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Industrial System

Updated May 18, 2026
Post-mortar patch meta

Industrial

Last updated: May 18, 2026

The Industrial Update gave Rust a real automation backbone. Conveyors conveyor move items between storage. Filters route specific items to specific containers. Industrial crafters industrial crafter auto-craft recipes from input materials. Pipes connect everything. The whole system runs on power (rW) and has a few hard limits you can't engineer around — most importantly, a single conveyor network maxes at 16 containers and storage adapters in/out.

This file covers the components, the limits, the wiring, and the common networks that actually pay off (auto-sort, auto-smelt, auto-craft, auto-recycle).

The components

Industrial conveyor

Cost: 200 metal frags metal frags, 1 gear, 1 high-quality metal, 1 wire. Workbench 1 workbench 1. Researches for 210 scrap scrap. Power draw: 2 rW.

The mover. A conveyor conveyor pulls items from any container connected to its input via storage adapter and pushes them to any container on its output side. Conveyors have built-in filters (12 slots) — set what items or categories should pass through. Empty filter = everything passes.

Conveyors conveyor do not connect directly to other conveyors. They connect through containers — one conveyor outputs into a box, the next conveyor's storage adapter taps that box.

Default move frequency: 5 seconds. Once every 5 seconds, the conveyor conveyor attempts to move up to 32 items per stack from each input container to each output container that passes the filter. The frequency is server-side configurable (server.conveyormovefrequency), so dedicated servers can run faster. On Facepunch official it's 5s.

Conveyor + Storage Adapter — the basic pipe (ports)
Source Boxitems waiting to move▸ IN: (clips to box)Storage Adapterclips onto the source box▸ OUT: Industrial Out▸ IN: Industrial InputIndustrial Conveyorpowered; moves filtered items▸ OUT: Industrial Output▸ IN: Industrial InStorage Adapterclips onto the target box▸ OUT: (clips to box)Destination Boxitems arrive here

Conveyor filter modes: exact item vs category

The filter is the brain of the conveyor conveyor. Each of the 12 slots holds either an exact item (only that one item ID passes) or a category (every item the game tags into that group passes). Categories are broad on purpose: dropping the "Weapon" category into one slot routes every gun, melee, and bow in a single move, while "Resources" sweeps wood, stone, metal ore, sulfur, cloth, and leather all at once. Exact-item filtering is the opposite — surgical. If you only ever want Tech Trash tech trash in a box, set that exact item and nothing else will leak in.

Every filter slot also carries two optional numeric fields that most players never touch:

Empty filter = everything passes. This trips up new players constantly — an unconfigured conveyor is not "off," it is "move literally everything." If you want a conveyor idle, cut its power or leave a port unconnected; do not rely on an empty filter to hold items back.

Storage adapter

Cost: 75 metal frags metal frags, 1 gear, 1 wire. Workbench 1 workbench 1. Power draw: 0 (no rW needed).

The "tap" that connects a container to a pipe. Place on the side of a box, a furnace furnace, a workbench output slot, or a recycler. Connect adapters to conveyors conveyor with industrial pipes industrial pipes.

A container with a storage adapter is "in the network." It can also still be opened and used manually.

Industrial crafter

Cost: 200 metal frags metal frags, 4 gears, 1 high-quality metal. Workbench 2 workbench 2. Researches for 250 scrap scrap. Power draw: 2 rW.

Auto-crafts a single recipe of your choice. You select an item via the crafter crafter UI (anything in your researched/blueprinted recipes), feed in the ingredients via conveyor conveyor input, and finished items come out the output port.

Default craft frequency: 5 seconds per craft. Configurable via server.industrialcrafterfrequency.

A single crafter crafter handles one recipe. Want to auto-craft three things? Three crafters in parallel.

Industrial combiner

Cost: 75 metal frags metal frags, 1 gear. Workbench 1 workbench 1. Function: merges two pipe inputs into one output. Free, no power.

For when you want two different sources feeding the same container.

Industrial splitter

Cost: 75 metal frags metal frags, 1 gear. Workbench 1 workbench 1. Function: takes one pipe input and routes to 3 outputs. Free, no power.

Use sparingly — splitters are for symmetric routing. Most networks use conveyor conveyor filters instead.

