20 rW
Rust Electricity Calculator
Build, test and share Rust circuits with power values from the game files.
Player guides
Made by players and not verified by RustFront. Test in game first.
Advanced RustFront guides
Basic circuit templates
Diagram builder
Place parts from the list, then wire an output to an input.
How to place, wire and move parts
Pick a part and click the diagram to place it. Drag a component by its header, or focus it and use arrow keys. Use the Wire tool, or select an output and then an input, to connect components.
Choose a part, then click the diagram where it should go; keep clicking to place more. Add here puts one in the next free spot.
Drag empty space to move around the diagram. Scrollbars and arrow keys work too.
Parts
Power sources
Batteries
Distribution
Logic
Sensors
Defence
Lighting
Industrial
Other devices
20 rW
One battery per diagram. Greyed sockets are not simulated. Industrial sockets take pipes, not wires. Feedback loops and memory cells are not supported.
Battery balance
Charging · 6 rW
- Input
- 20 rW
- Active load
- 10 rW
- Battery output limit
- 15 rW
- Input needed to hold this active load
- 13 rW
- Full-battery reserve with no generation
- 40 min
80% charging efficiency included. Assumes a charged battery.
Source output is a snapshot: a midday surplus does not prove the circuit lasts a full day and night. Timer durations and startup delays are not simulated.
Runtime · simulate cycles
One in-game day, night first, from a full battery. Day length and night share are assumptions you can change. Default day and night lengths are unverified estimates. Adjust them to match your server.
Day 45 min · night 15 min · 24 cycles per real day
Battery
Survives the night
Empty after 40 min of night; the night lasts 15 min.
Refills by day in 25 min.
Sustainable: ends every cycle full.
Deficit
Every device gets its full draw by day and by night.
Wiring steps 2
- Gray Large Solar Panel
Electric OutputSmall Rechargeable BatteryPower In20 rW - Gray Small Rechargeable Battery
Power OutputAuto TurretPower In15 rW
Components to gather 3
Large Solar Panel× 1
Small Rechargeable Battery× 1
Auto Turret× 1
Write and publish a guide
Power reference
Underpowered devices switch fully off
Power in Rust is all or nothing. A device that does not get its full draw is completely off, not running slowly, and while it is off it stops asking for power at all. That is why an underfed circuit does not slowly drain a battery, and why one extra light can switch off the thing next to it.
Wind turbine output by height
Height adds 1.5 rW per metre up to 50 metres. The game adds a changing wind term and caps the result at 150 rW. The table shows only the height contribution with clear exposure.
| Height | Height contribution |
|---|---|
| 0 m | 0 rW |
| 5 m | 7 rW |
| 10 m | 15 rW |
| 15 m | 22 rW |
| 20 m | 30 rW |
| 25 m | 37 rW |
| 30 m | 45 rW |
| 40 m | 60 rW |
| 50 m | 75 rW |
Measure from the turbine base down to the terrain or world surface below, not from sea level or the roof. Raising a turbine on a tower increases this distance. The game caches it when the turbine initializes. Clearance also matters: checks target a point about 21 metres above its base and a point 15 metres horizontally from its rotor height. The horizontal direction turns once per hour of server uptime. If either check is blocked, output is zero.
We do not publish an average output. The changing wind term uses a noise function whose distribution we have not verified. Use the height contribution for conservative planning only when the turbine has clear exposure, and keep battery reserve for interruptions.
How solar panels calculate
An exposed, healthy panel makes up to 20 rW. Output follows the angle between its fixed sensor and the sun, then scales with health. It stops around 73 degrees and reaches its peak around 46 degrees. Night or a blocked line to the sun gives zero. Extra mounting height can clear obstructions but adds no power multiplier.
| Angle | Output |
|---|---|
| 0 degrees | 20 rW |
| 20 degrees | 20 rW |
| 40 degrees | 20 rW |
| 45 degrees | 20 rW |
| 55 degrees | 13 rW |
| 65 degrees | 6 rW |
| 72 degrees | 0 rW |
| 80 degrees | 0 rW |
Face the collecting side toward the visible daytime sun path. The sun's path changes with the server's in-game date, so the best north/south facing can change during a long wipe. Your position relative to the map centre does not decide it. Check output with the Wire Tool in the morning, at noon and in the evening. A 20 rW peak does not prove one panel can run a device through the night: include charging losses, daily generation and battery reserve.
