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Rust electricity is a chain: a generator or renewable source produces power, a battery stores it, distribution parts divide or combine it, logic components control it, and devices consume it. Power is measured in rW (the rate of supply or use) and stored energy in rWm. Solar power disappears at night, so any night-time defense or automation needs battery storage. The figures below come from current community guides and Facepunch wiki entries; where those sources disagree, the difference is called out and you should check the values shown by your current game build.
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How Rust electricity works
Every circuit follows the same practical pattern: source → storage → distribution → logic → device. A solar panel, wind turbine, or generator creates power. A battery buffers that supply. Electrical Branches, Root Combiners, and similar parts route the power. Switches, timers, counters, AND/OR/XOR gates, and Blockers decide when a downstream device receives it. Turrets, SAM sites, Tesla coils, furnaces, doors, sensors, and alarms then draw the required rW.
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1Clear out junk files and repair common Windows errors2Fix the driver behind crashes, sound loss and screen glitches3Repair Windows errors before they cause bigger problemsCommunity guides use rW for a per-second power rate and rWm for energy held in storage. Thus a device that needs 10 rW consumes energy continuously while active, while a battery’s rWm figure describes how long it can continue supplying a load. See the overviews at Supercraft, RustMods, and RustStats.
Power sources: solar, wind, and generators
| Source | Output reported by guides | When it works | Practical use |
|---|---|---|---|
| Solar Panel | Up to about 20 rW | Daylight only; 0 rW at night | Renewable daytime charging; always pair with a battery |
| Wind Turbine | About 50 rW at ground level, 90 rW at two floors, and 130–150 rW at four or more floors | Continuous when it has clear sky above | Main renewable source for larger bases |
| Small Generator | Steady 40 rW | While supplied with low-grade fuel | Reliable backup or temporary power |
These output figures are reported by RustStats, Rustly, Supercraft, and RustMods. They are guide values rather than a published Facepunch specification, and turbine output depends on height and unobstructed sky.
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Solar panels
A panel can produce roughly 20 rW in daylight but none after dark. Connect its output to a battery instead of directly to a turret, door controller, or other critical device. During the day, the panel must both run the load and refill the battery; at night the battery becomes the source. Panel orientation, shade, and the number of panels affect the actual current delivered, so size the installation from the output visible in your circuit rather than assuming the peak every moment.
Wind turbines
Wind is the usual renewable base load because it does not stop at night. The guides report approximately 50 rW at ground level, 90 rW at two floors, and 130–150 rW at four or more floors. Build the turbine where the rotor has clear sky; surrounding structures can reduce the practical output. A high turbine feeding a battery bank can support defenses overnight without fuel, but it is more visible and vulnerable than equipment hidden inside the core of a base.
Small generators
The Small Generator supplies a steady 40 rW while it burns low-grade fuel. That predictable output makes it useful while establishing a starter base, during a wind or solar shortfall, or as an emergency feed. Fuel consumption and the need to restock make it a poor choice for an unattended long-term base load compared with renewable generation.
Batteries and overnight capacity
| Battery | Storage capacity | Maximum output | What the guides imply |
|---|---|---|---|
| Small Battery | 150 rWm | 10 rW | Small sensors, lights, or a compact emergency circuit |
| Medium Battery | Not stated in the cited guides | 50 rW | Mid-size circuits where 50 rW output is sufficient |
| Large Battery | 24,000 rWm | 100 rW | Primary storage for defenses and large automated bases |
The capacity and output figures are listed by Rustly and its electricity guide at rustly.com. Guides commonly cite about 80% storage efficiency, so the energy that reaches a load is lower than the nameplate capacity. A Large Battery holding 24,000 rWm is reported to last about four hours at its full 100 rW output. That four-hour statement is a full-load example, not a universal runtime: a 20 rW circuit lasts substantially longer, while conversion losses and other loads shorten it.
A practical rule from the guides is at least one Large Battery for each 100 rW of continuous load when you need to carry a base through the night. Treat that as a starting point, then add capacity for charging losses, poor renewable conditions, and devices that run only intermittently but have high peak demand.
How to estimate battery runtime
- Add the rW draw of every device that may run simultaneously. Include always-on devices and the maximum number of turrets, SAM sites, coils, furnaces, or doors that can be active at once.
- Compare that total with the battery’s output limit. A Large Battery can output up to 100 rW according to the cited guides; a circuit requiring more needs additional batteries and distribution.
