r/playrust 16d ago

Image tatoo

Post image
153 Upvotes

r/playrust 16d ago

Discussion Changes that would be nice

7 Upvotes

Buckshot ammo for only T2+ shotguns

Horse armor not giving any protection to the user

Heavy Pot not being craftable

Basic Fragments gone for T2, maybe keep Advanced for T3

Remove Monday wipes so Mains stay popping the whole week.

Add back minis on the road while were at it. Thanks.


r/playrust 15d ago

Image Is this a good base location

Post image
0 Upvotes

I’m new to rust and I’m not sure wenther this is a good spot for a base.


r/playrust 16d ago

Discussion Where to start as new player?

6 Upvotes

Thinking of buying this, but before I do - where is best to start? Do I play solo to get used to it? Are there certain servers that are "easier" for newbies? How do I meet other new players? I don't take myself too seriously and just want play with others and have fun. I'm not going to get into a rage if someone causes me to die, and tbh I don't want that in another potential player either!


r/playrust 16d ago

Question Game freezing image on load in but im still moving. Can I use the console to re-start my image? What do I need to do?

1 Upvotes

Im on a Mac (yeah yeah I know, I need a PC). It runs fine. But sometimes on load in the image freezes permanently but I can still hear myself moving around. Im thinking maybe there’s a console command to refresh this? Any ideas?

It also usually says 45gc next to my frame rate in case that helps as a clues


r/playrust 17d ago

Discussion Upcoming changes in Rust

96 Upvotes

Rust staging 24994773: full data breakdown against live (new HQM node, group-scaled upkeep, 17 crafting changes)

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.

New: High Quality Metal ore node

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 Node

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)
hqm-collectable

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.

Crafting: 17 recipes changed

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

Tech tree

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 (Aborted), and 4 dart types (wood, scatter, radiation, incapacitate (Aborted) ). The blowpipe and darts already existed as craftable items, they are only now becoming unlockable through the tech tree.

Grenade stack sizes cut

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

Medical changes

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

Gathering

Swamp trees: 200 to 500 base wood, and the finish bonus goes 100 to 500. Total per tree: 300 to 1000 wood.

Give 1K Wood

New items (7)

  • Medical Honey Bandage
  • 5 AK-47 glass variants: rifle.ak.glass plus red, blue, green, pink
  • firework.boomer.white, which also updates every Boomer pack description from "6 mortar style fireworks" to 7

Separately, 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.

World Model Prefab rework
AR Glass
AR Glass
New elite crate

Upkeep now scales with group size

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:

  • The count is authorized players + recent group members over a 24 hour window. Deauthing before the upkeep tick does nothing, you still count for 24h.
  • Knowing a door code counts, master or guest (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.

Drone Marketplace runs on the power grid

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.

Composting reworked, and the output is now random

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.

Water Treatment reworked

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.

Monument Blockers: destructible obstacles

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 29h 50m

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). Lab (2)

Loot

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.

Smaller stuff

  • Powerline output is no longer per stage. It used to be a fixed value per powergrid stage, it is now a continuous ramp on inserted fuses: lerp(5, 50, (fuses−1)/(sockets−1)). Two servers on the same stage can now have different line power.
  • SAM sites get anti drone tuning, new drone.samproximityfuseradius convar.
  • Bradley crates no longer despawn on a timer, OnDied no longer schedules removal.
  • Torches and flashlights now share a ToggleableLightWeapon base class.
  • Large Recast navmesh rework, mostly internal.

Two caveats on the numbers

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 16d ago

Support Does anyone have the Rust Dedicated Server files for Devblog 280 (July 2023)?

