This server started life as a copy of our 100x. That is not what it is any more.
Everything below has been rebalanced around one idea: a 3x should feel like boosted vanilla,
where progression is quicker but still real.
Some of this is a nerf. Where it is, we have said so and said why.
01The shop
Rebuilt from scratch. 253 items across 15 categories, every price set against
what a player can actually earn per hour rather than against vanilla craft costs.
End-game weapons pulled from sale Nerf
The M249, Minigun, L96 and Prototype 17 are no longer purchasable at any price.
Why: they were on the shelf for between $175 and $375 — roughly an hour
of idle income for the best guns in the game. Anything that ends the gun progression on your
first evening should be found, not bought. They still drop from elite crates.
Ballistic and heavy armour pulled from sale Nerf
Ballistic vest, helmet and leg armour, night vision goggles and heavy plate are all off the shop.
Ballistic vest $25→Elite crates only
Why: a full ballistic set cost about $65, which is thirteen minutes of doing
nothing. Armour was decided by who could be bothered to open the shop. Now it is loot.
Explosives pulled from sale Nerf
C4, rockets, rocket launchers, satchel charges, survey charges and F1 grenades are no longer sold.
Why: raid cost is the main brake on a server like this. Buying explosives
outright meant raiding cost time-served rather than resources, and it is the single change most
likely to keep your base standing.
Everything else repriced against income Rebuilt
Prices now ladder from $1 up to $10,850, set so that each tier costs a sensible number of
minutes played rather than an arbitrary number.
Basic clothing and food sit at a few minutes each.
A mid-tier gun is a couple of hours.
The most expensive item on the server is a little over a day and a half of idle time.
Why: the old prices came from the 100x, where income was nearly seven times
higher. Carried over unchanged they made the shop meaningless. The full list, with a time
estimate on every single item, is on the prices page.
M16A2 repriced onto the rifle ladder Nerf
$300→$1,600
Why: it was priced the same as a Handmade SMG and about a fifth of an
assault rifle, while being a top-tier rifle everywhere else on the server — it drops
from the same elite loot pool as the M249. It was missed in the repricing pass rather than
deliberately cheap. It now sits between the AK at $1,550 and the LR-300 at $1,700, which is
where it belongs.
Walls and garage doors actually arrive now Fix
High external stone walls, high external wooden walls, garage doors and beehives were taking
your money and giving you nothing.
Why: a straightforward bug — those four listings had no quantity set,
so the shop charged the price and handed over an empty stack. They deliver one item each now.
If this caught you, shout in Discord and we will sort you out.
The buy button says BUY Quality of life
$550→BUY $550
Why: that button purchases instantly, with no confirmation. Showing only a
price made it read as a label rather than a button, and people were buying things by accident.
The ADD button next to it still adds to your cart instead.
Bulk bundles added under the COMMANDS tab New
Raw building materials are now buyable in bulk: 10,000 stone or wood for $500, 5,000 metal
fragments for $900, 500 high quality metal for $1,500, plus low grade fuel and cloth. Each has
its own cooldown. They live in the shop's COMMANDS tab, not the item list.
Why: that tab existed but was completely empty, and stone, wood, fragments
and HQM were not purchasable in any form. This also gives the economy something to absorb large
balances at the top end — once you own a jeep there was very little left to want.
Everything in a bundle is faster to gather than to earn, so these are convenience, not a
shortcut. Sulfur is deliberately not sold, in any quantity, for the same reason
explosives are not.
Selling items back stays off Unchanged
You cannot sell items to the shop for cash.
Why: buy-low sell-high loops against a fixed price list are a money printer,
and every server that has enabled this has had to turn it off again. It was already off here and
it is staying off.
Vehicles are a real category now Buff
29 vehicles are purchasable, from a $100 motorbike up to the $10,850 sea plane, including boats,
jeeps, cars, snowmobiles, the minicopter and the fighter.
