Home & Workshop¶
A home earns its keep when it supplies the next day's work. Mine has a drying corner, a collection of parts I am finally beginning to understand, and chickens with strong opinions about punctual meals.
Make room to work¶
Start with secure storage, a sleeping point, water and a warm place. Upgrade important twig construction. Keep tomorrow's tools and some food separate from the load you take exploring.
Ownership, team membership, cupboard authorization and locks grant different permissions. Sharing lets you offer a particular fixture to visitors. Check the permissions before building a workshop around somebody else's locked stores.
/toggle currency can collect loot Scrap and Brindas automatically while leaving your own and current teammates' containers untouched. Opening the household savings box should not empty it into your pockets.
Furnace splitter¶

The splitter divides eligible smelting input across available slots and estimates the cooking time. Its switch is a personal preference. Supported fuel-burning ovens can draw fuel from your inventory and trim excess; electric furnaces keep the splitting controls and still need electricity. Blocked output can delay either kind.
Remodeling Hammer¶

Equip the Remodeling Hammer, inspect its preview and strike an eligible object to remove it. Putting it away ends the removal session. Ownership, damage condition and refund rules still apply. Empty valuable containers yourself before remodeling them.
Object stacking¶
Hold a supported deployable, aim at a compatible base object and use secondary fire. Both your feet and the final placement need an authorized cupboard; the completed bounds need clear room. The usual supported allowance is two objects high, including the bottom one.
Hold the matching deployable, look at the supported base and use secondary fire to place above it. Normal placement clearance still applies.
Both you and the final object need authorized Tool Cupboard coverage. An uncovered tugboat does not bypass this.
Full-size fridges, generators, batteries and composters are outside this stacking profile.
| Supported object | Total objects including base | Mixing |
|---|---|---|
| Large Wood Box (supported ordinary/component variants) | 2 | Can mix with ordinary/component large boxes |
| Abyss Horizontal Storage Tank; Abyss Vertical Storage Tank; Bamboo Barrel; Coffin; Electric Furnace; Krieg Storage Barrel; Krieg Storage Crates; Medieval Large Wood Box; Storage Barrel Horizontal; Storage Barrel Vertical; Wicker Barrel; Wood Storage Box | 2 | Same supported object |
| Mini Fridge / Bar Games Minifridge | 2 | Both mini-fridge variants can mix |
Tool Cupboard functions¶

Open the TC for Building Tools, Repair and List Auth. Repair works through eligible connected pieces and attached deployables, skipping recently attacked work and stopping when materials run short. Leave enough for upkeep.
Building material and style¶

Choose the structural grade and then a supported finish. Read the affected pieces and material cost before using Apply. A style change at the same grade is different from an upgrade. Owner restrictions still apply to pieces built by other people, even when you are authorized on their cupboard.

Include Downgrades deliberately admits a lower target grade. Leave it off when you intend only upgrades and matching-grade restyling. Recheck the affected count and cost after changing it, especially in a home with several builders or a mixture of grades.
Wallpaper¶

Choose the supported walls, floors or ceilings and the sides to finish. Inspect the cloth cost, then apply the wallpaper. Be deliberate about selecting both sides of a wall: an outside face may not be the room you meant to decorate. Wallpaper does not require changing the building's structural grade.
External walls and gates¶

This page handles eligible high walls and gates near the cupboard. It restyles permitted pieces at the same grade and checks owner/team permissions. It cannot claim an outsider's perimeter or turn a wooden wall into stone without the corresponding building work.
Building Tools previews the selected operation and cost before Apply. Include Downgrades is an explicit choice.
World protection, native authorization and operation restrictions still apply.
| Control | What it does | Materials and limits |
|---|---|---|
| Repair | Repairs eligible connected building blocks and attached deployables | Uses materials inside the TC; normal repair multiplier 1.5; skips damage newer than 30 seconds |
| Building Material | Preview affected blocks and choose grade/style; optionally include downgrades | Apply uses the previewed materials; owner-only upgrades and downgrades |
| Wallpaper | Choose supported wall, floor or ceiling geometry and available sides | 5 Cloth per changed block |
| External Walls | Restyle supported high external walls and gates | Your/team-owned pieces within 100 m; same-grade conversions |
| List Auth | Shows the cupboard's authorization list | Authorization is separate from ownership and physical locks |
Improvised repairs¶

