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Smelting and spoilage (furnaces, food, fuel)

Heat is the heart of Rust's mid-game economy. Every metal fragment, every sulfur grain, every cooked steak passes through a fire. This guide locks down the math: what burns, what cooks, how fast, and how long the result keeps before it kills you.


1. Furnace tiers

Rust offers five heat sources for smelting and cooking, each tuned for a different stage of the wipe.

FurnaceCraft costSlots (ore/fuel)Wood/minBest use
Campfire5 wood1 ore + 1 fuel5 wood/minEarly cooking, charcoal trickle, 1 ore at a time
Refining Small Furnace200 wood (research only)1 crude + 1 fuel (LGF byproduct)n/a — burns wood for crude→LGFOil refinery, NOT for ore
Furnace (standard)50 stone, 25 low grade fuel3 ore + 1 fuel + 2 output~30 wood/minWorkhorse smelter, sulfur batches
Large Furnace600 stone, 100 wood, 4 low grade fuel18 ore + 6 fuel + 3 output~60 wood/min effectiveBulk HQM and sulfur, ~40% as much wood per metal frag as a standard furnace
Electric Furnace100 metal frags, 5 HQM, 1 wire tool (also requires HV cable and 5 rW input)1 ore + 0 fuel0 wood — runs on electricityBase automation, industrial loops

The standard Furnace smelts all loaded slots simultaneously, so stacking three full slots of metal ore is 3x more wood-efficient than running one. The Large Furnace widens that gap further: ~40% wood per metal frag, ~80% for sulfur, ~33% for HQM compared to a standard furnace.[^rl-furnace][^rl-large] The Electric Furnace consumes 5 rW continuously while on, has only a single combined input/output slot, but never needs wood, making it the centerpiece of any industrial-crafter base.[^rl-elec][^ch-elec]

Furnace tier comparison
Heat sources ranked by ore-smelting throughput → Campfire Smelt slots1 ore + 1 fuel Fuel typeWood Speedbaseline 5s/ore Wood/min~5 Cooking + charcoal trickle Furnace (standard) Smelt slots3 ore + 1 fuel Fuel typeWood Speed5s/ore, 3x parallel Wood/min~30 Workhorse sulfur smelter Large Furnace Smelt slots18 ore + 6 fuel Fuel typeWood Speed5s/ore, 18x parallel Wood/min~60 effective Bulk HQM & sulfur, ~40% wood/frag Electric Furnace Smelt slots1 ore + 0 fuel Fuel typeElectricity (5 rW) Speed2.5s/ore (2x fast) Wood/min0 — no wood Base automation, no charcoal

1a. Heat-source deep dive — start to finish

Picking the wrong furnace early-wipe quietly bleeds wood and time. Walk the ladder in order: the Campfire is your day-one heat source — 5 wood to deploy, learned by default, no workbench required. It carries a single ore slot plus a fuel slot, so it is only ever a stopgap for the first 10 metal ore and a few steaks. The Refining Small Furnace is a deliberate trap for new players: despite the name it cannot smelt ore at all — it exists purely to convert crude oil into Low Grade Fuel. Researching it costs ~200 wood (research-table cost), and it has no place in your smelting pipeline.

The standard Furnace is the genuine workhorse. At 50 stone and 25 LGF it is cheap enough to deploy two or three side by side, and its three ore slots smelt fully in parallel — there is no penalty for filling all three, only a 3x throughput gain on identical wood-per-minute. The Large Furnace is the bulk-economy unlock: 600 stone, 100 wood and 4 LGF buys you 18 ore slots and a dramatically better fuel ratio. The Electric Furnace is the end-game piece — it trades wood for a continuous ~3-5 rW electrical draw and a single combined slot, but it smelts roughly 40% faster than a wood furnace, never produces charcoal, and can be wired into a fully automated loop.

Heat sourceUnlock pathFuelCharcoal?Honest verdict
CampfireDefault blueprintWoodYes (trickle)First hour only — replace ASAP
BarbequeTier-1 workbenchWoodYesCooking specialist, not for ore
Refining Small FurnaceResearch ~200 woodWoodNoOil → LGF ONLY — never smelts ore
Standard FurnaceTier-1 workbench / defaultWoodYesCore smelter all wipe long
Large FurnaceTier-2 workbenchWoodYes (huge volume)Clan-scale sulfur & HQM
Electric FurnaceTier-3 workbench, needs power gridElectricityNoAutomated industrial loops

One subtle point that costs new players charcoal: the Electric Furnace produces zero charcoal. If gunpowder is your priority, keep at least one wood furnace running even after you electrify — the charcoal byproduct of a normal smelt run is effectively free fuel for explosives. Conversely, if you have ample charcoal banked, the electric furnace's wood-free operation is pure profit.



