The Detroit Post
Saturday, 16 October, 2021

Rust What To Build

Brent Mccoy
• Wednesday, 09 December, 2020
• 14 min read

In Rust, players can create their own structures to protect themselves from threats and store their loot. A Tool Cupboard can be set to bestow privilege on a player and their allies.

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Equip the Hammer, face the structure that you want to upgrade (it will be highlighted), and hold right click. Like upgrading structures, one needs a Hammer to repair building objects, as well as the necessary resources and tool cupboard access.

The hammer will then swing at the object, and repair damage at the cost of corresponding resources. Twig Tier components serve as a main foundation for a base's design and can be used to prototype its layout and features.

The costs associated with building a specific component can be viewed in the table to the left. Twig Tier components have 10 health and are extremely susceptible to all types of damage sources.

The Twig Tier components' purpose is not strictly relegated to just building bases. They can be used to build temporary defensive structures, often incorporated in base designs, such as destructible drawbridges platforms.

Similarly, they prove to be an essential, offensive element of raiding as they would allow one to construct raid towers and attach platforms to base walls to use as scaffolding, both of which aid in overcoming obstacles and heights. After the Twig Tier Dev blog 158 update, defenders are concentrating on two methods: building out from bases with closely packed High External Stone Walls and Metal Barricades, or using the fact that Twig cannot be built above Stairs.

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The first is expensive; the counter to the latter is to build a twig tower and then place Frames or Doors, then balance a Large Wood Box on top. Upgrade Cost Square Foundation 200 Triangle Foundation 100 Foundation Stairs 100 Square Floor 100 Triangle Floor 50 Wall 200 Half Wall 200 Low Wall 100 Doorway 140 Window 140 Wall Frame 100 Floor Frame 100 Stairs 200 Roof 200 Wood Tier components cannot be built directly, but rather require an existing Twig Tier component to be upgraded using a Hammer.

Upgrading to Wood Tier is mostly only useful in the Early Game, as it is relatively cost-effective and provides a degree of protection. Upgrade Cost Square Foundation 300 Triangle Foundation 150 Foundation Stairs 150 Square Floor 150 Triangle Floor 75 Wall 300 Half Wall 300 Low Wall 150 Doorway 210 Window 210 Wall Frame 150 Floor Frame 150 Stairs 300 Roof 300 Stone Tier components cannot be built directly, but rather require an existing Twig or Wood Tier component to be upgraded using a Hammer.

Stone Tier components have 500 health and are invulnerable to damage inflicted by fire, most tools and regular projectiles. Upgrading to Stone Tier remains a viable alternative for the entirety of the game, though, it is particularly useful during Early to Mid Game as the raw materials needed are relatively abundant and do not require any additional processing.

Upgrade Cost Square Foundation 200 Triangle Foundation 100 Foundation Stairs 200 Square Floor 100 Triangle Floor 50 Wall 200 Half Wall 200 Low Wall 100 Doorway 140 Window 140 Wall Frame 100 Floor Frame 100 Stairs 200 Roof 200 Sheet Tier components cannot be built directly, but rather require an existing Twig, Wood, or Stone Tier component to be upgraded using a Hammer. Most optimal and readily available option, in terms of cost/performance ratio, that a player can have access to.

It is recommended that you always upgrade Floor components as they will remain fully opaque, yet provide all the strength benefits of the Sheet Metal Tier. Armored Tier components have 2000 health and are extremely resistant all sources of damage, except explosives.

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Even though the Armored Tier provides the highest degree of protection, it is seldom used mainly due to its prohibitive upgrade cost. In comparison to Sheet Metal Tier components and in terms of explosive resistance, Armored Tier components are only 50% stronger, while being orders of magnitude costlier to produce and maintain.

Naturally, one would feel inclined to build a compact loot room and upgrade it to Armored for maximum protection. Arguably, the most efficient application of the Armored Tier is upgrading Floor tiles.

While still quite expensive, the cost to upgrade is halved or even quartered in comparison to regular components, such as Walls and Foundations. *TWIG UPDATE makes building on rocks physically pointless...

