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Quarries and survey charges (every dig site)

Quarries are Rust's "set it and forget it" resource generators. Feed them low grade fuel, and they spit stone, sulfur, metal ore, or high-quality metal ore on a tick. They are loud, immobile, visible from a long way off, and they advertise to every roaming roof-camper that there is loot worth taking. Used right, a quarry pays your upkeep and stocks your sulfur bin while you sleep. Used wrong, it is a beacon that says "raid me."

This page covers the three categories you will actually encounter in 2026: the craftable Mining Quarry, the craftable Pump Jack (oil — full breakdown in 31_Pumpjack), and the Monument quarries (Stone, Sulfur, HQM) you fight scientists for.


The three quarry types

Quarry types: yield and fuel rate
Mining Quarry vs HQM Quarry vs Sulfur Quarry Mining Quarry (craftable) Yields Stone, OR Sulfur, OR Metal ore — locked by survey at placement Rate 90–150 stone / min ~11 sulfur or 12–20 metal / min Fuel Low Grade Fuel ~1 LGF / 3s · ~360 LGF / hour Engine tank ~140–180 LGF HQM Quarry (monument) Yields High Quality Metal ore only Best HQM source outside mining Rate ~50 HQM ore per canister ~2 min 10 sec run per canister Fuel Diesel Fuel canister Fixed map structure — cannot be picked up; 1–3 scientists Sulfur Quarry (monument) Yields Sulfur ore only Found in desert biomes Rate ~1,000 sulfur per canister Best sulfur/min in the game Fuel Diesel Fuel canister Most contested monument — scientists patrol, clans camp
TypeSourceOutputNotes
Mining QuarryCraftable (or research-table BP)Stone / Sulfur / Metal ore — depends on placement testNeeds LGF + survey before placement
Pump JackCraftable BPCrude oil onlySee 31_Pumpjack
Stone Quarry (monument)World spawnStone + metal oreLightly guarded, 1 recycler nearby on most maps
Sulfur Quarry (monument)World spawnSulfur oreMost contested — scientists patrol
HQM Quarry (monument)World spawnHQM oreBest HQM source in the game outside of mining

The craftable Mining Quarry is a single deployable. The monument variants are fixed map structures that you power up and defend in place — you cannot pick them up.


Mining Quarry — placement and recipe

COMPLETE BLUEPRINT: Survey to running quarry
Beginning-to-end: craft → throw → read → place → fuel → collect 1 Craft Survey Charge 5 cloth + 10 frags 30 gunpowder + 20 LGF 2 Throw at flat dirt/sand Throw like a beancan Never rock/foundations 3 Read resource pucks 0–5 each of stone / metal / sulfur / HQM 4 Place Mining Quarry 25 frags + blade + sheet On the exact tested spot 5 Add fuel LGF into engine Switch engine ON 6 · Output collection & lock-down • Resources tick into the hopper every ~3–5 seconds while engine runs. • Code-lock the diesel engine — an open engine = free hopper loot for any roamer. • Place a Tool Cupboard in the compound or decay eats it in 24–48h. • Empty the hopper every visit; pull fuel before logging off. Bad yield? Pick up quarry, re-survey elsewhere — output is locked at placement.

Recipe (craftable when researched / on most modded servers, admin-spawn only on some vanilla rotations historically — Facepunch has flipped this several times):

Placement rules that bite people:

  1. The quarry needs a flat dirt or sand patch large enough for the rig and its diesel engine. It will refuse to deploy on rock, foundations, or steep slopes.
  2. The game runs a resource sample of the terrain underneath at placement time. That sample decides whether the quarry outputs stone, sulfur, or metal ore — and at what ratio. You cannot change the output after placement; pick it up and re-survey if the yield is garbage.
  3. Biome matters less than the local sample. Two quarries 50 meters apart can produce wildly different mixes. Always survey before you spend the metal.
  4. Quarries occupy a roughly 6×6 foundation footprint plus the engine. Plan your walls around that before you drop it.

Footprint, decay, and re-survey economics

A craftable Mining Quarry is not a small deployable. Plan compound space before you ever throw a charge.


Survey Charge — the placement test

Reading the survey charge result pucks
After detonation, 0–5 of each puck pops out — the mix is your forecast Each resource ejects 0 to 5 units. More pucks of a type = stronger lean for that output. Sulfur-leaning spot 5 sulfur 3 metal → Place here for sulfur output Metal-leaning spot 4 metal ore 2 stone → Place here for metal ore HQM-leaning spot (rare) 2 HQM ore — even 1–2 is worth a quarry → Prize spot — HQM is the late-wipe bottleneck Dead spot Nothing ejected from the ground → Never place a quarry here — re-survey elsewhere

A Survey Charge is a thrown ground-tester. It detonates, kicks up a small dust cloud, and ejects sample resources onto the ground showing exactly what a quarry placed here would yield.

Recipe (5 cloth, 10 metal fragments, 20 low grade fuel, 30 gunpowder per the current wiki entry — your userPrompt lists an older 50/10/1 variant; the in-game crafting cost has shifted across patches, but the cloth/frag/GP/LGF composition is consistent).

How it works:

Spam survey charges. They are cheap compared to a misplaced quarry's opportunity cost.

How to read a survey result like a pro

The puck count is a forecast, not a guarantee — but the patterns are reliable enough to bet metal on.

