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Tool Cupboard, Decay & Upkeep

Last updated: May 19, 2026

This page covers everything that keeps your base standing on a Facepunch survival server: the Tool Cupboard (TC), the decay timers that erase unprotected structures, and the upkeep cost that drains your TC every hour. Miss any of it and you log in to a pile of loot bags where your base used to be.

What the Tool Cupboard actually does

Tool Cupboard no-build bubble — building privilege radius (top-down)
TC privilege radius — in-game tooltip says 50m effective ~16–30m along connected foundations, up to 6 floors high Inside bubble: only authorized players may build, upgrade, rotate or deconstruct. Neighbor build BLOCKED "Building blocked" prompt Outside bubble neighbor may build freely Radius projects from the building blocks the TC is connected to — not a fixed sphere centered on the TC alone.

The Tool Cupboard is the deployable that grants Building Privilege over nearby structures. When placed and authorized, only players on its auth list can place, rotate, upgrade, repair, or deconstruct building blocks inside its zone.

If a structure sits inside no TC's privilege zone at all, anyone can build off it, place ladders on it, or deconstruct it with a hammer during the 10-minute grace window.

How building privilege actually propagates

The single most misunderstood part of the Tool Cupboard is the shape of its protection. The in-game tooltip describes a flat "50 metre" sphere, but that figure has not matched reality for years. Privilege is propagated through connected building blocks, not radiated as a free-floating ball of influence. The TC projects authority into every foundation, wall, floor, and roof that is physically attached to the block it sits on, then a short distance outward from the edges of that connected structure.

Privilege factValue
Tooltip radius (cosmetic)50 m sphere
Effective edge cushion~16 m past last connected block
Vertical reach~6 floors above the TC
Auth list cap (vanilla)10 players
Propagation methodThrough connected blocks only

Decay timers without a Tool Cupboard

Decay timer by material tier — full HP to destruction, TC empty
Bar length = hours of decay once the matching upkeep material runs out. Scale: 1 hr = 70px. Twig1 hr Wood3 hr Stone5 hr Sheet metal8 hr Armored (HQM)12 hr Decay scales with current HP — a wall at 50% HP falls in half the listed time.

These are the times each material takes to decay from full HP to zero once decay begins. They apply both when there is no TC at all and when the TC exists but is empty of the relevant material:

MaterialDecay duration (full HP to 0)
Twig1 hour
Wood3 hours
Stone5 hours
Sheet metal8 hours
Armored (HQM)12 hours

Decay scales with current HP — a wall at 50% HP decays in half the listed time.

Upkeep cost formula

Upkeep cost per hour — stockpile draw by tier
Hourly drain per wall (~10% of build cost / 24h). Bar = relative resource volume burned each hour. Wood wallbuild 200 wood~0.83 wood/hr · 20/day Stone wallbuild 300 stone~1.25 stone/hr · 30/day Sheet metalbuild 200 frags~0.83 frags/hr · 20/day Armored wallbuild 25 HQM~0.10 HQM/hr · 2.5/day TC pulls upkeep in priority: HQM → metal frags → stone → wood. Stockpile draw > 50% full = 10% rate; below 50% full the rate climbs toward 30% — a topped-off TC burns up to 3x slower.

When a TC is stocked with the matching material, each connected building block pays an hourly tax instead of decaying. The drain is roughly 10% of the block's build cost per 24 hours, paid hourly from the TC, with a free grace period for newly placed blocks (the first ~24 hours of a new block's life are effectively free).

Approximate per-day burn per wall, full HP:

TierBuild costDaily upkeep
Wood wall200 wood~20 wood/day
Stone wall300 stone~30 stone/day
Sheet metal200 metal frags~20 frags/day
Armored (HQM)25 HQM~2.5 HQM/day

The TC pulls upkeep in priority order: HQM → metal frags → stone → wood, paying only for blocks of the matching tier. If the matching material runs out, the corresponding tier's decay timer begins immediately.

The upkeep formula in full

The hourly bill is not a flat number — it is a percentage of your total build cost, and that percentage swings with how full the cupboard is. Two variables drive everything:

Worked example for a single stone wall (300 stone build cost):

TC fill stateUpkeep rateStone wall/day
Above 50% stocked~10% build cost / 24h~30 stone
Below 50% stockedscaling up to 30% / 24hup to ~90 stone
Empty of the tierno upkeep — decay beginswall loses HP

The TC drains in real time whether or not anyone is online. Each hourly tick, it deducts the matching tier's cost from the 24 upkeep slots; new blocks enjoy a roughly 24-hour grace period before they start billing. Because the bill is proportional to footprint, every honeycomb layer and decorative wall you add is a permanent recurring tax — large clan compounds routinely burn 5–10× the resources of a tight solo base purely on geometry.

