NoRulesRust · 100×

Server Update

Updated 10 September 2026 Scope Quarries · Clans · Raiding · Shop · Ranks · Economy Order Newest first

A full pass over the systems that had drifted out of line — some of it fixing things that were plainly broken, some of it closing exploits that were making the economy meaningless. The nerfs are listed here with the reasons, not buried.

Quarries
Up to 10×
The more diesel in the tank, the faster it runs. Same yield per barrel.
Shop
262 items
Every price rebuilt onto one scale. A full kit costs 7,075.
Blueprints
Gone
Everything unlocked on join. No research, no BP drops.
New loot items
+21
Siege, jungle and deep sea content that was never added.
Clan stats
No TC needed
Kills, crates and heli finally count for every clan.

Quarries & Excavator

10 Sep 20265 changes
Changed

Diesel was the only thing on the server still running at 1×

Every oil barrel hands you three things, and until now two of them were priced for a 100× server and the third was not:

From one oil barrelWasNow
Crude Oil50 – 40050 – 400
Low Grade Fuel50 – 50050 – 500
Diesel1 – 23 – 8

The fuel crate in the underwater labs had the same problem — 500–1250 low grade sitting next to 1–2 diesel. That one goes to 20–50. Those two containers are the only places diesel drops, so that is the whole supply.

This matters more than it used to, because diesel is now the throttle on both machines rather than just their fuel. At 1–2 a barrel, a full-speed excavator tank would have been a hundred and twenty barrels. It is now about twenty-two.

Being straight about it: this is the one part of the update that puts more ore in the world. Nobody gets more per diesel — that has not moved — but there is roughly 3.7× as much diesel to spend. On a server where one sulfur node already pays thousands, quarry output is not what drives the economy, and diesel being worthless to find was the worse problem.

Changed

Quarries run faster the more diesel you give them

A quarry produced at exactly the same rate whether you fed it 10 diesel or 500. Fuel bought duration, never speed — so the only way to get everything out of a full tank was to leave it running overnight and hope nobody came.

Every 5 diesel in the tank is now one speed tier. It is read off the tank every few seconds, so the tier falls away as the fuel drains and the last 5 diesel of any run finish at normal speed. Top it up mid-run and it steps straight back up. Pump jacks work the same way.

Diesel in the tankSpeedOne diesel everyTank lasts
51×5m 33s28 min
255×1m 07s28 min
50 or more10×33s28 min

A tank of 100 diesel used to take 9 hours 15 minutes to burn through. It now takes 56 minutes, for exactly the same ore.

One thing to watch: a quarry filling ten times faster fills its hopper ten times faster, and a full hopper makes the quarry switch itself off rather than bin the output. Nothing is lost, but a quarry you find switched off is now more likely to be full than out of fuel.

Changed

The excavator stops being an overnight job

Same idea, one tier per 10 diesel, up to 12×. Because the engine burns fuel at exactly the rate it speeds up, any tank up to the cap now runs for roughly the same twenty minutes — a bigger tank buys throughput rather than a longer night.

Diesel in the tankSpeedRuntime wasRuntime now
101×20 min20 min
12012×4h 00m20 min
1,00012×33h 20m2h 47m

Unlike the quarry, the excavator’s output piles do not stop themselves when they fill up, so a 12× run is not something to walk away from. And with the old excavator lock gone there is no owner and no cooldown on it any more — a running excavator is fair game to whoever walks up to it, and at 12× a stolen run empties a tank twelve times faster.

Note

Nothing pays more per diesel than it did

Both machines burn fuel at precisely the rate they speed up, so resources per diesel are unchanged. No free material has been added anywhere and this is not an economy buff — a barrel of diesel is worth exactly what it was worth last week.

What changes is that it is worth standing next to. An excavator run is now something you do, rather than something you leave on and walk away from, and everything sitting in those piles is worth just as much to whoever takes the monument off you.

Added

Two commands to check what a machine is doing

/quarryrate — stand near a quarry or pump jack for its current tier, tick rate and fuel.
/excrate — the same for the excavator, plus how many minutes of runtime are left in the tank.

Economy Rebalance

30 Aug 20266 changes
Fixed

Farming paid the same as it would on a 1× server

Gather rewards were paying a flat amount per swing, not per resource. So the 100× gather rate multiplied the ore in your inventory but not the money in your account — an hour of mining earned what an hour of mining earns on vanilla.

