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Rust item database (every item by category)

Rust (2026) item lookup with stacks and recycle yields. Per-item depth: rustlabs.com.

Recycle = monument (~60%); Safe Zone ~40%[^1]. HQM = High Quality Metal; Frag = Metal Fragments.


Components

From crates, barrels, recycling.

ItemStackRecycle
Rope101 Cloth
Sewing Kit55 Cloth
Cloth1000raw
Tarp105 Cloth
Sticks20
Animal Fat1000raw
Metal Spring106 Scrap, 1 HQM, 10 Frag[^2]
Gears1012 Scrap, 13 Frag[^2]
Sheet Metal1015 Scrap, 25 Frag
Metal Pipe105 Scrap, 15 Frag
Metal Blade103 Scrap, 15 Frag[^2]
Road Signs105 Scrap, 20 Frag
Tech Trash1020 Scrap, 1 HQM
CCTV Camera525 Scrap, 1 HQM
Targeting Computer550 Scrap, 2 HQM
Rifle Body515 Scrap, 1 HQM
SMG Body510 Scrap, 1 HQM
Semi Auto Body510 Scrap, 1 HQM
Pistol Body510 Scrap
Empty Propane Tank55 Scrap, 10 Frag
Electric Fuse105 Scrap
Glue101 Scrap
Duct Tape101 Scrap
Tuna Can Lamp101 Scrap
Bleach10

Tools

ItemTier
Rockspawn
TorchT0
Stone HatchetT0 wood
Stone PickaxeT0 stone
HatchetT1 wood
PickaxeT1 stone
Salvaged AxeT2 wood
Salvaged IcepickT2 stone
Salvaged Hammerupgrades
Salvaged Cleaverbutcher
Hammerbuilder
Garry's Mod Hammerskin
JackhammerLGF
ChainsawLGF
Sicklehemp
Bone Clubearly
Fishing Rodfish

All tools stack 1.


Weapons — Melee

ItemType
Rockblunt
Bone Clubblunt
Bone Knifeknife
Stone Spearspear
Wooden Spearspear
Combat Knifeknife
Salvaged Cleaverheavy
Salvaged Swordreach
Longswordreach
Maceanti-armor
Hatchetaxe
Salvaged Axeheavy
Butcher Knifeknife
Pitchforkreach
Candy Cane Clubevent
Snowball Gunevent

Melee stacks 1.


Weapons — Ranged

WeaponAmmo
Hunting BowArrows
Compound BowArrows
CrossbowArrows
Eoka Pistol12 Gauge
NailgunNails
Waterpipe Shotgun12 Gauge
Double Barrel Shotgun12 Gauge
Pump Shotgun12 Gauge
Spas-1212 Gauge
M92 PistolPistol
RevolverPistol
PythonPistol
Semi-Auto PistolPistol
Prototype 17Pistol
Custom SMGPistol
MP5A4Pistol, 30 mag[^3]
ThompsonPistol, 20 mag[^4]
Semi-Auto Rifle5.56
AK-475.56
LR-3005.56
M249 LMG5.56, 100 box
M39 Rifle5.56
HMLMG5.56
Bolt Action Rifle5.56
L96 Rifle.50 BMG
Rocket LauncherRockets
Grenade Launcher40mm
Flame ThrowerLGF
SpeargunSpear

Ranged weapons stack 1.


Ammunition

AmmoStack
Wooden Arrow64
Stone Arrow64
Bone Arrow64
HV Arrow64
Fire Arrow64
12 Gauge Buckshot128
12 Gauge Slug128
12 Gauge Incendiary128
Handmade Shell128
Pistol Bullet128
HV Pistol128
Incendiary Pistol128
5.56 Rifle Ammo128
HV 5.56128
Explosive 5.56 (AK only)128
Incendiary 5.56128
.50 BMG Sniper24
Nails64
Rocket3
HV Rocket3
Incendiary Rocket3
40mm HE24
40mm Smoke24
40mm Buckshot24
Beancan Grenade24
F1 Grenade24

Armor

ItemSlot
Burlap HeadwrapHead
Burlap ShirtTorso
Burlap TrousersLegs
Burlap GlovesHands
HoodieTorso
PantsLegs
BootsFeet
Bandana MaskFace
Bone HelmetHead
Bone ArmorTorso
Wood Armor setHead/Torso/Legs
Coffee Can HelmetHead
Road Sign JacketTorso
Road Sign KiltLegs
Road Sign GlovesHands
Metal FacemaskFace
Metal ChestplateTorso
Heavy Plate Helmet[^5]Head
Heavy Plate JacketTorso
Heavy Plate PantsLegs
Hazmat SuitFull
Arctic SuitCold
WetsuitSwim
Diving Mask/Tank/FinsDiving
Snow JacketCold

All armor stacks 1.


