Rust Electricity Calculator

Build, test and share Rust circuits with power values from the game files.

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Basic circuit templates

Diagram builder

Place parts from the list, then wire an output to an input.

Tool
Wire colour
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

0° · 0 m
20 rW
75%

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

Generation20 rW
Total device demand10 rW
Underpowered0

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.

1-1,440
0-100

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
  1. Gray Large Solar Panel Electric Output Small Rechargeable Battery Power In20 rW
  2. Gray Small Rechargeable Battery Power Output Auto Turret Power In15 rW
Components to gather 3
  • Large Solar Panel× 1
  • Small Rechargeable Battery× 1
  • Auto Turret× 1
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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 contribution with clear exposure, before the wind term
HeightHeight contribution
0 m0 rW
5 m7 rW
10 m15 rW
15 m22 rW
20 m30 rW
25 m37 rW
30 m45 rW
40 m60 rW
50 m75 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.

Output by angle between the panel's sensor and the sun
AngleOutput
0 degrees20 rW
20 degrees20 rW
40 degrees20 rW
45 degrees20 rW
55 degrees13 rW
65 degrees6 rW
72 degrees0 rW
80 degrees0 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

SourceOutputDetail
Small Generator40 rW14.4 seconds per Low Grade Fuel
Water Wheel60 rW30 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.

BatteryOutputMax intakeAt full outputAuto turrets
Small Rechargeable Battery15 rW60 rW27 min1
Medium Rechargeable Battery50 rW200 rW3 h5
Large Rechargeable Battery100 rW400 rW4 h10

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.

