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Scrap Farming

Updated May 18, 2026
Post-mortar patch meta

Scrap Farming

Last updated: May 18, 2026

Scrap 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 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 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

COMPLETE SETUP BLUEPRINT: Recycler Farm Loop (Industrial Auto-Sort)
Loot in -> Drop Box -> Conveyor -> Recycler -> Sorted Output -> Scrap Stockpile 1 Gather loot components Barrels (roadsigns, gears, propane), crates & monuments (tech trash, bodies) 2 Drop Box (input) Deposit raw loot here on return. Public-deposit option. 3 Industrial Conveyor (filtered) Filter = Components only. Moves 60/stack, 12 stacks/cycle - up to 32 storage adapters 4 Recycler (powered, switched ON) ~5 sec per item. Player-built recycler = 60% yield. Airfield/Supermarket = +20% 5 Output Conveyor splits recycler output by item type One conveyor per filter: Scrap to vault, HQM to stockpile, Metal Frags to furnace feed, Cloth/Rope to crafting box 6 SCRAP VAULT final stockpile HQM box sell / craft Metal Frags furnace feed Cloth / Rope crafting box 7 Spend scrap: research bench unlocks, Bandit/Outpost exchanges, scope batches, tech trash for HQM Scrap in the vault makes no more scrap - cycle loot back into research and gear. Keep the conveyor fed. Power need: 1 recycler draws power via switch; conveyors need a small battery/solar feed. Fully built loop = AFK passive scrap while you run more monuments. Solo cap ~2,000-3,000 scrap/hr.

The recycler is where most scrap scrap actually comes from. You feed it loot items, it returns scrap + raw materials. Recycler yields are deterministic — every Tech Trash tech trash gives exactly 5 scrap, every Rifle Body rifle body gives exactly 25 scrap, etc.

Key recycle values (2026)

Recycler Yield Flow - Common Items
Per-item recycler output (player-built / monument recycler, 60% baseline) RECYCLER ~5 sec / item deterministic yield Tech Trashbest scrap-per-slot Road Signcommon barrel drop Sewing Kitcloth + rope source Tech Trash -> 5 scrap + 1 HQM (stack of 20 = 100 scrap + 20 HQM) Road Sign -> 5 scrap + 1 HQM (top early-game scrap item) Sewing Kit -> 4 scrap + 40 cloth + 2 rope Rifle Body = 25 scrap + 1 HQM | Semi-Auto Body = 30 scrap + 1 HQM (monument) | Gears = 2 scrap + 3 HQM + 60 frags Safe-zone recyclers (Outpost/Bandit) give ~40% yield - always recycle at a monument or your own base instead.
Item Recycles to Notes
Tech Trash tech trash 5 scrap scrap + HQM hqm each Best scrap scrap-per-slot. Stack of 20 = 100 scrap scrap.
Rifle Body rifle body 25 scrap scrap + HQM hqm Drops from rifle weapons.
SMG Body smg body 15 scrap scrap + frags frags Drops from SMG weapons.
Targeting Computer ~30 scrap scrap Found in higher-tier crates.
Fuse fuse ~12 scrap scrap each Found everywhere; medium yield.
Spring spring ~10 scrap scrap + metal blade metal blade Component.
Gear ~8 scrap scrap + frags frags Component.
Sheet Metal ~5 scrap scrap Component.
Metal Blade metal blade ~3 scrap scrap Low yield.
Sewing Kit sewing kit ~6 scrap scrap From basic crates.
HQM hqm Ore ~5 scrap scrap (recycled, not smelted) Better to smelt and use.
Scope 150 scrap scrap → 48 HQM hqm (then buy back for 192) Bandit arbitrage, see below.
Smoke Grenade 8 scrap scrap Cheap component drop.

Most weapons themselves recycle into their component (rifle body rifle body, SMG body smg body) plus a frag/scrap 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 scrap out.

Bandit Camp scope arbitrage

This is the most reliable infinite-scrap scrap exploit (technically a feature, not a bug):

  1. Buy a Scope at the Bandit Camp shop for 150 scrap scrap.
  2. Recycle the Scope at the Bandit Camp recycler → returns 48 HQM hqm.
  3. Sell those 48 HQM hqm back at the Bandit Camp shop → returns ~192 scrap scrap.
  4. Profit: +42 scrap scrap per cycle, plus you get a small XP and material movement.

Each cycle takes ~30 seconds. 5,000 scrap 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 hqm first, then buy/sell scopes in batches. You can run the cycle 10 times before getting a scrap scrap inventory warning.

