Scrap Farming
Last updated: May 18, 2026
Scrap
is the universal currency. You research blueprints with it, buy from safe-zone shops, gamble it, trade it. Every player who's playing efficiently has a sustained scrap income from one or more routes. This file covers every route, with yields, time costs, risks, and the meta combinations that stack.
How scrap works
Scrap
drops directly from crates (military, elite, basic), drops from barrels/boxes occasionally, can be earned via Bandit Camp gambling, and is obtained primarily through recycling loot items. A typical "good run" at a monument yields 100–500 scrap depending on monument tier and your time spent.
Pro tip: scrap
is the input to almost everything that costs time-to-grind. Don't hoard it. Spend it on research, on Bandit shop exchanges, on Outpost shop, on tea ingredients. Scrap in the box doesn't make more scrap.
The recycler economy
The recycler is where most scrap
actually comes from. You feed it loot items, it returns scrap + raw materials. Recycler yields are deterministic — every Tech Trash
gives exactly 5 scrap, every Rifle Body
gives exactly 25 scrap, etc.
Key recycle values (2026)
| Item | Recycles to | Notes |
|---|---|---|
Tech Trash ![]() |
5 scrap + HQM each |
Best scrap -per-slot. Stack of 20 = 100 scrap . |
Rifle Body ![]() |
25 scrap + HQM ![]() |
Drops from rifle weapons. |
SMG Body ![]() |
15 scrap + frags ![]() |
Drops from SMG weapons. |
| Targeting Computer | ~30 scrap ![]() |
Found in higher-tier crates. |
Fuse ![]() |
~12 scrap each |
Found everywhere; medium yield. |
Spring ![]() |
~10 scrap + metal blade ![]() |
Component. |
| Gear | ~8 scrap + frags ![]() |
Component. |
| Sheet Metal | ~5 scrap ![]() |
Component. |
Metal Blade ![]() |
~3 scrap ![]() |
Low yield. |
Sewing Kit ![]() |
~6 scrap ![]() |
From basic crates. |
HQM Ore |
~5 scrap (recycled, not smelted) |
Better to smelt and use. |
| Scope | 150 scrap → 48 HQM (then buy back for 192) |
Bandit arbitrage, see below. |
| Smoke Grenade | 8 scrap ![]() |
Cheap component drop. |
Most weapons themselves recycle into their component (rifle body
, SMG body
) plus a frag/scrap
baseline.
Recycler locations and yields
Not all recyclers are equal. The yield rate varies by location:
| Location | Yield multiplier | Notes |
|---|---|---|
| Bandit Camp / Outpost (safe zones) | -20% from baseline | Safe but lower yield. Worth it for safety. |
| Most monuments (Lighthouse, Junkyard, etc.) | baseline (100%) | Normal yield. |
| Airfield, Arctic Research Base, Abandoned Supermarket | +20% from baseline | High-risk, high-reward. |
| Cargo Ship | baseline | Recycler on the cargo deck. |
| Underwater Labs | baseline | Each lab has 1–2 recyclers. |
The +20% bonus locations are worth the extra travel/PvP risk if you're farming hard. Same loot in, more scrap
out.
Bandit Camp scope arbitrage
This is the most reliable infinite-scrap
exploit (technically a feature, not a bug):
- Buy a Scope at the Bandit Camp shop for 150 scrap
. - Recycle the Scope at the Bandit Camp recycler → returns 48 HQM
. - Sell those 48 HQM
back at the Bandit Camp shop → returns ~192 scrap
. - Profit: +42 scrap
per cycle, plus you get a small XP and material movement.
Each cycle takes ~30 seconds. 5,000 scrap
per hour if you grind it. Some servers patch this; on official Facepunch it remains the most predictable solo scrap income.
Pro tip: stockpile HQM
first, then buy/sell scopes in batches. You can run the cycle 10 times before getting a scrap
inventory warning.
Monument loot runs (active route)
The classic scrap
source. You loot crates and barrels, recycle on-site.
