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Recycler yield math (what each item gives back)

The Recycler is the single most important piece of progression infrastructure in Rust. Drop a stack in, wait, and the machine destroys the input items and returns a percentage of their constituent resources, components, and scrap. Cycle time is 5 seconds per item at standard recyclers and 8 seconds per item at safe-zone recyclers. Standard recyclers return roughly 60% of an item's material value; safe-zone recyclers return roughly 40%. Everything below assumes a full-condition input — broken weapons and worn tools yield less.


How the recycler works

COMPLETE BLUEPRINT: Junk to Scrap Pipeline
Beginning-to-end loop: turn looted clutter into usable scrap and metal 1Collect componentsLoot crates, barrels, drops.Hold gears, pipes, springs,tech trash, road signs. 2Find a recyclerOutpost / Bandit Camp =safe. Airfield, Power Plant,Mil Tunnels = hot but +scrap. 3Feed the input gridPlace up to 6 stacks in theleft grid. Skip blueprints,raw resources, ammo, food. 4Hit RecycleItems process one at a time,top-left first. Partial rollsare probabilistic per cycle. -->-->--> 5Collect scrap + componentsOutput drops into the right-hand grid:scrap, HQM, metal frags, cloth, rope, sub-parts.Empty it before it fills, or the cycle stalls. 6Spend the haulScrap to research bench / Tech Tree / safe-zone trade.HQM + frags to base upgrades. Repeat the loop everymonument run for a steady mid-game income. Loop back to step 1 with each new run of loot.

The efficiency rule: 60% vs 40%

The recycler does not return an item's full crafting cost. A standard recycler — the kind found at hostile monuments such as Airfield, Power Plant, Launch Site, Train Yard and Military Tunnels — returns roughly 60% of an item's recyclable material value, and it does so quickly: one cycle resolves in about 5 seconds. The safe-zone recyclers at Outpost and Bandit Camp are deliberately nerfed, returning only about 40% of that value and processing more slowly. The trade-off is pure risk versus reward: the safe-zone machine is protected by sentry turrets and the no-build zone, while the monument machine pays better but sits in open PvP territory.

Two numbers make the gap concrete. A full-condition semi-automatic body recycled at a monument returns about 30 scrap + 1 HQM; the same body recycled at Outpost drops to roughly 20 scrap + 1 HQM. Across a full inventory of components that 20-point swing per slot compounds fast, so experienced players treat the safe-zone recycler as a convenience tax rather than a default.

Where to find recyclers

Recycler Locations: Safe Zones vs Hot Monuments
Where the recyclers are - and the trade-off between safety and yield. SAFE ZONES (no PvP, lower yield ~40-60%) OutpostDedicated recycling area with 3 recyclers.Safest spot - turrets enforce no violence. Bandit Camp3 recyclers tucked inside the large dredge.Safe; also has gambling and trade stalls. Best for: relaxed bulk recycling after a run,storing scrap, and trading at the same stop.Pick these when carrying valuable loot. HOT MONUMENTS (PvP, full yield ~100%) Airfield2 recyclers: Hangar 2 left wall, and thebuilding opposite the tarmac. Power Plant2 recyclers in the central puzzle buildings.Heavy radiation - bring rad protection. Military TunnelsRecycler in a metal shack near Shelter 4.Highest danger; full scrap return. Rule of thumb: recycle low-value junk in safe zones, save risky monument trips for when you need maximum scrap.
Location# RecyclersSafe zone?Notes
Outpost3YesRight of the vending machines. Solo-friendly.
Bandit Camp3YesInside the large dredge, second floor.
Fishing Villages1 eachYesAll three villages have one.
Mining Outpost1NoInside the main shed. Lowest-risk monument recycler.
Oxum's Gas Station1NoIn the garage.
Junkyard2NoBehind the magnet crane and in the office.
Sewer Branch2NoOutdoors red warehouse + underground (blue card).
Train Yards1NoSecond floor of the red warehouse.
Water Treatment2NoOffice building + warehouse.
Airfield2NoHangar 2 and main office garage.
Power Plant3NoSpread across the central buildings.
Launch Site1NoWarehouse, by the three cylinders.
Harbor (Large/Small)1 eachNoShipping building by the water.
Underwater LabsvariesNoOne per lab, behind the moonpool area.

Safe-zone recyclers are slower and pay ~20% less, but you cannot be killed while using them. Use them solo until you have a base with its own setup.


Recycler placement: a monument-by-monument breakdown

Knowing which machine to walk to is half the skill. Safe-zone recyclers cost you 20% efficiency but guarantee survival; monument recyclers pay full rate but expose you. Match the machine to the cargo you are carrying and the heat you can tolerate.