DeviceDrawWhere the number comes from
SAM Site25 rWconstant in SamSite.ConsumptionAmount
Tesla Coil25 rWceil(maxDamageOutput / powerToDamageRatio) in TeslaCoil, in float32
Auto Turret10 rWconstant in AutoTurret.ConsumptionAmount
Boom Box10 rWconstant in DeployableBoomBox.ConsumptionAmount
Industrial Auto Turret10 rWconstant in AutoTurret.ConsumptionAmount
Jukebox10 rWconstant in DeployableBoomBox.ConsumptionAmount
Search Light10 rWconstant in SearchLight.ConsumptionAmount
Hopper8 rWconstant in Hopper.ConsumptionAmount
Large Animated Neon Sign7 rWprefab field powerConsumption read by NeonSign
Large Neon Sign6 rWprefab field powerConsumption read by NeonSign
Bulb String Lights5 rWconstant in StringLights.ConsumptionAmount
Deluxe Christmas Lights5 rWconstant in ChristmasLights.ConsumptionAmount
Elevator5 rWconstant in Elevator.ConsumptionAmount
Fairy Lights5 rWconstant in StringLights.ConsumptionAmount
Fridge5 rWprefab field PowerConsumption read by Fridge
Medium Animated Neon Sign5 rWprefab field powerConsumption read by NeonSign
Modular Car Lift5 rWconstant in ModularCarGarage.ConsumptionAmount
Powered Water Purifier5 rWprefab field PowerDrain read by PoweredWaterPurifier
Spot Light5 rWconstant in OrientableLight.ConsumptionAmount
Tripod Spot Light5 rWconstant in OrientableLight.ConsumptionAmount
Vending Machine5 rWprefab field PowerConsumption read by VendingMachine
Water Pump5 rWprefab field PowerConsumption read by WaterPump
Chandelier4 rWconstant in Chandelier.ConsumptionAmount
Medium Neon Sign4 rWprefab field powerConsumption read by NeonSign
CCTV Camera3 rWconstant in CCTV_RC.ConsumptionAmount
Electric Furnace3 rWprefab field PowerConsumption read by ElectricFurnaceIO, on electricfurnace.io.prefab which ElectricOven.SpawnIOEnt spawns
Electric Heater3 rWconstant in ElectricalHeater.ConsumptionAmount
Industrial Electric Furnace3 rWprefab field PowerConsumption read by ElectricFurnaceIO, on industrial_electric_furnace.io.prefab which ElectricOven.SpawnIOEnt spawns
PTZ CCTV Camera3 rWconstant in CCTV_RC.ConsumptionAmount
Bar Games Minifridge2 rWprefab field PowerConsumption read by Fridge
Ceiling Fluorescent Light2 rWprefab field consumptionAmount read by CeilingLight
Ceiling Light2 rWprefab field consumptionAmount read by CeilingLight
Igniter2 rWprefab field PowerConsumption read by Igniter
Mini Fridge2 rWprefab field PowerConsumption read by Fridge
Small Neon Sign2 rWprefab field powerConsumption read by NeonSign
Sprinkler2 rWconstant in Sprinkler.ConsumptionAmount
Audio Alarm1 rWconstant in IOEntity.ConsumptionAmount
Blue Industrial Wall Light1 rWprefab field powerConsumption read by SimpleLight
Cable Tunnel1 rWconstant in IOEntity.ConsumptionAmount
Connected Speaker1 rWconstant in IOEntity.ConsumptionAmount
Digital Clock1 rWconstant in IOEntity.ConsumptionAmount
Disco Ball1 rWconstant in IOEntity.ConsumptionAmount
Disco Floor1 rWconstant in IOEntity.ConsumptionAmount
Disco Floor1 rWconstant in IOEntity.ConsumptionAmount
Door Controller1 rWconstant in IOEntity.ConsumptionAmount
Electric Table Lamp1 rWprefab field powerConsumption read by SimpleLight
Flasher Light1 rWconstant in IOEntity.ConsumptionAmount
Fluorescent Light1 rWprefab field powerConsumption read by SimpleLight
Green Industrial Wall Light1 rWprefab field powerConsumption read by SimpleLight
HBHF Sensor1 rWconstant in IOEntity.ConsumptionAmount, BaseDetector defers to it
Industrial Conveyor1 rWconstant in IOEntity.ConsumptionAmount
Industrial Crafter1 rWconstant in IOEntity.ConsumptionAmount
Industrial Wall Light1 rWprefab field powerConsumption read by SimpleLight
Large Water Catcher1 rWconstant in IOEntity.ConsumptionAmount
Laser Detector1 rWconstant in IOEntity.ConsumptionAmount, BaseDetector defers to it
Laser Light1 rWconstant in IOEntity.ConsumptionAmount
Paintable Reactive Target1 rWconstant in ReactiveTarget.ConsumptionAmount
Reactive Target1 rWconstant in ReactiveTarget.ConsumptionAmount
Red Industrial Wall Light1 rWprefab field powerConsumption read by SimpleLight
RF Broadcaster1 rWconstant in IOEntity.ConsumptionAmount
RF Receiver1 rWconstant in IOEntity.ConsumptionAmount
Seismic Sensor1 rWconstant in IOEntity.ConsumptionAmount
Simple Light1 rWprefab field powerConsumption read by SimpleLight
Siren Light1 rWconstant in IOEntity.ConsumptionAmount
