Rust
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The Electricity Guidebook
By Melatintti
This guide will cover the basics of electricity in Rust, explain the components in detail and show some common appliances and uses for electricity.
   
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Introduction

The purpose of this guide is to give you a general idea of electricity in Rust and teach you how to waste HQM create working and efficient electricity powered systems to evolve your base from a primitive stone shack to an advanced modern military-grade facility.

Electricity in Rust is really wort it to get into, especially if you usually have leftover HQM and scrap in mid to endgame. You can create strong circuits to enhance your base or just make silly stuff if you feel like it. If all the electrical stuff gets you confused, don't worry! Even though there are tons of different devices and ways to do things, in the end it's not that difficult once you get the hang of it. This guide is meant to be both for people who are new to electricity or veteran electricians who just don't know how a specific device works. The best way to learn things is to hop on a creative server and start experimenting by yourself. Have fun!
Tools
These are the items you need to get in order to start creating cicruits and edit the properties of your components.

Wire Tool
The most essential tool for doing anything electricity-releated.
This is the tool you will be using to add and remove wires as well as to configure certain components and set values. The wire tool costs 5 high quality metal to craft and requires work bench level 1 but doesn't need to be researched, as it's a default blueprint. The wire tool can connect a wire up to 30 metres away with a cap of 16 turns.

Usage
Components have certain spots you can connect a wire to that each have their own function or purpose. These can be found in the component details.
I will use an electrical branch as an example. In the picture, you can see I have my wire tool pointed at the "Power In" spot.



By right clicking, you can connect the component to another one by left clicking at the part you want to connect, and left clicking again at the part you want it to connect to. In the Image below is a root combiner connected to an electrical branch. You can remove any connected wires by left clicking one of the spots it is connected to.
You can only connect wires to places where they can be connected to. For example you cannot put a wire from a component's "Power In" port to another "Power In" port. The wire tool will highlight the ports you can connect the wire to as white blocks that will turn yellow when pointed at.



Hammer
This tool probably doesn't require that much introduction, but it still has its use in electricity.
Most of the electrical components can be picked up by using a hammer, but hey will lose 25% of their HP in the process. You can also fix most electrical devices by hammering them and having the needed resources in your inventory.
The hammer can also be used to edit the properties of some components.
Power generation, usage and control
The electrical components can be divided into four groups. I've compiled them into a list.

Power generators
These components are used to generate and/or store electrical power.
  • Wind Turbine
  • Large Solar Panel
  • Small Rechargeable Battery
  • Medium Rechargeable Battery
  • Large Rechargeable Battery
  • Small Generator

Activators, sensors and triggers
The main purpose of these components is to activate and/or detect something which leads to the activation of the circuit.
  • HBHF Sensor
  • Pressure Pad
  • Laser Detector
  • Switch
  • Timer
  • RF Transmitter
  • Button
  • Smart Switch

Control units
This group of components consisting of devices that are used to either control, connect, divide or cut your circuits. The main feature that connects each component is that most of them cannot work alone. They need a trigger such as a signal to operate. This isn't true in all cases though.
  • AND Switch
  • Counter (also belongs to the section below, as it can also be used as an informational device.)
  • Blocker
  • Electrical Branch
  • Root Combiner
  • Memory Cell
  • RAND Switch
  • OR Switch
  • Splitter
  • XOR Switch
  • RF Broadcaster
  • RF Receiver

Electrical devices
These are the components at the end of the circuit that are controlled by everything listed above and actually show the end results of your system.
  • Ceiling Light
  • Electric Heater
  • Audio Alarm
  • Counter (see the list above)
  • Door Controller
  • Flasher Light
  • Siren Light
  • RF Pager
  • Auto Turret
  • SAM Site
  • Tesla Coil
  • Igniter
  • CCTV Camera
  • Computer Station
  • Fluid Switch & Pump
  • Water Pump
  • Powered Water Purifier
  • Smart Alarm



Power generation and usage
There aren't any volts, amperes or watts in Rust, but the power values are simply labeled as ϟ. I will use the same symbol in this guide, so it won't get confusing.
Every component has its own power value. Power generators generate and other components use a certain amount of power. Simply told, you can't use more power than you are generating. For example, a solar panel can have a maximum output of 20 ϟ and a ceiling light uses 2 ϟ. You can connect as many lamps as you want, but only 10 of them will produce light as there isn't enough power for more.




In the pictures above, there are 11 lights connected to a single large solar panel. You can see how the power coming from the 9th light is 2 ϟ but the passthrough from the 10th light is 0 ϟ. That's because each light in the circuit decreases the total power amount by 2 ϟ and at the end there isn't any power left for the 11th light. Remember that every component has it's own power consumption and even ones such as switches use power so take that into account.

Batteries
There are three types of batteries in Rust; small, medium and large. each one behaves the same way, the only differences are output power and capacity.

Batteries in Rust use a special type of unit called rWm (rust Watt minutes) to measure the charge of a battery. In practice this means that the battery can power a system that uses up 60 ϟ for one minute. The higher the power consumption, the faster the battery will drain. Batteries can now also be charged while in use. When looking at a battery with the wire tool in hand, you can see the following information:

Charge left
- This shows the time until the battery is completely drained. If the battery is not under load, the amount will be shown as ... instead. The charge left counter also doesn't take in account if the battery is being recharged at the same time.

Active usage
- This shows how much load the battery is under. Each battery has a limit that can't be exceeded.

