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Industrial crafters & pipe automation

The Industrial system (introduced January 2023, refined heavily through 2024-2026) turns Rust bases from manual sweatshops into self-running factories. Sulfur goes in one end, rockets come out the other. This page covers every component, the power math, and the three builds that pay for themselves in a single wipe.

What Industrial is

Industrial is a pipe-based automation system that moves, filters, and crafts items between containers using rWatts (Rust's electrical power unit). Five components do all the work:

Pipes pass through doors and deployables but not through walls or vending machines. Two conveyors cannot connect directly — they must be separated by a Storage Adapter or another industrial entity.

Industrial Conveyor

The Conveyor is the active mover. Without one, pipes are just decoration.

Without a filter, the Conveyor moves anything it can. With filters, it becomes surgical. Toggle each Conveyor on/off with a wire input — connect to a Smart Switch for remote control.

Industrial Crafter

Industrial Crafter - Gunpowder Auto-Line (pipe ports)
Sulfur Boxraw sulfur storage▸ IN: (clips to box)Storage Adapterbolts onto the box▸ OUT: Industrial Out▸ IN: Industrial InputIndustrial Conveyorfilter set to Sulfur▸ OUT: Industrial Output▸ IN: Industrial InIndustrial Craftergunpowder blueprint loaded▸ OUT: Industrial Out▸ IN: Industrial InputIndustrial Conveyormoves the finished gunpowder▸ OUT: Industrial Output▸ IN: Industrial In (adapter)Gunpowder Boxauto-stocked output

The Crafter is a deployable furnace for blueprints. Snap it to any Tier 1/2/3 workbench, drop in a blueprint, feed it materials via pipe, and it crafts continuously.

Output items drop into the output slot — pipe them to a Conveyor pointed at a destination container.

Crafter mechanics, start to finish

Setting up a single Crafter correctly is the foundation every multi-stage chain is built on. Get one Crafter wrong and the whole factory inherits the fault. Walk it step by step:

  1. Place the workbench. The Crafter snaps to a Tier 1, 2, or 3 workbench. The tier only gates which blueprints the Crafter can run — a T1 bench can auto-craft low-grade fuel and arrows, but rockets, C4, and explosives need a Crafter snapped to a Tier 3 bench. The bench itself draws no rWatts; it is purely a recipe-tier license.
  2. Snap and power the Crafter. Run a wire from a power source into the Crafter's electrical input. It draws 1 rWatt the instant it has power, whether idle or busy. There is no separate “on” toggle — power present means the Crafter is live.
  3. Insert exactly one blueprint. The blueprint slot accepts a single learned BP. That BP becomes the only thing this Crafter will ever produce until you swap it. This one-recipe-per-crafter rule is the single most important fact about the device: there is no recipe menu, no queue of different items. One Crafter = one product.
  4. Feed the inputs. Pipe ingredients into the left-side industrial slots. The Crafter holds a small internal stock; a Conveyor keeps topping it up.
  5. Collect the output. Finished items appear in the right-side slots. A second Conveyor pulls them onward.

Craft frequency & speed. The Crafter completes items at the same rate a player would at a bench — it is not a speed boost, only a labour replacement. Times are recipe-specific and confirmed against RustLabs and the Facepunch wiki:

RecipeCraft time (per unit)Notes
Gunpowder~2 sec / craft (yields 10)Fastest mass recipe — a Crafter clears sulfur extremely quickly
Explosives~5 secMid-tier; needs GP + frags + sulfur + tech trash
Gears~5 secCommon component automation target
Rocket / C4~10 sec+Slowest; T3 bench required, heavy ingredient draw

Because the Crafter draws a constant 1 rWatt rather than pulsing, a wall of ten Crafters is a flat, predictable 10 rWatt load — easy to budget for. The frequency at which Conveyors feed the Crafter is the real throttle, governed by the server convar server.industrialCrafterFrequency (default ~5 seconds per move tick). If your supply lines tick slower than the Crafter consumes, the Crafter sits idle waiting for materials — it is never the bottleneck itself.