What pops outWhat it meansVerdict
Nothing — 0 pucksDead terrain sampleNever place here. Re-survey at least 3 foundations away.
1–2 stone onlyWeak generic spotSkip unless desperate for an upkeep quarry.
4–5 stone, 1–3 metalStrong stone/metal nodeExcellent for base upkeep and metal ore.
4–5 sulfurSulfur-leaning nodeTop-tier craftable quarry — rare, grab it.
Any HQM pucks (1–3)HQM present in samplePrize spot. Even 1 HQM puck justifies a quarry late-wipe.

Two practical rules. First, the survey samples a column of terrain — surveying "near" your intended tile is worthless; throw it on the exact spot. Second, surveys are cheap relative to what a misplaced quarry costs you in opportunity and frags, so throw three or four charges across a candidate patch and place on the best result. Veterans carry a stack of 10+ charges on any quarry-hunting trip.


Fuel rates and output

Fuel-in to resource-out rate
Low Grade Fuel consumed vs ore produced over time Burn rate: ~1 LGF every 3 seconds · ~360 LGF per hour of continuous mining output 10 min200 LGF in~1.2k stone 20 min400 LGF in~2.4k stone 30 min600 LGF in~3.6k stone 60 min360 LGF in~5.4k stone Per-minute at a node Stone: 90–150 / min Sulfur: ~11 / min Metal ore: 12–20 / min HQM ore: ~1–2 / min Engine OFF = no burn Fuel never drains while idle. Bars show cumulative stone output as LGF is fed in — output scales linearly with runtime.

Quarries (and Pump Jacks) run on Low Grade Fuel loaded into the diesel engine attached to the rig.

To start mining, switch the diesel engine ON. To stop, switch it OFF — fuel does not drain while idle. Always pull fuel out before logging off if you don't trust your wall thickness.

Auto-emptying and industrial pipes

The Industrial update lets you automate resource flow between containers, but the craftable Mining Quarry has a real limitation worth knowing before you build.

Common mistakes that cost wipes

  1. Placing without surveying. The single most expensive new-player error — a quarry on a dead sample produces almost nothing and the frags are effectively burned.
  2. Leaving the diesel engine unlocked. Any roamer can flip your switch, drain fuel, and empty the hopper with zero raid cost.
  3. No Tool Cupboard. The whole compound decays out inside two days.
  4. Quarry inside the main base TC bubble. A loud quarry draws raiders; if breaching it also breaches your loot room, one raid takes everything.
  5. Logging off with a full hopper and a fuelled engine. The noise and the loot together make you the top raid target on the grid.
  6. Running a quarry on a low-yield spot "because it's close." Distance is cheaper than a wasted quarry — survey wide.

Quarry defense — do not skip this

A running quarry is audible across multiple grids and visible on the skyline. Treat it as a base.

Critical pro tip: never place a quarry inside the TC bubble of your main base unless you accept that breaching the quarry compound = breaching your TC and your loot room. Many players run a separate, small TC-bubble for the quarry, walled off and physically disconnected from the main base. That way a successful quarry raid costs you ore and fuel, not your kits.


Monument quarries (Stone / Sulfur / HQM)

These are small, fixed monuments that appear on most procedural maps. They are not large monuments — no green/blue/red puzzle, no elite crates, no fuse needed in most rotations. They are micro-fights.

You cannot place a craftable quarry on top of a monument quarry's terrain — the monument terrain is flagged. The monument engine is the only way to operate it.

Working a monument quarry start to finish

Monument quarries are free infrastructure — no keycard, no radiation, no puzzle. The whole barrier is logistics and territory.

  1. Scout first. Approach quietly; 1–3 scientists patrol the platform. Clear them at range with a rifle or bow before exposing yourself on the walkways.
  2. Bring fuel, not tools. The monument engine is the only way to operate it — you cannot drop your own rig on the flagged terrain. Carry Diesel Fuel (monument quarries run on diesel canisters, ~2 min 10 sec per canister).
  3. Load and switch on. Fuel the diesel engine, flip it on, and the platform's quarry begins ticking ore into its bin.
  4. Hold or hit-and-run. Sulfur and HQM quarries are contested all wipe. Either fortify the approach with deployables and a turret, or run short fuel loads and collect often so a lost fight never costs a full hopper.
  5. Mid-wipe reality. By Tuesday/Wednesday on a weekly server the Sulfur and HQM quarries are usually clan-held. Off-hours raids on the holding group, or early-wipe rushes, are the realistic windows for solos and small teams.

Yield reference: the Sulfur Quarry produces ~1,000 sulfur ore per diesel canister; the HQM Quarry ~50 HQM ore per canister; the Stone Quarry roughly 2,500 stone plus 375 metal ore per 100 fuel — enough to fund a day of medium-base upkeep from one visit.


Pump Jack overlap

The Pump Jack uses the same diesel engine, the same LGF burn pattern, and the same defensive concerns as the Mining Quarry. The only difference is the output: low-grade and crude oil instead of ore. Full recipe, output rate, and refinery loop are in 31_Pumpjack. If you can defend one, you can defend the other — do not bother running both inside the same TC bubble.


Quick pro tips

  1. Always survey before placing. A 30-gunpowder charge is cheaper than a misplaced 25-frag/sheet-metal quarry.
  2. Code lock the engine. Always. Yes, even on PvE.
  3. Run a separate TC-bubble for the quarry compound. Raid containment is everything.
  4. Pull fuel and empty the hopper before bed. Logged-off quarries with full hoppers are the #1 raid target on most servers.
  5. Monument > Craftable for sulfur. If you can hold a Sulfur Quarry monument, do that instead of building one.
  6. One turret minimum, two if you can spare the parts. Cross-fire coverage on the engine.

Sources


Want more? Industrial Crafters · Pumpjack