ECO RAID
CALCULATOR

// Calculate exact resources needed to raid any structure
⛏ PICK YOUR TARGET β†’ SEE YOUR RESOURCES
30+
Raidable Targets
6
Raid Methods
1
Qty Multiplier
ECO
Mode Active
Select Target
All
Doors
Walls
Floors
Other
πŸ”’ Quantity (# of targets)
βˆ’
1
+
ECO RAID ON
Showing melee methods
πŸ‘₯
Raiders
βˆ’
1
+
🎯

SELECT A TARGET
TO SEE RAID COSTS

CODE RAID
GUIDE

// How to crack code locks without triggering a 15-minute lockout
πŸ”’ UPDATED β€” VERIFIED MARCH 2026
How Code Raiding Works
01
Understanding Code Lock Mechanics FUNDAMENTAL
A code lock uses a 4-digit numeric code (0000–9999), giving 10,000 possible combinations. The lock does not alert the owner when someone attempts to enter β€” it denies access silently. However, every wrong attempt deals escalating electric damage starting at 5 HP, increasing by 5 HP per additional wrong attempt within the 10-second reset window. Enter 8 wrong codes and you trigger a 15-minute lockout.
⚑
Damage resets every 10 seconds β€” if you space attempts out, you always take just 5 HP per attempt. Rush them and you'll die. The lockout mechanic updated in December 2021 and has not changed since.
02
The Safe Attempt Strategy CRITICAL
You can safely enter up to 7 wrong codes before stopping β€” the 8th triggers the 15-minute lockout. Experienced raiders use a slow and deliberate approach:

β†’ Enter code β†’ wait 10+ seconds β†’ Enter next code β†’ repeat
β†’ Stop after 7 attempts per cycle to avoid lockout
β†’ After triggering a lockout, wait the full 15 minutes

Spacing attempts 10s apart resets the damage counter, so you only ever take 5 HP per attempt (easily healed with syringes or food).
⏱️
At 7 safe attempts per 15-min cycle, you can try roughly ~28 codes per hour indefinitely. Brute forcing 10,000 codes would take weeks β€” so always prioritise common codes first.
03
Common Code Patterns to Try First TIP
Before brute forcing, try the most commonly used codes. Players are lazy β€” these are the most popular combinations used in Rust:

1234 β€’ 1111 β€’ 0000 β€’ 6969 β€’ 4200 β€’ 1337 β€’ 2580 β€’ 1357 β€’ 7777 β€’ 9999

Pattern-based codes are also very common: repeating digits (1111, 2222, 3333), sequential runs (1234, 4321), keypad patterns (2580 = vertical centre column, 1379 = diagonal).
πŸ’‘
Look for clues around the base β€” signs, clan tags, or base names. Dates like 0420, 1337, and years like 2024 2025 are extremely common. Most bases are cracked on common codes, not brute force.
04
Systematic Brute Force Strategy ADVANCED
If common codes fail, use a systematic approach. Work through codes in ordered blocks so you never repeat. At ~28 codes per hour safely, full brute force is impractical β€” focus on high-probability ranges:

Best ranges to try (in order):
Common list β†’ ~50 codes, highest hit rate
1000–1999 β†’ most popular numeric range
0000–0999 β†’ simple low-digit codes
Year codes β†’ 2024, 2025, 2023, 1999, 2000, etc.
9000–9999 β†’ less commonly tried

Bring syringes or food to heal the 5 HP shock damage between attempts. Sleeping bags nearby let you respawn if you accidentally die.
🎯
Never start a brute force session without tracking what you've tried. Keep a notepad or use the simulator on this page to log attempts.
05
What to Do If You Get Locked Out IMPORTANT
If you trigger the lockout (8 wrong attempts), do not panic and do not leave. The lockout lasts exactly 15 minutes. Stay near the base, monitor for the owner returning, and resume after the timer expires.

The lockout does NOT:
β€” Alert the base owner
β€” Reset your attempt progress or code knowledge
β€” Change the actual code

What it DOES do: Lock you out for 15 minutes and leave you exposed. Use the time to heal up, restock syringes, and scout the area.
06
Team Code Raiding MULTIPLAYER
Multiple players can attempt the same lock β€” but the 8-attempt counter and 15-minute lockout are per-lock, shared across all players. It doesn't matter who enters the attempts.