Why: this is the money sink the server needed at the top end. Vehicles are
expensive, visible, and losing one costs you something — which is exactly what a
high-tier purchase should feel like.
02Income & ranks
The whole shop is calibrated against these numbers, so they moved first.
Idle income cut to $300/hour Nerf
You earn $75 every 15 minutes while connected.
$2,000 / hour→$300 / hour
Why: at the old rate an AFK player out-earned an active one and every price
on the server rounded to nothing. Cutting the passive rate is what makes the rest of the
economy able to hold a shape. You still start with $400 in your account.
Rank bonuses compressed to 1.10x–1.70x Nerf
The top rank now earns 70% more than an unranked player, not four times as much.
up to 4.00x→up to 1.70x
Why: a rank should be a leg up, not a different game. At 4x, top ranks
passively earned more per hour than most players could make actively, which made every price
either trivial for them or punishing for everyone else.
Rank bonuses do not stack Clarification
If you hold several ranks, only your highest applies. Idle income and gather income are
worked out separately, each taking your best.
Why: this is how it has always behaved — it just was not written down
anywhere. The prices page now shows every rank and what it actually earns.
Rank bonuses now line up across both systems Fix
Several ranks were granting a gather bonus but no idle-income bonus at all. VIP 1 and VIP 3
in particular were earning base rate while idle despite paying for a rank. That is fixed —
every rank now applies to both.
VIP 1 ×1.10VIP 2 ×1.15VIP 3 ×1.20
The one place this goes the other way: VIP 2 idle income drops from $360 to $345 an hour,
so that the three VIP tiers form an even ladder instead of VIP 2 and VIP 3 being worth the same.
Why: two separate systems had drifted apart, and the gaps were invisible
unless you sat and measured your own income. VIP 1 and VIP 3 gain more here than VIP 2 loses.
If you hold VIP 2 and think that is the wrong call, say so — it was a close decision.
Kills pay, gathering barely does Worth knowing
A player kill is worth $250. Scientists and event NPCs pay $60–$200. Gathering pays a flat
amount per swing — $3 for an ore node, $1 for stone, $0.25 for a tree — regardless of
how much you actually get out of it.
Why: worth saying plainly because it surprises people: the 3x resource rate
fills your inventory faster, but it does not multiply your income. If you want money, fight
things. Full payout tables are on the prices page.
03Kits
Kits still exist and are still free. What is inside them changed a lot.
Top-tier guns removed from kits Nerf
The L96 and LR-300 are gone from every kit. Gear kits now top out at an assault rifle or a
bolt action.
Why: an hourly free sniper meant the best weapon in the game cost nothing
at all to anyone with the right rank, and cost everyone else the fight.
Explosives removed from kits Nerf
The rocket launcher and the 20 free C4 are gone from the resource kits.
Why: a free daily raid kit is a free daily raid. Same reasoning as taking
explosives out of the shop — if raiding costs nothing, defending is pointless.
Resource kits cut, then partly given back Nerf
The largest resource kit gives 30,000 stone, 30,000 wood and 13,200 metal fragments on a
24 hour cooldown.
100,000 stone→30,000 stone
Why: 100,000 stone is more than most groups gather in a whole wipe —
it made farming optional, and a 3x server where nobody farms is just a creative server with
guns. The first pass cut it to 6,000, which turned out to be an overcorrection: at this
server's gather rate a single stone node is worth around 3,000, so the top daily kit was
two nodes — about two minutes of actual play. 30,000 is roughly ten nodes, which is a
real head start without replacing the reason to go outside.
Raid materials in kits did not go up Deliberate
Sulfur and gunpowder are unchanged. Only building materials were increased.
Why: the cost of raiding is the main thing keeping bases standing here, which
is why explosives were taken off the shop entirely. Scaling up free daily sulfur would have quietly
undone that. Stone and wood are the grind; sulfur is the weapon.
Free supply signals capped at one Nerf
Kits that included supply signals now include exactly one.