Max output
- Shows the maximum amount of power the battery can supply.

Capacity
- Shows the amount of charge left in the battery (in rWm).
Special frequencies
Frequencies between 4760 and 4790 MHz
These are frequencies that can not be sent out by players using any of the tools provided in-game. At the moment, only the two oil rigs and the excavator can send out these signals. Currently the only way to receive these signals are with the RF pager or the RF Receiver.


Small Oil Rig
The frequency in the small rig is located in the red keycard room. I have only seen the frequency 4765 in the small rig, but I'm not 100% certain that it can't change so the best option is to check it yourself. The signal corresponding the frequency is sent out when the hackable crate is opened.
The room with the frequency in the small oil rig.

Large Oil Rig
The frequency in the large oil rig is located in the room next to the one with the research table. The only frequency I've seen is 4768, but take this with a grain of salt as just like the small one, I'm not certain the frequency cant change. The signal corresponding the frequency is sent out when the hackable crate is opened.
The room with the frequency in the large oil rig.

Excavator
The frequency in the excavator is located in the engine room where the diesel storage and main switch are. The frequency is 4777. When the excavator is on, the RF Broadcaster inside will send a signal.
The room with the frequency in the excavator monument.
Camera systems and monument camera IDs
General info
Check the CCTV Camera and Computer Station sections for additional information .

You need at least a computer station to make use of the CCTV cameras placed around the map. You can also place your own cameras, but player-placed ones need a power source.

To add a camera to your computer station, click the Identifier to Add bar, type the ID for the camera and click ADD.

You can see a live image as well as hear the sound from the camera.

The blank screen with no cameras added.

How the feed from a camera looks like.

Monument camera IDs
Write everything in CAPS, otherwise the IDs won't work.

Large Oil Rig
OILRIG2L6D
OILRIG2L6C
OILRIG2L6B
OILRIG2L6A
OILRIG2EXHAUST
OILRIG2HELI
OILRIG2L5
OILRIG2L4
OILRIG2L3B
OILRIG2L3A
OILRIG2L1
OILRIG2L2
OILRIG2DOCK

Small Oil Rig
OILRIG1L4
OILRIG1L3
OILRIG1L2
OILRIG1L1
OILRIG1DOCK
OILRIG1HELI

Dome
DOMETOP
DOME1

Scientist Outpost
COMPOUNDSTREET
COMPOUNDCRUDE
COMPOUNDMUSIC
COMPOUNDCHILL

Bandit Camp
TOWNWEAPONS
CASINO

Airfield
AIRFIELDGARAGE
Rust+ mobile app
The June 2020 update introduced the Rust+ mobile app which can be used for various different purposes. However, this guide is about electricity, so I will only cover the necessary stuff. If you're looking for a full guide for the app, you should look elsewhere.

How does it work?
You can pair the app with a server by logging in through Steam. After that you need to hop on a server on your PC and click the 'Rust+' button in the menu and select 'pair with server' after that.

After you have paired the app with the server, you can pair certain electrical devices with it. The following components can be configured to work with the app:
  • Smart Alarm
  • Smart Switch
To pair a device, simply point at the device and hold E. Be aware that pairing requires the device to be powered. That will send a notification on your phone which you need to accept.































The 'devices' section in the app.
Components


In this part I will be going through all of the electrical components and explain their functions in detail. I will create a separate section for each so it will be easier to find the one you need. I will also include miscellaneous information such as crafting information, loot tables and other useful data.

I will not include items that are only available via admin commands such as the generator or simple light as they are not yet officially in the game and are subject to change.
Smart Switch
Crafting
3 High Quality Metal, 1 Tech Trash
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (0.2 %)
  • Crate (0.5 %)

Details
The smart switch is exactly the same as the regular switch except that it can also be controlled via the Rust+ mobile app. It can be remotely turned on and off from the 'devices' section if paired with the app.

Ports
Power In
This is where the power source is connected.

Output
This is where the power comes out if the switch is on. When off, no power will flow through.

Switch On
Turns the switch to ON state upon receiving power.

Switch Off
Turns the switch to OFF state upon receiving power.
Button
Crafting
5 High Quality Metal
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (0.2 %)
  • Crate (0.5 %)

Details
When the button is pressed, it will allow power to pass through for roughly 5 seconds. The timer can also be used for the same purpose but with configurable time.

Ports
Electric Input
This is where the power source is connected.

Output
This is where the power comes out if the button is activated.
Smart Alarm
Crafting
3 High Quality Metal, 1 Tech Trash
Workbench tier
1
Power consumption
1 ϟ
Research cost
75 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (0.2 %)
  • Crate (1 %)

Details
The smart alarm is a device that sends a notification to your Rust+ app upon receiving power if paired with it. The message can be customized by looking at the alarm and pressing E.

Ports
Power In
This is where the power source is connected. The alarm is sent when this port receives power.
Computer Station
Crafting
20 High Quality Metal, 1 Targeting Computer, RF-Broadcaster, RF-Receiver
Workbench tier
2
Power consumption
-
Research cost
75 Scrap
Acquired from
  • Locked Crate (3 %)
  • Elite Tier Crate (2 %)
  • Military Crate (1 %)
  • Oil Rig Scientist (0,1 %)
  • Heavy Scientist (0,1 %)
  • Scientist Outpost (300 Scrap)

Details
The computer station is a small table used to monitor powered CCTV-cameras. Check the Camera systems and monument camera IDs section for more information about how to set up a camera system. The computer station currently does not require any power input in order to function.