For team code raids, assign one designated code raider. Other teammates should:
β†’ Guard the entrance and perimeter
β†’ Watch for the owner returning
β†’ Have a getaway and respawn plan ready

Never have 2 people entering codes simultaneously β€” you'll burn through the 8-attempt window instantly.
πŸŽ™οΈ
Use voice comms. One person calls out every attempt. Others watch angles. Communication is everything β€” a returning owner ends the raid.
07
Key Lock vs Code Lock NOTE
Key locks cannot be code raided β€” they require the physical key or destroying the door. Code raiding only applies to code locks (the blue electronic keypad). Code locks cost 100 metal fragments to craft with no workbench required and are the default lock used by most players.

You can tell the difference by looking at the lock:
πŸ”΅ Code Lock β€” Square blue electronic pad with LED, can be code raided
πŸ”‘ Key Lock β€” Keyhole visible, requires physical key or door destruction

Code locks can also be placed on storage boxes, tool cupboards, lockers, fridges, and gate hatches β€” not just doors.
Quick Reference: Attempt Safety (as of Dec 2021)
Wrong Attempts Result Safe? Recommendation
1–7 Access Denied + 5 HP shock (resets every 10s) βœ“ Safe Wait 10s between each attempt
8 πŸ”΄ 15-MIN LOCKOUT βœ— LOCKOUT Wait 15 minutes. Don't leave.
Rapid (no 10s gap) Damage escalates +5 HP per attempt β€” fatal βœ— YOU WILL DIE Always space attempts 10s apart
Most Common Rust Codes (Try These First)
#CodeWhy It's Common
πŸ”’ Code Lock Simulator

Practice spacing your attempts. Real mechanic: 8 wrong attempts = 15-min lockout. Set a target code and try to crack it.

Target Code (hidden)
_
_
_
_
1
2
3
4
5
6
7
8
9
⌫ Clear
0
Enter ↡
AWAITING INPUT
πŸ“‹ Attempt Log
Attempts: 0

PLAYER BOAT
RAID CALCULATOR

// Naval Update (Feb 2026) β€” Player-Made Modular Boats
βš“ ENTER TOTAL BOAT HP β†’ GET EXACT RAID COSTS
⚠ How Player Boat HP Works
Player-made boats have a single shared HP pool β€” the sum of all their building pieces. There are no per-part health bars. When the total HP hits zero, the entire boat sinks. Enter the boat's total HP below and see exactly what it takes to sink it.
πŸ“ HP Per Piece (Rough Guide)
Square Hull: 75 HP  |  Triangle Hull: 25 HP
Wall / Floor / Doorway / Window: 50 HP
Low Wall / Low Cannon Wall: 25 HP  |  Stairs: 50 HP
Total HP = sum of all placed pieces
βš“ Common Boat Sizes
Tiny (4 sq. hulls) ~300 HP  Β·  Small (8 sq. hulls) ~600 HP
Typical ~1,000 HP  Β·  Large ~2,000 HP
Mega ~5,000 HP  Β·  Max (180 pieces) ~10,000 HP
🚒 Target Boat HP
HP
Sort by:
Show:
# Method Dmg/Hit QTY Needed Sulfur Cost Workbench Type
⚠ Important Notes
  • β†’ Boats take impact damage only β€” fire damage does NOT apply
  • β†’ Explosive hits also push the vessel with physical force
  • β†’ All damage goes to a single shared HP pool β€” you cannot target individual parts
  • β†’ Boats are typically around 1,000 HP but can range from 300 up to ~10,000 HP for massive builds
  • β†’ Max piece limit is 180 pieces per boat (server default)
πŸ’‘ Strategy Tips
  • β†’ Cannonballs are the meta β€” cheapest by far if you have a boat with a cannon
  • β†’ Torpedoes from a sub are 2nd cheapest and very effective at sea
  • β†’ HV Rockets are the best explosive option without a sub or cannon
  • β†’ Salvaged Hammer deals the most melee damage per swing β€” best free option
  • β†’ Boats in Deep Sea cannot be repaired β€” raid them there for a timed advantage

