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Sulfur, gunpowder and raid economy

Sulfur is the heartbeat of every Rust wipe. It is the input to every bullet that matters and every wall that falls. This page consolidates the 2026 numbers for sulfur farming, gunpowder mixing, ammo crafting, the explosives chain, and the raid cost ladder so you can plan a wipe without guessing.


1. Sulfur sources

Sulfur enters your inventory through three pipelines: ore nodes, the Sulfur Quarry, and loot (barrels, crates, recycling).

Sulfur sources: nodes, monuments and quarry yields per hour
Three ways to gather sulfur ore. Yields are approximate and vary by server rates and competition. 1. Mining ore nodes by hand Sulfur nodesLarge node yields 500-800 ore.Desert biome has the densest clusters.~400-800 ore per 30 min session 2. Monument crates and boxes Harbor run: 30-50 sulfurSewer Branch run: 50-100 sulfurMilitary Tunnels run: 100-200 sulfurLow-risk, steady early-game income 3. Automated mining Sulfur Quarry1000 ore per diesel, 130 sec/cycle.~27,000 sulfur ore per hourneeds continuous diesel supply Giant Excavator Monument 20 diesel fuel runs the Excavator for 40 minutes.Drops ore in lots of 375 per minute from two bins.~15,000 sulfur ore per 40-min run (~22,500/hr) Yield comparison (ore per hour) Hand mining~1000 Excavator~22500 Sulfur Quarry~27000 Smelting note: every 2 sulfur ore becomes 1 usable sulfur in the furnace. For solo players a jackhammer on hand nodes often beats the quarry; quarries shine for groups holding the map. Sources: rust.fandom.com, falconrust.com, tradeit.gg, corrosionhour.com (2026)
SourceYieldNotes
Sulfur node (rock)~50/swingSlowest, fresh-spawn only
Sulfur node (salvaged icepick)~75/swingBest non-electric handheld
Sulfur node (rock hatchet/pickaxe)~100/swingStandard early-wipe tool
Sulfur node (jackhammer)~200/swing, ~300 finisher bonusNeeds LGF; ~6,000 sulfur/hr
Sulfur node (chainsaw)~200/swingLoud, fuel-hungry
Sulfur ore (smelted 1:1)1 ore = 1 sulfurFurnace or large furnace
Barrels / crates5–25 sulfur oreRoadside farm loop
Sulfur Quarry1,000 sulfur ore / 1 diesel2 min 10 sec cycle, public monument
Recycler~50% return on sulfur ore itemsStack ore stacks for fast scrap-to-sulfur

Nodes always crack into a final "bonus" hit, which is why jackhammer total per node is closer to 600+ than 200. Always finish a node — leaving it half-mined wastes the bonus tier.[^1][^2][^5]


2. Gunpowder mixing table

The base recipe is 20 sulfur + 30 charcoal -> 10 gunpowder at a Tier 1 workbench (2 sec).[^3]

The Mixing Table is the smart play. It runs the same recipe but supports a 1.5x output multiplier when paired with active production-boosting tea or recipe efficiency. Pure recipe efficiencies stack the output to 15 GP per cycle versus the workbench's flat 10.

StationInputsOutputTime
Workbench T120 sulfur + 30 charcoal10 GP2 sec
Mixing Table (base)20 sulfur + 30 charcoal10 GP~5 sec
Mixing Table (1.5x)20 sulfur + 30 charcoal15 GP~5 sec
Industrial CrafterAuto-pulls inputs10 GP/cycleHands-free

The Outpost mixing table is the fastest safe-zone GP factory — bring scrap, queue, recycle skulls, repeat.[^3][^7]


3. Charcoal supply

Charcoal is the dollar-store half of every GP cycle, but it bottlenecks more often than sulfur.