Ports
This device doesn't have any ports.
CCTV Camera
Crafting
-
Workbench tier
-
Power consumption
5 ϟ
Research cost
-
Acquired from
  • APC Crate (45 %)
  • Locked Crate (23 %)
  • Elite Tier Crate (13 %)
  • Military Crate (8 %)
  • Helicopter Crate (6 %)
  • Tool Box (3 %)
  • Oil Rig Scientist (1 %)
  • Sunken Crate (1 %)
  • Heavy Scientist (1 %)

Details
The CCTV camera is an uncraftable elecrical camera that's also used as a crafting component for various items. You can set a custom ID to the camera, with the default being COBALT1. You can then access the camera feed from the computer station if the camera is receiving at least 5 ϟ.

Please check the camera systems page for additional info on how to use them.

Ports
Power In
This is where the power source is connected.
Ceiling Light
Crafting
50 Metal Fragments
Workbench tier
1
Power consumption
2 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (1 %)
  • Bandit Camp (15 Scrap)

Details
The ceiling light is a very basic lamp that produces a mediocre amount of light. It can only be placed to a ceiling.

Power In
This is where the power source is connected.

Ports
Passthrough
You can connect other components that come after your light. For example, you can combine multiple lights in a row using this.
Flasher Light
Crafting
5 High Quality Metal
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (1 %)

Details
The Flasher light is a small, blue light that flashes in cycles. It is used as more of a signal indicator than as a light source.

Ports
Power In
This is where the power source is connected.

Passthrough
You can connect other components that come after your light. For example, you can combine multiple lights in a row using this.
Siren Light
Crafting
5 High Quality Metal
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (1 %)

Details
The siren light is a red spinning light that is usually used for alarm systems.

Ports
Power In
This is where the power source is connected.

Passthrough
You can connect other components that come after your light. For example, you can combine multiple lights in a row using this.
Igniter
Crafting
5 High Quality Metal
Workbench tier
-
Power consumption
2 ϟ
Research cost
20 Scrap
Acquired from
  • Primitive crate (5 %)
  • Barrel (1 %)
  • Crate (1 %)

Details
The igniter is a device that upon receiving power will turn on all furnaces, campfires and fireworks on a one foundation range.

Ports
Power In
This is where the power source is connected.
Electric Heater
Crafting
200 Metal Fragments
Workbench tier
1
Power consumption
3 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Crate (1 %)
  • Oil Rig Scientist (0.2 %)
  • Scientist Outpost (75 Scrap)

Details
The electrical heater is an electricity-powered device used for heating up bases or areas on a fixed radius. It's extremely useful when living in the snow biome, as the heater will negate the coldness of the night. It can also be used to provide heat for plants.

Ports
Power In
This is where the power source is connected.
Tesla Coil
Crafting
10 High Quality Metal, 1 Tech Trash
Workbench tier
1
Power consumption
1 - 34 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Crate (1 %)
  • Oil Rig Scientist (0.2 %)
  • Outpost (75 Scrap)

Details
The tesla coil is a trap powered by electricity. When powered, it will cause damage to players in a 1 foundation radius around it. It does not damage players behind walls.
The damage is done in 'ticks' and one tick is around 0.25 seconds. The damage output is between 0.5 damage per tick at 1 ϟ and 8.7 damage per tick at 34 ϟ. Higher than 34 ϟ does not add any damage, but you can stack multiple tesla coils for higher damage per second. The tesla coil has 250 health points and takes 1 damage per tick when turned on meaning it will break after long use if not repaired. The tesla coil can be repaired with a hammer and some HQM.

Ports
Power In
This is where the power source is connected. Damage is scaled to power received (1 ϟ - 34 ϟ)
Auto Turret
Crafting
1 Targeting Computer, 1 CCTV Camera, 10 High Quality Metal
Workbench tier
2
Power consumption
10 ϟ
Research cost
500 Scrap
Acquired from
  • Supply drop (39 %)
  • APC Crate (23 %)
  • Locked Crate (3 %)
  • Elite Tier Crate (2 %)
  • Military Crate (1 %)
  • Oil Rig Scientist (0.1 %)
  • Heavy Scientist (0.1 %)
  • Outpost (750 scrap)

Details
The auto turret is a trap that will automatically shoot all unauthorized players. If set to peacekeeper mode, the turret will only shoot at players who attack others. To make a turret work, you need to put a gun inside it. Currently it accepts any gun except weapons that use arrows, grenade launcher, rocket launcher or flamethrower. You can also put attachments such as a weapon flashlight and muzzle brake to the guns.

Ports
Power In
This is where the power source is connected. The turret requires at least 10 ϟ to run.

No Ammo
This port will send a 1 ϟ signal when the turret is empty and there is no ammo.

Low Ammo
This port will send a 1 ϟ signal when there is 50 or less ammo inside the turret.

Has Target
This port will send a 1 ϟ signal when the turret is targeting someone.
SAM Site
Crafting
-
Workbench tier
-
Power consumption
25 ϟ
Research cost
-
Acquired from
  • Scientist Outpost (500 Scrap)

Details
The SAM site is a quite large structure that is used for defending your base from player controlled minicopters. Be careful though, as the SAM site will target every minicopter, including yours. It also require SAM ammo, which can be bought from Outpost for 75 scrap and researched for another 75. They require a tier 2 workbench to craft.
It's usually wise to create a switch or some sort of system to turn off the site if you want to land a copter on your base.