Component cheat sheet

The six industrial components and what each one actually does, at a glance:

ComponentPower drawPortsJob
Storage adapter0 rW1 pipe portTaps a container into the network. Passive — no power, no logic.
Industrial conveyor conveyor2 rW1 in / 1 out + powerThe only mover. Pulls from input adapters, filters, pushes to outputs.
Industrial crafter crafter2 rW1 in / 1 out + powerAuto-crafts one selected recipe from piped-in ingredients.
Industrial combiner combiner0 rW3 in / 1 outMerges up to three pipe inputs into one output line.
Industrial splitter splitter0 rW1 in / 3 outSplits one input evenly across three output lines (round-robin).
Industrial pipe pipe0 rWThe physical link. Carries items between any two ports.

Combiner vs splitter — when to reach for each. The combiner combiner solves a real port-count problem: a conveyor has only one input port, so if three separate boxes all need to feed the same conveyor, a combiner funnels them down to the single pipe the conveyor expects. The splitter splitter does the reverse for outputs — one conveyor output fanned to three destinations. Crucially, neither device filters: a combiner mixes everything that arrives, and a splitter distributes blindly in a round-robin. They move items, they do not sort. For anything that requires "this item here, that item there," you must use conveyor filters. The classic correct use of a splitter is feeding three identical electric furnaces electric furnace equally from one ore box.

Industrial pipes

Pipes are placed by holding the wire tool (it's the same tool — Rust uses the same wire tool for electricity wires and industrial pipes industrial pipes, but they're different visual types selected by which component you started from). Pipes connect storage adapters to conveyor conveyor ports.

Length isn't limited the same way as wires, but you'll want pipes to be relatively short and clean for performance and ease of debugging.

Pipe routing rules

Pipes look cosmetic but follow firm rules that decide whether a network works at all:

The hard limits

16 containers per network

This is the most-misunderstood rule in the system. A single connected industrial network can have a maximum of 16 storage adapters total (inputs + outputs). A conveyor conveyor with 4 input adapters and 4 output adapters takes 8 of your 16. Add a crafter crafter (2 adapter ports — input and output) and you're at 10. Add another conveyor with 4 in / 2 out and you're at 16. That's your network.

To exceed 16, build separate isolated networks. Each conveyor conveyor that's not pipe-connected to another conveyor is its own network. So a typical mid-game base has 2–4 small networks rather than one giant one.

The hard cap: 16 containers per industrial network
A conveyor sees only the first 16 adapters in its network ONE NETWORK = 16 container adapters MAX (inputs + outputs combined) Conveyor 8 inputs / 8 outputs = 16 adapters: network full input 1 input 2 input 3 input 4 input 5 input 6 input 7 input 8 output 1 output 2 output 3 output 4 output 5 output 6 output 7 output 8 Need a 17th container? Build a SEPARATE network. A conveyor not pipe-linked through a shared box to another conveyor is its own isolated network. Mid-game bases run 2-4 small networks, never one giant one.

Why 16, and how to count it correctly

The 16-container ceiling exists for one reason: server performance. Every tick, a conveyor conveyor walks its entire connected graph of containers, checks filters, and computes moves. Left uncapped, a single mega-network could touch hundreds of inventories every few seconds and stall the server. Facepunch settled on a hard limit: a conveyor will only ever "see" the first 16 storage adapters it can reach through the pipe graph, counting inputs and outputs together.

The trap is that the limit is per network, not per conveyor. Because conveyors share containers (one conveyor's output box is the next conveyor's input box), two conveyors linked through a shared box are part of the same network and share the same 16-adapter budget. Daisy-chain four conveyors through shared boxes and all four are competing for those 16 slots. If you place a 17th adapter, it is not an error and nothing breaks visibly — the conveyor simply ignores it, and items in that container silently never move. This is the single hardest industrial bug to diagnose.

How to count your budget correctly:

Practical consequence: stop trying to build one omniscient base-wide network. Experienced players run several small, single-purpose networks — one for sorting, one for smelting, one for ammo crafting — each comfortably under 16. Small networks are also dramatically easier to debug, because a fault is contained to one chain.

