Add parts
Pick what makes power, what stores it and what uses it.
Your circuit
Set counts, turbine height and panel facing here.
Charge time counts the load running while it charges. Runtime is how long a full bank carries the load with nothing coming in.
In a wind lull (1 reading in 20) your sources give under 44 rW.
Rust Wind Turbine Average Output at All Heights
Measured output by height
Power calculator| Height (m) | Floor | Average (rW) | Range (rW) |
|---|---|---|---|
| 0 | Ground | 69 | 26 to 113 |
| 3 | Floor 1 | 74 | 30 to 118 |
| 6 | Floor 2 | 78 | 35 to 122 |
| 9 | Floor 3 | 83 | 39 to 127 |
| 12 | Floor 4 | 87 | 44 to 131 |
| 15 | Floor 5 | 92 | 48 to 136 |
| 18 | Floor 6 | 96 | 53 to 140 |
| 21 | Floor 7 | 101 | 57 to 145 |
| 24 | Floor 8 | 105 | 62 to 149 |
| 27 | Floor 9 | 109 | 66 to 150 |
| 30 | Floor 10 | 113 | 71 to 150 |
| 45 | - | 132 | 93 to 150 |
| 50 | - | 136 | 101 to 150 |
| 55 | - | 136 | 101 to 150 |
| 60 | - | 136 | 101 to 150 |
| 100 | - | 136 | 101 to 150 |
Long-run average first, then the range 9 in 10 readings fall in, tested in game over many map spots and days of wind.
Rust Solar Panel Output in All Directions
Measured output by in-game hour, April
Power calculator| In-game month | Facing N | Facing E | Facing S | Facing W |
|---|---|---|---|---|
| January | 722 | 987 | 1,123 | 860 |
| April | 1,099 | 905 | 314 | 841 |
| July | 1,123 | 890 | 143 | 782 |
| October | 844 | 955 | 1,040 | 890 |
The bars show the best facing at each hour of an in-game April day, in rW; hover a bar for all four facings. The table is what one panel makes over a whole 80-minute day in each month tested, in rWm, with the best facing in bold.
Rust Water Wheel Output in Rivers, Lakes and the Ocean
Measured output in rivers and lakes
Power calculator- River, facing the flow
- 30
- rW, 12 of 12 sites
- Lake
- 0
- rW, 3 sites
- Ocean
- 6
- rW average, 23 at most
- Hand-cranked
- 60
- rW with a player on it
Wheels at 12 river points and 3 lakes, each facing the current, tested in game.
Rust Electrical Components: Power Draw and Wire Slots
| Component | Draw | Output | Inputs → Outputs |
|---|---|---|---|
Defense and sensors | 1 rW | - | Power In → none |
Defense and sensors | 10 rW | - | Power In → Has Target, Low Ammo, No Ammo |
Defense and sensors | 1 rW | - | Power In → Power Out |
Defense and sensors | 1 rW | - | Power In → Power Out |
Defense and sensors | 25 rW | - | Power In, Invert Mode → Has Target, Low Ammo, No Ammo, Passthrough |
Defense and sensors | 1 rW | - | Power In → Power Out |
Defense and sensors | 1 rW | - | Power In → Power Out |
Defense and sensors | 25 rW | - | Power In → none |
Industrial | 0 | - | Industrial In 1, Industrial In 2, Industrial In 3 → Industrial Out |
Industrial | 1 rW | - | Industrial Input, Power In, Turn On, Turn Off → Industrial Output, Passthrough, Filter Fail, Filter Pass |
Industrial | 1 rW | - | Industrial In, Power In, Toggle, Blueprints In, Turn On, Turn Off → Industrial Out, Blueprint Out |
Industrial | 0 | - | Industrial In → Industrial Out 1, Industrial Out 2, Industrial Out 3 |
Industrial | 1 rW | - | Power In → Passthrough |
Industrial | 1 rW | - | Industrial In, Power In → Industrial Out, Passthrough |
Light | 5 rW | - | Power In → Passthrough |
Light | 2 rW | - | Power In → Passthrough |
Light | 4 rW | - | Power In → Passthrough |
| 5 rW | - | Power In → Passthrough | |
Light | 1 rW | - | Power → Passthrough |