ResourceWasNow
Ore$2$20
Hemp$2$20
Stone$0.50$5
Wood$0.10$1

Kill rewards are unchanged. Jackhammers and chainsaws still pay a quarter rate — they swing far faster, so that keeps income per second level with a pickaxe.

Changed

Combat gear costs about half what it did

With income fixed, prices came down to match. A full kit — rifle, chest, face, 200 rounds and a medkit — went from $15,200 to $7,075, which is roughly half an hour of farming rather than most of a day.

ItemWasNow
Assault Rifle$11,000$4,950
M249$12,000$5,400
Metal Chest Plate$1,500$750
5.56 Ammo ×200$600$300
Auto Turret$9,000$4,500
SAM Site$9,000$4,500

Raid ammo did not get cheaper. High Velocity Rockets stay at $9,000 for ten, and 40mm, Torpedo and SAM Ammo are unchanged. Dying is cheap now; breaking someone's base is not.

Fixed

Monument vending machines were selling shop goods for almost nothing

Fourteen offers were priced at a fraction of their shop value. Five Auto Turrets went for 2,000 scrap — about $400 against $45,000 of shop value. Turrets were effectively free, which made base defence and the shop ladder meaningless.

All fourteen repriced against the Compound exchange rate of 5 scrap = $1. Everything under about $1,000 of value was left alone — monument shops being cheap for basics is the point of them.

Changed

Starting balance is now $10,000

It was $25,000. That was 1.6 kits before the price cut and 3.5 kits after, which meant a new player had no reason to farm for their first few hours. $10,000 is still a full kit and change — a head start, not a free wipe.

Fixed

Rank gather bonuses were out of order

VIP 1 was earning a smaller gather bonus than Booster — a paid rank below a free one — and two ranks had no gather bonus at all. The ladder now matches the rank order, and no rank lost ground.

Fixed

Teleport times at Outpost, Bandit and Town ignored your rank

Those monument teleports carry their own countdown table, separate from /home and /tpr, and it had never been updated. Boosters were getting 7 seconds while VIP and Private fell back to the full 15. All five now use the same ladder as the rest.

Clans & VIP

30 Aug 20265 changes
Fixed

Raids never registered for anybody

Taking another clan's cupboard only counted if that clan had registered it with a command nobody knew about. Not one clan on the server had ever run it, so Raids and Raided have shown zero since the board went up.

It now works out who owns a cupboard from who placed it and who is authorised on it. Taking someone's TC scores properly. Demolishing your own, or an ally's, does not count.

Added

Three allies instead of two

Alliance limit raised, and clanmates can finally use each other's vehicles, boxes, doors and cupboards. Auto-lock was defaulting to not-shared, so every car was locked to one person.

Added

Wallpapers and building skins for ranked players

Wallpapers were locked for everyone — the ownership check could not see wallpaper DLC at all, so even people who owned the packs could not use them. Now unlocked for VIP and above, along with building skins. External wall and gate upgrades are now a ranked perk too.

Fixed

Two boxes on the clan stats panel both said “Raided”

The second one is Heli Kills. Also relabelled Headshots to Headshot Hits, because it counts hits rather than kills — which is why it can read higher than your kill count, and why it feeds HS Accuracy.

Fixed

Events firing on top of each other

The Bradley and the patrol helicopter could spawn while one was already on the map, the same fault the cargo ship had. All three now check first.

Progression

29 Aug 20262 changes
Removed

Blueprints are gone entirely

Every blueprint is unlocked the moment you connect. There is nothing to research and nothing to grind for — on a 100× server, blueprint gating was the one thing still running at vanilla pace.

Blueprint drops have also been stripped from all 111 loot containers. That slot now rolls a real item instead, so every crate and barrel is worth slightly more than it was.

Changed

Workbenches repriced to what they actually do

Workbench levels have never gated crafting on this server — the requirement was being zeroed out at startup the whole time. They were priced as if they mattered. Now they're priced as the decoration they are.

ItemWasNow
Workbench Level 1600200
Workbench Level 21,500250
Workbench Level 32,500300

The Research Table has been pulled from the shop — with every blueprint already unlocked, it does nothing.

Gathering & Smelting

29 Aug 20262 changes
Changed

Quarries now run at server rate, and diesel is rarer

Quarries and the excavator had been held at 20× while everything else ran at 100×. That wasn't an oversight — oil barrels were dropping up to 15 diesel each, so the two numbers were quietly cancelling out to keep quarry output sane.