32 items per stack per tick

Conveyors conveyor move up to 32 items per stack per tick. So a stack of 1,000 sulfur sulfur takes ~32 ticks (= ~2.5 minutes) to fully move. Plan accordingly.

12 filter slots per conveyor

Each conveyor conveyor has 12 filter slots. A slot can be an exact item ("Tech Trash tech trash") or a category ("Components"). Categories filter broadly: Components catches all loot crate components (springs springs, gears, rifle bodies, etc.) in one slot.

Conveyors don't connect directly

You must have a storage adapter (and therefore a container) between any two conveyors conveyor. This is the rule that limits network sprawl.

No conveyor pulling from a conveyor

Same constraint, different phrasing. The "pull" happens on the input side of a conveyor conveyor and the source must be an adapter on a container.

Common networks

Auto-sort: deposit anywhere, sorted everywhere

The killer network. You walk into your base with a backpack full of loot, dump it all into one "drop box" near the entrance, and 30 seconds later it's distributed to component box, weapon box, food box, ammo box, etc.

Layout (one network, 12 adapters total): - Drop Box (1 adapter on side, output to conveyor conveyor) - Conveyor 1 (filter: Components → output to Component Box adapter) - Component Box (1 adapter) - Conveyor 2 daisy from Components Box overflow → Weapons (filter: Weapons → output to Weapon Box) - Weapon Box (1 adapter) - ... and so on

You build this once per wipe, takes 30 minutes and 1k frags frags + some gears, and saves you literally hours of manual sorting across the wipe.

Pro tip: put a "garbage" box at the end of the chain that catches anything not filtered. That's where you find the items you should have set up a filter for.

Auto-sort network: deposit once, sorted everywhere
One drop box feeds a filtered conveyor chain Drop Box dump loot here on the way in Conveyor chain filter slot: Components filter slot: Weapons filter slot: Ammunition filter slot: Food each conveyor matches its own filter via adapter Component Box gears, springs, rifle bodies Weapon Box guns + tools Ammo Box rounds + shells Food Box meat, berries, cooked items Put an unfiltered "garbage" box at the end of the chain to catch anything no filter matched. DROP BOX -> FILTERED CONVEYORS -> SORTED OUTPUT BOXES

Auto-smelt

A network that takes raw ore from a drop box, feeds it to multiple furnaces furnace (electric furnaces electric furnace are the play — see 03_Electricity.md), and outputs ingots to a smelted-metal box.

Layout (one network, 8 adapters total): - Ore Box (1 adapter, output) - Conveyor conveyor (no filter, send everything) → Electric Furnace electric furnace 1 input adapter - Electric Furnace 1 output adapter → Conveyor → Smelted Box - Repeat for Furnace furnace 2, Furnace 3...

The electric furnace electric furnace's big advantage here: it doesn't burn wood wood as fuel, so wood in your input stream just sits in the slot (or gets filtered out by a conveyor conveyor filter set to "metal ore, sulfur sulfur ore, hqm hqm ore"). And it can't be turned off by a sprinkler accidentally, which matters for greenhouse-integrated bases.

Auto-Smelt Loop — ore in, refined metal out (ports)
Ore Boxraw ore goes in▸ IN: (clips to box)Storage Adapterclips to the ore box▸ OUT: Industrial Out▸ IN: Industrial InputIndustrial Conveyorfilter: ore types only▸ OUT: Industrial Output▸ IN: Industrial InElectric Furnacesmelts ore into metal▸ OUT: Industrial Out▸ IN: Industrial InputIndustrial Conveyorfilter: refined output▸ OUT: Industrial Output▸ IN: Industrial In (adapter)Refined Metal Boxauto-stocked output

Auto-craft: turn ore into gunpowder into ammo

Multi-stage networks where one crafter crafter's output feeds the next crafter's input. Classic example: 1. Sulfur sulfur + Charcoal charcoal → Crafter 1 → Gunpowder gunpowder 2. Gunpowder + Metal Frags metal frags → Crafter 2 → Explosives 3. Explosives + tech trash tech trash + low-grade → Crafter 3 → C4 c4

You'd run this as 3 separate networks (or 1 carefully laid out with combiners combiner) because each crafter crafter is 2 adapter slots and the chain quickly eats the 16-adapter budget.