The Tool Cupboard authorizes players to build within 16 meters of any foundation that is attached to the base which it is placed in. Locks can be placed on doors, containers (storage boxes and vending machines) and the Tool Cupboard.

Stability is a reflection of a structure's endurance; the more stable, the less likely it is to fall apart, if it reaches zero, it will break instantly upon placement. A stability percentage is visible when mousing over a building object at melee range.


Stone, sheet metal, and armored tier foundations will take a bit longer (a few days). Here's a guide video that shows you the essentials of Base Building in Rust and a few additional things you might not know.

Other applications available (Not created by Face punch) that can assist in base designs, and other in-game features. Make sure that only completely trusted people have access and that it’s extremely hard to get to.

This zone extends 16 meters out from each outer building component such as a wall or foundation. You add resources to the tool cupboard, and the cupboard reports how many resources are required to avoid decay with 16 storage slots to hold building materials that are depleted over time.

Twig floors and ladders can be placed within building privilege zones without tool cupboard access. It assures that if someone chases you to your base or door camps you, they won't immediately have access to your loot.

There are currently 4 upgrade tiers in building: Wood, Stone, Sheet metal, and Armored. It can be shredded by fire and hatchets, and costs 100 to 200 wood depending on the building piece to upgrade.

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Easy and quick to upgrade to, but just having a wood base makes you a huge target. At a cost of only 100 to 200 metal fragments depending on the building piece to upgrade, it’ll make you look that much more menacing.

Not the best without reason, it costs 13 to 25 high quality metal depending on the building piece to upgrade to armored. Because of the steep high quality metal cost, these upgrades are rarely seen outside massive groups, and usually only at the very core of bases.

Wood walls can be beaten down to 11 health with a single hatchet from the soft side, then easily finished off with anything else. The hard side takes 3 hatchets hits to do 1 point of damage.

Armored can, albeit slower, also be picked down from the soft side with tools. While these numbers may seem ridiculous, if you have a group of 5 people all pickaxing through soft side walls and ceilings, they will make quick work of any base like annoying little termites.

Soft sides from left to right: Twig, wood, stone, sheet metal, armored At 200 health, wood doors can be taken down in less than a minute with a flamethrower, and nearly as quickly with Hokey pistols or shotguns using handmade shells.


While they can’t be burned down, only going up to 250 health means they only take a single C4 or 4 satchel charges to get blasted down. One of the most important, well-liked, incredibly hated, and hardest things to do in Rust is raiding.

Raiding mechanics are constantly being tweaked and balanced, as players push this game to its limits. Since its first open-source release in 2015, the Rust programming language has gained a lot of attention from the community.

It's also been voted the most loved programming language on's developer survey each year since 2016. Rust was designed by Mozilla and is considered a system programming language (like C or C++).

I am not a master of the language myself, but with this tutorial I'll try to give you a practical approach to some concepts to help you dig in deeper. To do so please follow the instructions you find on the getting started page of the official Rust website.

There, you will also find instructions to integrate the language with your favorite editor for a better experience. Cargo is the Rust package manager, and to JavaScript developers it'll feel like NPM or yarn.

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Our goal is to have our CLI accept two arguments: the first one which will be the action, and the second one which will be the item. We will start by reading the arguments the user inputs and printing them out.

Std::env::arms() is a function brought in from the env module of the standard library that returns the arguments that the program was started with. Since it's an iterator we can access the value stored at each position with the nth() function.

The Argument at position 0 is the program itself, which is why we start reading from the 1st element. Expect() is a method defined for the Option ENIM that will either return the value, or if not present will terminate the program immediately (Panic in Rust terms), returning the provided message.

As the programmer we have the responsibility of ensuring that we take the appropriate action in each case. For the time being, if the argument is not provided we will exit the program immediately.

We want to read the argument given by the user, update our to-do list, and store it somewhere for usage. To do so, we will implement our own type where we can define our methods to meets the business needs.

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This will let us use Yashmak directly without the need to type the full path each time. This will define our custom To-do type: a struct with a single field called “map”.