Food

ItemStack
Raw Chicken Breast[^6]20
Cooked Chicken Breast20
Raw Human Meat20
Cooked Human Meat20
Raw Bear Meat20
Cooked Bear Meat20
Raw Wolf Meat20
Raw Fish20
Cooked Fish20
Apple20
Mushroom20
Black Berry (~40 cal[^6])20
Blue Berry (~30 cal[^6])20
Red Berry20
White Berry20
Yellow Berry20
Green Berry20
Pumpkin20
Corn20
Potato20
Can of Tuna5
Can of Beans5
Granola Bar5
Chocolate Bar5
Small Water Bottle (250 ml)1
Water Jug (5000 ml)1

Cook raw meat to avoid poisoning[^6].


Medical

ItemStackEffect
Bandage12stop bleed
Medical Syringe10+15 HP, +35 over time
Large Medkit4full heal/revive
Anti-Radiation Pills12-50 rad
Bota Bag1portable water
Blood100craft input

Building Blocks

Tier: Twig -> Wood -> Stone -> Sheet Metal -> Armored.

BlockStack
Foundation (sq/tri)100
Foundation Steps100
Wall100
Doorway100
Window100
Floor (sq/tri)100
Roof100
Wall Frame100
Floor Frame100
Half Wall100
Wooden Door1
Sheet Metal Door1
Armored Door1
Garage Door1
Double Door (all tiers)1
Ladder Hatch1
Floor Grill1
Embrasure1
External High Stone Wall1
Stone/Wood Barricades5

Deployables

ItemStack
Sleeping Bag5
Bed1
Small Wood Box5
Large Wood Box5
Vending Machine1
Tool Cupboard1
Workbench L11
Workbench L21
Workbench L31
Research Table1
Repair Bench1
Mixing Table1
Composter1
Planter Box (S/L)1
Sprinkler1
Furnace5
Large Furnace1
Electric Furnace1
BBQ5
Refinery1
Auto-Turret1
SAM Site1
Shotgun Trap1
Flame Turret1

Electrical & Industrial

See companion electrical/industrial guides.

ComponentStack
Small Generator1
Test Generator1
Solar Panel1
Large Battery1
Medium Battery1
Small Battery1
Electrical Branch5
Splitter5
Memory Cell5
RAND Switch5
OR/AND/XOR/NOT Gates5
Timer5
Electric Switch5
Pressure Pad5
HBHF Sensor5
Industrial Conveyor5
Industrial Crafter5
Industrial Combiner5
Industrial Splitter5
Pipe Tool1
Storage Adapter5
Electric Heater5

Sources

[^1]: RUST Recycler Guide 2026 - rustmods.com [^2]: Recycler - Rust Fandom Wiki; Metal Blade - Rust Fandom [^3]: MP5A4 - Facepunch Wiki [^4]: Thompson - Rust Fandom Wiki [^5]: Heavy Plate Helmet - Rust Labs [^6]: Food & Hunger - Rust Fandom Wiki

Also: rustlabs.com, Facepunch wiki, Corrosion Hour.


Want item-specific detail? rustlabs.com is the comprehensive item database — this page is the high-level index.

Item shortnames — the language of commands

Every item in Rust has two names: a display name you see in the UI ("Assault Rifle") and an internal shortname the game's commands actually use (rifle.ak). Spawn commands, plugin configs, kit definitions, and vending-machine setups all require the shortname — the display name will simply fail. Learning the naming pattern means you rarely have to look one up.

The shortname pattern is category.variant. Once you know the category prefixes, most items are guessable:

Category prefixCoversExamples
rifle.Assault and semi riflesrifle.ak, rifle.lr300, rifle.semiauto, rifle.bolt, rifle.l96
smg.Submachine gunssmg.mp5, smg.thompson, smg.2 (Custom SMG)
pistol.Handgunspistol.semiauto, pistol.revolver, pistol.python, pistol.m92
shotgun.Shotgunsshotgun.pump, shotgun.double, shotgun.waterpipe, shotgun.spas12
ammo.All ammunitionammo.rifle, ammo.rifle.hv, ammo.pistol, ammo.shotgun, ammo.rocket.basic
explosive.Explosivesexplosive.timed (C4), explosive.satchel
door. / wall.Building partsdoor.hinged.metal, door.double.hinged.toptier, wall.external.high.stone
raw resourcesNo prefix — just the wordwood, stones, metal.fragments, metal.refined, sulfur, cloth, scrap

Two naming traps catch everyone: stone the resource is stones (plural), and metal fragments are metal.fragments while High Quality Metal is metal.refined — "refined," not "hqm." When a command returns "item not found," the spelling is wrong; cross-check against rustlabs.com, which lists the shortname on every item page.