Building the four flagship networks — start to finish

Below is the exact build order for each automation network most bases want. Every one fits inside a single 16-adapter network.

Auto-sort (deposit anywhere, sorted everywhere).

Auto-smelt.

Auto-craft (ore to gunpowder to ammo).

Auto-recycle (loot to scrap).

Auto-recycle: turn loot into scrap

Place a recycler (Workbench 3 workbench 3 craftable, 500 metal frags metal frags, 75 HQM hqm, 2 gears, 1 sewing kit sewing kit). Storage adapter on the input side, storage adapter on each of the 6 output slots (or combine outputs via combiners combiner). Conveyor conveyor feeds your "to-recycle" box into the recycler input. A second network catches outputs.

Common mistake: thinking you can put adapters on every recycler output slot. You can — but each one counts against the 16 limit. Most setups combine all 6 recycler outputs into a single pipe via combiners combiner, then output into one "scrap scrap and parts" box.

Auto-load auto-turrets

Crafter crafter set to craft 5.56 rifle ammo 5.56 rifle ammo (charcoal charcoal + gunpowder gunpowder + frags frags). Output pipes to a box. Conveyor conveyor pulls from that box and feeds the auto-turret turret's storage slot. Your turrets reload themselves overnight from your sulfur sulfur/charcoal stockpile.

Filter Pass / Filter Fail logic outputs

Each conveyor conveyor has two logic output ports: Filter Pass (powers on each time an item matches the filter) and Filter Fail (powers on each time an item is rejected). These give you free 1 rW logic signals you can use elsewhere — e.g., alarm when uncommon item enters your base by setting a filter to match "Targeting Computer" with Filter Pass wired into a smart alarm smart alarm.

Complete Drop Box Auto-Sort System — Start to Finish
The whole build: dump loot in one box, it ends up sorted into the right boxes Orange arrows = item flow. Blue arrows = electrical power. 1. DROP BOX the intake point you + teammates dump all loot in here put it by the door 2. STORAGE ADAPTER snaps onto box side no power needed 3 + 4. INDUSTRIAL CONVEYOR pulls from the drop box adapter 12 filter slots route item categories: Components Weapons Ammunition Food Resources ...8 more slots draws 1–2 rW of power moves items every 5 seconds (one "tick") up to 12 stacks per tick matched items go out; rest fall through item flow 5. POWER Battery —> conveyor power input conveyor needs ~1–2 rW continuous no power = no sorting Components box gears, springs, rifle bodies has its own storage adapter Weapons box guns + tools has its own storage adapter Ammo box rounds + shells has its own storage adapter Food box meat, berries, cooked items has its own storage adapter Resources box wood, stone, metal, sulfur has its own storage adapter 6. SORTED DESTINATION BOXES GARBAGE / OVERFLOW BOX end of the chain — catches anything no filter matched if it fills up, add a filter slot for what you see in it unfiltered items Network limit: one conveyor sees only the FIRST 16 storage adapters in its network. 1 drop box + 5 sorted boxes + 1 garbage box = 7 adapters here — well under the cap. Each container side you connect counts as 1 adapter against the 16-adapter network limit. 7. TEST: dump a backpack of mixed loot into the Drop Box, wait a few 5-second ticks, check each box. DROP BOX —> ADAPTER —> CONVEYOR (12 FILTERS) —> SORTED BOXES —> GARBAGE BOX

Wiring a network — step by step

  1. Plan in advance. Sketch boxes and pipe paths on paper or in rustrician (which now supports industrial too).
  2. Place all containers. Make sure they have at least one open side for adapters.
  3. Place storage adapters on each container side that needs to be in the network. Snap-and-place.
  4. Run pipes from adapter to conveyor conveyor input ports, from conveyor conveyor outputs to other adapters.
  5. Power the conveyors conveyor. Each is 2 rW. A small network of 4 conveyors conveyor needs 8 rW continuous — fits within one large battery's discharge rate.
  6. Set conveyor conveyor filters. Open the conveyor conveyor UI by looking at it and pressing E. Drag items or categories into the filter slots.
  7. Test by dumping items into the input box and watching the chain.