Ports
Power In
This is where the power source is connected. The SAM site is currently the most power-hungry device in the game, requiring 25 ϟ to work.
Door Controller
Crafting
5 High Quality Metal
Workbench tier
1
Power consumption
1 ϟ
Research cost
75 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (1 %)

Details
The door controller is a device that opens or closes your door depending on if it's receiving power or not. Has to be placed on a door frame. It is possible to control external gates by a door controller if it's placed on a wall that's in contact with the gate itself. A ladder hatch can be controlled if the controller is placed on the side of the wall frame.
If the conditions are met, you can pair the door controller to a door by pressing E.
The door has to be unlocked for you to be able to pair the door controller.

Ports
Power In
This is where the power source is connected. If the controller receives power, the door will open and stay so until the flow of electricity stops.
Audio Alarm
Crafting
5 High Quality Metal
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (1 %)

Details
The audio alarm is a speaker-looking device that emits a beeping sound when receiving power.

Ports
Power In
This is where the power source is connected.
Water Pump
Crafting
500 Wood, 200 Metal Fragments
Workbench tier
2
Power consumption
5 ϟ
Research cost
75 Scrap
Acquired from
  • Locked Crate (3 %)
  • Elite Tier Crate (1 %)
  • Military Crate (1 %)
  • Oil Rig Scientist (1 %)
  • Heavy Scientist (1 %)
  • Scientist Outpost (200 Scrap)

Details
The water pump is a machine used to collect water from the ocean and lakes that are large enough. The pump must be placed on the correct depth. The pump seems to collect water roughly 150 ml/min. The amount of water collected is not affected by the amount of power given to the machine. It can also store a maximum of 2 000 ml of water. Ideally it should be connected to a water container because the machine itself has a very low amount of space for water.

Electrical ports
Power In
This is where the power source is connected.

Fluid ports
Water Output
This is where the water will come out.
Powered Water Purifier
Crafting
5 High Quality Metal, 15 Metal Fragments, 20 Cloth
Workbench tier
2
Power consumption
5 ϟ
Research cost
75 Scrap
Acquired from
  • Locked Crate (3 %)
  • Elite Tier Crate (1 %)
  • Military Crate (1 %)
  • Oil Rig Scientist (1 %)
  • Heavy Scientist (0.1 %)
  • Scientist Outpost (200 Scrap)

Details
The powered water purifier is an electricity powered, more efficient version of the traditional water purifier. It is used to purify salt water, turning it into regular, drinkable water. It can purify water at a speed of about 1800 ml/min. Both of the barrels (salt water and purified water) can hold up to 5 000 ml of water.

Electrical ports
Power In
This is where the power source is connected.

Fluid ports
Water In
This is where the salt water will go. Typically connected to a water pump collecting salt water.

Water Out
The purified water will come out from this port. Should be connected to a container such as the water barrel.
Fluid Switch & Pump
Crafting
5 High Quality Metal
Workbench tier
1
Power consumption
0-1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (0.2 %)
  • Crate (1 %)
  • Scientist Outpost (30 scrap)

Details
The fluid switch & pump is a component used to control water flow. When off, no water will flow through. If on, water will pass through, but the pump will decrease the water passed through by 1. If not powered, the pump can only supply water to places below the pump itself. The same goes for all water components. If the pump is powered, it can supply water anywhere regardless of height. It currently seems like that the pump can work with any amount of power received that's higher than 0.

Electrical ports
Pump Power
This is where the power source is connected.

Togglef
Toggles the pump on/off upon receiving an electrical signal.

Fluid ports
Fluid Input
Connect the water source here.

Fluid output
The water will be pumped out from here.
Switch
Crafting
5 High Quality Metal
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (1 %)

Details
The switch is a regular ON/OFF switch that cuts and connects power.

Ports
Power In
This is where the power source is connected.

Output
This is where the power comes out if the switch is on. When off, no power will flow through.

Switch On
Turns the switch to ON state upon receiving power.

Switch Off
Turns the switch to OFF state upon receiving power.
Timer
Crafting
5 High Quality Metal, 1 Gear
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (1 %)

Details
The timer is very similiar to the switch, but the difference between the two is that timer will stay at the ON state for a set amount of time. It can also be activated via two different methods. You can simply press E to activate it, but an electrical signal can also be used as a trigger. See the explanation below. To set the time, hold E when pointing at the timer to set the time between 1-1000000000 seconds.

Ports
Power In
This is where the power source is connected.

Output
This is where the power will come through.

Toggle On
This acts as an alternative way to activate the timer. Simply connect a switch/whatever you want to activate the timer to this port.
Pressure Pad
Crafting
150 Wood, 1 Spring, 1 Gear
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (2 %)

Details
The pressure pad is a woody-looking pad that's placed on the ground. It acts as a switch when stepped on. The pad will continue to pass though electricity as long as a player is standing on top of it. Some items such as sleeping bags can be placed on top of it making it useful for trap bases and such.

Ports
Power In
This is where the power source is connected.