Generator and water wheel output
| Source | Output | Detail |
|---|---|---|
| Small Generator | 40 rW | 14.4 seconds per Low Grade Fuel |
| Water Wheel | 60 rW | 30 rW from flowing water, 60 rW while pedalled. Makes nothing at all in a lake or a swamp. It needs ocean or river water. |
Batteries
A battery drains only what the devices downstream actually ask for, capped at its own output. Charging costs more than you get back: only 80% of what goes in is stored.
| Battery | Output | Max intake | At full output | Auto turrets |
|---|---|---|---|---|
| Small Rechargeable Battery | 15 rW | 60 rW | 27 min | 1 |
| Medium Rechargeable Battery | 50 rW | 200 rW | 3 h | 5 |
| Large Rechargeable Battery | 100 rW | 400 rW | 4 h | 10 |
What everything draws
134 powered items, resolved from the game's own code rather than the prefab field. That distinction matters: a Spot Light stores 1 in its prefab and draws 5 rW. Anything showing 0 is free to run.
| Device | Draw | Where the number comes from |
|---|---|---|
| SAM Site | 25 rW | constant in SamSite.ConsumptionAmount |
| Tesla Coil | 25 rW | ceil(maxDamageOutput / powerToDamageRatio) in TeslaCoil, in float32 |
| Auto Turret | 10 rW | constant in AutoTurret.ConsumptionAmount |
| Boom Box | 10 rW | constant in DeployableBoomBox.ConsumptionAmount |
| Industrial Auto Turret | 10 rW | constant in AutoTurret.ConsumptionAmount |
| Jukebox | 10 rW | constant in DeployableBoomBox.ConsumptionAmount |
| Search Light | 10 rW | constant in SearchLight.ConsumptionAmount |
| Hopper | 8 rW | constant in Hopper.ConsumptionAmount |
| Large Animated Neon Sign | 7 rW | prefab field powerConsumption read by NeonSign |
| Large Neon Sign | 6 rW | prefab field powerConsumption read by NeonSign |
| Bulb String Lights | 5 rW | constant in StringLights.ConsumptionAmount |
| Deluxe Christmas Lights | 5 rW | constant in ChristmasLights.ConsumptionAmount |
| Elevator | 5 rW | constant in Elevator.ConsumptionAmount |
| Fairy Lights | 5 rW | constant in StringLights.ConsumptionAmount |
| Fridge | 5 rW | prefab field PowerConsumption read by Fridge |
| Medium Animated Neon Sign | 5 rW | prefab field powerConsumption read by NeonSign |
| Modular Car Lift | 5 rW | constant in ModularCarGarage.ConsumptionAmount |
| Powered Water Purifier | 5 rW | prefab field PowerDrain read by PoweredWaterPurifier |
| Spot Light | 5 rW | constant in OrientableLight.ConsumptionAmount |
| Tripod Spot Light | 5 rW | constant in OrientableLight.ConsumptionAmount |
| Vending Machine | 5 rW | prefab field PowerConsumption read by VendingMachine |
| Water Pump | 5 rW | prefab field PowerConsumption read by WaterPump |
| Chandelier | 4 rW | constant in Chandelier.ConsumptionAmount |
| Medium Neon Sign | 4 rW | prefab field powerConsumption read by NeonSign |
| CCTV Camera | 3 rW | constant in CCTV_RC.ConsumptionAmount |
| Electric Furnace | 3 rW | prefab field PowerConsumption read by ElectricFurnaceIO, on electricfurnace.io.prefab which ElectricOven.SpawnIOEnt spawns |
| Electric Heater | 3 rW | constant in ElectricalHeater.ConsumptionAmount |
| Industrial Electric Furnace | 3 rW | prefab field PowerConsumption read by ElectricFurnaceIO, on industrial_electric_furnace.io.prefab which ElectricOven.SpawnIOEnt spawns |
| PTZ CCTV Camera | 3 rW | constant in CCTV_RC.ConsumptionAmount |
| Bar Games Minifridge | 2 rW | prefab field PowerConsumption read by Fridge |