Open a repair bench, put a firearm whose blueprint you do not know into its item slot, and inspect Improvised Repair. The bench lists the scavenged parts and tells you whether the gun is worn enough to qualify. This repairs it partway; once you know its usable blueprint, ordinary repair applies.
Use a repair bench when you do not know the firearm’s usable blueprint. Its condition must be below 30%; a successful improvised repair restores it to 30–50% of current maximum condition.
These are base costs. Repair skill can reduce the amount shown by the bench. Accessible authorized storage in the same base can supply materials.
Cannot be repaired: Rocket Launcher; Multiple Grenade Launcher; Homing Missile Launcher; Military Flame Thrower.
| Firearm | Base materials per repair |
|---|---|
| Eoka Pistol | 2 × Duct Tape; 2 × Glue; 1 × Metal Pipe |
| Nailgun | 3 × Duct Tape; 2 × Glue; 1 × Metal Pipe; 1 × Metal Spring |
| Waterpipe Shotgun | 3 × Duct Tape; 2 × Glue; 2 × Metal Pipe |
| Double Barrel Shotgun | 4 × Duct Tape; 2 × Glue; 3 × Metal Pipe; 1 × Metal Spring |
| Revolver | 3 × Duct Tape; 2 × Glue; 2 × Metal Pipe; 1 × Metal Spring |
| Python Revolver | 4 × Duct Tape; 3 × Glue; 3 × Metal Pipe; 2 × Metal Spring; 1 × Gears |
| High Caliber Revolver | 4 × Duct Tape; 3 × Glue; 3 × Metal Pipe; 2 × Metal Spring; 1 × Gears |
| Semi-Automatic Pistol | 4 × Duct Tape; 3 × Glue; 2 × Metal Pipe; 2 × Metal Spring; 1 × Semi Automatic Body |
| Prototype 17 | 5 × Duct Tape; 3 × Glue; 2 × Metal Pipe; 3 × Metal Spring; 1 × Semi Automatic Body; 1 × Tech Trash |
| M92 Pistol | 5 × Duct Tape; 3 × Glue; 2 × Metal Pipe; 3 × Metal Spring; 1 × Semi Automatic Body; 1 × Tech Trash |
| Handmade SMG | 4 × Duct Tape; 2 × Glue; 2 × Metal Pipe; 2 × Metal Spring; 1 × Gears |
| Custom SMG | 4 × Duct Tape; 3 × Glue; 2 × Metal Pipe; 3 × Metal Spring; 1 × SMG Body |
| Thompson | 4 × Duct Tape; 3 × Glue; 2 × Metal Pipe; 3 × Metal Spring; 1 × SMG Body |
| MP5A4 | 5 × Duct Tape; 3 × Glue; 2 × Metal Pipe; 4 × Metal Spring; 1 × SMG Body; 1 × Tech Trash |
| Pump Shotgun | 4 × Duct Tape; 3 × Glue; 3 × Metal Pipe; 2 × Metal Spring; 1 × Gears |
| Spas-12 Shotgun | 5 × Duct Tape; 3 × Glue; 3 × Metal Pipe; 3 × Metal Spring; 2 × Gears; 1 × Tech Trash |
| M4 Shotgun | 5 × Duct Tape; 3 × Glue; 3 × Metal Pipe; 3 × Metal Spring; 2 × Gears; 1 × Tech Trash |
| Semi-Automatic Rifle | 4 × Duct Tape; 3 × Glue; 3 × Metal Pipe; 3 × Metal Spring; 1 × Semi Automatic Body |
| SKS | 5 × Duct Tape; 3 × Glue; 3 × Metal Pipe; 3 × Metal Spring; 1 × Semi Automatic Body; 1 × Gears |
| Bolt Action Rifle | 5 × Duct Tape; 3 × Glue; 4 × Metal Pipe; 2 × Metal Spring; 2 × Gears; 1 × Rifle Body |
| Assault Rifle | 5 × Duct Tape; 3 × Glue; 3 × Metal Pipe; 4 × Metal Spring; 2 × Gears; 1 × Rifle Body |
| HMLMG | 6 × Duct Tape; 4 × Glue; 4 × Metal Pipe; 5 × Metal Spring; 3 × Gears; 1 × Rifle Body; 1 × Tech Trash |
| LR-300 Assault Rifle | 6 × Duct Tape; 4 × Glue; 3 × Metal Pipe; 4 × Metal Spring; 2 × Gears; 1 × Rifle Body; 1 × Tech Trash |
| LR-300 Assault Rifle | 6 × Duct Tape; 4 × Glue; 3 × Metal Pipe; 4 × Metal Spring; 2 × Gears; 1 × Rifle Body; 1 × Tech Trash |
| M39 Rifle | 6 × Duct Tape; 4 × Glue; 3 × Metal Pipe; 4 × Metal Spring; 2 × Gears; 1 × Rifle Body; 1 × Tech Trash |
| L96 Rifle | 6 × Duct Tape; 4 × Glue; 4 × Metal Pipe; 4 × Metal Spring; 3 × Gears; 1 × Rifle Body; 1 × Tech Trash |
| M249 | 7 × Duct Tape; 5 × Glue; 5 × Metal Pipe; 6 × Metal Spring; 4 × Gears; 1 × Rifle Body; 2 × Tech Trash |