2. Smelt rates per ore

Rust's smelting ratios are all 1:1 by stack count — the difference is time per unit and charcoal yield.

InputOutput (per unit)Time (standard furnace)Time (large)Time (electric)Charcoal byproduct
Metal ore1 metal fragment5 sec2.5 sec2.5 sec~0.75 charcoal/wood
Sulfur ore1 sulfur5 sec2.5 sec2.5 sec~0.75 charcoal/wood
HQM ore1 high quality metal15 sec7.5 sec7.5 sec~0.75 charcoal/wood
Wood (cooked)~0.75 charcoalpassive while smeltingpassiven/a (no wood input)
Raw foodcooked food30 sec30 sec30 sec

Practical benchmark: a standard furnace burns through 1000 wood + 600 metal ore → 600 metal fragments + ~750 charcoal, taking roughly 33 minutes of fuel.[^rl-furnace][^rusttips] Large furnaces hit the same 600 frags on ~400 wood. HQM is the bottleneck — it smelts at one third the speed of metal ore, which is why HQM-heavy clans run banks of electric furnaces instead.

Smelt rates per ore type
Standard furnace — 1:1 stack ratio, time and fuel vary by ore Metal Ore raw input 5 sec / unit ~0.17 wood burned 1 Metal Fragment + ~0.75 charcoal/wood Sulfur Ore raw input 5 sec / unit 2.5 wood / ore (~0.17 per tick) 1 Sulfur 1000 ore ≈ 2500 wood HQM Ore raw input 15 sec / unit ~0.5 wood burned (3x slowest) 1 High Quality Metal the smelting bottleneck Benchmark run 1000 wood + 600 metal ore → 600 metal fragments → ~750 charcoal → ~33 min of fuel burn Large furnace: same 600 frags on only ~400 wood Electric furnace halves all times: 2.5s metal, 7.5s HQM

2a. Why HQM is the throughput bottleneck

The 1:1 stack ratio hides the real cost: time. A metal or sulfur ore clears in roughly 5 seconds, but an HQM ore takes around 15 seconds — three times longer for the same single slot. A standard furnace with all three slots packed with HQM ore therefore outputs HQM at one third the rate it would output metal fragments. This is the single biggest reason serious bases run dedicated banks of furnaces split by ore type rather than mixed loads.

Quick reference for full-furnace batches (all slots loaded, standard furnace): 3 metal ore finish a cycle in ~5 s; 3 sulfur ore in ~5 s; 3 HQM ore in ~15 s. The large furnace runs the same per-unit times but with 18 parallel slots, so a single load can smelt 18 HQM ore in one ~15-second tick — the parallelism, not raw speed, is what makes it scale.



3. Fuel economy

Wood is the universal fuel for stone-and-mortar furnaces; Low Grade Fuel (LGF) powers tool cupboards' modded cousins and weapons, not furnaces. The relevant numbers:

Charcoal is essentially free — every furnace run produces ~0.75 charcoal per wood burned, which feeds gunpowder.

3a. Charcoal economy and the wood double-dip

Charcoal is the most under-appreciated byproduct in Rust. Every wood burned in a furnace or campfire has roughly a 75% chance to yield 1 charcoal, so a smelt run that consumes 1000 wood quietly hands you around 750 charcoal — enough for a substantial gunpowder stockpile, since gunpowder is crafted from charcoal and sulfur. The practical lesson: do not farm wood twice. Players who smelt metal and then go chop a separate wood pile for charcoal are doing double the work. Bank the charcoal that your metal smelt already produced.

A common mistake is leaving a furnace over-fuelled. Wood keeps burning even after all ore is smelted, so topping a furnace with 500 wood for a 100-ore job simply wastes ~400 wood as pure heat. Fuel to the job: roughly 2 wood per 30-second tick, scaled to your ore count.



4. Cooking meats and calories

All raw meats cook on a campfire or any furnace at 30 seconds per piece; leaving them past ~60 seconds produces Burnt Meat (low calorie, no penalty but wasteful).