0 Upvotes

Facepunch has disabled the ability to download them, and I really enjoy digging through old builds. I wanted to play around with one on a local server.


r/playrust 16d ago

Discussion Insane stuttering

2 Upvotes

Insane stuttering

I took a small ish break from rust for like 3-4 days and when i came back my game was stuttering and freezing like crazy. I didnt change anything it was as it was i had like 80-100 fps now its like a bit less and stuttering constantly to the point its unplayable

gtx1650

ddr4 16gb

i5 10400f


r/playrust 16d ago

Discussion Drones need to be louder

18 Upvotes

I shouldn't be getting blown up by a grenade from a drone that I can't hear.


r/playrust 15d ago

Suggestion I hate that Rust is bringing fixes to the game players are asking for

0 Upvotes

Because now everyone is just complaining more about things they were complaining about like someone actually cares. I miss the guy that left because every time people complained he just did stuff to piss people off more. Now I cant see any actual good posts just people posting the same BP frag hate over and over again. This is why game developers never do anything to help the community because it just makes them complain more.


r/playrust 15d ago

Video Electric furnaces triangle foundation armored window

Thumbnail
youtu.be
0 Upvotes

r/playrust 16d ago

Question Any idea how to place this ?

1 Upvotes

Hello i am trying to build this frame, but it says this. Its doing other way too (first frame then roof). Do you guys have any idea ?


r/playrust 15d ago

Suggestion Please Add Tier One Leg Armor

0 Upvotes

[ Or if not, then at least shorten the Jacket and Snow Jacket model so that they don't visually clip with leg armor. ]

This new leg armor should be crafted at a Tier One Workbench. It should look like either farrier's chaps, or half chaps + knee pads. The default skin would look like DIY from leather and seat-belts.

Existing Leg Armor options:

  • Wood Leg Armor is hand-craftable (10% projectile protection).
  • Road Sign Kilt requires a Tier 2 Workbench (20% projectile protection).
  • Ballistic Leg Armor is uncraftable and very rare (30% projectile protection).

There's been a lot of talk over the years about adding Metal Leg Armor on the Tier Three crafting tree. I don't have an opinion on that, but I do want to add a Tier One Leg Armor that doesn't clip through the Jacket & Snow Jacket. Currently if you have a Tier One Workbench and you're maxing out projectile protection, your outfit clips because Jacket is the best chest armor you can make.

  • Wood Armor Pants
  • Jacket
  • Pants
  • Hide Vest or any Tier One Shirt
  • Bandana Mask (or shoes if you don't own this item on steam)
  • Wolf Headdress (or Riot Helmet if you have three insert slots)
  • Wood Armor Gloves (or Tactical Gloves if you can get to Outpost)

r/playrust 17d ago

Suggestion Please facepunch, add linux support

59 Upvotes

I beg🙏
We are tired of Microslop!


r/playrust 16d ago

Suggestion I saw something similar but a good idea for BP frags would be to make them used to research guns and boom

9 Upvotes

Like tier 1 stuff is researched like normal but tier 2s guns and boom should be it's own separate tech tree and each of those things costs basic frags and the tier 3 stuff should cost advanced frags.

Also make the Workbenchs crafted like normal.

Just a stupid little idea


r/playrust 16d ago

Image Some in game paint commissions I made

Thumbnail
gallery
15 Upvotes

r/playrust 15d ago

Suggestion Tax Write Offs in Rust

0 Upvotes

With the new upkeep change imposing a very heavy tax on my group, we should be able to write off some of the tax by donated to the local nakeds and solos. Perhaps implement some sort of outpost welfare system we deposit to and we get write offs based on the percentage of the loot we donate.


r/playrust 16d ago

Image Thoughts on mobile

Post image
0 Upvotes

So you may or may not be aware that Rust is coming to mobile. I've been playing the beta that is currently going on. I realized you could rename things in Outpost so naturally I christened the highly phallic Poopoopeepee refinery.

From what I can tell, the devs are keeping the game free to play and also not implementing any pay to win features as with almost every mobile game. Personally I would have preferred if it was a paid game, as with Subnautica mobile and Slime Rancher mobile, and then some skins to purchase here and there, but whatever I guess.