Both halves are now honest. Quarries and the excavator run at 100× like the rest of the server, and oil barrels drop 1–2 diesel instead of 1–15.

WasNow
Diesel per oil barrel1–151–2
Quarry & excavator rate20×100×
Resources per barrel of diesel~160~150
You'll find far less diesel, and each unit is worth about five times more. Total quarry output lands almost exactly where it was — the difference is that a stack of diesel is now genuinely valuable rather than something you trip over.
Changed

Furnaces are much faster, and large ones finally worth building

Large furnaces were smelting at exactly the same rate as small ones — the settings that should have made them faster were capped at the small furnace's throughput. Fixed, and the whole system sped up for 100×.

Charcoal yield is now 75% of what it was, so wood still means something.

Clans

29 Aug 202610 changes
Added

Clan quests — 11 of them, three tiers each

Open the clan panel and hit QUESTS. Every quest has three tiers, and progress pools across the whole clan. Clearing a tier pays clan points and money automatically — no claiming, no hand-ins.

QuestTier 1Tier 3
Stone Breakers / Lumber Barons2M50M
Sulfur Cartel500K10M
Metal Works / Refinery / Tanners100K–1M2M–25M
Tank Hunters / Sky Wardens10100
Crate Runners / Cargo Raiders10–25200–500
Siege Masters (TCs taken)5100

/quests shows the same board in chat.

Added

Kill Confirmed

Drop an enemy and they leave a dog tag on the ground. Pick it up for 25 clan points — five times what the kill itself is worth.

Their side can reach it first and deny you, taking 10 points instead. Tags are never dropped by teammates, clanmates or allies, so the ones on the floor are always worth contesting.

Added

Wealth board and per-member stats

The clan leaderboard has a WEALTH column — every member's balance combined — and /richest ranks clans by money instead of points.

Click any member's portrait to see their own card: kills, deaths, K/D, headshots, locked crates, heli and Bradley kills, kills confirmed, and points earned.

Fixed

Nothing was being recorded unless your clan had a registered TC

Kills, deaths, headshots, locked crates, heli kills, Bradley kills and raids were all gated behind the clan owning a registered tool cupboard. Not one clan on the server had one — so none of it counted, for anybody, ever. Crates, heli and Bradley were worse still: they gave up before recording the stat or the quest progress, so those quests could never advance either.

Stats and quest progress now always record. You do not need a clan TC for anything. Points flow without one too.

Added

Top Players — a board for individuals, not clans

New PLAYERS button on the clan panel. Every member across every clan in one table: kills, deaths, K/D, dog tags, locked crates and points earned. Your own row is highlighted, and clicking any row opens that player's card.

MY STATS opens your own card directly, without clicking through your clan first.

Added

Sortable leaderboard, plus dog tags and quests as columns

Click any column header to sort the board by it — points, wealth, kills, deaths, K/D, and two new columns: TAGS (dog tags collected) and QUESTS (tiers cleared). Click the same header again to reset.

Sorting is per player, so re-ordering the board for yourself does not move it for anyone else looking at it.

Added

Hall of Fame

The top three of every category are now captured when the map wipes — points, kills, wealth, dog tags and quests — and kept for twelve wipes. Page back through them with the HALL OF FAME button.

It starts empty and fills from the next wipe onward. Previously only a single overall winner survived a wipe, and even that lost its member stats on the way through.

Fixed

Offline members showed as a long string of numbers

A member who logged off had their name replaced with nothing, so the panel fell back to printing their raw Steam ID. Names are now remembered. Existing ones repair themselves as those players are seen again.

Fixed

The clan panel could get stuck on screen

Closing the clan UI left the quest panel and member card behind, with the cursor locked and no button left to click. The member card's own close button was also being covered by the player's avatar. Both fixed.

Fixed

The clan scoreboard only updated after remaking a clan

A clan that existed in game but not yet in the scoreboard's own records threw an error mid-refresh, which aborted the whole sync — so every clan after it in the list stopped updating too. Disbanding and remaking appeared to fix it because that registered the clan properly. Now it just works.

Raiding

29 Aug 20262 fixes
Fixed

Raid block was doing nothing at all

It was not removed — it was misconfigured in two separate ways, either of which alone would have killed it.