- Use the stored rWm figure and the guide’s approximately 80% efficiency as a conservative estimate. Runtime in hours is approximately usable rWm divided by continuous rW, with actual results affected by losses and switching.
- Check the circuit after sunset or after disconnecting the generator. If the battery output falls to zero, the load is over the battery’s deliverable rate or the wiring is bypassing storage.
Distribution: Root Combiner, Electrical Branch, and Blocker
Root Combiner
A Root Combiner merges two power sources into one output. It is useful for combining solar panels, two wind feeds, or a renewable source and a generator before the battery. The combiner does not create energy; the combined line still cannot exceed what the sources and downstream equipment can provide.
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The Electrical Branch takes a selected amount from a main line. Its Branch Out port supplies the configured branch amount, while Power Out passes the remainder onward. This lets you reserve an exact draw for a battery, sensor network, or secondary circuit while protecting the main line from an uncontrolled device. The official component page documents the port behavior at Facepunch’s Electrical Branch wiki.
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- Connect the upstream battery or source to the Branch input.
- Set the branch value to the rW required by the first circuit.
- Connect Branch Out to that circuit.
- Connect Power Out to the next branch or device chain.
- Turn on the source and verify the displayed input and output values before adding more loads.
Blocker
A Blocker stops its passthrough output while power is present at its second input. This creates priority and interlock circuits: for example, a normal line can be blocked when an alarm, sensor, or backup source sends a control signal. The input behavior is described on the official Blocker wiki page.
Logic components and automation
AND, OR, XOR, Timer, and Counter components consume about 1 rW each according to the Rustly component database (Rustly power-usage table). Their own draw is small, but a large automation network can accumulate enough 1 rW loads to matter.
- AND: use when two conditions must be powered or true before a device activates.
- OR: use when either of two sensors or sources should activate the output.
- XOR: use when exactly one input should be active, useful for mutually exclusive modes.
- Timer: creates a timed pulse or delay for doors, lights, traps, or staged defenses.
- Counter: tracks repeated signals, such as sensor events, before triggering another action.
Keep logic upstream of high-draw devices and feed it from a branch with a known allowance. A logic component that loses power when a turret starts is usually evidence that the branch value was sized for the idle circuit rather than the active load.
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| Device | Reported draw | Important qualification |
|---|---|---|
| Auto Turret | Most guides: 10 rW | RustMods lists 25 rW; another guide claims more than 11 rW for Has Target, Low Ammo, and No Ammo outputs. Verify in your build. |
| SAM Site | 25 rW | Consistent across the cited guides. |
| Tesla Coil | 25 rW | Rustly associates the full 25 rW with maximum 35-damage shocks. |
| Electric Furnace | 3 rW on Facepunch wiki; 60 rW in RustMods | Major source conflict; check the in-game value before sizing. |
| Door Controller | About 1 rW | Guide estimate. |
| HBHF Sensor | About 1 rW | Guide estimate. |
| Smart Alarm/Switch | About 1 rW | Guide estimate. |
The figures come from Rustly, RustMods, and Gamer Empire. They are not all consistent, so do not design a critical circuit from a single table.
Auto turrets
Most guides use 10 rW as the Auto Turret draw. RustMods instead lists 25 rW and states a maximum of 12 turrets within a 40 m radius. A separate guide says that more than 11 rW may be needed to power the turret’s Has Target, Low Ammo, and No Ammo outputs; that auxiliary-output claim is not confirmed by an official source. Because these numbers conflict, test one turret in the current build, note its input while idle and while firing, and size the battery for the larger observed value. Never connect a turret directly to a solar panel: when the panel reaches 0 rW at night, the turret will shut down. The battery-first recommendation is also made by Supercraft and Nolimithost.
SAM sites and Tesla coils
Plan 25 rW for each SAM Site and 25 rW for each Tesla Coil according to the cited guides. Several of these devices can exceed a 100 rW battery’s output when combined, so divide them across batteries or use branches that prevent one defense group from starving another. Rustly reports that a Tesla Coil supplied with its full 25 rW produces its maximum 35-damage shock; lower supply may reduce performance.
Electric furnaces
The Electric Furnace is the largest unresolved discrepancy in the available figures: the Facepunch wiki lists 3 rW, while RustMods lists 60 rW. Do not assume either number is current for every server or build. Connect one furnace, observe the circuit’s live draw while it is operating, and multiply that measured value by the number you intend to run simultaneously.
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Building a reliable solar-and-battery circuit
This layout is suitable for a small base and scales by adding panels, branches, and batteries:
- Place the solar panels: choose an unshaded position and connect their outputs to a Root Combiner if you have multiple panels.
