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Building

Updated May 18, 2026
Post-mortar patch meta

01 — Building

Last updated: May 18, 2026 Patch context: post-April 30, 2026 mortar update (workbench upgrades, HE/frag rounds)

Building is the single most important system in Rust. Everything else — power, industrial, plants, scrap stockpiles — sits inside walls you built. A base that lets the wrong wall face outward, that puts the TC where it can be raided cheap, or that skipped the honeycomb is going to get raided no matter how good your gunplay is. This file is the math.

The four building tiers

Wall tier comparison — HP and raid cost
Wall durability across tiers TWIG 10 HP · 10 wood soak: 1 hatchet hit WOOD 250 HP · 50 wood soak: 1 satchel (~400 sulfur) STONE 500 HP · 300 stone soak: 4 satchel or 1 C4 (~1,400-2,200) SHEET METAL 1,000 HP · 100 frags soak: 2 C4 (~4,400 sulfur) ARMORED 2,000 HP · 25 HQM soak: 4 rockets soft (~5,600)

You upgrade walls (and floors, doors, foundations, roofs) through four tiers using the building plan or the hammer's upgrade menu. Each step up multiplies HP and material cost.

Tier Wall cost Wall HP Soft-side raid (sulfur to break one wall)
Twig 10 wood 10 A hatchet. Anyone walks through it.
Wood 50 wood 250 ~400 sulfur (1 satchel)
Stone 300 stone 500 ~1,400 sulfur (4 satchels)
Sheet Metal 100 metal frags 1,000 ~2,800 sulfur (2 C4)
Armored 25 HQM 2,000 ~4,400 sulfur (4 rockets soft)

Twig has no place in a real base. It exists for placement preview and for sneaky bridges/floors. Wood is wipe-day starter only — falls to a single satchel. Stone is the actual baseline for any base meant to survive past hour two. Sheet metal is where most solo/duo bases settle for the wipe. Armored is HQM-gated and most bases reserve it for the TC core and bunker walls only because 25 HQM per wall adds up fast.

Soft side vs. hard side — the most important rule in the game

Soft side vs Hard side — the 2× damage rule
Cross-section of a stone wall HARD SIDE stone texture 1× damage SOFT SIDE wood frame 2× damage OUTSIDE (this side faces out) INSIDE (loot room)

When you place a wall, one side has visible brick/metal pattern (the hard side, outward-facing by default in single placement) and the other side has the wooden frame showing (the soft side, inward-facing). Soft side takes 2x damage from all explosives. This is the single biggest reason raiders pick certain walls to blow.

Rule one: every external wall faces hard side out. Always. If you have a wall placed wrong, sledgehammer it and replace it before you log off. A backward wall is an invitation — raiders ladder, see the soft side, and spend half the explosives.

Rule two: this is why honeycomb matters. Honeycomb is a second layer of walls behind your external walls, creating triangle pockets. The interior walls of those pockets have their soft side facing where a raider would emerge after breaking the outer wall — meaning the second wall in resists from the hard side because of how triangle geometry forces orientation. Good honeycomb means the raider keeps facing hard sides over and over.

Honeycombing

Honeycomb pattern — top-down view of a 2×2 base
Single-layer honeycomb defense TC + LOOT armored door OUTER RING stone honeycomb ~12k stone INNER CORE sheet metal walls + armored TC door RAIDER PAYS ~10,000 sulfur to break in. Defender paid ~12k stone.

Honeycomb is the difference between "lost the wipe" and "they bounced off." The core idea: you don't just put one wall between your loot and the outside. You put a wall, a useless triangle of space, then another wall, then more triangles, then the loot.

A bare 2x2 stone base has roughly 4 external walls. To breach it costs ~5,600 sulfur (4 walls × ~1,400). A 2x2 with one honeycomb layer in stone has ~12 walls between any loot and the outside, costs ~9,000–12,000 stone to build, and forces raiders to spend 11,200–16,800 sulfur to reach any loot room. That ratio — defender pays 12k stone, raider pays 12k+ sulfur — is the most efficient cost-per-defense in the game.

Two-layer honeycomb (you'll see this on serious clan bases) doubles the raid cost again but quadruples your stone cost. Sweet spot for solo/duo is one full layer. Skip honeycomb on roofs above sealed core rooms only — anything that touches the outside gets the layer.

The Tool Cupboard (TC) — non-negotiable rules

The TC anchors your base. Without one, anyone can build over your foundation. With it, you have authorization to repair, build, and most importantly your walls have decay protection from the materials stored inside.

