Rust Base Design: How to Make a Base Too Expensive to Raid
Rust base design by the numbers: raid paths, airlocks, honeycombing, TC placement, soft sides and upkeep, plus how to test a design on your own server.
Good Rust base design isn't about a clever shape. It's about sulfur. A raider will always take the cheapest way to your loot, so a well-designed base makes every path in cost about the same and costs more than the loot is worth. It also has to be affordable to keep up, because upkeep grows with every piece you add. This guide covers the principles that decide both: raid paths, doors and airlocks, honeycombing, Tool Cupboard placement, soft sides and upkeep.
The health, cost and upkeep numbers come from the Rust dedicated server files, public build dated 22 September 2026 (after the Breach and Clear update), rather than from memory or an old wiki. At the end we'll show how to test a design on your own server before you commit a wipe's worth of stone to it.
Think in Sulfur: The Cheapest Raid Path
Every piece of a base has a health value and a set of protections. Here's what each building grade gives you for one wall, and the cheapest way to take that wall down:
| Grade | Wall HP | Cost per wall | C4 to break | Cheapest sulfur to break |
|---|---|---|---|---|
| Twig | 10 | 50 wood | – | a melee weapon |
| Wood | 250 | 200 wood | 1 | about 1,200–1,225 (explosive ammo) |
| Stone | 500 | 300 stone | 2 | 4,400 (2 C4) |
| Sheet metal | 1,000 | 200 metal fragments | 4 | 8,800 (4 C4) |
| Armored | 2,000 | 25 HQM | 8 | 17,600 (8 C4) |
Doors are where most bases are weakest:
| Door | HP | C4 | Cheapest sulfur |
|---|---|---|---|
| Wooden door | 200 | 1 | 450–475 (explosive ammo) |
| Sheet metal door | 250 | 1 | 1,575 (explosive ammo) |
| Garage door | 600 | 2 | 3,750 (explosive ammo) |
| Armored door | 1,000 | 3 | 6,250 (explosive ammo) |
The full table, including windows, hatches, high walls and every explosive, is in the Rust raid chart, and an interactive raid calculator that adds up a path for you is coming.
The rule that follows from these tables: a base is only as strong as its cheapest path. A sheet metal wall costs a raider 8,800 sulfur, but a sheet metal door next to it costs 1,575. Upgrading the walls around a sheet metal door does nothing. Walk every route from outside to your loot room (doors, walls, the roof, the floor) and add up what each one costs. Then spend your materials on the cheapest route until it stops being the cheapest.
Don't forget up and down. Floors, roofs and foundations have the same health as a wall of the same grade, so a roof is no weaker than a wall. It's only weaker if you left it a lower grade than the walls.
Doors and Airlocks
An airlock is two doors in a row with a small closed room between them, so the inner door is never open to the outside. It stops people running in behind you, and it means a raider who breaks the outer door still has another one to get through.
In sulfur terms, two armored doors cost a raider about 12,500 (explosive ammo) or 13,200 (C4). That's as much as a sheet metal wall plus a stone wall (13,200 with C4), so an armored-door airlock is only worth it if the walls on either side are at least that strong. Two sheet metal doors, by contrast, add up to 3,150 sulfur, less than one stone wall. Cheap doors are fine early in a wipe. Upgrade them to armored once your walls are sheet metal, or the doors become the path.
Garage doors (600 HP) sit between the two. They cost 300 metal fragments and 2 gears to craft, against 20 HQM and 5 gears for an armored door, and still take 2 C4.
Honeycombing: Adding Layers
Honeycombing means wrapping your core in an extra layer of walls, usually triangle or square cells, so a raider has to break two or three walls to reach anything. Each layer adds its full cost to that path:
| Path to the loot room | Cheapest sulfur (C4) |
|---|---|
| 1 stone wall | 4,400 |
| 1 sheet metal wall | 8,800 |
| 1 sheet metal + 1 stone layer | 13,200 |
| 2 sheet metal layers | 17,600 |
| 1 armored wall | 17,600 |
| 1 armored + 1 sheet metal layer | 26,400 |
Two sheet metal layers cost a raider the same as one armored wall, and they cost you 400 metal fragments instead of 25 HQM. That's why honeycombing with sheet metal is usually better value than armoring a single layer, as long as you can afford the upkeep (see below).
Two things are easy to get wrong:
- Honeycomb the roof too. A raider on your roof has the same options as one at your wall. If the walls are three layers deep and the roof is one, the roof is the path.
- Triangles are cheaper for the same protection. A triangle foundation or floor costs half of a square one (a triangle floor a quarter of a square wall), but it has the same health. Triangle honeycomb cells get you more layers for the same materials.
Where to Put the Tool Cupboard
The Tool Cupboard has 100 HP and negative explosion protection: it takes double damage from explosives. One satchel kills it, or about four beancans. Losing it means losing building privilege over your base, so raiders can build inside it.
- Put it behind the most layers you have, ideally in its own honeycombed cell next to or inside the loot room. It should never be the first thing a raider reaches.