Power Out
This is where the power comes through when the pad is activated.
Laser Detector
Crafting
15 High Quality Metal
Workbench tier
1
Power consumption
1 ϟ
Research cost
75 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (1 %)

Details
The laser detector is a small component that emits a laser with an approximate range of one and a half foundations. (The laser will visually go further but won't detect anything past the limit.) Due to the short range, it's usually best to place the detector on a 1 foundation wide hallway. The laser is also pretty easily noticeable so if making a trap base take that into account.
The laser detector can be placed on walls or at the vertical sides of most structures.
If a player stands in the laser, the detector will let power pass through. This component is pretty useful for making trap bases.

Ports
Power In
This is where the power source is connected.

Power Out
This is where the power comes out if a player is standing in the laser. When the laser isn't detecting player, no power will go through.
HBHF Sensor
Crafting
15 High Quality Metal, 1 Tech Trash
Workbench tier
2
Power consumption
1 ϟ
Research cost
75 Scrap
Acquired from
  • Locked Crate (3 %)
  • Elite Tier Crate (2 %)
  • Military Crate (1 %)
  • Heavy Scientist (1 %)
  • Crate (0.2 %)
  • Oil Rig Scientist (0.1 %)

Details
The HBHF sensor is a type of component that detects players in a 20m radius (around 3-4 foundations) and allows electrical passthrough if one is detected. The sensor also require a line of sight meaning it can't detect players behind structures or objects. It can also be configured with a hammer to only detect players with or without TC access, or even both. Note: the passthrough amount will only be 1 ϟ for each player detected, which means that the output should be connected to a component that acts upon electrical signals to allow passthrough, such as a timer, a memory cell or a blocker. Components such as a door controller work fine though, because they only need 1 ϟ to work. Typically, a counter can also be connected to the HBHF sensor as it can be set to count the number of players detected.

Ports
Power In
This is where the power source is connected.

Power Out
Electricity will come through this port if a player is detected. The amount of ϟ is equal to the amount of players the sensor is detecting.
Counter
Crafting
10 High Quality Metal
Workbench tier
2
Power consumption
1 ϟ
Research cost
75 Scrap
Acquired from
  • Locked Crate (3 %)
  • Elite Tier Crate (2 %)
  • Military Crate (1 %)
  • Heavy Scientist (1 %)
  • Crate (0.3 %)
  • Oil Rig Scientist (0.2 %)

Details
The counter is a component that can be used for a variety of different things. It can be set to allow electrical passthrough when a set number of signals is received, count the number of signals received or show the amount of power that is flowing through. If the numbers are blue, the counter counts the amount of electricity received and if it's green, it functions as a regular counter. The counter is just basically a more complicated and customizabe version of a regular on/off switch if used in such a way. You can switch between the regular counter and passthrough counter by holding E while pointing at the counter. For some reason the counter flickers sometimes, which causes the counter to register electrical signals even though the power flow hasn't been cut. You should use something like a 1-second timer for the signals for this to be prevented.

Ports
Power In
This is where the power source is connected. The counter requires at least 1 ϟ power in this port for it to display anything. Note that the counter will only allow power to pass through it as long as the number in the counter is the same or higher than the target value. The value can be set to a number between 1-100.

Passthrough
This is where the power comes through once the conditions are met.

Increment Counter
When this port receives electricity the number in the counter is increased by 1. The signal has to be cut and re-enabled for the port to activate again.

Decrement Counter
When this port receives electricity, the number in the counter is decreased by 1. The signal has to be cut and re-enabled for the port to activate again.

Clear Counter
When this port receives electricity, the number in the counter will reset to 0. The signal has to be cut and re-enabled for the port to activate again.
Small Generator
Crafting
10 High Quality Metal 2 Gears
Workbench tier
1
Power generation
40 ϟ
Research cost
75 Scrap
Acquired from
  • Locked Crate (3 %)
  • Elite Tier Crate(2 %)
  • Military Crate (1 %)
  • Oil Rig Scientist (0.1 %)
  • Heavy Scientist (0.1 %)
  • Outpost (175 scrap)

Details
The small generator is a compact power generator fueled by low grade fuel. It consumes around 250 LGF per hour, so it's quite expensive to run for long. The small generator should rather be used as a temporary solution. One good use for it is to power a turret during a raid.

Ports
Force Start
When this port receives a signal the generator will start running and generating electricity if it has low grade fuel in it.

Force Stop
When this port receives power the generator will stop running.

Power Out
This is where the power comes out if the generator is on. The output amount is 40 ϟ.
Large Solar Panel
Crafting
25 High Quality Metal
Workbench tier
1
Power generation
0-20 ϟ
Research cost
75 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (2 %)
  • Outpost (75 Scrap)

Details
The large solar panel is a power generator that generates energy from sunlight. This makes the solar panel a little trickier to set up, as it can only produce energy during the day so it requires a battery circuit to make the system work at night. To get the max energy during a day, it's good to place two panels facing the opposite sides. One facing North and the second one facing East. One panel can produce a maximum of 20 ϟ when the sun is facing directly at the panel. Please note however, that the power output will only be at the max for a part of the day and will change as the sun moves.
The solar panel is relatively inferior to the wind turbine due to the high cost and power production. 2 solar panels cost 50 HQM and will produce a maximum of 40 ϟ compared to one wind turbine with a 150 ϟ production at max and costs 30 HQM and a few components.
The large solar panel also produces less electricity if damaged. You can repair it with a hammer to restore it.