Stack sizes — the hidden logistics layer

Stack size is not trivia — it dictates how much storage and how many trips your base economy needs. Items fall into broad stacking bands, and knowing them lets you plan box counts before you ever start hoarding.

BandTypical stackWhat's in it
Bulk resources1000Wood, Stone, Metal Fragments, Cloth, Animal Fat, Sulfur, Scrap, Charcoal, Low Grade Fuel
Refined / processed100-1000HQM (varies), Gunpowder (typically high), Sulfur
Ammunition~64-128Most gun ammo stacks to 128; rockets stack much smaller
Components10 (most)Gears, Metal Springs, Sheet Metal, Tech Trash, Rope, Sewing Kits
Tools & weapons1Guns, melee, tools — never stack; each occupies its own slot
Explosivesvaries (small)C4 and rockets take a lot of slots — plan box space accordingly

The practical math: a large wood box holds 48 slots. At 1000 wood per slot that is 48,000 wood — but a stack of guns is 1 per slot, so an armory of 48 weapons fills the same box. This is why loot rooms separate bulk storage (a few boxes hold a fortune in resources) from gear storage (which sprawls). When you design a base, count gun and component slots, not resource tonnage — components and weapons are what actually eat your storage.

Condition and durability — the item-as-consumable model

Many Rust items are not permanent. Tools, weapons, and armor carry a condition value that drains with use; at zero condition the item breaks and is destroyed. Understanding this changes how you treat your kit.

The repair bench is the counter to all of this: it restores condition for cheap materials, but the shrinking max-condition means every tool and gun is ultimately a slow consumable. The meta consequence — never get attached to a single weapon. Top players treat guns as ammunition: used, repaired a few times, then replaced. Carrying a "perfect" gun you are afraid to lose is a mistake; the item exists to be spent.

How to read a rustlabs item page

This page is a high-level index; rustlabs.com is the exhaustive per-item database, updated within days of every monthly patch. Knowing how to read one of its pages turns it into a complete reference. Every item page gives you:

The verification habit: Rust's mechanics are stable for years, but its numbers drift every monthly patch — costs, HP, damage, stack sizes. Any guide's specific values can silently go stale. Before you commit a plan that depends on an exact number — a raid cost, a craft cost, a recycle yield — confirm it on rustlabs.com against the current wipe. Treat this index for the shape of the system and rustlabs for the live numbers, and you will never be caught out by a patch.

Item tiers — reading the workbench gates

Every craftable item is locked behind one of three workbench tiers, and that gate — not the raw material cost — is the real progression curve of a wipe. Knowing which tier an item lives at tells you how far into a wipe you must be before you can field it.

TierWorkbenchRepresentative items
No benchCrafted from your inventoryBow, stone tools, wooden spear, sleeping bag, basic building parts, salvaged weapons
Tier 1Workbench Level 1Revolver, Waterpipe Shotgun, Double Barrel, hammer, road-sign armor, basic traps
Tier 2Workbench Level 2Semi-Auto Rifle, Thompson, MP5 (often researched), Custom SMG, Pump Shotgun, satchel charges, the Mortar
Tier 3Workbench Level 3Assault Rifle, LR-300, Bolt Action, L96, C4, rocket launcher, high-end armor and explosives

The benches themselves cost escalating scrap to build — Tier 1 is cheap, Tier 2 is a meaningful investment, and Tier 3 is a genuine mid-wipe milestone. This is why the tech tree exists: rather than hunt for a blueprint, you can research an item directly at the appropriate bench by spending scrap. The new Prototype workbench augmentation (May 2026) bends this rule, letting you research any item at double scrap cost with a fail chance — but for the vast majority of players the tier gate is a hard wall that defines what is possible at any given hour of a wipe.

The strategic read: when you scout an enemy base or judge a fight, ask which tier their gear implies. A group with Tier 2 guns has a Workbench Level 2 somewhere and cannot yet field C4 or AKs — they raid with satchels and run rifles you can out-range. A group flashing AKs and rockets has a Tier 3 bench and the scrap economy to feed it. Gear is a window into infrastructure: every weapon an opponent carries tells you what bench they own and therefore what they can do to your base.