CODE RAIDER

// Smart systematic code tracker β€” 10,000 codes, highest probability first
⚑ PROGRESS SAVES AUTOMATICALLY IN YOUR BROWSER
10,000
Remaining
0
Tried
β€”
Cracked
0%
Progress
Try This Code In-Game
β€”
#1 of 10,000
Phase: Common Codes
πŸšͺ Multiple Doors Mode
On lockout, skip to next door instead of waiting
OFF
⚑ Attempts this cycle: 0 / 8
8 wrong = 15-min lockout
Jump to specific code
⌨️ X = wrong  Β·  Enter = correct  Β·  β†’ / Space = skip
Code Ordering Strategy
⭐ Common codes first (~80) β†’ πŸ“… Year codes β†’ 0000–0999 β†’ 1000–1999 β†’ ... β†’ 9000–9999
Most bases crack in the first phase. Brute force only if needed.
πŸ“‹ Attempt Log
No attempts yet

🌱 CROP BREEDING

// Genetics, water systems, and god clone calculator β€” updated March 2026
🧬 AIM FOR 3G + 3Y β€” ORDER DOESN'T MATTER
G
Growth Rate
Speeds up how fast the plant matures. Caps at 4 stacks.
βœ“ POSITIVE
Y
Yield
More harvest per plant. Every 2 Y genes = +1 extra clone.
βœ“ POSITIVE
H
Hardiness
Survives cold/heat better. Useful in snow/desert biomes only.
βœ“ SITUATIONAL
W
Water Intake
Plant drinks more water. Always bad β€” breed this out.
βœ— NEGATIVE
X
Null / Empty
Wasted slot β€” no effect but occupies a gene position.
βœ— NEGATIVE
🌿 Growth Stages
Seed
Freshly planted. Genes are assigned. No actions yet.
Seedling
Small sprout. Just wait β€” no interactions yet.
Sapling βœ“
Cloning becomes available. Take clones here if needed early.
Crossbreed ⚑
~20 min after planting. Lasts ~2 min. Genes from neighbours are evaluated. This is when genetics change.
Mature
Yield building begins. Still too early to harvest for best results.
Fruiting βœ“
Fruit/cloth growing. You can take clones here. Best clone window.
Ripe β˜… HARVEST
Maximum yield. Harvest NOW. Yield shown at start of ripe is final yield.
Dying βœ—
Yield dropping. You missed the window β€” only compost scraps left.
🧬 How Crossbreeding Works
When a plant hits the Crossbreed stage, it looks at every neighbouring plant in the same planter box (not across planters). For each of the 6 gene slots independently, it counts which gene type appears most in the neighbours β€” that gene wins and replaces the plant's own.
⚠ Red genes (W, X) are DOMINANT. A single W or X in neighbours can beat a single good gene. It takes 2 good genes to outweigh 1 bad gene.

Ties β†’ random 50/50. If neighbour count is equal between two gene types, the outcome is random. Plan your planter layout to avoid ties.