Cooked itemCaloriesHydrationHealth tickAnimal fat per kill
Cooked Bear Meat100+1small heal5–20 fat
Cooked Wolf Meat50+1small heal2–5 fat
Cooked Boar Meat50+1small heal2–5 fat
Cooked Deer Meat40+1small heal2–5 fat
Cooked Chicken Breast30+1small heal0–1 fat
Cooked Fish25–80 (by size)+5small heal0 fat
Cooked Human Meat30noneminor poison0–2 fat

Bear is king for calories per slot; fish is king for hydration; chicken is king for accessibility.[^ch-cookbear][^thegamer]

4a. Where to cook — campfire vs BBQ vs Cooking Workbench

Cooking has its own tier ladder, separate from smelting. The Campfire cooks up to 4 pieces of food at once at ~30 seconds each. The Barbeque (BBQ) is the dedicated cooking upgrade — it offers far more slots (around 12 total), still cooks meat at ~30 seconds and fish faster at ~20 seconds, and burns wood efficiently at roughly 1 wood per 10 seconds. For feeding a group or stockpiling cooked meat before a raid, the BBQ is the correct tool; a furnace technically cooks food too but ties up valuable ore slots.

Post-Cooking 2.0, the Cooking Workbench consolidates the old Mixing Table and BBQ into one advanced station. It handles standard meat cooking plus advanced recipes — teas, temperature teas (hot tea to cool down, cold tea to warm up), and multi-ingredient dishes that combine the new farmed crops, eggs and honey. New direct-consumption foods carry meaningful stats: wheat gives roughly +75 calories and +6 healing, eggs around +40 calories and +15 hydration, and jars of honey about +50 calories with a small radiation reduction.

Cooking stationFood slotsMeat cook timeFish cook timeNotes
Campfire~4~30 s~20 sDefault, warmth + comfort
Barbeque~12~30 s~20 s~1 wood / 10 s, group cooking
Cooking WorkbenchMultiple + recipe~30 s~20 sAdvanced recipes, teas, Cooking 2.0
Furnace (any)Shares ore slots~30 s~30 sWorks but wastes smelt slots

4b. Burnt food and the over-cook penalty

Leaving meat on heat past its cook window does not destroy it — it produces Burnt Meat (or Burnt Chicken/Fish). Burnt food is edible and carries no poison debuff, but it delivers far fewer calories than a properly cooked piece, so it is pure waste. With a campfire or BBQ this is easy to avoid: pull food at the ~30-second mark, or simply load only as much as you can monitor. Cooked meat is always strictly better than raw — about triple the spoilage life and a small health tick on consumption — so the rule is cook everything you are not eating in the next minute, but don't walk away and let it char.



5. Spoilage timers

Every meat enters its spoilage timer the instant it lands in a container or inventory — corpses on the ground don't tick. Timers do NOT reset on transfer.[^ch-spoiled]

FoodTime until spoiled
Raw meat (any animal)~20 min (varies; some sources cite up to 6 hr in old wipes — current 2026 is ~20 min in inventory)
Cooked meat (any)~60 min
Raw fish~30 min
Cooked fish~60 min
Mushrooms~10 min
Corn / Pumpkin / Potato (whole)24+ hours
Animal Fatindefinite — never spoils
Cloth, Black Berries, Yellow Berries24+ hours
Canned tuna / beans / stew (vending machine)indefinite

Spoiled meat is not deletable loot — it still carries ~30% calories but adds a poisoning debuff that drains health. Players cannot reverse spoilage.

Food spoilage timeline
Timer starts when food enters a container/inventory — cook fast, eat faster RAW MEAT COOKED MEAT SPOILED (poison) cook 30s timer expires Hours / minutes per stage Chicken breast raw ~20m cooked ~60m Wolf meat raw ~20m cooked ~60m Bear meat raw ~20m cooked ~60m Fish raw ~30m cooked ~60m Plant food (corn/pumpkin) whole crop keeps 24+ hours A powered Fridge (≥5 rW) freezes the timer; Animal Fat & canned food never spoil.

5a. How the spoilage clock actually works

Spoilage is a per-item timer, and understanding its exact rules prevents most food losses. The clock starts the moment food enters any lootable container — your inventory, a box, a furnace, a corpse. Food sitting in a freshly-killed animal carcass on the ground does not tick, which is why you should butcher only when you are ready to process. Critically, the timer does not reset on transfer: moving meat from your inventory into a box, or out of a box into a fridge, carries the elapsed time with it. A piece that has been raw for 15 minutes goes into the fridge with 15 minutes already spent.