| Minigun | 8 × Duct Tape; 5 × Glue; 5 × Metal Pipe; 7 × Metal Spring; 5 × Gears; 2 × Rifle Body; 3 × Tech Trash |
Repair skill can reduce the displayed cost. Accessible authorized storage in the same base can supply material alongside carried items. Duct tape helps ordinary repairs, but does not replace the specified parts in an unknown-blueprint repair.
Farming¶
A manageable garden is better company than a large neglected one. Arrange light, water, fertilizer and easy access to harvest before expanding.
Dropped fertilizer and seeds¶
Drop worms or grubs close to a planter to convert eligible units into fertilizer. You can also drop an existing Fertilizer stack within 2 m to put it into the nearest planter. Leave output room; unconverted bait or fertilizer that will not fit stays loose. Suitable seeds dropped onto supporting ground can plant themselves, with misses and limited attempts. Use planters when you need a controlled crop.
| Drop near a planter | Result | Limit |
|---|---|---|
| Grub or Worm | One fertilizer per item consumed, placed in the nearest planter; that planter needs room | Within 2 m; up to 100 per drop |
Composting¶
Eligible organic input can produce mushrooms as well as ordinary fertilizer. Blood supplies a charge for extra fertilizer while eligible material is being composted. Keep output space available. An unusual mushroom from the composter deserves identification before lunch.
Normal fertilizer production still applies. Mushroom output needs enough eligible input and space for its result; occasional specialty mushrooms can appear.
Blood left in the composter supports 2× normal fertilizer output. One blood unit lasts 1 game day while eligible composting input is present or fertilizer is being produced; an empty composter does not spend that allowance.
Mushrooms, fertilizer and blood are excluded from the generic mushroom-input fallback.
| Input | Units consumed | Mushroom output |
|---|---|---|
| Plant Fiber | 8 | 1 × Mushroom |
| Spoiled Fish Meat | 2 | 1 × Mushroom |
| Apple | 3 | 1 × Mushroom |
| Rotten Apple | 2 | 1 × Mushroom |
| Corn | 3 | 1 × Mushroom |
| Potato | 3 | 1 × Mushroom |
| Pumpkin | 2 | 1–2 × Mushroom |
| Cactus Flesh | 4 | 1 × Mushroom |
| Black Berry | 5 | 1 × Mushroom |
| Blue Berry | 5 | 1 × Mushroom |
| Green Berry | 5 | 1 × Mushroom |
| Red Berry | 5 | 1 × Mushroom |
| White Berry | 5 | 1 × Mushroom |
| Yellow Berry | 5 | 1 × Mushroom |
| Raw Pork | 3 | 1 × Mushroom |
| Raw Chicken Breast | 3 | 1 × Mushroom |
| Spoiled Chicken | 2 | 1 × Mushroom |
| Spoiled Pork Meat | 2 | 1 × Mushroom |
| Spoiled Bear Meat | 2 | 1 × Mushroom |
| Burnt Chicken | 2 | 1 × Mushroom |
| Raw Fish | 3 | 1 × Mushroom |
| Minnows | 4 | 1 × Mushroom |
| Other eligible compostable input | 10 | 1 × Mushroom |
Chicken care and automation¶
Give domestic chickens normal food and fresh water, and collect their eggs. Their output is slower than ordinary Rust expectations. Wild flocks are a separate matter; the Wildlife notes explain their response to hunting.
| Need | What works |
|---|---|
| Water | A visible coop within an active sprinkler’s spray receives 1 fresh-water unit per pulse. |
| Safe plumbing | Saltwater, radioactive water and other non-fresh liquids can kill the live chickens. |
| Eggs | Keep normal food, fresh water and output space available. Production is reduced from ordinary Rust. |
A sprinkler can water a coop when its spray has a clear path. Saltwater, radioactive water and other non-fresh liquids can kill the chickens. Inspect the incoming liquid even when the coop already contains fresh water.