Stockpile slot limits

The cupboard itself has 100 HP, 24 upkeep slots for resources, and 4 tool slots (the tool slots accept hammers, building plans, and the like — they do not feed upkeep). Twenty-four slots sounds generous, but each slot is one stack, and stone stacks far smaller than the daily appetite of a big base. A compound that burns 6,000 stone a day can chew through multiple full stone stacks per day, so slot count — not just total resources — becomes the real ceiling on how long a base survives unattended. This is the core argument for industrial auto-refill: pipes feed the 24 slots continuously instead of you racing the clock to manually re-stack them.

How much upkeep do you actually need

A small 2x2 stone solo base costs roughly 3,000–5,000 stone to build. Daily upkeep on that footprint lands around 300–500 stone/day, plus a small trickle of wood for any wooden frames or workbench supports.

For a mid-size duo bunker (~50 stone walls plus ceilings/foundations), expect closer to ~6,000 stone/day (~250/hour).

24-hour stockpile rule of thumb for safe sleep:

Soft-side decay vs hard-side decay

Two separate "decay" mechanics often get confused:

The hard side / soft side of a wall is a different concept entirely — it's the visual triangle pattern. The hard side faces outside (more HP, harder to soft-side raid); the soft side faces in. It is not a decay mechanic, but it does interact with raiding: a soft side facing outward effectively halves the explosives needed to break the wall.

Stacking, refilling, and offline strategy

A TC has 24 inventory slots; stack the materials you actually need in priority order. Best practice:

  1. Top of the inventory: HQM stack (if any armored pieces exist), then sheet metal frags, then stone, then wood.
  2. Keep all four tiers present, even if your base is mostly stone — losing 3 wooden frames to decay because you forgot to top wood is a real and common death.
  3. Industrial pipe auto-refill: since the Industrial Update, a Storage Adaptor can be clipped onto a TC and fed from boxes by industrial pipe + filter. Set one box per material with a Conveyor pushing into the TC. Single biggest quality-of-life upgrade for long wipes.
  4. Lock the TC with a code lock — an unauthorized player can still walk up and *withdraw* materials if the TC is unlocked.

Multiple TCs and overlapping zones

Overlapping TC zones — how multiple cupboards split a compound
Authorization is per cupboard — never shared. Each TC drains its own upkeep for the blocks it covers. TC-A TC-B Core base zone TC-A pays upkeep on core walls. e.g. ~6000 stone/day duo bunker Garage / honeycomb shell TC-B pays upkeep on outer pieces. separate stockpile, separate auth OVERLAP must be authed on BOTH TCs to edit blocks here Compartmentalize: a raid that captures TC-B (shell) does not surrender TC-A (core). Each TC also blocks a third TC inside its zone — exploit-proofing against TC stacking. Top every tier in every cupboard.

Authorization is per cupboard, never shared:

Soft side vs hard side of the TC room

The TC room is the heart of the base, so its walls deserve deliberate orientation. Every triangle and square wall has a textured hard side and a flatter soft side; the soft side takes roughly half the explosives to break. When you build the TC room, confirm that every wall enclosing it presents its hard side outward — a single reversed wall is a soft-side shortcut straight to your cupboard. Walk the exterior in build mode and check each face before you upgrade. Pair this with at least one honeycomb layer so a raider cannot even reach the TC room wall without first chewing through a sacrificial shell.

Hiding the TC and layering locks

A visible, reachable cupboard is a target: destroy it and the base loses all privilege; clear its auth and a raider can lock you out of your own build. Defence is layered.

Common mistakes

  1. Sleeping with under 24 h of upkeep — wake up to no walls. Stock at least a full day, ideally two.
  2. Forgetting one material tier — a TC full of stone won't save your wooden frames, which will decay first and drop your ceiling.
  3. Placing twig outside the TC zone — auto-decays inside ~1 hour; useless for permanent build pieces.
  4. Hitting the 10-player auth limit — large clans run out of slots; trim auth list before adding new members.
  5. Not locking the TC — anyone authorized (or anyone at all if unlocked) can drain materials.
  6. Placing a sleeping bag outside the TC zone — a third party can authorize on it once the original block decays.
  7. Building a second TC inside the same zone — the game blocks it; new players sometimes assume their build is broken.

Pro tips

  1. Armored is a luxury tier, not a default. HQM upkeep is the most painful material to farm; reserve armored walls for the 1–2 critical chokepoints (loot room door, TC room ceiling) instead of trimming the whole exterior.
  2. Put your sleeping bag and respawn point inside the TC privilege zone, ideally inside the TC room itself, so an offline raid can't authorize on you while you're logged out.
  3. Industrial-pipe a vending machine or shop box to the TC so you can dump materials from anywhere in the base — refill becomes a single deposit instead of a TC-room ritual.
  4. Force wipes wipe TCs and base alongside the map — don't stockpile mats in the TC the day before a force wipe; they're gone with the rest.
  5. Decay scales with HP, so a freshly raided wall at 10% HP will be gone in minutes even with full upkeep. After every raid attempt, repair walls back to full before logging off; upkeep does *not* repair damage, it only delays decay.

Sources