Corner vs Centre matters. A centre plant is influenced by all 8 neighbours. A corner plant only sees 3. Stack your best donors in the centre.
The God Clone Strategy: Once you have a god clone (3G + 3Y in any order), plant two copies in opposing corners. To improve a near-perfect clone (e.g. GGHYYY), place 2Γ— near-perfect in the corners of one side, and 2Γ— donor clones in the other corners β€” each donor must have the desired gene (G) in the same slot as the H you're replacing, but different genes in all other slots so they don't accidentally reinforce each other's bad genes.
πŸ’§ Water Systems
Plants need fresh water only β€” even a drop of salt water resets planter moisture to 0. Sprinklers output 180ml/min and cover a 3m radius (1 foundation). Max 6 sprinklers per water chain before extras become decorative.
⚑ Basic Setup (no river nearby)
Large Water Catcher Γ— 2
β†’ Water Barrel
β†’ Sprinkler Γ— 3–4
β†’ Large Planter Γ— 3–4
Gravity feeds if catchers are higher than barrel. No pump needed going downward.
πŸ”Œ Automated River Setup
Electric Water Pump (powered)
β†’ Water Barrel
β†’ Timer (pulse: 5s on / 10s off)
β†’ Sprinkler Γ— up to 6
β†’ Planters
Use a timer to pulse sprinklers β€” prevents draining the barrel in one hour. Tune pulse to your plant's W gene count.
πŸ§‚ Salt Water Setup
Electric Water Pump Γ— 2 (sea)
β†’ Powered Water Purifier
β†’ Water Barrel
β†’ Sprinklers
1 purifier handles up to 7 pumps. Smallest ratio: 125 pump output : 17 purifier output.
⚠ Gravity Rule: Water flows downhill for free. Pumping uphill requires electricity + a Fluid Switch & Pump. If your barrel is on the roof and sprinklers are below, no pump needed.
πŸ’‘ Lighting & Conditions
Plants need light to grow β€” either direct sunlight outdoors, or a Ceiling Light directly above each Large Planter indoors. Without light, plant health drops to zero and growth stops entirely.
βœ“ Indoors
Full control Β· 24/7 growth with ceiling light + solar/battery Β· Protected from weather Β· Ceiling light = 1 per planter
⚠ Outdoors
Free sunlight Β· Stops at night Β· Exposed to rain and temperature Β· Faster in summer, slower in snow
Temperature: Affects plants with low H genes. In snow biomes, low-hardiness plants grow slower or stall. Add H genes OR use Heaters next to planters. In temperate biomes, H genes are wasted slots β€” use G or Y instead.

Overall Health = lowest of all conditions. Max water and fertilizer won't help if light is missing. All four (Light, Water, Temperature, Fertilizer) must be maintained.
βœ‚οΈ Cloning Tips
Hold E on a plant at Sapling or later β†’ select Clone. You can also clone all plants in a planter at once. Clones are exact copies of the parent's genes β€” the only safe way to preserve a god clone.
β†’ 2 Y genes = 3 clones per harvest (base)
β†’ 4 Y genes = 4 clones per harvest
β†’ 6 Y genes = 5 clones per harvest (though 6Y is usually not worth it vs 3G3Y)
β†’ Always harvest at Ripe β€” the yield shown at the start of Ripe is the final amount
β†’ Never let plants reach Dying β€” harvest window is generous (Ripe lasts ~4 hours)
β†’ Use seeds only when searching for new genetics β€” for production, always clone
⚑ Farm Electricity Setups

Your farm needs 24/7 power for ceiling lights and sprinklers. Below are the three most common setups, from budget to fully automated. Design your circuits at rustrician.io before wiring in-game.

β‘  Budget β€” Solar + Small Battery + Sprinkler
Large Solar Panel β†’ Small Battery β†’ Electrical Branch
  Branch (1rW) β†’ Ceiling Light
  Passthrough β†’ Sprinkler (Γ—2–3)
β˜€ SOLAR 20rW max πŸ”‹ BATTERY Small 10rW out β‘‚ BRANCH set to 1rW 1rW β†’ Ceiling Light πŸ’§ SPRINKLER 1rW each
⚠ Solar only works during daylight. Chain 2Γ— solars into a Root Combiner for 24/7 coverage using a large battery.
β‘‘ Standard β€” 2Γ— Solar + Root Combiner + Large Battery
Solar A β†’ Root Combiner ← Solar B
Combiner β†’ Large Battery (inline)
Battery β†’ Branch (lights) + Branch (sprinklers) + Passthrough (pump)
β˜€ SOLAR A 20rW β˜€ SOLAR B 20rW βŠ• COMBINER up to 40rW πŸ”‹ LARGE BAT 100rW out β‘‚ BRANCH lights/pump β†’ Ceiling Lights (1rW ea) β†’ Sprinklers + Pump
βœ“ Two solars (40rW combined) charge a large battery during the day. Battery powers lights & sprinklers through the night. Add a Timer between battery and sprinkler for pulsed watering.
β‘’ Full Auto β€” Wind Turbine + Battery + Timer-Pulsed Sprinklers
Wind Turbine β†’ Large Battery (inline)
Battery β†’ Branch (1rW) β†’ Ceiling Lights
Battery β†’ Branch (3rW) β†’ Timer β†’ Sprinklers (Γ—4–6)
Battery β†’ Branch (remaining) β†’ Water Pump
🌬 TURBINE 0–150rW πŸ”‹ LARGE BAT inline backup β‘‚ BRANCH 1rW lights Ceiling Lights β‘‚ BRANCH 3rW timer ⏱ TIMER β†’ πŸ’§Γ—6 βš™ PUMP water supply
βœ“ Wind turbine runs 24/7 day & night. Timer pulses sprinklers 5s on / 10s off to prevent barrel drain. Use Electrical Branches (not splitters) to assign exact power to each device. Max 6 sprinklers per chain.