Ports
Electric Output
The power will come out from this port. Amount changes in the span of 0-20 ϟ, depending on the position compared to the panel.
Wind Turbine
Crafting
1500 Wood, 30 High Quality Metal, 3 Gears, 10 Sheet Metal
Workbench tier
2
Power generation
0-150 ϟ
Research cost
125 Scrap
Acquired from
  • Locked Crate (3 %)
  • Elite Tier Crate (2 %)
  • Military Crate (1 %)
  • Heavy Scientist (1 %)
  • Oil Rig Scientist (0.2 %)
  • Bandit Camp (500 Scrap)

Details
The wind turbine is a large turbine that generates power from wind. The amount of power generated changes between 0-150 ϟ. Placing the wind turbine higher makes the winds stronger and increases the amount of power generated.
The wind turbine can't be placed too close to walls or other objects as it requires quite a lot of space. Building a tower out of door frames can be useful as the turbine will take less space on your base and will produce the most power.
Unlike the solar panel, the wind turbine's power won't depend on the sun, so the day-night cycle has no effect on it. This usually makes batteries unnecessary, unless you want a backup system.

Ports
Power Out
This is where the generated power will come through.
Small Rechargeable Battery
Crafting
10 High Quality Metal
Workbench tier
1
Max power output
10 ϟ
Max capacity
150 rWm
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (2 %)

Details
The small battery is one of the three batteries currently available in the game. Please check the Power generation, usage and control section for a further introduction to batteries and how they work.
Due to the low capacity and power output, the small battery is usually only good for relatively small circuits containing things like a few lights. If you want to power larger systems, the medium or large variants are better choices if you really need a battery.

Ports
Power In
This is where the power source is connected.

Output
This is where the power comes out. Amount will be determined by the load connected after the battery.
Medium Rechargeable Battery
Crafting
25 High Quality Metal
Workbench tier
2
Max power output
50 ϟ
Max Capacity
9,000 rWm
Research cost
75 Scrap
Acquired from
  • Locker Crate (3 %)
  • Elite Tier Crate (2 %)
  • Military Crate (1 %)
  • Heavy Scientist (0.1 %)
  • Crate (0.5 %)
  • Oil Rig Scientist (0.1 %)
  • Bandit Camp (75 Scrap)

Details
Please check the Power generation, usage and control section for a further introduction to batteries and how they work.
The medium battery is a pretty big, but still compact battery made from two barrels. It's a superior to the small battery, but outperformed by the large variant.

Ports
Power In
This is where the power source is connected.

Output
This is where the power comes out. Amount will be determined by the load connected after the battery.
Large Rechargeable Battery
Crafting
50 High Quality Metal
Workbench tier
2
Max power output
100 ϟ
Max Capacity
24,000 rWm
Research cost
75 Scrap
Acquired from
  • Locker Crate (3 %)
  • Elite Tier Crate (2 %)
  • Military Crate (1 %)
  • Heavy Scientist (1 %)
  • Crate (0.3 %)
  • Oil Rig Scientist (0.1 %)

Details
The largest battery currently in the game. Please check the Power generation, usage and control section for a further introduction to batteries and how they work.
The large battery is a quite large, rusty-looking component that's very similar to the smaller variant, the small rechargeable battery. The only differences between the two are the output and capacity amounts. The large battery is better suited for bigger systems that require more power.

Ports
Power In
This is where the power source is connected.

Output
This is where the power comes out. Amount will be determined by the load connected after the battery.
Root Combiner
Crafting
5 High Quality Metal
Workbench tier
1
Power consumption
1 ϟ
Research cost
75 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (1 %)

Details
The root combiner is a component used for combining two different power sources together. Doesn't work for batteries, as the combiner will use up charge all the time, even if nothing else is connected to it. This makes the root combiner usable only with the large solar panel and wind turbine. You can only connect power sources directly to the root combiner; there can't be any other components such as switches between them. You can however chain multiple root combiners.

Ports
Root Power 1 & 2
The power sources are connected to these ports. Can also be connected to other root combiners.

Combined Power Out
This is where the combined power comes out. The amount is the sum of the two root power ports.
Splitter
Crafting
10 High Quality Metal
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (1 %)

Details
The splitter is a component used for splitting power into three parts. The output amount depends on the amount of ports being used. The total output per port is the input divided by the amount of ports used. Due to the power being divided into equal parts, using three electrical branches can be a lot more efficient because you can control the output of each port.

Ports
Power In
This is where the power source is connected.

Power Out (X3)
These are the ports where the power comes out. Amount is equal to input amount divided by amount of ports used.
Electrical Branch
Crafting
3 High Quality Metal
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (0.2 %)
  • Crate (2 %)

Details
The electrical branch is a component that can branch power from the main line. This component can be used as a more efficient version of the splitter.

Ports
Power In
This is where the power source is connected.

Power Out
This is where the excess power comes out. If total power amount is 100 (minus the 1 ϟ used by the component itself) and the branch is set to 20, this port will have an output of 80.

Branch Out
This port will take the amount of power you want from the main line and output it. The amount of power going through this port will be subtracted from the Power Out port.
Blocker
Crafting
5 High Quality Metal, 1 Gears
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (0.2 %)
  • Crate (1 %)

Details
The blocker is a component used for completely blocking any power from going through when it receives a signal. Generally used in most solar powered systems but is useful in other kinds of cicruits too. This is one of the few components that doesn't drain batteries when no power is going through, which makes it useful for solar powered battery systems.

Ports
Power In
This is where the power source is connected.

Power Out
This is where the power comes out if the Block Passthrough port isn't receiving power.

