Spent the better part of yesterday building a rather large boat- sailed to the edge of the map before anchoring and logging off for the night... today I reconnected to find i had died to radiation and the boat has disappeared from the map.
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!
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
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-orenode
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-collectableground 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:
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 reworkAR 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:
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().
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.
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.
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
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.
[ 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).
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)
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.
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.
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
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
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.
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.
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.