Why: stacked free signals turned airdrops from an event you contest into a
vending machine you queue at.
The welcome kit is a starter kit again Nerf
New players get armour, medical supplies and an eoka, three times.
Free AK + LR-300→Armour, meds, eoka
Why: handing every fresh spawn two of the best rifles in the game removed
the entire early game for everyone, including the people receiving them. You still get a real
leg up — face mask, chest plate and full medical — just not a war chest.
04Loot
Rebuilt into actual tiers, so that where you loot matters.
End-game armour restricted to elite containers Nerf
Ballistic gear, heavy plate, hazmat suits and night vision goggles were split into their own
pool. That pool appears only in elite crates, locked hackable crates, Bradley and heli loot,
and airdrops — at a 4% chance.
~7% from any normal crate→4% from elite sources only
Why: end-game armour was mixed into the same pool as burlap shirts and
attached to ordinary building crates. Roughly one in fourteen normal crates contained a piece of
it, which is why everyone was in ballistic by day one. Normal crates still hold road sign,
coffee can, metal facemask and metal chest plate — the ladder still exists, it just runs
further now.
Bradley and heli loot now run through the same tables Fix
Both were quietly bypassing the server loot tables and dropping stock Rust loot.
Why: this was an unnoticed default rather than a decision. Now they are
tiered along with everything else, which is where the good armour went.
05Crafting
Workbench requirements are back Nerf
You need to be at the right workbench tier to craft, exactly as in vanilla.
Why: this is the big one. Workbench requirements were switched off entirely
for every player — you could craft anything you had researched, anywhere, from anywhere on
the map, and most people never realised. It skipped the entire tech tree. Restoring it means
workbenches, and the bases built around them, are worth something again.
06Recycling & smelting
Recyclers slowed to a 3x pace Nerf
0.3s per cycle→1.3s per cycle
Why: the old speed was roughly eight times vanilla, sized for 100x component
volumes. It is still comfortably faster than vanilla, just not instant.
Furnace speeds rescaled Nerf
Furnaces smelt 4 ore per tick, large furnaces 8, electric furnaces 3.
125 / 250 / 100→4 / 8 / 3
Why: those numbers assumed 100x ore intake. At 3x rates they meant smelting
finished the instant you loaded a furnace, so there was no reason to ever build more than one.
Multi-slot smelting and the charcoal bonus are both still on.
Electric furnaces are no longer worse than normal ones Fix
3 per tick→6 per tick
Why: a plain furnace smelts 4 per tick and an electric one was doing 3, so
the thing that costs you a generator, wiring and a battery was slower than a campfire's
big brother. That was clearly not intended. Electric furnaces now sit properly between a normal
furnace and a large one. They still do not get the all-fuel-slots-full speed bonus, since they
do not burn fuel.
Furnaces relight themselves after a restart Quality of life
Ovens that were running before a server restart start again on their own, and newly deployed
ones light on placement.
Why: coming back after a restart to a cold base full of half-smelted ore was
pure busywork. Nothing about the rate changed — you just stop losing smelting time to
something outside your control.
Smelting keeps pace with gathering Worth knowing
A full ore node clears in roughly 40 seconds in a large furnace, or a couple of minutes in a
basic one, depending on how many slots you load.
Why: worth stating so you can plan a base around it. Smelting is meant to be
a short queue, not a bottleneck — but it is not instant either, so furnace capacity is still
worth building for. Filling every fuel slot in a large furnace doubles its speed.
07Vehicles
Minicopters fly like vanilla again Nerf
Lift, fuel burn and turning are back to stock values, and the built-in storage boxes are gone.
1.6x lift, 40% less fuel burn, 48-slot box→Stock handling, no storage
Why: the boosted version climbed faster than anything could shoot at, burned
almost no fuel, and doubled as a flying loot vault. That is a 100x toy. Minis are now worth
buying rather than worth hoarding.