Note on numbers: spoilage timings have shifted across wipes. Older guides cite multi-hour raw-meat life; current builds run far shorter raw timers (on the order of ~20 minutes in inventory) with cooked meat lasting roughly an hour. Treat all timer values as approximate and confirm against the live build, because Facepunch tunes these regularly.



6. Preservation strategies

Electric furnace auto-loop
Hands-free smelting — no wood, runs while offline Ore Box metal / sulfur / HQM conveyor Electric Furnace no wood fuel needed draws 5 rW while ON conveyor Industrial Conveyor filters smelted output Ingot / Output Box fragments collected Power source Battery / Solar → 5 rW A memory cell gates furnace power: ore present = ON, smelt done = OFF.

6a. Building the electric-furnace automation loop

The fully hands-free smelting loop is the payoff for unlocking the power grid. The chain is: a storage box of raw ore feeds an Industrial Conveyor, which pipes ore into one or more Electric Furnaces; a second conveyor pulls the smelted output (fragments, sulfur, HQM) into an output box or directly into an Industrial Crafter for auto-crafted ammo and components. Because the electric furnace needs no wood, this loop runs continuously — including while you are offline — as long as the power holds.

The trade-off to accept: this loop produces no charcoal at all. Keep one wood furnace in rotation for gunpowder supply, or bank charcoal heavily before going fully electric.



7. Animal fat economy

Animal fat is Rust's bottleneck medical resource. The full chain:

Net: one bear (~20 fat) = ~1 syringe + change. One large medkit eats ~92 fat (52 direct + 40 from two syringes). A 10-hour raid run requires 5+ medkits = ~500 fat = ~25 bear kills or ~100 wolves. This is why long-game clans cook bear fat in industrial loops.

7a. Fat sourcing and the animal kill ladder

Animal fat never spoils, which makes it the one food-chain resource you can safely hoard across an entire wipe. The catch is yield: fat per kill scales hard with animal size. A bear drops the most (roughly 5-20 fat), a boar or wolf a handful (~2-5), a deer similar, and chickens almost nothing. With each Medical Syringe costing ~20 fat and each Large Medkit eating ~92 fat all-in, a raid-night medical loadout of five medkits demands roughly 500 fat — about 25 bear kills, or four-to-five times that many wolves.

7b. The ten most common smelting and food mistakes

Avoiding these saves more resources than any optimization:



8. Pro tips

  1. Electric Furnace + Industrial Conveyor + Industrial Crafter is the end-game smelt loop. Pipe metal ore from a storage box into an electric furnace, pipe output into the crafter, and walk away with auto-crafted ammo and components.
  2. Never store raw meat overnight. Cook first, then fridge. Even one offline hour can spoil unguarded raw stacks.
  3. Sulfur in Large Furnaces only. Standard furnaces cost ~80% more wood per sulfur unit.
  4. HQM in Electric Furnaces only if you have steady solar/generator power. Three electric furnaces produce HQM continuously at zero wood cost.
  5. Charcoal stacks of 1000+ are easy to accumulate while smelting metal — save the wood-burning byproduct for gunpowder runs instead of farming wood twice.
  6. Buy canned food at outposts for travel kits — no spoilage, no fridge required, and bandit/outpost vendors restock predictably.
  7. Stack three slots of ore in a standard furnace before lighting it; you'll smelt 3x the volume on the same wood per minute.
  8. Don't burn LGF in a furnace. It works but is wildly inefficient — save LGF for jackhammers, chainsaws, and weapons.

9. Sources

[^rl-furnace]: Furnace — Rust Wiki (Fandom) [^rl-large]: Large Furnace — Rust Wiki (Fandom) [^rl-elec]: Electric Furnace — Rust Wiki (Fandom) [^ch-elec]: Electric Furnace — Corrosion Hour [^rusttips]: Rust Furnace Calculator — Rusttips [^hp-stack]: Furnace and Refinery Stack Efficiency Guide — HubPages [^ch-cook]: RUST Cooking, Smelting & Refining Guide — Corrosion Hour [^ch-cookbear]: Cooked Bear Meat — Corrosion Hour [^thegamer]: Rust: 10 Best Food Items — TheGamer [^ch-spoiled]: Spoiled Fish Meat — Corrosion Hour [^ch-fridge]: RUST Fridge — Corrosion Hour [^rl-syringe]: Medical Syringe — Rust Wiki (Fandom) [^rl-medkit]: Large Medkit — Rust Wiki (Fandom)


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