Light | 1 rW | - | Audio In → Audio Passthrough |
Light | 1 rW | - | Power In → Passthrough |
Light | 5 rW | - | Power In → Passthrough |
Light | 1 rW | - | Power In → Passthrough |
Light | 1 rW | - | Power In → Passthrough |
| 7 rW | - | Power In, Frame 1, Frame 2, Frame 3, Frame 4, Frame 5 → Passthrough | |
Light | 6 rW | - | Electric Input → Passthrough |
Light | 1 rW | - | Power/Audio In → Audio Passthrough |
| 5 rW | - | Power In, Frame 1, Frame 2, Frame 3 → Passthrough | |
Light | 4 rW | - | Power In → Passthrough |
Light | 10 rW | - | Power In → Passthrough |
Light | 1 rW | - | Power In → Passthrough |
Light | 1 rW | - | Power In → Passthrough |
Light | 2 rW | - | Power In → Passthrough |
Light | 1 rW | - | Power/Audio In → Audio Passthrough |
Light | 5 rW | - | Power In → Passthrough |
Light | 0 | - | Toggle, Turn On, Turn Off → none |
Light | 5 rW | - | Power In → Passthrough |
| 1 rW | - | Power In → Passthrough | |
Logic | 0 | - | Input A, Input B → Power Out |
Logic | 0 | - | Power In, Block Passthrough → Power Out |
Logic | 0 | - | Power In → Power Out |
Logic | 0 | - | Power In → Passthrough |
Logic | 0 | - | Power In, Increment Counter, Decrement Counter, Reset Counter → Passthrough |
Logic | 0 | - | Power In → Power Out, Branch Out |
Logic | 0 | - | Fluid Input, Toggle, Pump Power → Fluid Output |
Logic | 0 | - | Power In, Set, Reset, Toggle → Output, Inverted Output |
Logic | 0 | - | Input A, Input B → Power Out |
Logic | 0 | - | Power In → Power Out |
Logic | 0 | - | Power In, Set, Reset → Power Out |
Logic | 0 | - | Root Power 1, Root Power 2 → Combined Power Out |
Logic | 0 | - | Power In, Switch On, Switch Off → Power Out |
Logic | 0 | - | Power In → Power Out 1, Power Out 2, Power Out 3 |
Logic | 0 | - | Power In, Switch On, Switch Off → Power Out |
Logic | 0 | - | Power In, Toggle On → Power Out |
Logic | 0 | - | Input A, Input B → Power Out |
Power source | 0 | 20 rW | none → Electric Output |
Power source | 0 | 40 rW | Force Start, Force Stop → Power Out |
Test Generator Power source | 0 | 100 rW | none → Power Output 1, Power Output 2, Power Output 3 |
Power source | 0 | 30 rW in a river | none → Power Out |
Power source | 0 | 69 to 136 rW avg | none → Power Out |
Storage | 0 | up to 100 rW from storage | Power In → Power Output, Fully Charged |
Storage | 0 | up to 50 rW from storage | Power In → Power Output, Fully Charged |
Storage | 0 | up to 15 rW from storage | Power In → Power Output, Fully Charged |
Utility | 5 rW | - | Power In → Needs Stirring |
Utility | 10 rW | - | Power In, Toggle Play → Audio Out |
Utility | 1 rW | - | Tunnel 1 In, Tunnel 2 In, Tunnel 3 In, Tunnel 4 In → Tunnel 1 Out, Tunnel 2 Out, Tunnel 3 Out, Tunnel 4 Out |
Utility | 3 rW | - | Power In → none |
Utility | 1 rW | - | Power/Audio In → Audio Passthrough |
Utility | 1 rW | - | Power In → Power Out |
Utility | 1 rW | - | Power In, Open, Close → Passthrough |
Utility | 3 rW | - | Power In → Passthrough |
Utility | 5 rW | - | Call Elevator, Call Elevator, Power In → none |
Utility | 0 | - | Toggle, Turn On, Turn Off → none |
Utility | 5 rW | - | Power In → none |
Utility | 8 rW | - | Power In, Industrial In → Industrial Out |
Utility | 2 rW | - | Power In → none |
Utility | 10 rW | - | Power In, Toggle Play → Audio Out |
Utility | 2 rW | - | Power In → none |
Utility | 5 rW | - | Power In → none |
Utility | 5 rW | - | Water In, Power In → none |
Utility | 3 rW | - | Power In → none |