MethodRatioNotes
Campfire1 wood = 0.75 charcoalSlow, AFK-able
Furnace1 wood = 0.75 charcoalBurns wood as fuel too
Large Furnace1 wood = 0.75 charcoalBulk, slot-efficient
RefineryN/A (LGF only)Does NOT make charcoal

A 5-slot large furnace can clear ~20k wood per session. Pair wood-tea with hatchet farming to keep up with sulfur intake.[^3]


4. Gunpowder downstream: ammo

GP plus metal fragments makes nearly every bullet in the game. Memorize per-shot GP cost:

Explosives crafting tree: raw inputs to final products
RAW INPUTSINTERMEDIATEFINAL PRODUCTS Sulfursmelted from ore Charcoalburnt wood, furnace Metal fragmentssmelted metal ore Low grade fuelanimal fat + cloth Tech trashrecycle electronics Gunpowder20 sulfur + 20 charcoal → 10 Explosives50 GP + 10 frags + 10 sulfur+ 3 low grade → 1 Explosives Timed Explosive Charge (C4)20 explosives + tech trash + cloth Rocket10 explosives + GP + metal pipe Explosive 5.56 ammoGP + sulfur + metal frags → 1 round Lines show what flows into each recipe. C4 is the most expensive branch; explosive ammo the cheapest per unit.
AmmoRecipe (per batch)Per bullet GPNotes
Pistol bullet10 frag + 5 GP -> 41.25 GPCheapest workhorse
5.56 Rifle Ammo10 frag + 5 GP -> 31.67 GP (~10 GP per 6)AK/LR/M249
HV 5.5610 frag + 20 GP -> 210 GPAnti-helicopter
Incendiary 5.5610 frag + 20 GP + 5 sulfur + 1 LGF -> 210 GP + 2.5 sulfurLight bases on fire
Handmade Shell1 stone + 5 GP -> 15 GPShotgun traps, early shotty
12 Gauge Buckshot10 frag + 10 GP -> 25 GPSpas/Pump
12 Gauge Slug10 frag + 10 GP -> 25 GPLong-range shotty
Rocket100 frag + 150 GP + 10 LGF -> 1150 GP1,400 sulfur total
Explosive 5.5610 frag + 20 GP + 10 sulfur -> 120 GP + 10 sulfurThe "P2 raid round"

A loaded AK mag (30 rounds) is roughly 50 GP / 100 sulfur / 150 charcoal / 100 frag. Plan farms around full kits, not bullets.[^4][^6][^8]


5. Explosives chain

The explosives item itself is the gate to every late-wipe raid tool.

COMPLETE BLUEPRINT: Sulfur ore to a finished raid, start to finish
Follow the chain left to right. Every step feeds the next. Numbers show what one full cycle produces. 1Mine sulfur oreHit nodes with a pickaxeor jackhammer.Large node = 500-800 ore 2Smelt in furnaceBurn ore with wood.2 ore → 1 sulfurOutput: usable sulfur 3Mixing table20 sulfur + 20 charcoal→ 10 gunpowderCharcoal = burnt wood 4Craft explosives50 GP + 10 metal frags+ 10 sulfur + 3 low grade→ 1 Explosives 5Craft C420 explosives +tech trash + cloth→ 1 C4 charge Side branch — gunpowder also feeds ammo and cheaper raid tools: Rocket10 explosives + GP + frags= 1400 sulfur total Satchel chargeBeancans + rope + frags= 480 sulfur per satchel Explosive 5.56 ammoGP + sulfur + metal frags= ~5 sulfur per round Finished raidMix C4 for loot rooms,rockets for outer walls. Rough rule of thumb for a full cycle: 1 C4 needs ~2200 sulfur and 20 tech trash · 1 rocket needs ~1400 sulfur · 1 satchel needs ~480 sulfur. Bottleneck is almost always sulfur. Charcoal is free from any furnace, metal frags come from any node, and tech trash is recycled from monument electronics. Farm sulfur first, everything else follows. Sources: rust.fandom.com, corrosionhour.com, rustmods.com (2026)

Explosives recipe: 50 GP + 10 sulfur + 10 metal fragments + 3 LGF -> 1 Explosives (Tier 3 workbench).