πŸ’‘ Build and test your circuit for free at rustrician.io before wiring in-game.
🧬 Breeding Planner

Enter all your clones below. The planner finds the fastest crossbreeding path to your target. Any arrangement of the right genes counts β€” GGGYYY, YGGYYG, YYYGGG etc. are all god clones.

Target:
Paste clones (one per line or space-separated) β€” or use πŸ“· Scan Screen
⚑ Quick Add β€” Click each slot to cycle Gβ†’Yβ†’Hβ†’Wβ†’X
β†’
πŸ’‘ Keys 1–6 cycle slots Β· Enter adds

⏳ BASE DECAY

// How long until your base crumbles β€” updated March 2026
🏚️ TC EMPTY = DECAY STARTS β€” OUTER WALLS GO FIRST
πŸͺ΅ Twig
Full decay: 1 hour
HP/tick: 100 Β· Tick: 5 min
🌲 Wood
Full decay: 3 hours
HP/tick: ~14 Β· Tick: 5 min
🧱 Stone
Full decay: 5 hours
HP/tick: ~17 Β· Tick: 5 min
πŸ—οΈ Sheet Metal
Full decay: 8 hours
HP/tick: ~16 Β· Tick: 5 min
πŸ›‘οΈ Armored (HQM)
Full decay: 12 hours
HP/tick: ~14 Β· Tick: 5 min
⏳ Decay Timer Calculator

Select a tier above, then enter the current HP of your structure. Shows exactly how long until it fully decays once the TC runs dry.

Selected Tier
← Pick a tier above
Full-health decay time
β€”
HP
1 HP (dying)Select a tier
← Select a material tier above to calculate decay
πŸ’° Upkeep Cost Brackets

The TC drains a % of the build cost per 24h depending on how many building pieces you have. The game groups pieces into brackets β€” bigger bases pay a higher rate.

Bracket Pieces Rate / 24h Example
0 β€” Starter 1 – 15 10% 300 stone = 30 stone/day
1 β€” Small 16 – 50 15% 3,000 stone = 450 stone/day
2 β€” Medium 51 – 125 20% 10k stone = 2,000 stone/day
3 β€” Large 126+ 33% 20k stone = 6,600 stone/day
⚠️ Doors and windows are counted separately with their own bracket percentage. Only the materials in each group matter β€” a stone base with sheet metal doors pays stone + metal frags independently.
πŸ“‹ Decay Rules
🏚️ Outer walls first
Decay starts at the structures furthest from the TC and works inward. Core pieces are last to go.
πŸͺ¨ Only missing materials decay
If your TC has stone but no metal, only metal pieces decay. Stone pieces stay intact.
πŸ”¨ TC destroyed = 24h grace
If raiders destroy your TC while it has resources, it consumes up to 24 hours worth of upkeep automatically before decay starts.
πŸ”§ Auto-repair
If the TC has materials and decay has started, damaged structures auto-repair at the same rate as decay β€” no hammer needed, costs no extra resources.
🏰 External walls
High External Walls within a TC's radius do NOT add to upkeep cost but are protected from decay.
🏠 Separate buildings
Disconnected structures need their own TC. Two buildings sharing foundations can share one TC.
πŸ’‘ Upkeep Tips
β†’ Always overfill before logging off. Aim for 48–72h of upkeep minimum. The TC shows you exactly how long it'll last.
β†’ Stone core, stone walls β€” don't use HQM everywhere. HQM upkeep is brutal. Save it for the TC room and inner core.
β†’ Compact over large. Going from bracket 0β†’1β†’2 jumps upkeep from 10% to 33%. Every extra piece costs more.
β†’ Lock your TC. An unlocked TC lets anyone walk in and authorise β€” instant base takeover.
β†’ Honeycomb only where needed. Buffer walls around loot room, not every exterior wall.
πŸ—‘οΈ Raider's Perspective
If a base is clearly offline and showing decay damage, use this calculator to estimate when it'll collapse on its own. A wood base at 50% HP only has ~1.5 hours left β€” might not be worth raiding.

