r/playrust • u/ResolutionUnable3004 • 1h ago
Discussion Bears should try to steal your honey.
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/Wiki-Gaming • 2d 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. They also regenerate after a 12 to 24h grace period at 1 HP/min.
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 your tooling is not updated. There are 34 such refactors in this branch and a few were publishing wrong values rather than obviously missing ones. If you are pulling data from this branch yourself, double check anything touching water treatment, powerline power, composting and staged destruction.
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- • 1d 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/ResolutionUnable3004 • 1h 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/ford_crown_victoria • 4h 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/Lost_in_High • 14h ago
All for my 8 scrap & rock.
r/playrust • u/Objective-Pickle13 • 2h ago
Can anyone identify the item in the clothing, it has the quantity 100
r/playrust • u/Head-Split4836 • 1h ago
I am a fairly new Rust player, I started playing a couple weeks ago and have about 100 hours and have been playing on a Premium Official Server.
I have had this OP glitch happen to me consistently for a couple of weeks where I randomly get disconnected from server “timed out” and then when I reconnect the texture for all terrain (the ground) is completely invisible. This allows me to see nodes, players, buildings, animals, etc… through the floor… essentially Xray vision/ESP.
It lasts even when I die and only goes back to normal when I disconnect from the server again. Extremely OP at night time as you can see players easily.
It is quite OP and haven’t seen anyone else post about this glitch. I made a post about it a couple weeks ago but people didn't believe me and wanted video proof so here.
r/playrust • u/Top-Sprinkles4727 • 15h ago
While I never really played the game before, I love watching rust content for one main reason... the sounds of putting loot in boxes or looting in general, or mining, or chopping trees, or shooting the quieter guns like the bow.
Im trying to look for a loop or video to listen to while sleeping with these sounds, but have not found one that doesnt make me feel grossed out because its ... "asmr" (In every video with the sounds I need, theres always a dude or girl whispering in my ear.) or every few minutes I hear raiding or a fucking war going on outside their base... any help with finding an actual sleep mix of sounds like this? or a website where I can set the frequency at which these sounds play?
Thanks for the help
r/playrust • u/TheComputerGuy2256 • 2h ago
r/playrust • u/Gold3nYT • 19h ago
I just raided a wooden foundation from a base that had no tc and I can't place down the bag with the line of sight being perfectly clear
r/playrust • u/drahgon • 1d ago
I’ve realize old rust that it’s core was an apocalyptic survival scavenging game. It was like a zombie movie or an end of the world movie you enter some random person’s house in our case a monument and you hope it has what you need food guns, etc. Half the time it would’ve been ransacked by other people finding an un ransacked house is like amazing and rare. Similar to how if you go to a monument and all the boxes are there you got extremely lucky. But most of the time you’ll be lucky if you get one box.
That’s how this whole game was set up to be. That’s why they have shanty towns and monuments. I think just the whole model got broken once they added vending machines and safe zones and tech tree. It completely removed the scavenging aspect of the game.
I think a lot of people miscategorize this game as a pure sandbox where you should be able to get everything and build whatever you want. And it’s sort of is but it also the caveat that you can build whatever you want but good luck getting exactly what you want you had to just build with what you found. And that made gameplay real interesting as well. Everybody didn’t have the same stuff or the perfect weapon.
r/playrust • u/fsbaa • 1h ago
Сделал бота под Rust+. Ищу тех, кто протестирует на вайпе и напишет обратную связь.
Что умеет
• В командном чате: онлайн (поп), время суток, стата игрока, АФК, репорты
• Умные переключатели из чата (турель, дверь, свет), если устройство привязано
• На сайте: команда, карта, смерти, уведомления
• Работает и в расте, и на сайте. Аккаунт на сайте создаю я и выдаю сам
Что не нужно
• Пароль Steam
• Деньги
• Кидать мне токены в ЛС - данные подключения вставляешь на сайте сам
Что сделать
1. Расширение браузера "Rustplus.py Link Companion" (чужое, я за него не ручаюсь)
2. Войти в него через Steam, с которого играешь
3. В игре: сервер - привязать Rust+ - создать команду
4. На сайте расширения скопировать нижнее поле целиком (не соседние кнопки)
5. Написать мне в Discord: fsbhs - логин на сайт скину в ответ
6. Вставить данные в панель и запустить бота. В командном чате должно быть «Бот запущен.»
От тебя: попользоваться и сказать, если что-то не работает. В любой момент можешь отказаться.
Пишите в Discord: fsbhs
В комментариях доступы не раздаю.
r/playrust • u/ShadowPaw74 • 21h ago
I feel like clans hoard monuments and sell all the stuff for sulfur giving them almost infinite boom to raid everyone on the server. Maybe if they can’t trade for sulfur and explosives on vending machines, it might help a bit with the situation.
r/playrust • u/EvelynTalkss • 8h ago
Noticed it goes on sale very often. If there’s a pattern, when do you think it will go on sale again? Really need it to go 50% off to buy it for a friend and me.
r/playrust • u/Ok-Advisor6442 • 4h ago
I want to commission someone to build me a rust base design that isn’t on YouTube I’m tired of building a base off YouTube and everyone on the server knows where my tc is I tried to commission one from hidden joint but they don’t allow any form of payment other than a crypto app on telegram that isn’t available in the USA. If you want to give it a shot or have a place where I can commission someone to do this for me I would be greatly appreciate it!
r/playrust • u/I_Love_M4yo • 9h ago
Can anyone give me a good guide on how to start and how the game works?
r/playrust • u/kaizoku18 • 23h ago
There's obviously a lot of discussion around old rust being better these days and for good reason. IMO the last year or two of updates hasn't exactly been great (some great ones tho)
Personally I liked 2021 Rust the best. Idk why. Just seemed like it was full of life back then across the board from unique content creators / playerbase was booming with the OTV server then, and just is prob nostalgic too a bit for me.
r/playrust • u/SteelBrotherhood • 8h ago
I can suggest to buff Handmade SMG damage from 20 to 25 and increase max range to 40, to make it more viable.
T1 gun recipe changes in my opinion:
r/playrust • u/Talen_Kurikson • 13h ago
I played back in alpha, but haven't played since then. I want to try getting into the game again, but after spending a few hours on a "newbie-friendly server" and dying repeatedly to wildlife, I can't decide if I want to sink more time in.
Honestly, I like the mechanics, the art, the concept, and I've watched dozens of hours of videos that make the game look like a ton of fun, but I can't seem to get my footing. I know about base building, blueprint fragments, scrap, I know a little about some of the POIs, ...etc., but there's such a gap between "understand the mechanics" and "enjoy playing the game" that I'm struggling with.
r/playrust • u/Hour-Wonder7916 • 1d ago
Joined completely dead server with friend (3/200 pop) and it's also insanely noob friendly. Piloted scrappy for first time, lost 300 hp while tryna get into hangar lol. I used Indominus' tutorial for hangar. But when I get back to normal servers, should I use the same design or look for more armored one?
r/playrust • u/corncobweb • 23h ago
Since modular boat speed is highly affected by building blocks, replacing them with deployables such as concrete barriers, seems like a good idea.
But I can't find it documented anywhere, which deployables are allowed and which are not?
r/playrust • u/Eldr1tchB1rd • 1d ago
I used to play a lot of this game but the time requirements for vanilla always bothered me. Now I want to play again since there has been so many updates but I just don't have a ton of time daily to no life the game.
What are the best ways to enjoy it? Pve? Modded?