Monument loot runs (active route)

Scrap Route Comparison - Scrap Per Hour (Solo, Optimized)
Approx scrap/hr - axis 0 to 2400 scrap. Higher = faster, with risk noted. 0 800 1600 2400 Barrels (roads) ~600/hr - low risk, low gear need Recycle loop ~2000/hr - if fed by farm loop Monument run ~1400/hr - PvP risk, gear cost Crates only ~900/hr - respawn-timer capped Ocean / fishing ~450/hr - safe, passive-ish All stacked + tea ~2400/hr solo ceiling Scrap Tea (+50% from containers) stacks with every route. Beyond ~2400 solo you hit crate respawn timers.

The classic scrap scrap source. You loot crates and barrels, recycle on-site.

Yields per monument run (avg, solo, no contestation)

Monument Avg scrap 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 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 scrap Tea (Yellow + White berries berries crafted at Mixing Table mixing table) before any monument run. +50% scrap from containers for 10 minutes. Stacks with everything else.

This is why you grow berries berries in 05_Horticulture.md. A clan with a tea stockpile is making +50% scrap scrap on every monument run for the entire wipe.

Passive routes

Passive scrap 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 horse generates ~16 dung/hr. Compost at 10:1 ratio = 1.6 fertilizer fertilizer/hr. Sell at Bandit at 2 fertilizer = 3 scrap scrap rate = ~2.4 scrap/hr per 4-horse stable. Scale up with more horses.

Effort: build stable + composter composter once, refill horse horse food once a day. Result: ~50 scrap 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 scrap each. A greenhouse of 9 large planters large planter × 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 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 scrap/hour throughput on a tuned setup, fully passive once started.

Ocean / fishing route

Underrated source. Requires a boat boat (rowboat or RHIB rhib) and a fishing rod.

Yields

A solo with a RHIB rhib can pull 500–800 scrap 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 timer of ~30 minutes between visits

A lab run with scrap 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 workbench 2, 25 frags frags + 4 wire + 1 gear) lets you sweep for buried treasure on certain biome floors. Yields 7–13 scrap 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 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 rhib or recyclers, the road is your income. Roadside barrels are the lowest barrier-to-entry scrap 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 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 scrap each. A full road-plus-T1 loop is the safest sustained route in the game: expect 800–1,500 scrap 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 workbench, tea garden and recycler access, then graduate to monument routes.

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 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 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 scrap from a full kill + clean loot run: 500–1,200 scrap.

Cost to take down a Patrol Heli: 8–20 rockets rockets (~8,800–22,000 sulfur sulfur). Or 200+ AK rounds to the tail. Or a SAM site sam site bombardment.

Heli is profitable if you've got the rockets rockets stockpiled and a place to fight from. Not profitable if you have to craft the rockets from scratch and farm sulfur sulfur for them — you spend more sulfur than you'll recoup in scrap 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 rockets through the back armor or with a couple of well-placed C4 c4 stickies. Drops 2–4 high-tier crates with ~200–400 scrap 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 scrap baseline plus the train arrival event.

A loaded train car can have 5–10 military crates. Whole train: 400–700 scrap 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 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:

A Power Plant run with these stacks: 300×1.8 = ~540 scrap 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 rhib for ocean) caps around 2,000–3,000 scrap scrap/hour sustained. Beyond that you're limited by monument respawn timers timer (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 scrap/hour total. Bottleneck shifts to "what do we spend scrap on" rather than acquisition.

Scrap spending priority

Component Value Chart - Recycle vs Keep
Sort your loot box: feed the left column to the recycler, hold the right column. RECYCLE - high scrap return Tech Trash5 scrap + 1 HQM Rifle Body25 scrap + 1 HQM Semi-Auto Body30 scrap + 1 HQM Road Signs5 scrap + 1 HQM Sheet Metalgood frags + scrap Gears2 scrap + 3 HQM + 60 frags Metal Springsmid-game scrap + frags Propane Tanks / Tarpsearly-game scrap Rule: if you have no recipe needing it, recycle it. Components return ~50% of craft cost as raw mats. KEEP - more value used directly Metal Bladescraft tools / Salvaged Sword Gears (if building)needed for turrets / garage door Tech Trash (if T3)crafting auto-turrets / electrics Rope & Sewing Kitsarmor & clothing recipes Sheet Metal (if doors)sheet metal doors / barricades SMG / Pistol Bodiescraft guns before researched Empty Cans / CCTVdrone/CCTV builds, low scrap Rule: keep anything a recipe you plan to use needs - recycling then re-crafting loses ~50% of the value. Decision: research the blueprint once, then recycle all future copies.