| Ceiling Fluorescent Light | 2 rW | prefab field consumptionAmount read by CeilingLight |
| Ceiling Light | 2 rW | prefab field consumptionAmount read by CeilingLight |
| Igniter | 2 rW | prefab field PowerConsumption read by Igniter |
| Mini Fridge | 2 rW | prefab field PowerConsumption read by Fridge |
| Small Neon Sign | 2 rW | prefab field powerConsumption read by NeonSign |
| Sprinkler | 2 rW | constant in Sprinkler.ConsumptionAmount |
| Audio Alarm | 1 rW | constant in IOEntity.ConsumptionAmount |
| Blue Industrial Wall Light | 1 rW | prefab field powerConsumption read by SimpleLight |
| Cable Tunnel | 1 rW | constant in IOEntity.ConsumptionAmount |
| Connected Speaker | 1 rW | constant in IOEntity.ConsumptionAmount |
| Digital Clock | 1 rW | constant in IOEntity.ConsumptionAmount |
| Disco Ball | 1 rW | constant in IOEntity.ConsumptionAmount |
| Disco Floor | 1 rW | constant in IOEntity.ConsumptionAmount |
| Disco Floor | 1 rW | constant in IOEntity.ConsumptionAmount |
| Door Controller | 1 rW | constant in IOEntity.ConsumptionAmount |
| Electric Table Lamp | 1 rW | prefab field powerConsumption read by SimpleLight |
| Flasher Light | 1 rW | constant in IOEntity.ConsumptionAmount |
| Fluorescent Light | 1 rW | prefab field powerConsumption read by SimpleLight |
| Green Industrial Wall Light | 1 rW | prefab field powerConsumption read by SimpleLight |
| HBHF Sensor | 1 rW | constant in IOEntity.ConsumptionAmount, BaseDetector defers to it |
| Industrial Conveyor | 1 rW | constant in IOEntity.ConsumptionAmount |
| Industrial Crafter | 1 rW | constant in IOEntity.ConsumptionAmount |
| Industrial Wall Light | 1 rW | prefab field powerConsumption read by SimpleLight |
| Large Water Catcher | 1 rW | constant in IOEntity.ConsumptionAmount |
| Laser Detector | 1 rW | constant in IOEntity.ConsumptionAmount, BaseDetector defers to it |
| Laser Light | 1 rW | constant in IOEntity.ConsumptionAmount |
| Paintable Reactive Target | 1 rW | constant in ReactiveTarget.ConsumptionAmount |
| Reactive Target | 1 rW | constant in ReactiveTarget.ConsumptionAmount |
| Red Industrial Wall Light | 1 rW | prefab field powerConsumption read by SimpleLight |
| RF Broadcaster | 1 rW | constant in IOEntity.ConsumptionAmount |
| RF Receiver | 1 rW | constant in IOEntity.ConsumptionAmount |
| Seismic Sensor | 1 rW | constant in IOEntity.ConsumptionAmount |
| Simple Light | 1 rW | prefab field powerConsumption read by SimpleLight |
| Siren Light | 1 rW | constant in IOEntity.ConsumptionAmount |
| Small Water Catcher | 1 rW | constant in IOEntity.ConsumptionAmount |
| Smart Alarm | 1 rW | constant in IOEntity.ConsumptionAmount |
| Sound Light | 1 rW | constant in IOEntity.ConsumptionAmount |
| Storage Adaptor | 1 rW | constant in IndustrialStorageAdaptor.ConsumptionAmount |
| Storage Monitor | 1 rW | constant in IOEntity.ConsumptionAmount |
| Telephone | 1 rW | constant in IOEntity.ConsumptionAmount |
| Twitch Rivals Neon Sign | 1 rW | prefab field powerConsumption read by SimpleLight |
| Wall Cabinet | 1 rW | constant in IOEntity.ConsumptionAmount |
| Water Barrel | 1 rW | constant in IOEntity.ConsumptionAmount |
| Water Purifier | 1 rW | constant in IOEntity.ConsumptionAmount |
| Water Wheel | 1 rW | constant in IOEntity.ConsumptionAmount |
| Above Ground Pool | free | constant in PaddlingPool.ConsumptionAmount |
| AND Switch | free | constant in ANDSwitch.ConsumptionAmount |