Utility | 1 rW | - | Power In, Reset, Lower → Power Out |
Utility | 1 rW | - | Power In → none |
Utility | 1 rW | - | Power In → Power Out |
Utility | 0 | - | Toggle, Turn On, Turn Off → none |
Utility | 0 | - | Turn On, Turn Off → none |
Utility | 1 rW | - | Power In → Power Out, Passthrough |
Utility | 1 rW | - | Power In → Call Passthrough |
Utility | 5 rW | - | [Fridge] Power In → none |
Utility | 1 rW | - | Power In → Passthrough |
Utility | 5 rW | - | Power In → Water Output |
Draw is what a part takes while powered. A battery's output is not extra power: it only hands on what it stored.
Common Circuits
Auto Night Lights
Large Solar Panel → Electrical Branch → Small Rechargeable Battery → Blocker → Ceiling Light
The solar panel feeds an Electrical Branch. Its Branch Out goes to the Blocker's Block Passthrough and holds the lights off while the sun is up; its Power Out charges the battery, which feeds the Blocker's Power In. When the panel stops at night the Blocker releases and the battery runs the lights.
Turret Battery Backup
Wind Turbine → Root Combiner → Large Rechargeable Battery → Auto Turret
The turbine charges a large battery through a Root Combiner. The battery feeds the turret at a steady rate, so a calm spell does not switch the turret off.
Raid Alarm
The HBHF Sensor powers the Smart Alarm when it detects a player, and the alarm sends a Rust+ notification to your phone.
Smart Base
Smart Switch → Electrical Branch → Door Controller → Ceiling Light
A Smart Switch toggles the whole circuit from Rust+. The Electrical Branch splits power between door controllers and lights.
What to take from this
- Build turbines high. Ground level averages 69 rW; ten floors up averages 113 rW. Walls and a roof around its base change nothing; keep the air 15 m above it and around it clear.
- The best way to face a single solar panel changes with the in-game date: it made the most facing south in January and October, north in April and July. A pair, one east and one west, keeps at least 20 rW coming between them for most of the day.
- Size batteries for the average, not the rated 150 or 20 rW. The rating is the peak.
- A battery is storage, not a source. It keeps 80% of what goes in, so a turbine making 69 rW charges it at 55 rW. Its 100 rW output lasts only until it is empty.
- A panel makes nothing for a spell each day, and how long depends on its facing. On the April day the spell was 14 real minutes facing N, 27 facing E, 31 facing W and 36 facing S. The battery has to carry your build through that spell, and the panels have to refill it by day.
- A Water Wheel in a deep river stretch is the steadiest source there is: 30 rW flat, no battery smoothing needed. Lakes give nothing.
- Small Generators are steady but each burns 333 low grade per 80-minute game day while switched on, even with nothing drawing power.
Methodology
Tested in game on our own server: turbines from the ground up to 100 m, solar panels facing all four ways through a whole in-game day in January, April, July and October, and Water Wheels in rivers and lakes. The calculator uses the April day. Walls, a roof, other turbines or deployables around a turbine's base did not change its output. Power draw, rated output, wire slots, battery capacity and output, the most a battery takes in and the 80% charge ratio are each part's own settings; the 80-minute day was timed on the same server. Tested on the current version of Rust.