In rough order of value:

  1. Workbench 3 workbench 3 research (1,250 scrap scrap total to fully unlock). Unlocks rockets rockets, C4 c4, the best gear.
  2. Component research (research items like rifle bodies, tech trash tech trash). Cheaper component acquisition long-term.
  3. Bandit shop weapons (AK is 1,500 scrap scrap, MP5 mp5 is 1,500, M249 m249 is 4,000). Bypasses RNG.
  4. Greenhouse seeds (planters: 30 scrap scrap each at Bandit). Investment that pays back exponentially.
  5. Industrial components (conveyor conveyor 210, crafter crafter 250). The cheapest force-multiplier.
  6. Tea ingredients (berry berry seeds at Bandit). Closes the tea-farming loop.
  7. Gas mask / radiation gear (50–100 scrap 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 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.

SinkCost (scrap scrap)What it unlocks
Workbench Level 150Tier-1 crafting tree
Workbench Level 2500Tier-2 crafting (needs WB1)
Workbench Level 31,250Tier-3 crafting (needs WB2) — 1,800 total for all three
Tech tree research, T1 item75Blueprint via the connected path (item not consumed)
Tech tree research, T2 item~125–250Mid-tier blueprints
Tech tree research, T3 item~125–500Rockets, C4, top-tier guns
Research Table, single item75 / 250 / 500Direct unlock, skips prerequisites — consumes the item
Bandit / Outpost vending purchasesvariesGuns, components, planters, berry seeds

Research Table vs Tech Tree. The scrap 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 scrap on components. Two location-class modifiers matter and they are easy to get wrong:

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 scrap does not boost recycler output — the +50% scrap 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.

ComponentRecycles intoVerdict
Tech Trash tech trash5 scrap scrap + 1 HQMBest scrap-per-slot in the game — a full stack is ~500 scrap. Always recycle spares.
Rifle Body~25 scrap scrap + 1 HQMRecycle once the rifle blueprint is researched; keep otherwise.
Semi-Auto Body~15–30 scrap scrap + 2 HQM + 75 fragsHigh value — recycle surplus.
Gears2 scrap scrap + 3 HQM + 60 fragsKeep if building turrets, garage doors or vending machines; recycle only when overstocked.
Metal Pipe~5 scrap scrapExtremely common — keep a small stack for crafting, recycle the rest.
Road Signs5 scrap scrap + 1 HQMEasy HQM — grab and recycle freely.
Sheet Metalgood frags + scrap scrapKeep if building sheet doors/barricades; otherwise recycle.
Metal Springsmid-game scrap scrap + fragsRecycle 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.

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 scrap 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 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 scrap (50% off) recycles into ~48 HQM, which sells back to NPC machines for ~192 scrap 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 scrap (Yellow + White berries berries at the Mixing Table mixing table) grants up to +50% scrap 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

  1. Skipping recyclers entirely. Every monument has one. Use it. Inventory full of components recycles to 100+ scrap scrap immediately.
  2. Hoarding scrap scrap. Spend it on research/tea/components. Stagnant scrap scrap is wasted.
  3. Going to Launch Site solo at wipe-day hour 1. You don't have the gear yet. Wait 6+ hours.
  4. Not drinking tea before runs. The +50% is free if you're already brewing tea passively.
  5. Selling Tech Trash tech trash to NPCs. Tech Trash tech trash recycles for 5 scrap scrap per. Tech Trash tech trash sells at shops for less than 5 scrap scrap. Always recycle.
  6. 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

Scrap-per-hour by route (2026, vanilla solo)

Rates assume an optimized solo with scrap tea scrap where containers apply. Modded servers multiply these; treat the ordering, not the absolute numbers, as the takeaway.

RouteScrap scrap/hourRiskNotes
Abandoned Military Base / Labs (squad-held)~3,000HighTop rate on high-pop servers; needs to be defended.
High-density monuments + tea (Launch, Train Yard)2,000+HighCards/PvP gating; ceiling route for geared solos.
Junkyard crane800–1,500LowUnderrated, rarely contested, on-site recycler.
Underground train tunnels800–1,400LowPvE-friendly, dark — watch ambush corners.
Road barrels + Tier-1 monuments800–1,500LowNo gear gate; the wipe-day bootstrap.
Ocean fishing + diving (RHIB)500–800LowFar from land PvP; best night route.
Cargo Ship (per event)~1,293 / runHighEvent-gated; high reward, big open target.
Passive industrial recycler loopup to 1,000NoneBottlenecked by loot stockpile, not time.
Horse-dung composter (per 4-horse stable)~2.4NoneTrivial 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:

  1. Tea up before leaving base. Drink scrap tea scrap; the +50% container buff lasts 10 minutes — enough for the run out and the looting.
  2. Loot the monument crates and barrels on a fixed path so you never backtrack.
  3. Recycle on-site at the monument recycler — ideally a +20% bonus recycler. Convert all components and broken gear to scrap scrap before leaving.
  4. Check fish traps / passive collectors on the way past if your route allows.
  5. Sell surplus at vending vending — offload HQM, dump arbitrage buys, grab discounted high-value items.
  6. Return to base, deposit scrap 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.