Downstream products from Explosives:

ItemRecipeSulfur totalGP total
Explosives (1)50 GP + 10 sulf + 10 frag + 3 LGF11050
C4 (Timed Explosive)20 tech trash + 5 cloth + 10 cloth + 12 explosives + 10 frag~2,200~1,000
Rocket100 frag + 150 GP + 10 LGF + 1 metal pipe~1,400150
Satchel Charge1 rope + 1 small stash + 4 beancan grenades~480~240
Beancan Grenade20 GP + 40 sulfur + 60 frag8020
HV Rocket100 GP + 75 frag~200100
Incendiary Rocket1 rocket + 150 LGF~1,400150

Cook beancans behind cover — they have a 20% dud chance and a 10% chance to blow up in your hands on the throw. Rope from cloth (50 cloth -> 1 rope at workbench).[^4][^7]


6. Raid cost ladder (per wall, soft side)

This is the canonical "what does it cost to punch this wall" table, normalized to sulfur:

Sulfur cost ladder: raw sulfur needed per explosive
Total raw sulfur to craft one of each item, including the sulfur inside its gunpowder. Bars scaled to 2200. Explosive 5.56 round~5 sulfur Beancan grenade~60 sulfur Satchel charge~480 sulfur Rocket~1400 sulfur C4 (Timed Explosive Charge)~2200 sulfur + 20 tech trash 0 1400 2200 Per-wall raid cost (soft side, sheet metal): roughly 1 C4, or 2 rockets, or 4-5 satchels. C4 is cheapest per HP destroyed; rockets are fastest to deploy; satchels are the cheapest entry point.
Wall tierC4 costRocket costSatchelsExplo 5.56Sulfur (cheapest)
Twig1 hatchet swing0
Wood2 rockets4 satchels~63 rounds~1,575
Stone2 C44 rockets10 satchels~185 rounds~4,625
Sheet Metal1 C42 rockets4 satchels~63 rounds~1,575
Armored / HQM2 C48 rockets— (immune)~250 rounds~5,000

Doors are cheaper than the wall they sit in — always check the door first. Sheet metal walls are softer than stone walls to explosives (because of how HP/explosive resistance scales), so a "metal" base is often cheaper to raid than a "stone" one. HQM walls cannot be satcheled.[^5][^9]


7. Sulfur farming routes & efficiency

MethodSulfur / hrRiskCapital
Rock hatchet node loop~1,500LowNone
Jackhammer node loop~6,000Low150 scrap + LGF
Mining Outpost (node spawns)~10,000MediumJackhammer + tea
Sulfur Quarry (solo)~3,000High (public)Diesel only
Sulfur Quarry (clan defended)~6,000+HighDiesel + bodies
Recycling sulfur ore from barrels~2,000LowRoad loop + recycler
Underwater Labs / Cargo loot~1,500MediumGear up

Snow biome nodes spawn denser than desert/forest — the standard tournament-tier farm is jackhammer + Pure Ore Tea + snow biome node loop.[^1][^2][^5]


8. Sulfur Tea (Ore Tea)

Tea is brewed at the Mixing Table from berries + sulfur ore + a few extras. There is no separate "sulfur tea" — Ore Tea boosts sulfur, metal, and stone node yields equally.

TierBonusDurationCost (approx.)
Basic Ore Tea+20% ore10 min5 white berries + 5 sulfur ore + cooked sulfur
Advanced Ore Tea+35% ore20 min10 berries + 10 sulfur ore + advanced base
Pure Ore Tea+50% ore30 minRefined into Pure variant

Stack Pure Ore Tea with a jackhammer before your big sulfur run — that single buff turns a 6k/hr farm into a 9k/hr farm.[^7]


9. Pro tips


10. Sources

[^1]: How to Find Sulfur in RUST - Corrosion Hour [^2]: Sulfur Quarry in Rust: Complete Guide - tradeit.gg [^3]: Gun Powder - Rust Wiki / Fandom [^4]: 5.56 Rifle Ammo - Rust Wiki / Fandom [^5]: Rust Raid Calculator - rusttips.com [^6]: Handmade Shell - Rust Wiki / Fandom [^7]: RUST Mixing Table and Tea Guide - Corrosion Hour [^8]: Explosives - Rust Wiki / Fandom [^9]: Rust Raid Cost Guide - Steam Community


Want more? Raiding · Industrial Crafters


11. The full craft chain — every conversion step

To budget a raid properly you must be able to trace a single piece of sulfur from the ground all the way to a wall breach. Rust's explosive economy is a chain of fixed conversions, and the bottleneck is almost never the explosive itself — it is the charcoal and workbench time hiding inside the gunpowder step.