Yields per monument run (avg, solo, no contestation)
| Monument | Avg scrap per run |
Run time | Risk |
|---|---|---|---|
| Lighthouse | 50–80 | 5 min | Low |
| Junkyard | 100–150 | 15 min | Medium (PvP) |
| Harbor (small) | 150–250 | 10 min | Medium |
| Harbor (large) | 250–400 | 20 min | High (PvP + scientists) |
| Satellite Dish | 100–200 | 10 min | Medium (radtown + PvP) |
| Power Plant | 300–500 | 30 min | High (radiation + scientists + PvP) |
| Water Treatment Plant | 200–400 | 20 min | High |
Sewer Branch ![]() |
100–200 | 10 min | Medium (radiation) |
| Train Yard | 250–400 | 20 min | Very high (scientists + PvP) |
| Military Tunnels | 300–500 | 25 min | Very high (scientists + radiation + tight PvP angles) |
| Airfield | 400–700 | 30 min | Very high (open ground PvP) |
| Launch Site | 600–1,200+ | 45 min | Extreme (Bradley APC + scientists + giant PvP target) |
These are averages on official servers with decent population. Modded high-loot servers multiply 3-10x.
Monument tea boost
Drink Scrap
Tea (Yellow + White berries
crafted at Mixing Table
) before any monument run. +50% scrap from containers for 10 minutes. Stacks with everything else.
This is why you grow berries
in 05_Horticulture.md. A clan with a tea stockpile is making +50% scrap
on every monument run for the entire wipe.
Passive routes
Passive scrap
routes earn while you sleep / play other content. They scale poorly but stack with active routes.
Horse dung composter → fertilizer → Bandit shop
Covered in 05_Horticulture.md. Stable of 4 horses
generates ~16 dung/hr. Compost at 10:1 ratio = 1.6 fertilizer
/hr. Sell at Bandit at 2 fertilizer = 3 scrap
rate = ~2.4 scrap/hr per 4-horse stable. Scale up with more horses.
Effort: build stable + composter
once, refill horse
food once a day. Result: ~50 scrap
/day passive. Not huge but free.
Greenhouse → tea → sell teas at Bandit / use for runs
Mixed-value tea sells at Bandit for ~5–10 scrap
each. A greenhouse of 9 large planters
× 9 plants × YYYYYY genes pumps ~50+ tea per day at clan scale. That's ~500 scrap/day passive plus all the buffs you use on runs.
Recycler-fed loot stockpile
If you have an industrial network feeding loot into a recycler and routing scrap
output to a box, you have a passive recycler farm. The bottleneck becomes "how fast can you accumulate loot" — but combined with auto-sorters, you can dump 10 full inventories from monument runs and walk away while the recycler chews through them.
See 04_Industrial.md for the wiring. ~1,000 scrap
/hour throughput on a tuned setup, fully passive once started.
Ocean / fishing route
Underrated source. Requires a boat
(rowboat or RHIB
) and a fishing rod.
Yields
- Salmon, Catfish, Orange Roughy, Small Shark: chance of dropping 6× scrap
per fish (vs. 1× scrap
nominal). - Treasure crates sometimes float on water and contain 200–500 scrap
. - Sunken loot crates at underwater monuments yield 100–300 scrap
each. - Underwater Labs have ~5–10 crates per visit plus a recycler.
A solo with a RHIB
can pull 500–800 scrap
per hour fishing + diving, plus the relative safety of being far from land PvP. Best for night-time low-stress farming.
Underwater Lab specifics
There are 5–10 underwater labs spawn per map. Each lab has:
- 5–15 loot crates (basic + military + elite mix)
- 1–2 recyclers
- Some scientists (rad-armored)
- A respawn timer
of ~30 minutes between visits
A lab run with scrap
tea: ~400–600 scrap per visit, 20-minute run. Best scrap-per-minute outside the highest-tier monuments.
Metal detector
The Metal Detector (Workbench 2
, 25 frags
+ 4 wire + 1 gear) lets you sweep for buried treasure on certain biome floors. Yields 7–13 scrap
per find plus components.
Worth it as a passive activity while waiting for plants to grow or for low-key wipe time. Not a primary income.