Recipes by quick reference

Item Workbench Cost
Storage adapter 1 75 frags frags + 1 gear + 1 wire
Industrial conveyor industrial conveyor 1 200 frags frags + 1 gear + 1 HQM hqm + 1 wire
Industrial crafter industrial crafter 2 200 frags frags + 4 gears + 1 HQM hqm
Industrial combiner industrial combiner 1 75 frags frags + 1 gear
Industrial splitter industrial splitter 1 75 frags frags + 1 gear

Research costs (scrap scrap to learn from a workbench): - Storage adapter: 75 scrap - Industrial conveyor industrial conveyor: 210 scrap - Industrial crafter industrial crafter: 250 scrap - Combiner combiner/splitter: 75 scrap each

Power budgeting

A typical solo industrial network: - 4 conveyors conveyor × 2 rW = 8 rW - 2 crafters crafter × 2 rW = 4 rW - 2 electric furnaces electric furnace × 60 rW (only when smelting) = 120 rW intermittent - 1 recycler (when running) = 0 rW (recyclers don't need external power, they self-power)

Continuous: 12 rW. Peak with both furnaces furnace running: 132 rW.

You need enough source + battery to sustain the peak when you actually smelt. Solution: smelt during daytime when solar solar+wind output is high, let furnaces furnace sleep at night.

More industrial pitfalls worth knowing

Common mistakes

  1. Trying to connect two conveyors conveyor directly. Always need an adapter+container between.
  2. Maxing the 16-adapter network on one giant chain. Plan smaller networks; performance and clarity both benefit.
  3. Filter set to category instead of specific item. Category filters catch everything in that category — that includes the trash you don't want. Use specific item filters when you only want certain items.
  4. Forgetting that crafters crafter need ingredients in the correct slot. Crafters crafter have specific ingredient slots; conveyor conveyor must filter and route correctly.
  5. Empty filter assumed = no movement. Empty filter = everything passes. If you want no movement, the conveyor conveyor shouldn't have a path or shouldn't be powered.
  6. Adapter on a workbench output expecting all 4 output slots. Each workbench output is a separate inventory slot — you can pipe from a workbench output but only what's been crafted, not from input slots.

A few quality-of-life networks worth building

These networks pay back their material cost in hours, not days. The industrial system is the single biggest force-multiplier in the game for any player who logs more than a few hours a wipe.

Pro tips

Advanced industrial tips

Large drop box sorting setups

A sorting setup turns one messy pile of loot into a base that files itself. You walk in from a monument run or a raid, dump everything into a single box, and the industrial system pushes sulfur to the sulfur box, components to the component box, guns to the armoury, and everything else to an overflow. For a group base this is the single biggest quality-of-life build there is — nobody hunts through forty boxes for springs ever again. This section is the complete, mechanically-exact build.

How the conveyor actually moves items

Everything below depends on four hard facts about the Industrial Conveyor. Get these wrong and your sorter trickles or jams.

The conveyor also exposes Filter Pass and Filter Fail electrical outputs (both a free 1 rW) and three filter modes: ANY ITEM (move everything), REQUIRE ALL (only transfer once every listed item is present — used for crafter recipes), and EXCLUDE LISTED ITEMS (move everything except the list). A sorter is built almost entirely from category filters plus one ANY-ITEM catch-all.

Parallel fan-out — one input box feeds four sorter conveyors
One input box — four conveyors skim it in parallel INPUT Large Box · 4 adapters dump all loot here one drop = sorted CONVEYOR · filter: Resources ore, sulfur, wood, cloth, scrap, frags CONVEYOR · filter: Components gears, springs, pipes, tech trash, rope CONVEYOR · filter: Weapons + Ammo guns, tools, every ammo type CONVEYOR · ANY ITEM catch-all — sweeps whatever is left Resource box Component box Armoury box OVERFLOW box Unmatched items sit in INPUT until the ANY-ITEM conveyor sweeps them — build that conveyor LAST in the chain.

