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.
| Item | Stack | Recycle |
|---|---|---|
| Rope | 10 | 1 Cloth |
| Sewing Kit | 5 | 5 Cloth |
| Cloth | 1000 | raw |
| Tarp | 10 | 5 Cloth |
| Sticks | 20 | — |
| Animal Fat | 1000 | raw |
| Metal Spring | 10 | 6 Scrap, 1 HQM, 10 Frag[^2] |
| Gears | 10 | 12 Scrap, 13 Frag[^2] |
| Sheet Metal | 10 | 15 Scrap, 25 Frag |
| Metal Pipe | 10 | 5 Scrap, 15 Frag |
| Metal Blade | 10 | 3 Scrap, 15 Frag[^2] |
| Road Signs | 10 | 5 Scrap, 20 Frag |
| Tech Trash | 10 | 20 Scrap, 1 HQM |
| CCTV Camera | 5 | 25 Scrap, 1 HQM |
| Targeting Computer | 5 | 50 Scrap, 2 HQM |
| Rifle Body | 5 | 15 Scrap, 1 HQM |
| SMG Body | 5 | 10 Scrap, 1 HQM |
| Semi Auto Body | 5 | 10 Scrap, 1 HQM |
| Pistol Body | 5 | 10 Scrap |
| Empty Propane Tank | 5 | 5 Scrap, 10 Frag |
| Electric Fuse | 10 | 5 Scrap |
| Glue | 10 | 1 Scrap |
| Duct Tape | 10 | 1 Scrap |
| Tuna Can Lamp | 10 | 1 Scrap |
| Bleach | 10 | — |
Tools
| Item | Tier |
|---|---|
| Rock | spawn |
| Torch | T0 |
| Stone Hatchet | T0 wood |
| Stone Pickaxe | T0 stone |
| Hatchet | T1 wood |
| Pickaxe | T1 stone |
| Salvaged Axe | T2 wood |
| Salvaged Icepick | T2 stone |
| Salvaged Hammer | upgrades |
| Salvaged Cleaver | butcher |
| Hammer | builder |
| Garry's Mod Hammer | skin |
| Jackhammer | LGF |
| Chainsaw | LGF |
| Sickle | hemp |
| Bone Club | early |
| Fishing Rod | fish |
All tools stack 1.
Weapons — Melee
| Item | Type |
|---|---|
| Rock | blunt |
| Bone Club | blunt |
| Bone Knife | knife |
| Stone Spear | spear |
| Wooden Spear | spear |
| Combat Knife | knife |
| Salvaged Cleaver | heavy |
| Salvaged Sword | reach |
| Longsword | reach |
| Mace | anti-armor |
| Hatchet | axe |
| Salvaged Axe | heavy |
| Butcher Knife | knife |
| Pitchfork | reach |
| Candy Cane Club | event |
| Snowball Gun | event |
Melee stacks 1.
Weapons — Ranged
| Weapon | Ammo |
|---|---|
| Hunting Bow | Arrows |
| Compound Bow | Arrows |
| Crossbow | Arrows |
| Eoka Pistol | 12 Gauge |
| Nailgun | Nails |
| Waterpipe Shotgun | 12 Gauge |
| Double Barrel Shotgun | 12 Gauge |
| Pump Shotgun | 12 Gauge |
| Spas-12 | 12 Gauge |
| M92 Pistol | Pistol |
| Revolver | Pistol |
| Python | Pistol |
| Semi-Auto Pistol | Pistol |
| Prototype 17 | Pistol |
| Custom SMG | Pistol |
| MP5A4 | Pistol, 30 mag[^3] |
| Thompson | Pistol, 20 mag[^4] |
| Semi-Auto Rifle | 5.56 |
| AK-47 | 5.56 |
| LR-300 | 5.56 |
| M249 LMG | 5.56, 100 box |
| M39 Rifle | 5.56 |
| HMLMG | 5.56 |
| Bolt Action Rifle | 5.56 |
| L96 Rifle | .50 BMG |
| Rocket Launcher | Rockets |
| Grenade Launcher | 40mm |
| Flame Thrower | LGF |
| Speargun | Spear |
Ranged weapons stack 1.