Cargo Ship
The Cargo Ship is an event monument — spawns every 1–2 hours, sails around the map for 50 minutes, then despawns. Anyone can board.
Loot on Cargo: - ~5 elite crates - ~10 military crates - ~10 basic crates - 1 locked crate at the end (cracking it takes a hacker — requires 15 minutes + signal flare + Bradley APC defeated, complex)
Average scrap
per successful Cargo run: ~1,293 scrap (per community testing, varies by RNG and how many other players you fight off).
A cargo run is high-risk (you're a giant target on an open ship for an hour) but high-reward. Best done as duo/trio.
Barrel and road runs (the foundation)
Before you can afford tea, RHIBs
or recyclers, the road is your income. Roadside barrels are the lowest barrier-to-entry scrap
source in Rust: no keycards, no radiation gear, no workbench. Loot respawns fast and the route is pure loot-and-scoot. Every barrel yields a flat 2 scrap
plus components (metal pipes, gears, sheet metal, rope) that recycle into more. A diligent solo on a fresh road finds 2–3 barrels per roadside cluster and clears 60–120 barrels in a half-hour loop.
Pair the road with Tier-1 monuments that sit on it — Oxum's Gas Station, Abandoned Supermarket, Mining Outpost. These have no radiation, light or no scientists, and scattered basic crates worth 5–20 scrap
each. A full road-plus-T1 loop is the safest sustained route in the game: expect 800–1,500 scrap
/hour solo with zero PvP exposure on most maps. The catch is that it never scales — you are bound by walking speed and barrel density. Treat it as the wipe-day bootstrap that funds your first workbench
, tea garden and recycler access, then graduate to monument routes.
- Bring a melee weapon, not bullets — barrels die to two salvaged-axe
hits. Spending ammo on barrels is a net loss. - Run roads downhill where possible — momentum saves stamina and time over a 30-minute loop.
- Carry only what recycles or sells — drop cloth, food and low-grade fuel unless you need them; inventory space is your real bottleneck.
- Loop, don't sprint one-way — circular routes hit each barrel cluster again right as it respawns (~20–30 min cycle).
- Junk piles on roads and shorelines often hide a floating barrel or two — cheap bonus loot.
Junkyard crane and underground tunnels
The most underrated mid-game solo route in 2026 is the Junkyard crane. Operate the magnet crane to crush cars; each crushed car drops a car-part pile that recycles into metal, HQM and scrap
. It is safer than Labs, steadier than road barrels and rarely contested because most players overlook it. A focused crane session sustains 800–1,500 scrap
/hour with almost no PvP risk. Combine it with the recycler on-site and you never have to leave the monument.
Underground train tunnels are the other low-profile route. Tunnel Dweller NPCs and the underground station crates feed a quiet loop that PvE-focused players can run for hours. Stations have their own recyclers, so loot and process in place. Tunnels are dark, enclosed and easy to ambush in — carry a flashlight-equipped weapon and watch corners — but the loot density per minute is consistent and the surface PvP scene never touches you.
Heli farming (Patrol Helicopter)
When the Patrol Heli spawns (random per server, multiple per wipe day), it carries 6 elite crates + 2 locked crates. Total scrap
from a full kill + clean loot run: 500–1,200 scrap.
Cost to take down a Patrol Heli: 8–20 rockets
(~8,800–22,000 sulfur
). Or 200+ AK rounds to the tail. Or a SAM site
bombardment.
Heli is profitable if you've got the rockets
stockpiled and a place to fight from. Not profitable if you have to craft the rockets from scratch and farm sulfur
for them — you spend more sulfur than you'll recoup in scrap
.
Tip: heli farms best when you don't initiate. Wait for another team to engage, then loot when they get killed. Half the time the loot rains down for free.
Bradley APC (at Launch Site, also a Tank in some events)
Killable with 4–6 rockets
through the back armor or with a couple of well-placed C4
stickies. Drops 2–4 high-tier crates with ~200–400 scrap
total + named guns/armor.
Worth doing once per wipe. Multiple Bradleys mean clan-scale farming.
Train Yard
Trains spawn on the rail network and have lockable cars. The Yard itself is a monument with 200–400 scrap
baseline plus the train arrival event.
