Large Industrial Furnace
SkinUsed to smelt large quantities of ore. Difficult to secure, must be placed on terrain.
Behaves as furnace.large. It is a skin, not a separate item.
industrial.furnace.large
How to get it
- Reskin of another item furnace.large
- Steam store or DLC
Recycling
| Recycler | Returns | Time |
|---|---|---|
| Recycler50% back | 250 Stones, 300 Wood, 37 to 38 Low Grade Fuel | 5s |
| Barrel recycler40% back | 200 Stones, 240 Wood, 30 Low Grade Fuel | 8s |
| Powered recycler75% back | 375 Stones, 450 Wood, 56 to 57 Low Grade Fuel | 4s |
A range means the last unit is a coin flip rather than a guarantee: half the recipe rarely divides evenly, and the recycler rolls for the remainder.
Stats
- Category
- Items
- Stack size
- 1
- Despawns after
- 40 min
- Decays
- starts after 8h, gone 8h later
- Item id
- 1868984394
- Has skins
- No
Large Industrial Furnace has 1500 health.
84 x Handmade Shell for 420 sulfur. No mix of tools beats it.
Cheapest explosive on its own: 19 x F1 Grenade for 1,140 sulfur, about 22s. That is what most raids actually run, because sulfur is not the only cost.
| Raid tool | Amount | Time to raid | Raw materials | Sulfur |
|---|---|---|---|---|
F1 GrenadeSplash 6m | 19 | 22s | 1,710 Charcoal, 1,140 Sulfur, 475 Metal Fragments | 1,140 |
High Velocity RocketSplash 3.5m | 8 | 18s | 2,400 Charcoal, 1,600 Sulfur, 160 Scrap | 1,600 |
| 6 | 18s | 4,320 Charcoal, 2,880 Sulfur, 480 Metal Fragments | 2,880 | |
| 6 | 18s | 4,320 Charcoal, 2,880 Sulfur, 480 Metal Fragments | 2,880 | |
Beancan GrenadeSplash 4.5m | 24 | 28s | 4,320 Charcoal, 2,880 Sulfur, 480 Metal Fragments | 2,880 |
| 3 | 13s | 9,000 Charcoal, 6,600 Sulfur, 600 Metal Fragments | 6,600 | |
| 3 | 13s | 9,000 Charcoal, 6,600 Sulfur, 600 Metal Fragments | 6,600 | |
| 5 | 25s | 9,750 Charcoal, 7,000 Sulfur, 500 Metal Fragments | 7,000 | |
| 8 | 18s | 10,800 Charcoal, 7,200 Sulfur, 800 Metal Fragments | 7,200 | |
| 24 | 26s | 24 40mm HE Grenade | - |
A large industrial furnace has no soft side, so these are its only numbers. Times are exact for melee and for anything fired: swings times swing delay, or shots times fire rate plus the reloads that forces. For a charge you place by hand it is one second per charge plus the fuse, and that one second is the only estimate here. Melee tool counts assume fresh tools, because repairing lowers a tool's maximum condition each time and that rate is not in the files we read. Vanilla server settings, contact range, no distance falloff.
Values read from the Rust dedicated server files, build 24613624.