| Artist Canvas Large | free | constant in Signage.ConsumptionAmount |
| Artist Canvas Medium | free | constant in Signage.ConsumptionAmount |
| Artist Canvas Small | free | constant in Signage.ConsumptionAmount |
| Artist Canvas Standing | free | constant in Signage.ConsumptionAmount |
| Artist Canvas XL | free | constant in Signage.ConsumptionAmount |
| Artist Canvas XXL | free | constant in Signage.ConsumptionAmount |
| Blocker | free | constant in ElectricalBlocker.ConsumptionAmount |
| Button | free | constant in PressButton.ConsumptionAmount |
| Command Block | free | constant in CommandBlock.ConsumptionAmount |
| Counter | free | constant in PowerCounter.ConsumptionAmount |
| Double Sign Post | free | constant in Signage.ConsumptionAmount |
| Electrical Branch | free | constant in ElectricalBranch.ConsumptionAmount |
| Fluid Combiner | free | constant in ElectricalCombiner.ConsumptionAmount |
| Fluid Splitter | free | constant in Splitter.ConsumptionAmount |
| Fluid Switch & Pump | free | constant in FluidSwitch.ConsumptionAmount |
| Fogger-3000 | free | constant in FogMachine.ConsumptionAmount |
| Huge Wooden Sign | free | constant in Signage.ConsumptionAmount |
| Industrial Combiner | free | constant in ElectricalCombiner.ConsumptionAmount |
| Industrial Splitter | free | constant in Splitter.ConsumptionAmount |
| Landscape Picture Frame | free | constant in Signage.ConsumptionAmount |
| Large Banner Hanging | free | constant in Signage.ConsumptionAmount |
| Large Banner on pole | free | constant in Signage.ConsumptionAmount |
| Large Rechargeable Battery | free | constant in ElectricBattery.ConsumptionAmount |
| Large Solar Panel | free | constant in SolarPanel.ConsumptionAmount |
| Large Wooden Sign | free | constant in Signage.ConsumptionAmount |
| Medium Rechargeable Battery | free | constant in ElectricBattery.ConsumptionAmount |
| Medium Wooden Sign | free | constant in Signage.ConsumptionAmount |
| Memory Cell | free | constant in ElectricalDFlipFlop.ConsumptionAmount |
| One Sided Town Sign Post | free | constant in Signage.ConsumptionAmount |
| OR Switch | free | constant in ORSwitch.ConsumptionAmount |
| Paddling Pool | free | constant in PaddlingPool.ConsumptionAmount |
| Paintable Window | free | constant in Signage.ConsumptionAmount |
| Portrait Picture Frame | free | constant in Signage.ConsumptionAmount |
| Pressure Pad | free | constant in PressurePad.ConsumptionAmount |
| RAND Switch | free | constant in ElectricalBlocker.ConsumptionAmount |
| Root Combiner | free | constant in ElectricalCombiner.ConsumptionAmount |
| Single Sign Post | free | constant in Signage.ConsumptionAmount |
| Small Generator | free | constant in FuelGenerator.ConsumptionAmount |
| Small Rechargeable Battery | free | constant in ElectricBattery.ConsumptionAmount |
| Small Wooden Sign | free | constant in Signage.ConsumptionAmount |
| Smart Switch | free | constant in SmartSwitch.ConsumptionAmount |
| Snow Machine | free | constant in FogMachine.ConsumptionAmount |
| Spinning Wheel | free | constant in Signage.ConsumptionAmount |
| Splitter | free | constant in Splitter.ConsumptionAmount |
| Spooky Speaker | free | constant in SpookySpeaker.ConsumptionAmount |
| Strobe Light | free | constant in StrobeLight.ConsumptionAmount |
| Switch | free | constant in ElectricSwitch.ConsumptionAmount |