Ammunition
| Ammo | Stack |
|---|---|
| Wooden Arrow | 64 |
| Stone Arrow | 64 |
| Bone Arrow | 64 |
| HV Arrow | 64 |
| Fire Arrow | 64 |
| 12 Gauge Buckshot | 128 |
| 12 Gauge Slug | 128 |
| 12 Gauge Incendiary | 128 |
| Handmade Shell | 128 |
| Pistol Bullet | 128 |
| HV Pistol | 128 |
| Incendiary Pistol | 128 |
| 5.56 Rifle Ammo | 128 |
| HV 5.56 | 128 |
| Explosive 5.56 (AK only) | 128 |
| Incendiary 5.56 | 128 |
| .50 BMG Sniper | 24 |
| Nails | 64 |
| Rocket | 3 |
| HV Rocket | 3 |
| Incendiary Rocket | 3 |
| 40mm HE | 24 |
| 40mm Smoke | 24 |
| 40mm Buckshot | 24 |
| Beancan Grenade | 24 |
| F1 Grenade | 24 |
Armor
| Item | Slot |
|---|---|
| Burlap Headwrap | Head |
| Burlap Shirt | Torso |
| Burlap Trousers | Legs |
| Burlap Gloves | Hands |
| Hoodie | Torso |
| Pants | Legs |
| Boots | Feet |
| Bandana Mask | Face |
| Bone Helmet | Head |
| Bone Armor | Torso |
| Wood Armor set | Head/Torso/Legs |
| Coffee Can Helmet | Head |
| Road Sign Jacket | Torso |
| Road Sign Kilt | Legs |
| Road Sign Gloves | Hands |
| Metal Facemask | Face |
| Metal Chestplate | Torso |
| Heavy Plate Helmet[^5] | Head |
| Heavy Plate Jacket | Torso |
| Heavy Plate Pants | Legs |
| Hazmat Suit | Full |
| Arctic Suit | Cold |
| Wetsuit | Swim |
| Diving Mask/Tank/Fins | Diving |
| Snow Jacket | Cold |
All armor stacks 1.
Food
| Item | Stack |
|---|---|
| Raw Chicken Breast[^6] | 20 |
| Cooked Chicken Breast | 20 |
| Raw Human Meat | 20 |
| Cooked Human Meat | 20 |
| Raw Bear Meat | 20 |
| Cooked Bear Meat | 20 |
| Raw Wolf Meat | 20 |
| Raw Fish | 20 |
| Cooked Fish | 20 |
| Apple | 20 |
| Mushroom | 20 |
| Black Berry (~40 cal[^6]) | 20 |
| Blue Berry (~30 cal[^6]) | 20 |
| Red Berry | 20 |
| White Berry | 20 |
| Yellow Berry | 20 |
| Green Berry | 20 |
| Pumpkin | 20 |
| Corn | 20 |
| Potato | 20 |
| Can of Tuna | 5 |
| Can of Beans | 5 |
| Granola Bar | 5 |
| Chocolate Bar | 5 |
| Small Water Bottle (250 ml) | 1 |
| Water Jug (5000 ml) | 1 |
Cook raw meat to avoid poisoning[^6].
Medical
| Item | Stack | Effect |
|---|---|---|
| Bandage | 12 | stop bleed |
| Medical Syringe | 10 | +15 HP, +35 over time |
| Large Medkit | 4 | full heal/revive |
| Anti-Radiation Pills | 12 | -50 rad |
| Bota Bag | 1 | portable water |
| Blood | 100 | craft input |
Building Blocks
Tier: Twig -> Wood -> Stone -> Sheet Metal -> Armored.
| Block | Stack |
|---|---|
| Foundation (sq/tri) | 100 |
| Foundation Steps | 100 |
| Wall | 100 |
| Doorway | 100 |
| Window | 100 |
| Floor (sq/tri) | 100 |
| Roof | 100 |
| Wall Frame | 100 |
| Floor Frame | 100 |
| Half Wall | 100 |
| Wooden Door | 1 |
| Sheet Metal Door | 1 |
| Armored Door | 1 |
| Garage Door | 1 |
| Double Door (all tiers) | 1 |
| Ladder Hatch | 1 |
| Floor Grill | 1 |
| Embrasure | 1 |
| External High Stone Wall | 1 |
| Stone/Wood Barricades | 5 |
Deployables
| Item | Stack |
|---|---|
| Sleeping Bag | 5 |
| Bed | 1 |
| Small Wood Box | 5 |
| Large Wood Box | 5 |
| Vending Machine | 1 |
| Tool Cupboard | 1 |
| Workbench L1 | 1 |
| Workbench L2 | 1 |
| Workbench L3 | 1 |
| Research Table | 1 |
| Repair Bench | 1 |
| Mixing Table | 1 |
| Composter | 1 |
| Planter Box (S/L) | 1 |
| Sprinkler | 1 |
| Furnace | 5 |
| Large Furnace | 1 |
| Electric Furnace | 1 |
| BBQ | 5 |
| Refinery | 1 |
| Auto-Turret | 1 |
| SAM Site | 1 |
| Shotgun Trap | 1 |
| Flame Turret | 1 |
Electrical & Industrial
See companion electrical/industrial guides.