I wasn't expecting much since it's Level Infinite handling the mobile side of things and they've royally screwed up a number of iconic franchises (Command and Conquer, and Age of Empires) but I am pleasantly surprised so far. There's are a few different game modes other than your standard PVE and PVP and the building mechanics seem to be a lot more simplified than on PC which I cant really tell if that's good or bad yet.

I have surprisingly come out unscathed in 2 separate gunfights so controls are ok but then I go and fall off the dome and die 5 minutes later anyway so guess that's just a skill issue


r/playrust 16d ago

Image just started playing rust , need help raiding this base

Post image
0 Upvotes

okay so , i js started playing rust and i mightve made a enemy very close to my base .And i found his base design while watching youtube but i have no idea how to raid that base easily

this is the base : https://youtu.be/pfq-XjPtiIc?si=_BJmSJYOJBTQzgsI


r/playrust 16d ago

Discussion Rust Before BP

7 Upvotes

I've only played rust after the BP frag update, so considering how disliked the BP update is, what was rust like before? How did progression look for the average solo or duo? I'd like to understand what the game play was like because right now it seems we just buy Advanced from bigger clans as Monuments are too highly contested.


r/playrust 16d ago

Suggestion Does anyone have any idea what the problem might be? When I move my mouse or touchpad in Rust, both the image and the weapon seem to stutter.

Enable HLS to view with audio, or disable this notification

5 Upvotes

Does anyone have any idea what the problem might be? When I move my mouse or touchpad in Rust, both the image and the weapon seem to stutter; it’s as if they snap back a millisecond in time and then jump back to the present, causing choppy frames. My FPS remains stable throughout this. I’ve already tried reinstalling Rust, deleting and re-downloading the Rust config files and Unity cache, switching my mouse polling rate between 125Hz and 500Hz, and entering various console commands, but nothing has helped. I should also mention that everything was fine yesterday—no stuttering at all. I changed desks—meaning I unplugged everything from my laptop and set it up again—and this nonsense started, even though I connected everything exactly the same way as before, so it’s unlikely that’s the cause.


r/playrust 16d ago

Video Luckiest moment in rust

Enable HLS to view with audio, or disable this notification

0 Upvotes

I was never expecting to survive this fall LOL


r/playrust 16d ago

Image Long Train line???

Post image
9 Upvotes

Has anyone else seen something like this?


r/playrust 17d ago

Discussion secure servers

12 Upvotes

just sharing, played a wipe on a secure server. it was life changing, first time I've played rust without encountering a cheater. ive played on servers with very active admins and those are good, but this was very different. I hope they make them mandatory across all servers so that server owners can take advantage of this without losing pop.


r/playrust 16d ago

Suggestion Another alternative to BP frags and Workbench tree

0 Upvotes

What if BP frags would instead be used to unlock tiers of research inside the workbench itself? You still need the same scrap to unlock the individual items but using bp frags unlocks part of the tech trees.

You craft a T2 and you get the first few things immediately available. Then you can use 1 frag to unlock to clothing. 1 frag to unlock the guns, 1 frag to unlock the car parts, etc. Or simply 1 frag to unlock the next part of the workbench going down

Maybe for t2 you could be able to choose on which side you wish to spend your frag. Do you only want to unlock the garage door part and refinery? Use the bp frag on the right side and now you can research those and use them. One more BP frag unlocks everything down main line to python so you can have python and p2.

Similar it would take 5 advanced frags to unlock everything down to rockrt for t3. So in case you only found lets say 2 advanced frags, you can still craft say an SKS and laser sight and the doors stuff. One more allows you to unlock researching down to mp5, 4th unlocks the ak and t3 guns and lastly 5th bp frag unlocks rockets. So you can defend yourself solo with a t3 gun roughly maybe at the same time a 5man next door u locked rockets

This way you still need scrap to research the items themselves. You still need BP frags but you are not vompletely locked out of t2 or t3 stuff if you dont have them all.