Design 1 — the parallel fan-out (up to four categories)

A Large Box accepts four storage adapters, so four conveyors can read the same loot pile at once. Put your input Large Box on a wall, snap four adapters onto it, and run one conveyor off each adapter. Filter three of them to categories — Resources, Components, Weapons+Ammo — and leave the fourth on ANY ITEM as the catch-all. Each filtered conveyor outputs to its own destination box; the catch-all outputs to an overflow box. Order matters: the catch-all must be the last conveyor powered in the chain, or it scoops loot before the category filters get their pass. In practice you simply wire it at the end of the power daisy-chain.

This is the whole sorter for a solo or small-group base. It costs four conveyors and seven adapters (four on the input, one on each of three destination boxes — the catch-all box also needs one) and clears a full Large Box of mixed loot in two to three ticks.

Design 2 — the cascade for eight or more categories

Four adapters is the wall. When you want eight or twelve dedicated boxes — separate boxes for HQM, sulfur, cloth, low-grade, meds, guns, ammo, building blocks — you cascade. Run one ANY-ITEM conveyor from the input into a second Large Box (a "relay"). That relay now has its own four adapters and feeds four more sorter conveyors. Chain relay → relay with another ANY-ITEM conveyor and you add four categories per stage, with no real ceiling until the industrial max depth of 32 components per side.

Cascade — chain relay boxes to pass the four-adapter wall
Each relay box adds four more sorter conveyors INPUT Large Box CONVEYOR ANY ITEM RELAY 1 4 adapters CONVEYOR ANY ITEM RELAY 2 4 adapters → relay 3… 4 sorter conveyors 4 sorter conveyors HQM Sulfur Cloth Frags Meds Guns Ammo Wood An ANY-ITEM conveyor carries leftovers to the next relay. Industrial max depth is 32 components per side — plenty for a dozen categories. Build rule: power the relay chain front-to-back so each stage gets first pick before the next.

The catch-all / overflow box

No filter list is ever complete — a player drops a weapon skin, a piece of clothing, a diving tank. The catch-all conveyor on ANY ITEM mode (or EXCLUDE LISTED ITEMS with your sorted categories listed) sweeps every leftover into an overflow box so the input never clogs. Check the overflow once a wipe: anything piling up there is a category worth promoting to its own conveyor.

Filter settings that actually matter

Each filtered item exposes three numbers. Used well they stop trickle-feeding and over-filling; ignored, they cause the most common sorter complaints.

SettingWhat it doesWhen to use it
MINOnly moves the amount above this number out of the source box.Keep a working stock in place — e.g. MIN 100 frags so the input always has crafting metal.
MAXStops transferring once the destination holds this many.Cap a box so it never overfills — e.g. MAX sulfur at one box's worth.
BUFFERMoves only in chunks of this size.Feeding Industrial Crafters — buffer to the recipe amount to stop trickle-crafting.

Build order — step by step

  1. Place the input box where teammates and you naturally walk past it — by the front door or the loot room. A Large Box for a sorter, or a wall-mounted Drop Box if you want a one-way deposit point teammates can fill but not pull from.
  2. Snap storage adapters on. Aim at the box with the adapter equipped. Large Box takes 4, Small Box 2, Drop Box 1, Tool Cupboard 2, Locker 3.
  3. Place each destination box and put one adapter on each.
  4. Place the conveyors. Two conveyors can never touch — a storage adapter must sit between them. Connect each conveyor's industrial input to a source adapter and its output to a destination adapter with the Pipe Tool.
  5. Wire power. One conveyor draws 1 rW; chain power through each conveyor's electrical pass-through. A four-conveyor sorter needs ~4 rW — trivial for a small battery or solar setup.
  6. Set the filters. Open each conveyor (TC auth required), add its category, set the catch-all to ANY ITEM. Use the Copy(JSON) button to clone a filter to other conveyors or save it outside the game.
  7. Test. Dump a mixed stack in the input, wait two ticks (10 s), confirm everything lands in the right box and the overflow catches the strays.

Bill of materials

PartCraft costBench / researchNotes
Industrial Conveyor75 Metal FragmentsWB1 · 20 scrap1 rW each; one per category + one catch-all
Storage Adapter100 Metal FragmentsWB1 · 20 scrap30 HP; one per box face used
Industrial Splitter75 Metal FragmentsWB1 · 20 scrap1 pipe → 3; splitting into a non-divisor of 60 lowers throughput
Industrial Combiner75 Metal FragmentsWB1 · 20 scrap3 pipes → 1; lets one conveyor read several boxes

A four-category fan-out runs roughly 4 conveyors + 8 adapters ≈ 1,100 metal fragments — cheap enough to build the first week. A twelve-category cascade is about three times that and still well inside a mid-wipe budget.