Block Passthrough
If this port receives power, the output of the Power Out port will be 0.
RAND Switch
Crafting
5 High Quality Metal, 1 Gears
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (0.2 %)
  • Crate (2 %)

Details
The RAND switch is a component used for creating RNG based output. When activated, the switch has a 50% chance to allow power to pass through and 50% chance to not allow it. This can be used to create circuits that depend on RNG such as traps or gambling.

Ports
Power In
This is where the power source is connected.

Set
When this port receives power, the switch will roll either 'false' or 'true' based on RNG. If true, the component will allow power to pass through and if false, any power will be blocked from passing through. Each roll is separate and the component doesn't need to be reset; the previously rolled state doesn't affect the new roll. If you previously rolled 'true', getting 'true' again keeps the power flow on. Same goes for 'false' with the exception that the power will stay blocked.

Reset
When this port receives power, the component will be set to a state where no electricity will pass through. This always turns the component into 'false' state and has no RNG involved.

Power Out
This is where the power comes out if the component is in 'true' state. When in 'false' state, no power will flow through.
Memory Cell
Crafting
5 High Quality Metal
Workbench tier
1
Power consumption
1 ϟ
Research cost
75 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (0.2 %)
  • Crate (1 %)

Details
The memory cell is a more advanced, remotely controlled version of the switch.

Ports
Power In
This is where the power source is connected.

Toggle
When this port receives signal, the component will allow or block power from passing through depending on the previous state. If the component was in 'on' state before, it will be switched to 'off'. Basically this portion functions exactly like the switch.

Set
When this port receives signal, the component will be switched to 'on' state and power will pass through. Sending multiple signals does't do anything unless the component is switched into 'off' state first.

Reset
When this port receives signal, the component will be switched to 'off' state and power won't pass through. Like the Set port, receiving a signal again won't do anything unless the component is switched to 'on' state before.

Output
Power comes out of this port when the component is in 'on' state.

Inverted Output
This output is does exactly what the name suggests; it does the same as the regular output but inverted. If the component is in 'on' state, this port won't output any power. Instead, if the component is in 'off' state, this port will output power.
AND Switch
Crafting
5 High Quality Metal
Workbench tier
2
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Locked Crate (3 %)
  • Elite Tier Crate (2 %)
  • Crate (1 %)
  • Military Crate (1 %)
  • Oil Rig Scientist (0.2 %)
  • Heavy Scientist (0.1 %)

Details
The AND switch is a component that allows power to pass through if both of the input ports receive power. The AND switch can also be used as a reverse blocker when one of the input ports is used as the signal receiving port.

Ports
Input A & Input B
These are the two input ports where the power sources are connected. The amount passed through to the Power Out port is the greater of the two inputs. For example, if Input A receives 20 ϟ and Input B 30 ϟ the total output will be 30 ϟ

Power Out
This is where the power comes out if both input ports receive power.
OR Switch
Crafting
5 High Quality Metal
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (0.2 %)
  • Crate (1 %)

Details
The OR switch is a component that lets power through if one or both of the input ports receive power.

Ports
Input A & Input B
This is where the power sources are connected.

Output
This is where the power comes out. The amount is the greater of the two inputs.
XOR Switch
Crafting
5 High Quality Metal
Workbench tier
1
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (0.2 %)
  • Crate (1 %)

Details
The XOR switch is a component that allows power to pass through if only one of the input ports receive power.

Ports
Input A & Input B
This is where the power sources are connected. If one port receives power, the output will be the same (-1 ϟ used by the component itself.) When both ports receive power, no power will pass through.

Power Out
This is where the power comes out if the conditions are met.
RF Transmitter
Crafting
5 High Quality Metal, 1 Tech Trash
Workbench tier
1
Power consumption
-
Research cost
20 Scrap
Acquired from
  • Sunken Chest (1 %)
  • Oil Rig Scientist (1 %)
  • Crate (1 %)
  • Outpost (75 Scrap)

Details
Not to be confused with the RF Broadcaster.
The RF transmitter is a handheld device used for sending radio frequency signals.
The transmitter can be set to send a signal in a frequency between 1-9999. However, the frequencies between 4760-4790 are restricted and cannot be sent by players. See the Special frequencies section for more info.

Usage
Hold right click to set the frequency you want. You can then send the signal by clicking or holding the left mouse button. The signal will be sent as long as you hold left click.
RF Broadcaster
Crafting
10 High Quality Metal, 1 Tech Tras
Workbench tier
2
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Locked Crate (3 %)
  • Elite Tier Crate (2 %)
  • Military Crate (1 %)
  • Crate (0.2 %)
  • Oil Rig Scientist (0.2 %)
  • Heavy Scientist (0.1 %)

Details
The RF broadcaster is a device used for sending out radio frequency signals or RF in short, hence the name RF broadcaster. By pressing E the device can be set to output a radio signal between 1-9999 MHz with the exception of frequencies from 4760 to 4790 being restricted and can't be sent out by players. See the Special frequencies section for more info.