| Component | Stack |
|---|---|
| Small Generator | 1 |
| Test Generator | 1 |
| Solar Panel | 1 |
| Large Battery | 1 |
| Medium Battery | 1 |
| Small Battery | 1 |
| Electrical Branch | 5 |
| Splitter | 5 |
| Memory Cell | 5 |
| RAND Switch | 5 |
| OR/AND/XOR/NOT Gates | 5 |
| Timer | 5 |
| Electric Switch | 5 |
| Pressure Pad | 5 |
| HBHF Sensor | 5 |
| Industrial Conveyor | 5 |
| Industrial Crafter | 5 |
| Industrial Combiner | 5 |
| Industrial Splitter | 5 |
| Pipe Tool | 1 |
| Storage Adapter | 5 |
| Electric Heater | 5 |
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 prefix | Covers | Examples |
|---|---|---|
rifle. | Assault and semi rifles | rifle.ak, rifle.lr300, rifle.semiauto, rifle.bolt, rifle.l96 |
smg. | Submachine guns | smg.mp5, smg.thompson, smg.2 (Custom SMG) |
pistol. | Handguns | pistol.semiauto, pistol.revolver, pistol.python, pistol.m92 |
shotgun. | Shotguns | shotgun.pump, shotgun.double, shotgun.waterpipe, shotgun.spas12 |
ammo. | All ammunition | ammo.rifle, ammo.rifle.hv, ammo.pistol, ammo.shotgun, ammo.rocket.basic |
explosive. | Explosives | explosive.timed (C4), explosive.satchel |
door. / wall. | Building parts | door.hinged.metal, door.double.hinged.toptier, wall.external.high.stone |
| raw resources | No prefix — just the word | wood, 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.
| Band | Typical stack | What's in it |
|---|---|---|
| Bulk resources | 1000 | Wood, Stone, Metal Fragments, Cloth, Animal Fat, Sulfur, Scrap, Charcoal, Low Grade Fuel |
| Refined / processed | 100-1000 | HQM (varies), Gunpowder (typically high), Sulfur |
| Ammunition | ~64-128 | Most gun ammo stacks to 128; rockets stack much smaller |
| Components | 10 (most) | Gears, Metal Springs, Sheet Metal, Tech Trash, Rope, Sewing Kits |
| Tools & weapons | 1 | Guns, melee, tools — never stack; each occupies its own slot |
| Explosives | varies (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.
- Tools degrade per swing. A metal hatchet or pickaxe loses condition every hit. It can be repaired at a repair bench using a fraction of its crafting cost, but each repair also lowers its maximum condition slightly — a tool cannot be repaired forever.
- Guns degrade per shot and especially when they jam. A worn weapon jams more often. Repair restores reliability but, again, chips away at max condition.
- Armor degrades when it absorbs hits. Heavily damaged armor protects less. This is why raiders carry spare armor pieces.
- Some items have no condition — building blocks, deployables, and resources do not "wear out" in your inventory (though placed structures decay separately via the upkeep system).
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:
- Shortname and item ID — copy these straight into spawn commands and kit configs.
- Crafting cost and required workbench tier — exact materials and which bench you need.
- Recycle output — what the recycler returns. This is the key data for the scrap-farming loop: some items recycle into more value than they cost.
- Tech tree position and research scrap cost — how to unlock it without finding the blueprint.
- "Used to craft" list — every recipe the item feeds into, so you can see what a component is actually for.
- For weapons: damage, rate of fire, aim cone, and a damage-vs-distance table — the raw numbers behind the Combat Math page.
- For building parts: HP and the exact raid cost in every explosive — the foundation of all raid planning.
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.
| Tier | Workbench | Representative items |
|---|---|---|
| No bench | Crafted from your inventory | Bow, stone tools, wooden spear, sleeping bag, basic building parts, salvaged weapons |
| Tier 1 | Workbench Level 1 | Revolver, Waterpipe Shotgun, Double Barrel, hammer, road-sign armor, basic traps |
| Tier 2 | Workbench Level 2 | Semi-Auto Rifle, Thompson, MP5 (often researched), Custom SMG, Pump Shotgun, satchel charges, the Mortar |
| Tier 3 | Workbench Level 3 | Assault 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.