08Bases, decay & raiding
Upgrading past stone now actually protects you Buff
Decay times are differentiated by tier.
Tier
Was
Now
Twig
0.1 days
0.1 days
Wood
0.5 days
0.5 days
Stone
0.5 days
0.5 days
Sheet metal
0.5 days
1.0 days
Armoured
0.5 days
1.5 days
Why: every tier decayed at the same rate, so upgrading past stone bought you
nothing but a bigger upkeep bill. Now it buys you time.
Apartment costs cut about 10x Buff
20,000 / 2,000 upkeep→2,000 / 200 upkeep
Why: the old figures were priced for 100x scrap farming and were simply
unaffordable at this rate. Small is now 500, medium 1,000, large 2,000.
Locked crates take two minutes Set
Hackable locked crates take 120 seconds to open.
Why: long enough that the noise brings company, short enough that you are not
standing there for a quarter of an hour. It is a contest, not a chore.
09Events & giveaways
Giveaways rebuilt around cash and resources Nerf
A giveaway runs every 30 minutes. Prizes scale with how many people are online, from $300 and
some stone at quiet times up to $1,500, 15,000 stone, 500 HQM, two supply signals and two auto
turrets on a full server.
Why: the old top tier handed out, on a timer and for no effort, the exact
weapons we had just removed from the shop and the loot tables. It undid the entire balance pass
every half hour. Giveaways now give you a head start on the economy rather than a bypass of it.
10Teleports
VIP ranks now actually get their teleport perks Fix
Everyone gets 2 homes, an 8 minute home cooldown and a 10 minute TPR cooldown. Ranks improve
both, up to 15 homes and a 30 second cooldown at the top.
If you hold VIP 1, VIP 2 or VIP 3, you were getting the gather and income bonuses but
no teleport perk at all — the teleport system only recognised a single generic VIP
rank. Those tiers now sit properly on the ladder.
Why: exactly the same gap as the income one, in a different system. Two
separate plugins had drifted apart on what the ranks were called, and the only way to notice was
to buy a rank and wonder why nothing changed.
Every rank now works in every system Fix
VIP 1, VIP 2, VIP 3 and Booster were missing perks across the board. They now get kits,
teleport bonuses and skin outfit slots alongside the income bonuses they already had.
Kits — those four ranks had no kit at all, while the free Linked rank did.
Teleports — only one generic VIP rank was recognised.
Skins — outfit slots now scale from 4 up to 20 across the whole ladder.
Why: five separate systems each had their own idea of what the ranks were
called, and they had drifted apart. The result was that some paid ranks silently did nothing in
some systems — and the only way to notice was to buy one and measure. All five now agree
on the same ten tiers. If you hold one of those ranks and something still looks wrong, say so.
Teleporting costs money Worth knowing
A home teleport costs $100 and a TPR costs $150.
Why: not a change, but worth stating since it is easy to miss. It is a small
steady drain on everyone's balance, which is part of why prices work out the way they do.
11World settings
Teams capped at 5 Set
Maximum team size is five players.
Why: keeps fights winnable for smaller groups and solos on a server where
gear comes quickly.
Animal and vehicle populations near vanilla Set
Wildlife, modular cars and minicopters spawn at roughly stock density. Hot air balloons are off.
Why: the world should look like Rust. The 3x is in your gather rate, not in
tripping over a minicopter every 200 metres.
Weather is always clear Quality of life
No rain, fog, storms or overcast.
Why: a performance and visibility choice, not a rate one. Fog in particular
costs frames and hides people who should be visible.
Why so much of this reads as a nerf. The server was cloned from our 100x and inherited its
numbers wholesale — 100x income, 100x kits, 100x loot, 100x smelting. Almost nothing here is
us taking away something we designed. It is us finishing a conversion that was only half done. If
a change looks wrong to you in practice, say so in Discord; the numbers are written down precisely
so they can be argued with.