- Don't put it where splash reaches it. A rocket does full damage within 1 m and falls off out to 3.8 m. A TC pressed against an outer wall can take damage from rockets aimed at that wall.
- Fill it with upkeep. The TC pays your upkeep. If it runs dry, the whole base starts to decay, and a decaying base is cheaper to raid than any design on this page.
Upkeep: The Cost of a Big Base
Every building piece costs a share of its build cost every 24 hours, taken from the TC. The share gets bigger as the base grows. In this build it's a blended rate:
| Pieces in the building | Upkeep rate for those pieces |
|---|---|
| First 15 | 10% of build cost per day |
| Next 50 | 15% |
| Next 125 | 20% |
| Everything beyond that | 33.3% |
The TC averages those rates across the whole building. A 100-piece stone base pays 16% of its build cost per day. If every piece were a full-cost stone wall (300 stone), that's 4,800 stone a day. Double the base to 200 pieces and the average rises to about 18.7%, so upkeep more than doubles.
Two 2026 changes push this further:
- Group tax (September 2026). Upkeep now scales with how many players use the base. Facepunch's Breach and Clear notes: "First 4 players incur no tax Next 6 players incur 2% tax per player Subsequent players incur 4% tax per player... a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep." Players authed on code locks count too, and so does anyone deauthed in the last 24 hours. The tax is capped at 300%.
- High walls cost upkeep (August 2026). From Power Trip: "High walls now have a static upkeep cost of 20%." A compound ringed with high external walls is a real upkeep bill now, not a free perimeter.
For solos and small groups this is the argument for a compact, deep base over a wide one. Layers on a small footprint raise the raid cost without raising the piece count as fast as spreading out does.
Soft Sides
Every wall has a weak face. Rust's own tutorial explains it: "Ensure that you are standing inside your base when placing the Walls, as this will ensure the weaker side of the wall will face inwards - this is known as the softside. You can tell which side of the Wall is the softside by the visible X shaped structures."
A wall placed backwards takes far more damage from melee, and from outside it needs about a quarter fewer beancans (46 instead of 64 on stone). C4, rockets and satchels do the same damage either way, so a backwards wall won't change your raid cost much. It does make your base easier to soft-side with tools early in a wipe, and that's usually the only raid a fresh base gets.
Bunkers
A bunker is a section of base that has no normal way in. You seal it from the inside and open it by rebuilding or removing a specific piece, which only someone with building privilege can do. Done well, a raider breaks into an empty room and has no obvious next wall to hit.
Bunker designs depend on exactly how the game handles placing, rotating and demolishing pieces, and those rules get adjusted in patches. A bunker that worked last month may be buildable-through, or unopenable, this month. Rebuild it on a test server after each monthly update before trusting a wipe's loot to it.
Test a Design on Your Own Server
The best way to know whether a design works is to build it, then raid it yourself. On your own server, with admin, a few vanilla commands turn it into a build-and-test sandbox:
creative.freebuild true
decay.scale 0 creative.freebuild makes building blocks free, and decay.scale 0 stops your test builds from decaying overnight. creative.togglecreativemodeuser "<name>" true turns on creative mode (no resource costs) for just one player. Leave creative.freeplacement off when you're testing a real design. It bypasses all placement checks, so you could build things the live game won't allow.
Then raid it:
inventory.give explosive.timed 20
inventory.give rocket.launcher 1
inventory.give ammo.rocket.basic 20
inventory.give ammo.rifle.explosive 500 Walk every path from outside to the loot room and count what it actually takes. When you're done, decay.scale 1 and creative.freebuild false put the server back to normal.
Rust Admin Commands covers making yourself admin and the full inventory.give and spawn syntax, and Rust Console Commands & Cheats explains creative mode, noclip and god mode in more detail. If you don't have a server yet, How to Make a Rust Server walks through the setup. A small private server is all you need for a build-and-raid test. When you're farming for all those layers, the Rust recycle chart shows what your components are worth in scrap and HQM.
FAQ
What is the best base design in Rust?
There isn't one best design. There's a best design for your group size and resources. For solos and small groups, a compact base with an airlock, honeycombing on every side and the roof, and the TC in the core is the standard. Make sure no single path (doors included) is much cheaper than the rest.
How many layers of honeycomb do I need?
Enough that the cheapest path costs more sulfur than a raider expects to get back. One sheet metal layer plus one stone layer (13,200 sulfur with C4) already matches two armored doors (about 12,500–13,200). Add layers once your doors and roof match.
Is a garage door better than an armored door?
No. An armored door has 1,000 HP and takes 3 C4. A garage door has 600 HP and takes 2. Garage doors are a cheaper step up from sheet metal doors, not a replacement for armored.
Where should I put my Tool Cupboard?
Deep inside, behind as many layers as your loot room, and not against an outer wall. It has only 100 HP, takes double damage from explosives, and one satchel destroys it.
Does honeycombing increase upkeep?
Yes. Upkeep is a share of every piece's build cost per day, and the share rises from 10% for the first 15 pieces up to 33.3% for pieces beyond the first 190. Honeycombing adds pieces, so it raises both the raid cost and your daily upkeep.
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