A loaded train car can have 5–10 military crates. Whole train: 400–700 scrap
if you defeat the scientists and dock it.
Gambling at Outpost / Bandit Camp
The wheel of misfortune (Bandit Camp) has betting tables. House edge is real — over long sessions you lose. But short visits when you have spare scrap
can flip into a hot streak.
Not a strategy. Don't gamble for income. Gamble for fun with money you can lose.
Stackable buffs for max scrap
For a 10-minute farming push, stack:
- Scrap
Tea (Yellow+White berries
): +50% scrap
from containers - Hat with frosted lens or eyewear that doesn't reduce visibility
- Move via horse
/rowboat/RHIB
to monument, save run time - Clear path with teammate as bait if duo/trio
- Use recycler at +20% monument location (Airfield, Arctic Research, Abandoned Supermarket)
- Multiply: 1.5 (tea) × 1.2 (monument bonus) = 1.8x baseline
A Power Plant run with these stacks: 300×1.8 = ~540 scrap
per run. 6 runs per hour = 3,200 scrap/hour. Plus loot to recycle later.
Diminishing returns and ceiling
A solo with full optimization (tea, +20% recyclers, industrial auto-sort, greenhouse for tea supply, RHIB
for ocean) caps around 2,000–3,000 scrap
/hour sustained. Beyond that you're limited by monument respawn timers
(crates respawn every 15–25 minutes; you can't farm faster than they spawn).
Clan with multiple farmers running parallel routes can hit 10,000+ scrap
/hour total. Bottleneck shifts to "what do we spend scrap on" rather than acquisition.
Scrap spending priority
In rough order of value:
- Workbench 3
research (1,250 scrap
total to fully unlock). Unlocks rockets
, C4
, the best gear. - Component research (research items like rifle bodies, tech trash
). Cheaper component acquisition long-term. - Bandit shop weapons (AK is 1,500 scrap
, MP5
is 1,500, M249
is 4,000). Bypasses RNG. - Greenhouse seeds (planters: 30 scrap
each at Bandit). Investment that pays back exponentially. - Industrial components (conveyor
210, crafter
250). The cheapest force-multiplier. - Tea ingredients (berry
seeds at Bandit). Closes the tea-farming loop. - Gas mask / radiation gear (50–100 scrap
range each).
Don't research: - Stuff you'll never use (sailboat, hot-air balloon as a solo) - Cosmetic crafts (instruments, dress) - Anything you can find drops for reliably in barrels
What scrap is actually for
Scrap
is not a currency you spend on gear directly — it is the progression currency. Almost everything that gates power on a wipe runs through it. Understanding the sinks tells you how much to farm and when to stop.
| Sink | Cost (scrap ) | What it unlocks |
|---|---|---|
| Workbench Level 1 | 50 | Tier-1 crafting tree |
| Workbench Level 2 | 500 | Tier-2 crafting (needs WB1) |
| Workbench Level 3 | 1,250 | Tier-3 crafting (needs WB2) — 1,800 total for all three |
| Tech tree research, T1 item | 75 | Blueprint via the connected path (item not consumed) |
| Tech tree research, T2 item | ~125–250 | Mid-tier blueprints |
| Tech tree research, T3 item | ~125–500 | Rockets, C4, top-tier guns |
| Research Table, single item | 75 / 250 / 500 | Direct unlock, skips prerequisites — consumes the item |
| Bandit / Outpost vending purchases | varies | Guns, components, planters, berry seeds |
Research Table vs Tech Tree. The scrap
cost for a given blueprint is identical in both, but the mechanics differ. The Tech Tree forces you down a connected path — you pay for every prerequisite, but it does not consume the physical item. The Research Table consumes the item you feed it and ignores prerequisites entirely. Rule of thumb: use the Tech Tree for branches where you want most items anyway (it is cheaper end-to-end on a full branch), and use the Research Table for a single deep item on an otherwise unwanted branch — for example researching just the rocket launcher without buying every demolition item between you and it.