Recipe selection and the one-recipe-per-crafter rule

New players expect the Crafter to behave like a personal crafting queue. It does not. There is no priority list, no “craft these five things in order.” Plan around these hard facts:

Industrial Combiner

Combiner merge and Splitter routing
COMBINER: merges up to 3 inputsInput Box 1Input Box 2Input Box 3Combinerno powerSingle BoxSPLITTER: divides 1 input to 3Source BoxSplitterequal shareOut 1Out 2Out 3Splitter honours down-chain filters first, then splits the remainder equally.

Three pipes in, one pipe out. No power required.

Use cases:

Industrial Splitter

One pipe in, three pipes out. No power required.

Use cases:

Industrial Pipes

Pipes are placed with the Pipe Tool (craftable, cheap).

Power requirements

Industrial power adds up faster than people expect.

ComponentrWatts
Industrial Conveyor1
Industrial Crafter (idle / crafting)1 / 5
Industrial Combiner0
Industrial Splitter0
Storage Adapter0

Sulfur-to-rockets full chain budget

A three-stage auto-rocket line (sulfur+charcoal → GP, GP+frags → explosives, explosives+cloth+tech trash → rockets) typically uses:

Total: roughly 25-30 rWatts sustained. Size with 6-8 solar panels + 2 large batteries (each panel gives ~20 rW peak daylight; batteries store overnight). Add a small generator backup for cloudy maps.

The rWatt budget for a Crafter farm

Because each Crafter draws a flat 1 rWatt the moment it has power, a Crafter farm's load is easy to calculate exactly — unlike pulsing devices, there are no spikes to over-engineer for. Budget the whole network in three layers:

Farm sizeCraftersConveyorsEstimated sustained rWattsSuggested supply
Starter (single GP line)12–3~4–6 rW2 solar panels + 1 large battery
Mid (explosives chain)35–6~10–14 rW4–5 solar + 2 large batteries
Large (parallel C4 factory)6–810–12~20–28 rW8–10 solar + 3 large batteries (+ generator)

Common build: auto-explosives factory

Auto-explosives chain: sulfur to C4
Sulfur Boxfilter = sulfurCharcoal Boxfilter = charcoalCombiner3-in / 1-outCrafter 1BP: Gunpowder5 rW pulseCrafter 2BP: Explosives+ frags & sulfur feed5 rW pulseCrafter 3BP: C4 / Timed Charge+ tech trash & cloth feedC4 Storagefinished outputGPexplosives

The classic Industrial money-printer.

Industrial Crafter - Gunpowder Auto-Line
Sulfur Boxraw sulfur storageStorage Adapterconnects the box to the pipe networkConveyorfilter set to Sulfur onlyCombinermerges the sulfur and charcoal feedsIndustrial Craftergunpowder blueprint loadedConveyormoves the finished gunpowderGunpowder Boxauto-stocked output

Tune filters so each Crafter's input box holds a buffer (e.g., keep 100 GP minimum in the explosives feeder). Without buffers, the chain stalls every time a stage finishes faster than its supply.

Building a multi-stage auto-craft chain: sulfur → GP → explosives → C4

A true production line is several single-recipe Crafters wired in series, where each Crafter's output box becomes the next Crafter's input box. The canonical four-stage explosives line works like this:

  1. Stage 1 — Gunpowder. A Combiner merges a sulfur line and a charcoal line into one feed pipe. That pipe runs to Crafter 1 (BP: Gunpowder). GP drops into a GP buffer box.
  2. Stage 2 — Explosives. A second Combiner merges the GP buffer, a metal fragments line, a sulfur line, and (via a relay) a tech trash line. Because a Combiner only takes 3 inputs, chain two Combiners when a recipe needs 4 ingredients — Combiner A merges two lines, its output plus two more lines feed Combiner B. Crafter 2 (BP: Explosives) produces Explosives into an explosives buffer.
  3. Stage 3 — Timed Explosive Charge (C4). A third Combiner merges the explosives buffer, a cloth line, and a tech trash line. Crafter 3 (BP: C4) must sit on a Tier 3 bench. Finished C4 drops to final storage.