Ports
Power In
When this port receives power, the device will broadcast the signal set by the player. The signal can be received with either the RF receiver or RF pager.
RF Receiver
Crafting
8 High Quality Metal, 1 Tech Trash
Workbench tier
2
Power consumption
1 ϟ
Research cost
20 Scrap
Acquired from
  • Locked Crate (3 %)
  • Elite Tier Crate (2 %)
  • Military Crate (1 %)
  • Crate (0.2 %)
  • Oil Rig Scientist (0.2 %)
  • Heavy Scientist (0.1 %)

Details
The RF receiver is a device capable of receiving radio frequency signals. It can be set to receive a signal between 1-9999 MHz. When receiving a correct frequency signal, the device will allow power to pass through as long as the signal is being sent. Basically it works like a switch that is triggered by radio signals.
Frequencies from 4760 to 4790 are restricted and cannot be sent out by players. See the Special frequencies section for more info.

Ports
Power In
This is where the power source is connected. The power will not pass through the device unless a correct frequency signal is received.

Power Out
This is where the power comes out when the device receives the correct signal. Power will be passed through as long as the signal is received.
RF Pager
Crafting
25 Metal Fragments, 1 Tech Trash
Workbench tier
2
Power consumption
-
Research cost
20 Scrap
Acquired from
  • Locked Crate (3 %)
  • Elite Tier Crate (2 %)
  • Military Crate (1 %)
  • Crate (0.2 %)
  • Oil Rig Scientist (0.2 %)
  • Heavy Scientist (0.1 %)
  • Scientist Outpost (75 Scrap)

Details
The RF pager is a device that can receive radio frequency signals and emits a sound upon receiving one. At the moment there is a bug that makes all crafted pagers to not work correctly making them unusable. If you want a working pager, purchase or loot one.
The pager can be set to receive a signal between 1-9999 MHz. Please check the Special frequencies section for more information about restricted frequencies.
When receiving the corresponding signal, the pager will emit a beeping sound either from the player's inventory, a container or even when thrown in to the ground. The pager can be set into a silent mode, which turns the alert sound into a vibration sound. When the pager receives signal, the player can select it in their inventory or in a container and click 'stop'. This will turn the pager off for the duration of the signal. However if the signal is stopped and reactivated, the pager will start sending alert sound again.
Summary, credits and other stuff

Thanks for viewing my guide! This is my first (actual) guide in Steam and I tried my best. This guide covers quite a big variety of things and small or bigger errors are likely to exist. If you find any errors/mistakes, please feel free to comment down below and I'll try to fix them as quickly as possible.

Credits

Guide fully written by me.
Screenshots and other images were taken by me.
Loot tables and some some miscellaneous information taken from https://rustlabs.com/

A lot of the information in this guide is collected through my own experiments and experiences so most of the information is subjective.

While I do think my English is okay, it's not my first language so please be understanding if you find some minor spelling or grammar mistakes.

I will try my best to keep this guide up to date and release info on new components as fast as possible if/when Facepunch decides to add more or change existing ones.

Thanks again for reading, I really hope this guide can help you understand things better!
Guide changes and other creator comments
I will write here whenever I make any major changes to the guide so it will be easier to find information that has been moved/edited.

[7/2020]
Added the 'Rust+ mobile app', 'Button', 'Smart Switch' and 'Smart Alarm* sections

[5/2020]
Added the 'Water Pump', 'Powered Water Purifier' and 'Electric Heater' sections
Updated the 'Fluid Ports' sections in some components
Removed the 'Upcoming feartures' section, as it was kind of unnecessary

[4/2020]
Added the 'Fluid Switch & Pump' section

[3/2020]
Added the 'Camera systems and monument camera IDs' section
Added the 'Computer Station' section
Added the 'CCTV Camera' section

[2/2020]
Added the 'Igniter' portion and updated the 'Auto turret' section

[11/2019]
Added the 'Medium Rechargeable Battery' section
Also updated other battery info and some other stuff.

[10/2019]
Added the 'Tesla Coil' section

[9/2019]
Updated the guide with various changes
- Added sections for the new Small Generator and Auto Turret.
- Updated info and pictures on some older components.
- Added the 'Legacy' section

[8/2019]
Added the 'Excavator monument' portion for the Restricted frequencies section

[7/2019]
Added the 'Upcoming features' section
-I thought it would cool to add a section for things that are going to be added into the game at some point.

[7/2019]
Added the 'Special frequencies' section
-The special frequencies were really poorly explained and a lot of info was scattered around the radio frequency tool sections, so I decided to create a whole new section to explain them better.
Legacy
This portion contains removed or changed stuff

The old large rechargeable battery texture.


The old texture of the small generator before it was officially added into the game. (With the simple light)







< >
15 Comments
dazza_homeslice May 24 @ 3:14pm 
excellent guide!
TheFaultyC4 Mar 20 @ 10:45am 
Thanks!
Melatintti  [author] Mar 20 @ 9:18am 
Guide should be up to date now!
Melatintti  [author] Mar 20 @ 4:42am 
@TheFaultyC4 Yeah, I've had a pretty busy month due to school so I haven't had that much time or energy to update the guide. I'll have more free time starting today though, so I'll update it in the very near future.
TheFaultyC4 Mar 19 @ 5:27pm 
The CCTV Camera, now that it can be placed, could use a section
Billy Feb 22 @ 5:42am 
Flame thrower 0/10:lunar2019crylaughingpig:
Grandly Shmurda Jan 5 @ 1:33am 
+rep
SgtDick84 Jul 19, 2019 @ 4:20am 
Clearly one needs to be an engineer to know how to use electricity in game. thanks for the guide!
John Jul 11, 2019 @ 3:28pm 
+rep
Kris Jul 9, 2019 @ 6:45am 
not very good explained ... got my house to blow up :c