Recycler mechanics in depth
The recycler converts items into a fraction of their raw crafting materials — roughly 50% of craft cost — plus scrap
on components. Two location-class modifiers matter and they are easy to get wrong:
- Safe-zone recyclers (Outpost, Bandit Camp, Fishing Village) return only about 40% of the expected materials. Convenient and PvP-free, but the worst yield.
- Monument recyclers (Airfield, Launch Site, Power Plant, Train Yard, Water Treatment, Harbors, underground stations) return roughly 60% — meaningfully better.
- Bonus recyclers at Airfield, Abandoned Supermarket and Arctic Research Base yield about 20% more scrap
than a normal recycler. Route your component dumps to these whenever the detour is short.
The recycler processes one stack every ~5 seconds and ignores the item's condition, so feed it broken weapons and worn armor freely. It never refunds blueprints, so research first and recycle the duplicate second. Tea
does not boost recycler output — the +50% scrap
container buff applies to barrels and crates only, a common misconception worth burning into memory.
Component recycle values (2026)
Verified against current recycle charts. These are vanilla, monument-recycler values; safe-zone returns are lower.
| Component | Recycles into | Verdict |
|---|---|---|
Tech Trash ![]() | 5 scrap + 1 HQM | Best scrap-per-slot in the game — a full stack is ~500 scrap. Always recycle spares. |
| Rifle Body | ~25 scrap + 1 HQM | Recycle once the rifle blueprint is researched; keep otherwise. |
| Semi-Auto Body | ~15–30 scrap + 2 HQM + 75 frags | High value — recycle surplus. |
| Gears | 2 scrap + 3 HQM + 60 frags | Keep if building turrets, garage doors or vending machines; recycle only when overstocked. |
| Metal Pipe | ~5 scrap ![]() | Extremely common — keep a small stack for crafting, recycle the rest. |
| Road Signs | 5 scrap + 1 HQM | Easy HQM — grab and recycle freely. |
| Sheet Metal | good frags + scrap ![]() | Keep if building sheet doors/barricades; otherwise recycle. |
| Metal Springs | mid-game scrap + frags | Recycle unless crafting guns or traps. |
Passive vs active scrap
Every route in this guide falls into one of two buckets, and a strong wipe runs both at once.
- Active scrap
— monument runs, barrel loops, Cargo, diving. High per-hour rate (up to 2,000–3,000 solo) but requires your full attention and exposes you to PvP. It is your burst income for big purchases. - Passive scrap
— recycler-fed industrial loops, horse-dung composting, greenhouse tea sales. Low per-hour rate (often under 500/hour) but runs while you sleep, fight, or build. It is your baseline that never stops.
The mistake solos make is treating them as either/or. The correct model is layered: a passive industrial recycler chews through stockpiled loot while you are away, a greenhouse pumps tea
you both sell and drink, and your active monument runs sit on top of that floor. The passive layer also de-risks the active one — if you die on a Launch Site run you have not lost a wipe, because the floor kept earning.
Vending arbitrage and the scrap-tea container bonus
Two scrap
multipliers are easy to leave on the table. First, vending arbitrage: safe-zone shops periodically discount items. A Variable Zoom Scope bought at Bandit Camp for ~150 scrap
(50% off) recycles into ~48 HQM, which sells back to NPC machines for ~192 scrap
— a clean ~42 scrap profit per scope, repeatable until stock runs dry. Scan vending machines every visit; discounted high-HQM items are free money.
Second, the scrap-tea container bonus. Basic/Advanced/Pure Scrap Tea
(Yellow + White berries
at the Mixing Table
) grants up to +50% scrap
from barrels and crates. It does not touch recyclers. The discipline that separates farmers: drink tea before opening anything — before a monument run, before cracking a Cargo locked crate, even before opening a backpack you looted off a kill. If you grow berries passively (see 05_Horticulture.md) the buff is effectively free for the whole wipe.
Common mistakes
- Skipping recyclers entirely. Every monument has one. Use it. Inventory full of components recycles to 100+ scrap
immediately. - Hoarding scrap
. Spend it on research/tea/components. Stagnant scrap
is wasted. - Going to Launch Site solo at wipe-day hour 1. You don't have the gear yet. Wait 6+ hours.