However, they differ from regular function in that are defined within the context of a struct and their first parameters is always self. We are going to define an imply (implementation) block below the newly added struct.

This function is pretty straightforward: it's simply taking a reference to the struct and a key, and inserting it into our map using Yashmak's built in insert method. Since with our function we are effectively changing our map by adding a new value, we need it to be declared as mutable.

In Rust terms this is referred to as a borrow, meaning that the function doesn't actually own this value, but it's merely pointing to the location where it's stored. With the previous hint about borrow and reference, it's now a good time to briefly talk about ownership.

Rust checks this rules at compile time, which means that you have to be explicit if and when you want a value to be freed in memory. You can read a more in-depth explanation about Ownership from Rust's official docs.


We will not dig too deep into the ins and outs of the ownership system. For example in the above insert method, we don't want to own map, as we still need it to store its data somewhere.

Since this is a demo app, we will adopt the simplest possible solution for long term storage: writing the map into a file to disk. Let's create a new method in our imply block.

This is an arbitrary decision so that the compiler would stop us if we were to accidentally try to update the map after we called save (as the memory of self would be freed). And it's a perfect example to show how you can use Rust's memory management to create stricter code that won't compile (which helps prevent human error during development).

Now if the action supplied is “add” we will insert that item into the file and store it for later use. We match the Result returned from the save function and print a message on screen for both cases.

You can find a full snippet of the code so far in this gist. Right now our program has a fundamental flaw: each time we “add” we are overwriting the map instead of updating it.

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This is because we create a new empty map every time we run the program. Once called, it will read the content of our file and give us back our To-do populated with the value previously stored.

Let's add the following code inside our imply block: We're using a more functional programming style for this one, mainly to showcase and introduce the fact that Rust supports many paradigms found in other languages such as iterators, closure, and lambda functions.

We are defining a new function that will return a Result that is either a To-do struct or an Io:Error. Reads all the bytes in the file and appends them into the content String.

Note: remember to add use std::Io::Read; at the top of the file along with the other use statements in order to use the read_to_string method. This is one of the occasions where the compiler has trouble inferring the type for us, so we declare it ourselves.

Map takes a closure and calls it on each element of the iterator. Collect::>() as described in the documentation is one of the most powerful methods in the standard library: it transforms an iterator into a relevant collection.

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Note: remember to add use std::STR::Frost; at the top of the file along with the other use statement in order to be able to use the from_str method. Lastly if we never encountered any errors we return our struct to the caller with Ok(To-do {map}).

You can find the full code written so far here in this gist. As in all To-do apps out there, we want to be able to not only add items, but to toggle them as well and mark them as completed.

To do so let's add a new method to our struct called “complete”. We can use the “complete” method similarly as we used insert before.

In main let's check that the action passed as an argument is “complete” by using an else if statement: If we detect that Some value has returned, we call to store the change permanently into our file.

As before, you can find a snapshot of the code written so far in this gist. It's time to try out the app we've developed locally in our terminal.

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Meaning that at the end of these commands we have one completed action (“make coffee”) and a pending one: “code rust “. We are going to take this opportunity to see how to install and use a package from the Rust open source community called crates.Io.

At the bottom you should see a field: simply add the following to the file: The next time, cargo will compile our program and will also download and include the new package along with our code.

No more but f binding for the file option, as we don't need to manually allocate the content into a String as before. It interferes with the return type of map and will attempt to convert our JSON into a compatible Yashmak.

This time we return a Box containing a Rust generic error implementation. To put it simply, a box is a pointer to an allocation in memory.

Finally, we let Serve do the heavy lifting and write our Yashmak as a JSON file (pretty printed). You can find the full code written so for in this gist.

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Before finishing up, I would like to share with you some additional tips and resources to help you move forward in your Rust journey: Rust FMT Is a very handy tool you can run to format your code following a consistent pattern.

If you like interacting via chat, Rust's Discord server has a very active and helpful community. You can find the source code of this article hosted on GitHub.

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