Bake bread when wheat and eggs are available. A dependable pantry is a satisfying return on all that clucking.
Automation extensions¶
Craft an Industrial Storage Adaptor, hold it and aim at supported equipment where you have building access. Use the physical placement preview, then connect the input and output. Placing it spends the adapter item.
Use a crafted Industrial Storage Adaptor for physical placement. Manual placement consumes the adaptor item.
Look at your small wooden box and use /addejector to toggle its ejector mode; incoming items are expelled into the world. The box must belong to you.
A connected personal recycler can start when items arrive. Picking up a parent returns its attached adaptor item; protected attached adaptors are removed with the parent.
| Work | Supported targets |
|---|---|
| Growing and livestock | Planters, chicken coops, beehives, composters and hitching troughs |
| Processing | Recyclers, mixing tables, supported furnaces, barbecues, campfires and fireplaces |
| Traps and defenses | Flame turrets, shotgun traps, SAM sites and auto turrets |
| Lighting and effects | Tuna-can lights, hobo barrels, skull fire pits, snow machines and fog machines |
| Other utilities | Fuel generators, drop boxes, stashes, fish traps and hot-air-balloon storage |
These connections can supply coops, move composting material and carry processed goods onward. Correct water, food, power and output space remain the machine's needs. Test a small loop before trusting it with the whole pantry.
For deliberate world drops, look at a small wooden box you own and use /addejector; repeat it to restore ordinary storage. Collect the expelled goods somewhere you can see and reach them.
Quiet corners¶
A learned Scarecrow placed within an authorized cupboard area suppresses new wandering undead and Aberration arrivals around that household. It does not remove an existing pursuer or cancel an operation's directed waves. Leave the visitor outside before deciding that the garden is peaceful.
Recycling¶
The names on these two items are annoyingly similar. This is how I keep them straight.
| Inventory item | What it does |
|---|---|
| Recycler, the deployable cabinet | Place it, supply five power and recycle at 40% efficiency. |
| Personal Recycler, the carried device | Keep it in inventory and use /r for a 20%-efficiency session. |
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Recycler (deployed)¶
For recycling at home I look for the deployable Recycler cabinet, learned from A Private Argument with Waste. It gives the salvage a shorter journey, at lower efficiency than a full-size public machine. The carried Personal Recycler is a separate item used with /r; I check the name before buying materials for either.
Use: Read A Private Argument with Waste, craft a Recycler and deploy it at home.
Cost: Crafting ingredients and 5 power; 40% recycling efficiency; pickup costs 20 condition
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Personal Recycler (carried)¶
I carry a Personal Recycler when the salvage is farther from a public machine than I want to walk. Use /r with the item in the inventory. A Pocket Argument with Waste teaches this portable option; A Private Argument with Waste concerns the separate cabinet for home. Both sacrifice some return for the shorter trip.
Use: Use /r while carrying a Personal Recycler.
Cost: Craft the Personal Recycler; 20% recycling efficiency