- Not drinking tea before runs. The +50% is free if you're already brewing tea passively.
- Selling Tech Trash
to NPCs. Tech Trash
recycles for 5 scrap
per. Tech Trash
sells at shops for less than 5 scrap
. Always recycle. - Recycling everything blindly. Some items (rifle bodies if you don't have rifle research) are more valuable kept than recycled. Check before dumping in.
Pro tips
- The single best scrap
-per-hour route for a solo: Bandit Camp scope arbitrage + greenhouse-fed tea + Airfield runs with scrap
tea. ~3,000 scrap
/hour sustained. - For a duo: one farms monuments, one runs industrial/greenhouse passive. Stacks easily.
- For trio: add Cargo Ship runs every spawn (one person on overwatch, two looting).
- Always drink scrap
tea before opening loot dropped at your base. That backpack from a kill, before you open it — tea up first. - Time your runs to monument respawn. Crates respawn ~15–25 min. Run two adjacent monuments in rotation.
- Don't farm alone at night if you can avoid it. Night PvP heavily favors the defender. Move in pairs after sundown.
- Scrap
is volatile per-server. Some servers run x2 loot, x5 loot, or vanilla. Vanilla scrap
rates are what's quoted here; modded multiply accordingly. - Recycle on-site, never haul raw loot home. Components are heavy on inventory slots; scrap
is dense. Empty your bags into the monument recycler before the run home so you carry value, not bulk. - Run two adjacent monuments as a pair. By the time you finish the second, the first has respawned its crates. Power Plant + Train Yard or Airfield + Launch Site make natural rotation pairs.
- Wait out heli and Bradley
fights, don't start them. Half the time another team commits the rockets and dies — you loot the rain for free. - Keep a Research Table at base. Unlock a blueprint once, then recycle every future copy. Researching turns a one-off drop into permanent crafting.
Scrap-per-hour by route (2026, vanilla solo)
Rates assume an optimized solo with scrap tea
where containers apply. Modded servers multiply these; treat the ordering, not the absolute numbers, as the takeaway.
| Route | Scrap /hour | Risk | Notes |
|---|---|---|---|
| Abandoned Military Base / Labs (squad-held) | ~3,000 | High | Top rate on high-pop servers; needs to be defended. |
| High-density monuments + tea (Launch, Train Yard) | 2,000+ | High | Cards/PvP gating; ceiling route for geared solos. |
| Junkyard crane | 800–1,500 | Low | Underrated, rarely contested, on-site recycler. |
| Underground train tunnels | 800–1,400 | Low | PvE-friendly, dark — watch ambush corners. |
| Road barrels + Tier-1 monuments | 800–1,500 | Low | No gear gate; the wipe-day bootstrap. |
| Ocean fishing + diving (RHIB) | 500–800 | Low | Far from land PvP; best night route. |
| Cargo Ship (per event) | ~1,293 / run | High | Event-gated; high reward, big open target. |
| Passive industrial recycler loop | up to 1,000 | None | Bottlenecked by loot stockpile, not time. |
| Horse-dung composter (per 4-horse stable) | ~2.4 | None | Trivial alone; free when stacked with other passives. |
The efficient recycling loop
A clean farm is a loop, not a sprint. The professional sequence wastes no movement:
- Tea up before leaving base. Drink scrap tea
; the +50% container buff lasts 10 minutes — enough for the run out and the looting. - Loot the monument crates and barrels on a fixed path so you never backtrack.
- Recycle on-site at the monument recycler — ideally a +20% bonus recycler. Convert all components and broken gear to scrap
before leaving. - Check fish traps / passive collectors on the way past if your route allows.
- Sell surplus at vending
— offload HQM, dump arbitrage buys, grab discounted high-value items. - Return to base, deposit scrap
, refill tea, repeat.
The principle: every step either gathers, converts, or sells — no dead travel. Solos sustain this loop for hours; duos split it (one loots, one recycles and overwatches); trios add a Cargo intercept every spawn. Run the loop against monument respawn timers (~15–25 min) so you arrive exactly as crates repopulate.