LocationTypeEfficiencyRisk & notes
OutpostSafe-zone~40%Three machines in a row, turret-protected. Best for solo/early players hauling junk.
Bandit CampSafe-zone~40%Same as Outpost plus a gambling wheel for surplus scrap.
Airfield / Train YardStandard~60%Hot but central; common roam stop. Watch the open sightlines.
Power Plant / Launch SiteStandard~60%Heavy radiation and scientists; bring rad protection and a gun.
Military TunnelsStandard~60%Scientist-dense; recycler tucked inside, easy to get pinned.
Mining OutpostStandard~60%Small, low-traffic, no scientists — an underrated quiet option.
Player-deployedStandard~60%Rare looted deployable; full rate from the safety of your own base.

Decision shortcut: carrying low-value bulk junk you do not want to die for? Use a safe zone. Carrying high-density components like tech trash and rifle bodies where the 20% gap is worth real scrap? Use a monument machine and accept the risk, or carry it home to a deployed recycler.

High-value component yields

Top Yield Items: Scrap Per Component
Standard recycler output per single item (rustlabs + Facepunch wiki). Rifle Body25 scrap + 2 HQMTop single-item earner. Always recycle spares. Tech Trash20 scrap + 1 HQMBest scrap density. Recycle every extra. Gears10 scrap + 13 metal fragsKeep some: doors, traps, vending need them. Metal Spring10 scrap + 1 HQMSolid. Hold a few for guns that need springs. Road Signs5 scrap + 2 HQMGrabbed mainly for the HQM, not the scrap. Sewing Kit4 scrap + 40 cloth + 2 ropeLow scrap. Recycle for the cloth and rope. Priority order:Rifle Body > Tech Trash > Gears > Metal Spring > Road Signs > Sewing KitLower-condition items return proportionally less; a max-condition part returns roughly 50% of its craft cost.

Per-item averages, sourced from rustlabs and Facepunch wiki recycler tables. Values shown are standard recycler output per single item.

InputScrapHQMOther
Road Sign3 Metal Frags + occasional HQM (pair yields 1 HQM)
Tech Trash201
Sewing Kit5 Cloth + 1 Rope (chance)
Sheet Metal31 Metal Frags
Metal Spring101 HQM (chance)
Gears1013 Metal Frags
Rifle Body252
SMG Body152
Metal Pipe51 HQM (chance), Metal Frags
CCTV Camera22 Tech Trash
Targeting Computer21 CPU / extra Tech Trash on roll
Auto Turret (full)200.5 CCTV + 0.5 Targeting Computer

Rule: Tech Trash, Rifle Bodies, and Gears are the three highest scrap-per-slot returns in the game. Always recycle extras.


Full component yield reference

The table below consolidates standard-recycler output for the components you will loot most often, cross-checked against rustlabs and the Facepunch wiki. Safe-zone machines return roughly two-thirds of these figures. Sub-component and HQM entries are average values — individual cycles roll high or low.

ComponentScrapHQMOther materials
Tech Trash201The best scrap density in the game — recycle every spare.
Rifle Body252Top single-item earner; only keep if crafting AKs.
SMG Body153High HQM return; recycle unless building Thompsons/Customs.
Semi-Auto Body~30 (mon.) / ~20 (Outpost)1Clearest illustration of the 60% vs 40% gap.
Gears1013 Metal Frags. Keep some — doors, traps and vending need them.
Metal Spring10110 Metal Frags. Hold a few for spring-hungry guns.
Metal Pipe515 Metal Frags. Cheap HQM source early game.
Road Sign~0.53 Metal Frags; a pair averages 1 HQM. Looted for HQM, not scrap.
Sheet Metal81~31 Metal Frags. Almost always worth recycling.
Sewing Kit440 Cloth + 2 Rope. Recycle for the cloth/rope, not scrap.
Rope~36 Cloth. Usually better kept whole for crafting.
Metal Blade315 Metal Frags.
Empty Propane Tank150 Metal Frags — a strong frag source for its loot weight.
Tarp~50 Cloth. Recycle freely unless crafting beds/sleeping bags.
CCTV Camera202Excellent early-game scrap if you are not building a base turret network.

Highest scrap-per-item: Rifle Body (25), then Tech Trash (20) and CCTV Camera (20), then SMG Body and Metal Spring (15/10). For raw scrap density per inventory slot, Tech Trash wins outright — a full stack recycles into roughly 500 scrap.

Crate-junk yields (the recycle-or-trash decision)

InputYieldVerdict
Empty Propane Tank50 Metal Frags + 1 ScrapRecycle — best frag-per-slot in barrels
Empty Can of BeansNot recyclable (smelt for 15 frags)Smelt in campfire
Empty Tuna CanNot recyclable (smelt for 10 frags)Smelt in campfire
Glue1 Cloth (chance)Trash — not worth the slot
BleachNot recyclableTrash or keep for bear traps
Anti-Rad PillsNot recyclableKeep — you need them for monuments
Smoke Grenade18 Gunpowder + 25 Metal FragsRecycle — best gunpowder trade in the game
Flare5 Gunpowder + 5 Metal FragsRecycle if you have piles
Battery (small RF)1 Tech TrashTrash unless stockpiling tech trash

The propane tank rule: Strip them out of every barrel you break. Two stacks = a stack of frags.