| Tall Picture Frame | free | constant in Signage.ConsumptionAmount |
| Test Generator | free | constant in ElectricGenerator.ConsumptionAmount |
| Timer | free | constant in TimerSwitch.ConsumptionAmount |
| Two Sided Hanging Sign | free | constant in Signage.ConsumptionAmount |
| Two Sided Ornate Hanging Sign | free | constant in Signage.ConsumptionAmount |
| Two Sided Town Sign Post | free | constant in Signage.ConsumptionAmount |
| Wind Turbine | free | constant in ElectricWindmill.ConsumptionAmount |
| XL Picture Frame | free | constant in Signage.ConsumptionAmount |
| XOR Switch | free | constant in XORSwitch.ConsumptionAmount |
| XXL Picture Frame | free | constant in Signage.ConsumptionAmount |
What we could not source
Values the game does not ship, or ships without their meaning.
- PerlinNoise
Any average or expected wind output. The turbine adds a changing Perlin noise term whose distribution we did not reproduce, so only the height half and the envelope can be stated.
To settle it: Log a turbine's output on a dev server across several in game days and fit the distribution.
- none
Anything expressed per floor. The 3 metre storey is a community figure we did not verify, which makes any rW per floor number unsourced.
To settle it: Measure the vertical socket offset between building blocks in the prefabs.
- cachedHeight
Whether a turbine over ocean measures its height from the seabed, which would make an over water tower the cheapest route to the cap.
To settle it: Place one on a dev server and read its output.
- IOSlot.mainPowerSlot
Whether a Cable Tunnel adds its 1 rW to a battery's Active Usage. It is the one routing part that does not override ConsumptionAmount, so IOEntity's default 1 stands, which is the number in the table above. ElectricBattery.GetDrain sums DesiredPower over every connected entity, and DesiredPower returns that 1 only when the tunnel's input slot is flagged mainPowerSlot in the prefab, a field we did not read. The line itself loses nothing either way: CableTunnel.UpdateOutputs copies each input straight to its output without going through GetCurrentEnergy, so the builder shows a tunnel passing its input on unchanged.
To settle it: Read the four IOSlot entries on the electric.cabletunnel prefab, or wire a tunnel to a battery on a dev server and read Active Usage with and without it.
- TOD_Time.DayLengthInMinutes
The default day/night cycle length and the share of it that is night. The runtime simulation integrates a cycle to give fuel per hour and battery survival, but the cycle comes from the client scene's TOD settings, which the dedicated server assembly does not carry, so the builder uses adjustable inputs (60 minutes, one quarter night) and never presents them as fact.
To settle it: Read the TOD_Time and TOD_Sky settings from the client scene bundle and confirm the night share against a logged in game clock.
Client data: build 25129251, captured 7 Sept 2026. Sources and dates.
How these values were sourced
Generator and battery values come from the game's prefabs; what each device draws comes from the shipped server assembly, which is a different build. Both are stamped rather than blended. Socket names are printed as the prefabs carry them, which assumes the client does not localise the wire tool's slot names. A modded server can change response times and power rules.
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