NoRulesRust · 100×

Server Update

Released 28 August 2026 Scope Progression · Shop · Loot · Economy Applies Next restart

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.

Shop
261 items
Every price rebuilt onto one scale, ceiling 12,000.
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.
Event rate
faster
And two events can now run at the same time.

Progression

2 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

1 change
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.

Shop

4 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 261 items now sit on one ladder priced against what you actually earn, running from 50 up to a ceiling of 12,000.

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 12,000 — 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.

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.

Loot

1 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

2 changes
Changed

Roughly twice as frequent, and they can overlap

Every event timer has been shortened and the cap lifted from one at a time to two, so you can now get a heli and a Bradley running together.

EventWasNow
Patrol Helicopter30–60 min15–30 min
Bradley APC30–120 min15–30 min
Cargo Plane60–120 min20–40 min
CH47 Chinook40–120 min20–40 min
Cargo Ship40–120 min20–40 min
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

4 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

2 fixes
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.