Weapon & tool yields

Scrap-back from low-tier weapons looted off scientists is one of the fastest early scrap pipelines. All values assume full condition.

Melee / tools

InputScrapFragsOther
Bone Knife2 Bone Fragments
Stone Hatchet / Pickaxe1 Wood + 1 Stone
Hatchet2550 Wood
Pickaxe5030 Wood
Salvaged Axe1 Metal Pipe + 2 Metal Blade
Salvaged Icepick1 Metal Pipe + 2 Metal Blade

Salvaged tools are worth recycling only if you have pipes/blades already and need the scrap pathway elsewhere — otherwise repair-bench them.

Firearms (full condition)

InputScrapHQMComponents
Bow / Crossbow1Wood + Rope
Revolver51 Metal Pipe + 4 Metal Frags
Waterpipe / Nailgun11 Metal Pipe
Pump Shotgun81 Metal Pipe + 1 Spring
Custom SMG41 SMG Body + 1 Spring
Thompson51 SMG Body + 1 Spring
MP5A481 SMG Body + 1 Spring
Semi-Auto Rifle51 Rifle Body + 1 Spring
AK-47 (Assault Rifle)81 Rifle Body + 2 Spring
LR-30081 Rifle Body + 2 Spring

Scientist farming math: A clean Custom SMG off a scientist recycles into the parts for one Thompson craft. Two pump shotguns recycle into a Thompson. This is the loop that takes you from Tier-1 to Tier-2 without touching a workbench upgrade.


Component-vs-scrap decisions

Decision Flow: Recycle vs Research vs Keep
Run any looted item through these checks before it leaves your inventory. Picked up an itemWeapon, tool, component, or junk? | Do you still need it / its blueprint?Useable gun, gear for crafting, missing BP? YES, missing the BP --> YES, will use --> |NO RESEARCH ITPut it on the Research Bench withscrap to unlock the blueprint, thenrecycle the duplicate afterward. RECYCLE ITNot needed and no BP value. Feedthe recycler for scrap, HQM andmetal frags. Default for junk. KEEP ITEquip, store, or save the componentfor an upcoming craft. Recycle onlyonce you have a clear surplus. Tip: blueprints, raw resources, food, ammo and most meds are non-recyclable - keep or drop those instead.

When you should recycle vs hold the part.

ComponentKeep this manyThen recycle the rest
Gears9Recycle — needed for garage doors, traps, vendies
Springs6Recycle — needed for every craftable gun
Sheet Metal0Always recycle (smelt-quality frags)
Metal Pipes4Recycle — pump shotguns and SARs eat them
Tech Trash0Always recycle unless mid-PC-craft
Road Signs0Always recycle — they don't store value
Rope4Keep for sleeping bags / nooses
ClothNever recycleRaw resource — not recyclable anyway
Rifle / SMG Body1 eachRecycle extras unless about to craft

Hard rule: A component you have not unlocked the blueprint for is worth more recycled than hoarded — you cannot craft with it, and the scrap goes straight back into research.


Auto-recycling with industrial loops

Since the industrial update, recyclers can be wired into conveyors, storage adapters and industrial pipes to run hands-free. A deployed recycler with an input conveyor pulling from a loot box and an output conveyor pushing scrap into a dedicated chest becomes a passive scrap factory: drop raid loot in the feed box, and the system breaks it down while you do something else. Filter the conveyor so it only pulls components — never blueprints, raw resources or items you want to keep — and cap the output box so a full grid does not stall the cycle.

Common mistakes that bleed scrap

Pro tips


Sources

  1. Recycler — Facepunch Official Wiki. https://wiki.facepunch.com/rust/Recycler
  2. Safe Zone Recycler — Facepunch Official Wiki. https://wiki.facepunch.com/rust/Safe_Zone_Recycler
  3. Recycler item tables — rustlabs.com (entity: recycler).
  4. RUST Recycler Guide: Locations, Scrap Table & More! — Corrosion Hour. https://www.corrosionhour.com/rust-recycler-guide/
  5. Rust Crafting Calculator & Rust Recycle — Rusttips. https://rusttips.com/rust-crafting-recycle/
  6. RUST Recycler Guide 2026 – Scrap, Locations, Pro Tips — Rustmods. https://rustmods.com/rust-recycler-guide/
  7. Rust Component Guide — Rustafied. https://www.rustafied.com/component-system-guide
  8. Recycler — Rust Wiki (Fandom). https://rust.fandom.com/wiki/Recycler
  9. Tech Trash — Rust Wiki (Fandom). https://rust.fandom.com/wiki/Tech_Trash
  10. Rifle Body — Rust Wiki (Fandom). https://rust.fandom.com/wiki/Rifle_Body

Want more detail? Scrap Farming Guide · Monuments Guide