The golden rule of chains: every stage needs a buffer box with min/max filter values. Set the Conveyor feeding each Crafter to keep, say, a 100-unit minimum of the upstream product. Buffers absorb the timing mismatch between a fast stage (GP, ~2s) and a slow stage (C4, ~10s+). Without buffers the chain pulses and stalls; with them it runs glass-smooth.

Routing with Combiners and Splitters

Combiners and Splitters are the plumbing logic of the whole system, and crucially both cost zero rWatts — only Conveyors and Crafters draw power. Use them liberally.

Feeding Crafters from Conveyors

The Crafter has no pull of its own — it is a passive box. Every ingredient that reaches it is pushed there by a Conveyor, so Conveyor configuration is what actually drives the factory:

Common build: auto-stockpile (food + farm)

For clans sharing resources without arguments.

Common build: auto-quarry-emptying

Auto-quarry emptying: hands-free loop
Quarry Output+ Storage Adapterruns 24/7Conveyorpipe through door1 rWSplittersorts by filterSulfur to explosives chainfeeds Crafter inputHQM to Smelterauto-refinedStone to Dump Boxbulk storageZero exposure: hopper stays inside the base, materials self-sort on arrival.

Quarries fill fast and get raided when their hopper is exposed.

Quarry and Pump Jack auto-emptying via pipes

Mining Quarries and Pump Jacks fill their output hoppers steadily while powered, and an exposed, full hopper is a raid magnet. Industrial pipes let you drain them hands-free into a hardened interior room. Done properly, you never touch the machine again until you refuel it.

  1. Attach a Storage Adapter to the output hopper of the Quarry or Pump Jack. This is the dock point the pipe network connects to.
  2. Run a Conveyor from the hopper through a pipe that passes through a doorway (pipes route through doors and hatches, but never through solid walls) into your base interior.
  3. For a Quarry, drop the incoming pipe onto a Splitter and filter the three outputs: sulfur ore → the explosives chain or a furnace, high-quality metal ore → a dedicated smelter, stone → a bulk dump box. Materials self-sort the instant they arrive.
  4. For a Pump Jack, the single product is Crude Oil — route it straight to a Small Oil Refinery for automatic conversion into Low Grade Fuel, then pipe the fuel onward to generators or vehicle storage. No Splitter is needed for a single-product machine.
  5. Multiple machines: use a Combiner to merge several quarry outputs into one trunk pipe before the sort Splitter — the merge-then-sort pattern keeps a whole mining yard tidy on one pipe run.

Common mistakes

Pro tips

Sources

  1. Facepunch — Industrial Update patch notes (Jan 2023): https://rust.facepunch.com/news/industrial-update
  2. Rustafied — Industrial System Overview: https://www.rustafied.com/updates/2023/1/12/industrial-system-overview
  3. Corrosion Hour — RUST Industrial System Guide: https://www.corrosionhour.com/rust-industrial-system-guide/
  4. Corrosion Hour — Industrial Crafter item page: https://www.corrosionhour.com/rust-items/industrial-crafter/
  5. Corrosion Hour — How to Automate Gun Powder Crafting: https://www.corrosionhour.com/how-to-automate-gun-powder-crafting-in-rust/
  6. Rustrician — The RUST Electrical Handbook (Industrial): https://www.rustrician.io/wiki/industrial.html
  7. Rust Wiki (Facepunch) — Industrial Crafter: https://wiki.facepunch.com/rust/item/industrial.crafter
  8. Rust Wiki (Facepunch) — Industrial Conveyor: https://wiki.facepunch.com/rust/item/industrial.conveyor
  9. Rustlabs — Pipe Tool: https://rustlabs.com/item/pipe-tool
  10. FalconRust — Industrial System Guide / Automation: https://falconrust.com/guides/general/industrial-system/
  11. Rust Conveyor Filters (community filter presets): https://rustconveyorfilters.com/
  12. PCGamesN — Rust Industrial Update overview: https://www.pcgamesn.com/rust/industrial-update

Want more detail? Industrial Guide · Visual Industrial Layouts · Automation Circuits