Small Water Catcher1 rWconstant in IOEntity.ConsumptionAmount
Smart Alarm1 rWconstant in IOEntity.ConsumptionAmount
Sound Light1 rWconstant in IOEntity.ConsumptionAmount
Storage Adaptor1 rWconstant in IndustrialStorageAdaptor.ConsumptionAmount
Storage Monitor1 rWconstant in IOEntity.ConsumptionAmount
Telephone1 rWconstant in IOEntity.ConsumptionAmount
Twitch Rivals Neon Sign1 rWprefab field powerConsumption read by SimpleLight
Wall Cabinet1 rWconstant in IOEntity.ConsumptionAmount
Water Barrel1 rWconstant in IOEntity.ConsumptionAmount
Water Purifier1 rWconstant in IOEntity.ConsumptionAmount
Water Wheel1 rWconstant in IOEntity.ConsumptionAmount
Above Ground Poolfreeconstant in PaddlingPool.ConsumptionAmount
AND Switchfreeconstant in ANDSwitch.ConsumptionAmount
Artist Canvas Largefreeconstant in Signage.ConsumptionAmount
Artist Canvas Mediumfreeconstant in Signage.ConsumptionAmount
Artist Canvas Smallfreeconstant in Signage.ConsumptionAmount
Artist Canvas Standingfreeconstant in Signage.ConsumptionAmount
Artist Canvas XLfreeconstant in Signage.ConsumptionAmount
Artist Canvas XXLfreeconstant in Signage.ConsumptionAmount
Blockerfreeconstant in ElectricalBlocker.ConsumptionAmount
Buttonfreeconstant in PressButton.ConsumptionAmount
Command Blockfreeconstant in CommandBlock.ConsumptionAmount
Counterfreeconstant in PowerCounter.ConsumptionAmount
Double Sign Postfreeconstant in Signage.ConsumptionAmount
Electrical Branchfreeconstant in ElectricalBranch.ConsumptionAmount
Fluid Combinerfreeconstant in ElectricalCombiner.ConsumptionAmount
Fluid Splitterfreeconstant in Splitter.ConsumptionAmount
Fluid Switch & Pumpfreeconstant in FluidSwitch.ConsumptionAmount
Fogger-3000freeconstant in FogMachine.ConsumptionAmount
Huge Wooden Signfreeconstant in Signage.ConsumptionAmount
Industrial Combinerfreeconstant in ElectricalCombiner.ConsumptionAmount
Industrial Splitterfreeconstant in Splitter.ConsumptionAmount
Landscape Picture Framefreeconstant in Signage.ConsumptionAmount
Large Banner Hangingfreeconstant in Signage.ConsumptionAmount
Large Banner on polefreeconstant in Signage.ConsumptionAmount
Large Rechargeable Batteryfreeconstant in ElectricBattery.ConsumptionAmount
Large Solar Panelfreeconstant in SolarPanel.ConsumptionAmount
Large Wooden Signfreeconstant in Signage.ConsumptionAmount
Medium Rechargeable Batteryfreeconstant in ElectricBattery.ConsumptionAmount
Medium Wooden Signfreeconstant in Signage.ConsumptionAmount
Memory Cellfreeconstant in ElectricalDFlipFlop.ConsumptionAmount
One Sided Town Sign Postfreeconstant in Signage.ConsumptionAmount
OR Switchfreeconstant in ORSwitch.ConsumptionAmount
Paddling Poolfreeconstant in PaddlingPool.ConsumptionAmount
Paintable Windowfreeconstant in Signage.ConsumptionAmount
Portrait Picture Framefreeconstant in Signage.ConsumptionAmount
Pressure Padfreeconstant in PressurePad.ConsumptionAmount
RAND Switchfreeconstant in ElectricalBlocker.ConsumptionAmount
Root Combinerfreeconstant in ElectricalCombiner.ConsumptionAmount
Single Sign Postfreeconstant in Signage.ConsumptionAmount
Small Generatorfreeconstant in FuelGenerator.ConsumptionAmount
Small Rechargeable Batteryfreeconstant in ElectricBattery.ConsumptionAmount
Small Wooden Signfreeconstant in Signage.ConsumptionAmount
Smart Switchfreeconstant in SmartSwitch.ConsumptionAmount
Snow Machinefreeconstant in FogMachine.ConsumptionAmount
Spinning Wheelfreeconstant in Signage.ConsumptionAmount
Splitterfreeconstant in Splitter.ConsumptionAmount
Spooky Speakerfreeconstant in SpookySpeaker.ConsumptionAmount
Strobe Lightfreeconstant in StrobeLight.ConsumptionAmount
Switchfreeconstant in ElectricSwitch.ConsumptionAmount
Tall Picture Framefreeconstant in Signage.ConsumptionAmount
Test Generatorfreeconstant in ElectricGenerator.ConsumptionAmount
Timerfreeconstant in TimerSwitch.ConsumptionAmount
Two Sided Hanging Signfreeconstant in Signage.ConsumptionAmount
Two Sided Ornate Hanging Signfreeconstant in Signage.ConsumptionAmount
Two Sided Town Sign Postfreeconstant in Signage.ConsumptionAmount
Wind Turbinefreeconstant in ElectricWindmill.ConsumptionAmount
XL Picture Framefreeconstant in Signage.ConsumptionAmount
XOR Switchfreeconstant in XORSwitch.ConsumptionAmount
XXL Picture Framefreeconstant 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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