Common sorting mistakes

The automated vending machine

A Vending Machine is a player-run, always-on shop. You stock it, set sell orders, and other players buy from it — even while you are offline, asleep, or off the server entirely. On its own it is a passive economy tool. Wired into the industrial conveyor system it becomes something better: a hands-off shop that restocks itself from a supply container. That industrial angle is why this section lives on the Industrial page.

What a Vending Machine is and how to deploy it

The Vending Machine is a deployable crafted at Workbench Level 1 for 100 Metal Fragments + 20 High Quality Metal + 3 Gears. Place it on any floor or against a wall inside your base. Once deployed, only a player with Tool Cupboard authorization can open the admin side and load stock; everyone else sees only the customer-facing buy screen.

To set it up:

  1. Open the admin panel (auth required) and drop the items you want to sell into the machine's inventory — this is the stock it draws from.
  2. Create sell orders. Each order is an item-for-item trade: you choose what the buyer gives, the quantity, and what they receive in return. A machine holds multiple orders, so one machine can run a whole catalogue.
  3. Name the shop and choose whether it broadcasts. A broadcasting machine shows as a green shopping-cart marker on the in-game map, so players server-wide can find it.

Rust has no built-in currency, so trades are always one item for another. In practice Scrap scrap is the de facto currency — it is universally wanted for research and tech tree costs — so most shops price goods in scrap. You can also trade resource-for-resource (sulfur for charcoal, HQM for metal frags) when that suits your supply.

Pricing strategy basics

Placement and safety

A Vending Machine is a lootable target. Customers need to reach it, which means it is exposed by design — and the stock and the scrap inside are loot for anyone who breaks in. Never place a stocked machine inside your loot core. Standard safe layouts:

Whatever the layout, treat the scrap a machine earns as at-risk: empty its takings into your vault regularly rather than letting a wipe's worth of profit sit in an exposed deployable.

Industrial integration — the auto-restocking shop

This is the payoff. A Vending Machine accepts a Storage Adapter, exactly like a Large Box, a furnace, or a Tool Cupboard. That means it can be the destination of an Industrial Conveyor — and a conveyor can refill it automatically from a supply container while you are away.

The flow is a standard two-adapter conveyor link:

  1. Supply container. Place a Large Box as your bulk stockpile and load it with the goods you sell. Snap a Storage Adapter onto it.
  2. Conveyor. Place an Industrial Conveyor between the two. Connect its industrial input to the supply box's adapter.
  3. Vending Machine. Snap a Storage Adapter onto the back of the machine and connect the conveyor's output to it. Remember two conveyors can never touch — an adapter must always sit between conveyor and container.
  4. Power and filter. Power the conveyor (1 rW). Set a filter for exactly the items the machine sells, and use the MAX setting to cap how many of each the machine holds — so it tops the shop back up to a target level every tick instead of dumping the whole supply box in at once.

With the link live, every 5-second tick the conveyor checks the machine, sees a sold-out or low slot, and ships replacement stock from the supply box. The shop sells, the conveyor refills, and you do nothing — the only manual job left is occasionally topping up the bulk supply box and emptying the scrap the machine has earned. Pair it with an industrial crafter feeding the supply box and the entire chain — craft, supply, sell — runs itself.

Auto-restocking shop — supply box feeds the vending machine through one conveyor
Stock flows out as customers buy — the conveyor tops it back up SUPPLY BOX Large Box · 1 adapter bulk stock sits inside base refill this by hand CONVEYOR filter: shop items · MAX cap 1 rW · ticks every 5 s VENDING MACHINE 1 adapter on the back customer face stays exposed sells while you are offline adapter adapter Set a MAX on the filter so the machine refills to a target level each tick instead of taking the whole supply box at once. Manual jobs left: top up the supply box, empty the scrap the machine earns.

Common vending machine mistakes