It was set to create a protected zone around the building, but the plugin that provides zones is not installed. Zone creation failed silently, and the code that actually applies the block never ran. Nobody was blocked, including the raider.

On top of that, it ignored any attacker more than 12 metres from the building. Rockets are fired from well past that, so most real raids were skipped before anything else was even checked.

Raid block now works: 5 minutes, applying to the raider and to anyone authorised on that cupboard within 30 metres. Only explosive and melee damage triggers it — a stray rifle round will not.

Fixed

Allies could not turn friendly fire on

/aff was disabled at the config level, so the command did nothing. Allied clans are still protected from each other by default — but you can now choose to turn it off between you.

Shop

29 Aug 20267 changes
Changed

Every price rebuilt on a single scale

Shop prices had been set by three different systems over time and never reconciled, which produced some genuinely absurd results — a Minigun cost 181, roughly one chicken kill, while an M249 cost 44,000. Bandages cost more than medkits. A Hide Vest cost more than a Metal Chest Plate.

All 262 items now sit on one ladder priced against what you actually earn, running from 50 up to a ceiling of 9,000.

ItemWasNow
Minigun18112,000
M24944,00012,000
Assault Rifle29,98211,000
Bolt Action Rifle26,71910,000
High Velocity Rocket ×1049,9759,000
Bandage ×101,259100
Most top-tier gear got cheaper. The ceiling came down from 44,000 to 9,000 — the handful of items that went up were the ones priced far below everything comparable.
Removed

Selling items back to the shop

Sell-back was an unlimited money printer. One hemp plant produces around a thousand cloth at 100×; crafted into bandages and sold back, that was roughly 15,700 from a single plant — and the same loop ran through hide and burlap armour.

Because the input was free gathered material, no set of prices could close it. The sell option is gone.

Added

Raw materials are stocked now

Wood, stone, sulfur, gunpowder, charcoal and scrap are all buyable — they had somehow never been listed, while cloth and metal fragments were.

Added

23 more items — and every weapon attachment

14 more guns: Blow Pipe, Hunting Bow, Crossbow, Mini Crossbow, Eoka, Nailgun, Revolver, Semi-Automatic Pistol, M15, Pump Shotgun, Waterpipe Shotgun, Custom SMG, HMLMG and the Krieg Shotgun.

Every attachment in the game is now stocked — Gas Compression Overdrive, Military Silencer, Soda Can Silencer and the Simple Handmade Sight join the ones already there.

New ammo: HV 5.56, Incendiary 5.56 and Incendiary Pistol. New meds: Advanced Healing Tea and Advanced Max Health Tea.

Changed

High Quality Metal is five times cheaper

100 HQM dropped from $500 to $100. It was priced high enough that people sitting on millions still weren't buying it.

Batteries moved out of Resources into Electrical, where they belong.

Fixed

The shop itself got a tidy-up

The search box was unclickable — the magnifier icon was sitting on top of the text field and swallowing the clicks.

Categories now show 7 at a time instead of 5, so 14 categories fit in two pages rather than three. Buy buttons read BUY $12,000 rather than just the number, since that button purchases instantly with no confirmation. And the x1 badge is gone from single items, so bulk stacks like x10,000 Wood actually stand out.

Removed

Three items that did nothing

Lime, Mint Leaves and the Mojito Cocktail were listed for a system that isn't installed. They were ordinary items wearing a skin — the Lime was a spoiled apple selling for 181 each. All three are delisted.

Quality of Life

29 Aug 20264 changes
Added

Symmetry building: undo and preview

/sym undo removes the last symmetric placement and refunds the materials. /sym preview shows where your mirrors would land before you commit — green will build, red is blocked.

Your symmetry centre point now also survives a disconnect instead of being lost.

Fixed

Symmetry could error out and charge you for nothing

When a mirrored block could not be placed, the cleanup threw an error and left an invisible leftover object behind. Materials taken for a block that then failed to build were never given back. Both fixed.

Added

Clan-shared authorisation

Tool cupboards, turrets, and both key and code locks now share automatically with your clan, team and friends. No more authorising everyone by hand every time someone joins.

Fixed

The excavator was locked to people who had logged off

Excavator locks never released. If the person who started it disconnected, it stayed theirs permanently — one had been held since August by someone long gone.

Locks now clear when the owner disconnects, clanmates can share the excavator instead of only Rust teams, and the 30-second restart lockout is gone.