The practical lesson: a raid's true cost is its total gunpowder demand. Convert any raid plan into gunpowder first, then into sulfur and charcoal, and you will never under-farm. A player who budgets in "number of C4" routinely arrives at the base short on charcoal because they forgot the 30-charcoal-per-10-gunpowder tax buried three layers down.

12. Charcoal — the hidden second bottleneck

Sulfur gets all the attention, but charcoal quietly limits more raids than players admit. Charcoal is a by-product of burning wood in any furnace, campfire or oven. Key efficiency facts:

Rule of thumb: for every stack of sulfur you intend to turn into gunpowder, bank at least 1.5 stacks of charcoal. If you only ever smelt as you go, your raid window slips by an hour while a furnace chews through logs.

13. The Mixing Table — and why every raider builds one

The hand-craft gunpowder recipe is fine for ammo, but serious raiders use the Mixing Table. It converts the same inputs in large batched jobs rather than ten-at-a-time hand crafts, freeing you to farm, build or defend while the table works. The table also unlocks the path to tea brewing (covered in Section 8) from cloned berry clippings.

The strategic value is throughput: a single Mixing Table queued with thousands of sulfur and charcoal will produce a full raid's gunpowder unattended. A raid group should treat the Mixing Table as core infrastructure, built early and placed in a safe interior room — losing it mid-wipe means reverting to slow hand crafts and effectively halving your raid cadence.

14. Converting a raid plan into a farm target

Here is the workflow a meta player runs before every raid. Scout the base, count the walls and doors on the path to the loot, look up each one's explosive cost, sum it, then add a 20-30% safety margin for misses, duds and honeycomb you did not see. The table below shows finished sulfur cost for common single-element breaches so you can sum a route quickly.

TargetCheapest reliable methodApprox. sulfur
Wood door1 satchel or a few bean cans~120-300
Sheet metal door1 C4~2,200
Garage door2 C4~4,400
Stone wall (soft side)4 satchels~1,200
Sheet metal wall (soft side)4 C4~8,800
Armored wall (soft side)~11 rockets~15,400

Two principles fall out of this table. First, always raid the door, never the wall, when a door is on your path — a sheet metal door at 2,200 sulfur is a quarter the cost of the sheet metal wall beside it. Second, satchels dominate stone but collapse against sheet metal and armored tiers, where their poor damage-per-sulfur and dud rate make C4 and rockets the only sane choice. Knowing exactly where that crossover sits is the difference between a profitable raid and a sulfur loss.

15. Sulfur return on investment — is the raid worth it?

A raid is an investment: you spend sulfur to (hopefully) gain loot. The meta question is never "can I break in" but "will the loot exceed what I spent, including the kit I might lose." A disciplined raider applies three filters:

  1. Cost-to-value ratio — a 2x2 stone base might cost ~3,000-5,000 sulfur to crack and typically holds a few hundred sulfur, some components and a kit. That is usually a loss on raw resources; you raid it for the kits, guns and the denial of a competitor, not for profit.
  2. Loot decay — bases that have been offline a long time may have rotted boxes or already been raided. Scout for open doors and missing loot before committing explosives.
  3. Risk premium — every raid is loud. Factor in the sulfur value of the kit and explosives you could lose to a third party drawn by the noise. Online raids on a populated server carry a much higher risk premium than a 4am offline.

The correct mindset: most raids do not pay for themselves in sulfur. They pay for themselves in eliminating a threat, capturing tools and components you cannot easily farm, and controlling the map. Raiding purely for sulfur profit only works at the top end — large bases, clan compounds, and unguarded loot rooms — where the stored wealth genuinely exceeds the explosive bill.

16. Sulfur economy across the wipe

Sulfur's value is not constant — it follows a clear curve over a wipe cycle, and timing your farming to that curve is a quiet meta edge.

The takeaway: farm aggressively early and convert sulfur straight into raids while breaches are cheap, then transition to banking gunpowder mid-wipe for the expensive late-game targets. Sulfur left sitting raw in a box is the most common form of wasted potential on any server.