An armored base at 80% HP still has ~9.6 hours left β€” plenty of time to make it worth your C4.

⚑ RUST ELECTRICITY

// Components, wiring rules, and combat-ready circuits β€” updated March 2026
πŸ”Œ ALWAYS WIRE THROUGH A BATTERY β€” NEVER DIRECT TO SOURCE
⚠ Max 16 components in a single wire chain. Go over and the circuit dies.
⚑ Branch > Splitter. Branches set exact power. Splitters waste excess by dividing equally.
πŸ”‹ Always use a battery. Direct solar/wind wiring kills turrets the moment sun sets or wind drops.
πŸ“ Max wire length is 30m. Hide wires inside walls or honeycomb to protect from destruction.
🌬 Turbines + solars. Solars carry daytime load. Turbines cover nights and storms. Combine both for best uptime.
πŸ”§ Test first. Use rustrician.io to simulate circuits free before spending scrap in-game.
⚑ Power Sources
β˜€ Large Solar Panel 0–20rW
Daytime only. Max 20rW when sun is direct. Crafted at T1 workbench (1 tech trash + 5 HQM). Face south on PC for best output. Loses power if damaged or partially shaded. Can be picked up (loses 25% HP).
🌬 Wind Turbine 0–150rW
Works day AND night. Output depends on height above ground (not sea level) and wind. Higher = more consistent power. Must be 5 foundations (15m) apart or they block each other's wind. Cannot be picked up. Place on floors, not door frames.
1 floor
~25rW
3 floors
~60rW
6 floors
~100rW
10+ floors
~150rW
β›½ Small Generator 40rW constant
Runs on Low Grade Fuel. Steady 40rW as long as fuelled. Best for cave bases with no solar/wind access. Can be turned on/off electrically. Noisy β€” enemies can hear it.
πŸ”‹ Power Storage
Small Battery 10rW out Β· 150rWm cap
Good for lights, sensors, single turret overnight. Charges from any source. Cheap early option.
Medium Battery 50rW out Β· 500rWm cap
Supports turrets + lighting for small bases. Good mid-game workhorse.
Large Battery 100rW out Β· 100,000rWm cap
The main workhorse for serious bases. 100rW output can run 8–10 turrets. Charge to 3000rWm minimum before connecting load. Charge to 100k for full night coverage. Keep indoors β€” explosions can destroy it.
β‘‚ Distribution
βŠ• Root Combiner
Merges up to 2 power sources into 1 output (additive, up to ~100rW). Chain multiple combiners to join more sources. Use to combine solar + turbine before feeding a battery.
β‘‚ Electrical Branch
Takes power in, sends a set amount to the Branch Out socket, remaining passes through. Always use branches instead of splitters. Example: branch set to 10 β†’ turret gets exactly 10rW, remaining 90rW continues down the line.
Γ· Splitter
Divides power equally across up to 3 outputs. Any leftover (non-divisible) power is lost. Avoid for turrets β€” use branches for precise control.
πŸ“Š Power Draw Reference
Component rW Auto Turret10 SAM Site25 Ceiling Light1 Sprinkler1 Electric Water Pump5 Door Controller1 HBHF Sensor1 Laser Detector1 Timer1 Smart Switch1 Siren / Flasher Light1 Search Light10 Electric Furnace3
🧠 Logic & Control Components
⏱ Timer
Sends power for a set duration, then cuts it. Min 0.25s, max ~2 weeks. Use for pulsed sprinklers (5s on / 10s off) or timed door locks.
🚫 Blocker
Blocks power flow when a side signal is received. Acts as a NOT gate. Used in battery backup circuits to prevent feedback loops. When blocking, also hides downstream Active Usage from batteries.
πŸ’Ύ Memory Cell