Loot

29 Aug 20261 change
Added

Content from recent Rust updates that had never been added

The loot tables had gone stale — new items from several game updates were never placed, so they simply never dropped. 21 items across 145 placements have been added, each one slotted into the containers that already hold its closest equivalent.

UpdateNow drops
SiegeAll 4 ballista bolts, all 4 catapult bombs, battering ram head
JungleBlow pipe and all 4 dart types
Deep SeaSpeargun spear, torpedo
VehiclesLow quality carburetor, crankshaft, piston, spark plug, valve

Events

29 Aug 20263 changes
Changed

More frequent, but one at a time

Event timers are shorter than they were. An earlier version of this update also let two of the same event run at once — that caused event spam and has been reverted. One of each, as it should be.

EventWasNow
Patrol Helicopter30–60 min25–45 min
Bradley APC30–120 min20–40 min
Cargo Plane60–120 min25–50 min
CH47 Chinook40–120 min30–60 min
Cargo Ship40–120 min60–105 min
Fixed

Two and sometimes three cargo ships at once

The spawner never checked whether a ship was already sailing. A cargo ship is on the map for around 50 minutes, but the respawn timer could fire after 35 — so a short roll left two out there, and two short rolls in a row gave three.

It now refuses to spawn while one is still out, and the timer has been pushed to 60–105 minutes so they cannot stack in the first place.

Fixed

Event settings were being ignored completely

The event system's configuration file had a formatting error that made the whole file unreadable, so none of its settings were applying — including the rule that returns your items after an event and the block on joining while raid-flagged. Repaired.

Economy

29 Aug 20264 changes
Changed

Balances now reset at wipe

Money had been carrying over through every wipe since the server opened. The result was 49.4 million in circulation across 297 accounts, with the median player holding more than twice the price of anything in the shop and three accounts sitting on the hard cap.

At that point buying things stops meaning anything. Balances now clear with the map, so each wipe starts level.

Your current balance is not being touched. It carries as normal until the next map wipe, then everyone starts fresh.
Added

Teleports cost money

Teleporting was free and unlimited, which meant nothing ever drained the economy. There is now a fee per teleport — small enough to ignore on a normal night, large enough to matter if you teleport constantly.

DestinationCostSkip cooldown
Home200600
Player request (TPR)300900
Town, Outpost, Bandit250750
Island, Deep Sea4001,200
Changed

Giveaway cash brought back down to earth

The cash prize started at 50,000 and reached 500,000 on a busy server — up to 42× the price of the most expensive item in the shop. One win ended your relationship with the economy permanently.

Players onlineWasNow
1+$50,000$5,000
15+$100,000$10,000
35+$250,000$25,000
75+$500,000$50,000

Gear prizes — AKs, C4, turrets, rockets, supply signals — are unchanged.

Fixed

The M249 giveaway never delivered

The M249 prize referenced an item name that doesn't exist, so anyone who won it received nothing at all. Corrected.

Ranks & VIP

29 Aug 20264 fixes
Fixed

Every rank had the same teleport time

Teleport countdowns are meant to shorten as you rank up. Six ranks were sitting on the same number, and a VIP-grade permission had been granted to every player on the server — which collapsed the whole ladder to the VIP value for everyone.

RankCountdown
No rank15s
Linked13s
Booster11s
VIP 1 · VIP10s
VIP 29s
VIP 3 · Private8s
Commando7s
Admiral4s
General2s
Warlord1s

Admiral, General and Warlord are unchanged — nobody who already bought those loses anything.

Fixed

Some ranks were not wired up at all

Several rank groups did not hold their own permissions and were only working because a VIP permission was being handed to everyone by default. Private held nothing whatsoever — buying it changed nothing. Every rank now carries its own teleport and earn-rate benefits.

Fixed

VIP tiers didn't actually progress

VIP 1, VIP 2 and VIP 3 were all earning the same playtime rate — upgrading changed your gather bonus but nothing else. The tiers now separate properly.

RankPlaytime wasPlaytime now
VIP 11.75×1.50×
VIP 21.75×1.75×
VIP 31.75×2.00×
Fixed

Several rank perks were never applying

A number of rank rewards had been entered with a stray character in the name, which meant they silently matched nothing — affecting VIP kit access and booster teleport perks among others. Linked accounts had no gather or playtime bonus at all despite the rank existing. All corrected.