Foundations, floors, roofs, and frames

Foundations cost the same as walls per tier but have higher HP (twice). They can't be replaced once placed without sledge — but sledge takes 10 minutes per soak. The first 10 minutes of placement is the decay timer for replacement, during which you (or anyone, if no TC) can pick the foundation up free.

Floors above ground level are walls' weak cousins — same HP as walls, but raiders can shoot from below. Always seal the bottom of bunkers (no triangle floors you can shoot up into the base from outside). Embrasures placed in floor pieces let you shoot down without exposing your head.

Roofs come in two shapes: full roof piece (square) and roof triangle. Roof triangles are sometimes used in 2x2 designs to allow water collectors on the top edge. Sloped roofs prevent rooftop camping but waste material.

Frames are wall variants with cutouts: doorways, windows, embrasures, garage door frames. Use embrasures inside core walls for shooting through during raid defense — they let you shoot out but not be shot at except through the slit. Garage doorways take garage doors (highest HP door: 600 HP, takes 3 C4 to break).

Doors

Door HP Cost Notes
Wood door 200 100 wood Wipe-day filler. Falls to 1 satchel.
Sheet metal door 250 25 frags The standard. 1 C4 or 2 satchels.
Armored door 800 8 HQM Best per-cost defense at WB3. 2 C4.
Garage door 600 15 HQM Wide, slow to open/close, 3 C4. Bunker entrance favorite.
Double door 250 25 frags Pair side-by-side fills a doorway-and-a-half.
Ladder hatch 200 25 frags + 10 wood Floor hatch with built-in ladder. Bunker classic.

Common mistake: putting a wood door anywhere in your live base past hour 2. Wood doors are softer than wood walls in raid math.

Pro tip: code locks are 1 frag and instant. Key locks are 15 wood. Use code locks for main doors, key locks as a second layer on the TC door so a teamie who isn't trusted with full base access can still get to the TC for upkeep.

Window frames, embrasures, shooting floors

A window frame with no shutter is a hole. A window frame with iron shutters costs more but can be opened/closed with E. A wall with embrasure cutouts (the slit kind) lets you shoot through it without being shot back except by a perfectly aimed return — same applies to floor embrasures looking down.

For raid defense, you want:

The April 30, 2026 mortar patch — building implications

The mortar update added a deployable Workbench-2-tier weapon that fires HE and frag rounds over long range. The standard mortar damages structures. Effects on building:

The full April patch notes are in 11_Patch_Meta_2026.md.

Decay

Walls and structures lose HP slowly when not under TC authorization or when the TC is empty. Decay rates per hour:

Indoors means under a sealed roof. Outdoors means exposed sky. Decay is paused entirely when the TC has materials of the wall's tier inside. If your TC has 0 stone but 5k wood and your walls are stone, stone walls decay until you put stone in the TC.

Pro tip: sloped roofs and decorative structures decay even with a full TC if the TC is more than ~40 meters away. Multi-building compounds need a TC per building or extra TCs in outbuildings.

Floor stacks, jump-down boxes, foundation steps

A floor stack is two floors placed one above the other with a wall between them, used as a defensive layer. A jump-down box is a 1x1 box with a foundation removed so you can drop down a story — common in solo base designs because the jump-down is one-way, breaking pursuit.

Foundation steps (offset foundations placed at slightly different heights) confuse external builders trying to attach. They also slow ladder placement, which buys you a couple seconds during raid response. Worth doing on the perimeter foundation row.

Common base-building mistakes

  1. Hard side facing in. Every external wall, every time. Hammer-and-rotate any wall placed wrong.
  2. TC near front door. Push it deep. If the TC dies, the wipe dies.
  3. Wood doors past hour 2. Upgrade to sheet metal the moment you have 25 frags.
  4. Skipping honeycomb. Always at least one layer in stone or better.
  5. Empty TC at logout. Stack it before you log. Decay over a 12-hour sleep is recoverable on stone, painful on armored.
  6. No window shutters. Open frames let a raider plant C4 on the inside soft side from outside the base.
  7. Single layer over loot. Always two walls minimum between any loot room and the outside.

Quick raid-cost reference

Soft side, single wall:

Full table by item is in 10_Cheatsheets.md. The general rule: soft-side stone with one honeycomb costs raiders about 8–12k sulfur per breach attempt, which is roughly 30+ minutes of dedicated farming at scrap-tier and far more than most raiders will spend on a solo base.

What "good enough" looks like for a solo

That base costs you about 1 hour of farming and survives an offline raid for 12k+ sulfur of explosives. Most raiders won't pay that for a solo.