Rust knowledge built for fast decisions.
A structured Rust reference for items, combat, building, armor, resources, traps, medical gear, vehicles, electrical systems, food, monuments, and core mechanics. Written in our own words and built to be reviewed when Facepunch ships updates.
Browse by category
Organized for scanning during a wipe, not reading a manual front-to-back.
Weapons
65 entriesFirearms, bows, melee weapons, and launchers
Tools
41 entriesPickaxes, hatchets, building tools, keycards, and utility items
Ammo
55 entriesAmmunition, rockets, grenades, and explosive charges
Attire
140 entriesArmor, clothing, hazmat suits, and protective gear
Resources
41 entriesRaw materials, refined goods, and crafting components
Components
61 entriesLoot components used in crafting and recycling for scrap, HQM, cloth, and metal
Building
153 entriesFoundations, walls, doors, locks, and base structures
Deployables
226 entriesWorkbenches, furnaces, storage, and placeable items
Electrical
96 entriesGenerators, switches, sensors, and logic gates
Traps
11 entriesAuto turrets, landmines, tesla coils, and defenses
Medical
7 entriesBandages, syringes, medkits, and healing items
Food
184 entriesMeat, berries, vegetables, teas, and consumables
Vehicles
37 entriesHelicopters, boats, cars, horses, and transport
Fun
62 entriesInstruments, audio devices, decorations, and seasonal items
Monuments
40 locationsPuzzle tiers, keycards, radiation, recyclers, loot routes, and monument strategy notes.
Interactive tools
Raid Planner New
Add walls, doors, and deployables — get the cheapest raid method and the exact raw materials (sulfur, charcoal, metal frags…) you need to farm.
Code Raid New
Brute-force a code lock as a team. Share one link and draw from a shared pool — no two raiders ever try the same code.
Latest game updates
Full feedPatch notes
Loading…
Dev commits
Loading…
Game mechanics and guides
Getting Started
Survive your first wipe. Spawning, tools, first base, and progression.
Combat & Damage
Damage system, headshots, armor, weapon tiers, and ammo types.
Building & Upkeep
Building tiers, TC mechanics, decay, upkeep costs, and base design.
Tech Tree & Research
Workbenches, tech tree, research table, and scrap costs.
Farming & Food
Genetics, planters, teas, composters, and food management.
Electricity Guide
Power sources, batteries, logic gates, and common circuits.
Raiding Guide
Raid costs per structure, sulfur economics, soft-side raiding, and eco raids.
Monument Guide
Puzzle tiers, keycard routes, loot runs, and safe zone rules.
Animals & Wildlife
Hostile and passive animals, stats, loot drops, and underwater creatures.
Ocean & Diving
Submarines, diving gear, underwater labs, and fishing.
World Events
Patrol heli, cargo ship, chinook, MLRS, and locked crate timers.
Status Effects
Health, hunger, thirst, radiation, temperature, comfort, and wounds.
Why this should be better
Decision-first pages
Every detail page leads with useful facts, then craft costs, recycle returns, damage, protection, smelting, loot, and notes.
Original summaries
The copy is written for RustLite and uses public references for verification instead of cloning another wiki.
Structured data
The dataset can later power calculators, comparison tables, API endpoints, patch diffs, and personalized guides.
Update workflow
Official update links are part of the product so new Rust patches become a wiki review task, not a guess.
Accuracy workflow
- 1. Track Facepunch monthly news and official wiki changes.
- 2. Review changed items, monuments, and mechanics in structured data.
- 3. Mark affected pages as reviewed and update summaries in our own words.
- 4. Add calculators later only after the base facts are trusted.
Data coverage
Facts are structured in RustLite data and should be checked against Facepunch official references first, then community references for gaps.