Flip-flop with Set/Reset/Toggle inputs. Set β†’ Output fires. Reset β†’ Inverted Output fires. Toggle β†’ swaps. Used in door traps, lockdown circuits, and alternating systems.
Logic Gates β€” AND / OR / XOR
AND: Only passes power if BOTH inputs active.
OR: Passes power if EITHER input active.
XOR: Passes power if EXACTLY ONE input active. Used in dual-battery switchover circuits.
πŸ“‘ HBHF Sensor
Detects players/animals in range. Configure to ignore authorized players. Wire to turrets or alarms. Use "Exclude Authorized" to only trigger on enemies.
πŸ”¦ Laser Detector
Fires when beam is broken. Perfect for door alarms β€” place across a doorway. Less power hungry than HBHF and harder to see at night.
πŸ”Œ Circuit Blueprints
β‘  Wind Turbine β†’ Battery β†’ Auto Turrets
🌬 TURBINE rooftop high πŸ”‹ LARGE BAT inline Β· 100rW β‘‚ BRANCH set 10rW 🎯 Turret 1 β‘‚ BRANCH set 10rW 🎯 Turret 2 Γ—8 more…
Chain up to 8–9 turrets (each 10rW = 80–90rW) from one large battery. Set each branch to exactly 10. Put turbine as high as possible for consistent power. One turbine + large battery at 6+ floors = ~100rW avg, enough for 8+ turrets 24/7.
β‘‘ 2Γ— Solar + Root Combiner + Battery + Turrets
β˜€ SOLAR A 20rW β˜€ SOLAR B 20rW βŠ• COMBINE 40rW total πŸ”‹ MED BAT 50rW out β‘‚ BRANCH 10rW 🎯 Turret β‘‚ BRANCH 10rW 🎯 Turret
2 solars = 40rW daytime, charges medium battery. Medium battery (50rW out) can run up to 4 turrets. Solars stop at night β€” battery covers until dawn. Point solars south (PC) or south (console).
β‘’ SAM Site Power (25rW each)
🌬 TURBINE high altitude πŸ”‹ LARGE BAT 100rW out β‘‚ BRANCH 25rW πŸš€ SAM 1 β‘‚ BRANCH 25rW πŸš€ SAM 2 β‘‚ BRANCH 25rW πŸš€ SAM 3
SAM sites draw 25rW each. Large battery (100rW) can power 3 SAMs with 25rW left over for other devices. SAM has a passthrough output β€” chain multiple SAMs by running passthrough (75rW out) to next branch. Needs HIGH turbine for consistent 100rW. Each SAM also passes through 75rW of its input.
β‘£ HBHF Sensor Alarm (Detects Raiders)
πŸ”‹ BATTERY any size πŸ“‘ HBHF excl. auth β‘‚ BRANCH 1rW siren πŸ”” SIREN πŸ“Ÿ RF PAGER phone alert 🎯 TURRETS optional
HBHF detects enemies β†’ triggers siren + RF Pager (phone buzz via Rust+) β†’ optionally activates turrets. Set HBHF to "Exclude Authorized" and "Include Others". Add a Smart Switch between battery and HBHF so you can disable the alarm remotely from the Rust+ app.
πŸ’‘ Pro Wiring Tips
β†’ Inline battery: Wire source into battery Power In, battery Power Out into your circuit. Battery acts as buffer β€” no flicker when wind dips.
β†’ 12 turret limit per 40m radius. 13th turret won't turn on (sparks animation). Plan base layout around this.
β†’ Hide wires inside walls or double walls. Visible exterior wires can be cut/destroyed by raiders.
β†’ Charge batteries to 3000rWm min before connecting load β€” wind can be slow when you first place turbines.
β†’ Test in rustrician.io before wiring in-game. Saves scrap, time, and frustration.
β†’ Solar direction (PC): Panels should face roughly south in northern hemisphere servers. Rotate to maximise the lit area on the panel face.
πŸ”— Simulate any circuit at rustrician.io β€” free browser-based Rust electricity simulator with all components.

🐰 BUNNI'S
YOUTUBE

// Latest videos from @rustbunni β€” checks for new videos automatically
β–Ά CLICK ANY VIDEO TO WATCH ON YOUTUBE
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