if they could talk their way out of the situation.
Now even when I talk to people they use emotes and don't talk back.
Is everyone in discord with their friends or are people not willing to talk to strangers anymore ?
r/playrust • u/Lost_in_High • 1d ago
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My opinion I think this force will be good for the longevity of Rust.
They need to keep focusing on current content & fixing it. Before adding a bunch of slop.
r/playrust • u/_1Kashi • 6h ago
**Ultimate Base Circuit, Turrets, Sam sites, Auto smelter and Auto sorter** created by *kashi*
https://www.rustrician.io/?circuit=9f0cfb74a4d2b94ebd778d63e2f86334
r/playrust • u/Acceptable-East-4003 • 1d ago
In the upcoming update there’s lots of new changes but this one seems to be swept under the rug and not mentioned much but it’s a massive change.
Like every argument in favour of BP frags is that small groups can just buy them from vending machines but now they won’t be able to unless the power grid is fully activated. I’ve been playing constantly and this has only happened once while I’ve been online by a role player.
Maybe this will incentivise people to power up the grid but nobody seems bothered to , especially to the benefit of other players getting their Tier 3 from shops.
r/playrust • u/SlowRaspberry8901 • 13h ago
I am a new player but i couldnt find anything on youtube.when you do blue card at the top where the red card is on the opiside side is a switch and a door behide are some crates door looks like green door i think but i dont see a card reader.just a switch that does nothing.any help?
r/playrust • u/aceless0n • 22h ago
Make it stone
r/playrust • u/mcfly685 • 20h ago
Hello so I just got into the game and I’m thinking about buying DLCs. I want to ask people who play this game daily for years what’s the best dlc currently that brings the most advantages. I live in the snow mainly as a solo sometimes desert if both oil rigs are in that biome. I don’t care about aesthetics I just want to know which dlc is considered the most p2w or best bang for your buck. I can buy 1 or 2 DLCs.
r/playrust • u/Sw33tcheeks427 • 19h ago
I love the train. It’s a great way to get resources and something fun. But a few maps I’ve played I’ve been having troubles with the tracks not working. We try to turn onto the track to the train yard and it won’t let us. Or we select a track and when it gets to the merge point the train stops and we have to back up.
Is this a bug on the map? Or a bug on the game?
Does anyone else have this problem?
r/playrust • u/Objective-Pickle13 • 1d ago
Can anyone identify the item in the clothing, it has the quantity 100
r/playrust • u/ford_crown_victoria • 1d ago
Surely a semi advanced electrical setup needing a crazy amount of branch items cannot be good for general performance. It also just looks plain ugly.
Could even call it a junction box or something. 500 frags and 6 configurable outputs.
Or shrink the splitter model a bit (why is it so huge?) and allow us to configure it like an electrical branch.
The inevitable daisy-chaining of electrical branches looks so wack
r/playrust • u/Emotional-Diamond312 • 4h ago
If you stay up all night to offline, why? I am just genuinely curious. I don’t understand fucking your sleep schedule, getting rid of PvP and pop on the server, not even getting an immense amount of loot, like if you spent the time you spend getting sulf, crafting boom, smelting, you could have got the same amount of loot if pvping that you would have got from the raid in the first place. I just would like to understand why offline unless you are super pissed off at them and want to make them mad. It literally has like no upsides. the entire server collectively makes the pop lower because we have 50 dweebs staying up until 8am to offline everybody, it’s so dumb. I don’t get why people offline it’s no fun, just waste time for raiders and make people angry.
r/playrust • u/Inner-Jackfruit4002 • 1d ago
'm trying to diagnose severe microstuttering in Rust and I'm looking for people with similar hardware/behavior.
Specs:
The weird part is that average FPS is not the problem. I can be around 180-220+ FPS while the game feels extremely choppy due to frametime spikes.
The issue scales heavily with server population / players:
I've done CapFrameX captures and the large frametime spikes line up almost entirely with CPU Active, not GPU Active. During one large hitch, for example, frametime was ~23.6ms, CPU Active ~21.7ms, while GPU Active was only ~3ms.
I also captured the issue with Windows Performance Analyzer. Rust has a very heavily loaded Unity/Rust thread, while total CPU usage isn't particularly high. Because Unity/Rust symbols aren't available, I can't identify the exact function responsible.
The most interesting test so far: disabling SMT in BIOS made the game noticeably smoother on the same high-pop server.
It didn't completely eliminate the CPU-side frametime spikes, but the difference in actual gameplay was significant. This makes me wonder if Rust's player/entity workload is interacting badly with SMT/thread scheduling on my system.
I've already ruled out a lot of basic stuff:
Another important detail: after a completely clean Windows installation, Rust initially ran perfectly smoothly on this exact PC. After a later hard system freeze/reboot, the severe stuttering returned.
I'm not claiming this proves a Rust/Unity bug or an SMT bug. I'm trying to figure out why player-heavy Rust workloads produce such bad CPU-side frametime spikes on this system.
Anyone with a 7800X3D / 9800X3D / other X3D CPU seeing the same high-pop vs low-pop behavior?
I'd especially be interested if someone can compare Rust with SMT enabled vs disabled and capture frametimes with CapFrameX.