- Feed the battery: connect the combined output to the battery’s input. Do not put critical devices directly on the panel line.
- Reserve the control circuit: use an Electrical Branch to allocate power for sensors, switches, and logic. Send Branch Out to that low-draw network and Power Out toward the defense branches.
- Insert control logic: place switches, timers, counters, or a Blocker before the device group that needs automation or priority control.
- Connect the loads: wire turrets, SAM sites, coils, doors, or alarms from the battery-side outputs, not from the intermittent solar input.
- Test both conditions: verify that the battery charges during daylight and that the same devices remain powered after the panels produce zero rW at night.
Community guides suggest sizing solar generation at roughly four times the continuous load so daytime production can run the base and recharge the battery. That is a rule of thumb, not a guaranteed ratio: weather, shade, battery efficiency, and the length of the night all change the result. See the basic wiring discussion at Nolimithost and Supercraft.
Wind-and-generator backup design
- Place a wind turbine high enough to obtain the output your base requires, leaving clear sky above it.
- Connect the turbine to a Large Battery. Keep the battery inside the protected core rather than exposing the storage at the turbine location.
- Use a Root Combiner to add a Small Generator or another source when you need emergency charging.
- Put a Blocker or switch in the backup path so the fuel generator runs only when the renewable feed is unavailable or insufficient.
- Branch separate lines for defenses, doors, and sensors. This prevents a temporary furnace or automation load from taking every turret offline.
A Small Generator’s 40 rW is enough for a modest emergency circuit, but a group of 25 rW defenses can exhaust that margin quickly. Check the live output and battery charge rather than assuming the nominal generator figure covers the entire base.
Troubleshooting power failures
Everything turns off at night
- Confirm the solar output has fallen to 0 rW, then check that the battery is actually connected to the devices.
- Look for a device wired before the battery or for a Branch Out/Power Out connection reversed.
- Check the battery’s output limit against the simultaneous load; a full battery still cannot exceed its rated rW.
The battery never reaches full charge
- Measure daytime source output and compare it with the load. A panel array producing only the same rW as the base has no surplus to store.
- Inspect branches for a configured value larger than intended.
- Add generation or reduce daytime loads; the four-times-load solar rule is intended to leave charging headroom.
One device works but another starves
- Trace the circuit from the battery through each Branch and confirm the branch allocation.
- Separate high-draw defenses across batteries or branches.
- Test disputed devices individually, especially Auto Turrets and Electric Furnaces, because published guide values conflict.
Automation behaves backward
- Check the Blocker’s second input: power there intentionally stops passthrough.
- Verify whether the logic gate needs both inputs (AND), either input (OR), or exactly one (XOR).
- Allow about 1 rW for each logic component when calculating the branch budget.
Which figures are old or uncertain?
A Facepunch “Electric Anniversary” news post gives launch-era values of 30 maximum solar energy and 10 energy for a Small Battery (Facepunch news post). Those numbers differ from current community-guide figures and the post’s year is not established in the available citation, so they should not be used as current specifications.
Rustly says its values were read from game files for build 2634.289.1 on 9 October 2026 (Rustly power-usage database). That is Rustly’s stated build reference, not a Facepunch announcement. The official Auto Turret and Solar Panel wiki pages were not available in the cited material, which is why those entries remain guide-based. On a live server, the electrical readout in your current build is the final check before committing scarce components.
Quick planning checklist
- Write down the maximum simultaneous rW load, not just the number of devices.
- Use batteries between intermittent sources and every night-time critical device.
- Keep each battery’s output within its rated limit and allow for roughly 80% storage efficiency cited by guides.
- Use Root Combiners for sources, Electrical Branches for fixed allocations, and Blockers for priority or interlock behavior.
- Allocate about 1 rW per logic component.
- Use one Large Battery per 100 rW of continuous load as an initial overnight rule, then validate runtime in your build.
- Recheck Auto Turret and Electric Furnace draw in-game because published values conflict.
- Test the circuit in daylight and after dark before trusting it to protect an occupied base.
Bottom line
Build Rust electricity from a dependable source into protected battery storage, then distribute power with branches and control it with logic before it reaches devices. Solar is useful but stops completely at night; wind or a fueled generator fills that gap. Large Batteries are the practical reference for overnight storage, while disputed device figures—especially Auto Turrets and Electric Furnaces—make an in-game load test essential. Once every branch is measured and every critical defense has battery-backed power, the system becomes predictable instead of a nighttime surprise.
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