RUSTICK / BASE & ALERTS

Base & alerts

Plan switch commands and your alarm setup. Build a plan and calculate equipment here; in-game operation requires a separate Rust+ connection.

Setup without a game connection

This editor saves a plan in your browser. The test button runs a simulation without controlling the game. Chat commands require a separate connection; notifications are still in development.

1. Name the devices

Add the devices you want to connect. This is a plan list for now. Turret power and door control need separate switches.

2. Define a rule

What to turn on or off
Notifications

Your rules

Start with a preset above or add your own rule.

3. Test an example

See which actions a scenario would trigger. This is a simulation: no Rust commands or notifications are sent.

4. Prepare the items

Switches and alarms are already counted from the device list. One entry means one item, even if used by several rules.

Base equipment

Specify the number of turrets, controlled doors and sensors for your base. The !турели command alone does not define their quantity.

One tool connects the whole circuit. If you already have it, enter it in the “Already have” column.

Add a device, a preset rule or an item above to see the assembly list here.

This is a kit of selected items. Check that it contains enough equipment for your circuit. Add battery charging, building blocks, weapons and ammunition separately in the calculator. This list does not calculate total power or prove the circuit works.

Names, icons and recipes from the local Rust reference · build 25129251. Data on a specific server may differ.

Build step by step

Two separate PC Rust examples. Choose a build: equipment and placement first, then every wire and a manual check.

Circuits documented; in-game testing is still pending

Ports were checked against Facepunch and the local reference. These are our circuits for testing with a charged battery. They do not calculate the base's full electrical network, charging or autonomy.

One turret behind a garage doorSeparate opening and closing commands. Opening turns on the turret; closing the door does not cut its power.
Find the cause step by stepOnly for this RUSTICK build

The door does not open or close

Marks are made by the user. The site does not check the game state.

Matches: 0 of 5. Mismatches: 0. Not checked: 0.

Check 1 of 5

Prepare a safe manual check

Keep the battery cable disconnected initially. Turn off all three switches. Connect the remaining wires below, then connect the battery. Initial power may change the door position: test without ammunition first.

Expected result

The initial door position was checked manually; all three switches can be identified by their labels.

Note and report download

Ports: Facepunch snapshot 06 Sep 2026; RUSTICK guide 07 Sep 2026. In-game acceptance is pending.

Checks reset after reloading or choosing another layout, line or problem. Download the report to keep them. Collapsing the panel and changing the language keep your checks.

1. Prepare equipment

Smart Switch× 3
Door Controller× 1
Auto Turret× 1
Splitter× 2
Medium Rechargeable Battery× 1
Garage Door× 1
Wire Tool× 1

First you will review replacing the current draft. The saved plan stays unchanged until Save plan. Then enter equipment you already have and continue to crafting. These instructions describe the example, not your later edits.

The Garage Door needs Gears. Enter ready-made Gears in stock or explicitly choose base recipes: the recipe has variants, so a full raw-material total requires choosing conditions.

2. Place and configure

  1. Prepare the location

    You need a completed double doorway and room for a turret behind it. Install the garage door. The turret must face through the opening. Building blocks, lock, weapon and ammunition are not included in the kit below.

  2. Place and label the equipment

    Place both splitters near the battery. Label the three Smart Switches “Open door”, “Close door” and “Turret power” so they remain easy to identify when pairing Rust+ later.

  3. Prepare the controller

    Install the controller on the intended door and check its pairing. Facepunch describes automatic pairing on placement and code lock authorization requirements. Losing the tool cupboard can remove the pairing.

  4. Wire with the source disconnected

    Keep the battery cable disconnected initially. Turn off all three switches. Connect the remaining wires below, then connect the battery. Initial power may change the door position: test without ammunition first.

  5. Check in game

    The turret needs sufficient power at Power In (reference consumption: 10 rW); the controller needs 1 rW. Check turret authorization and the clear doorway. A switch state alone does not prove the door position.

3. Connect ports

English names match the port reference. Arrows always go from output to input. Connect the battery cable last.

  1. 1
    Charged batteryPower Output
    Power splitterPower In
  2. 2
    Power splitterPower Out 1
    Turret powerPower In
  3. 3
    Power splitterPower Out 2
    Door ControllerPower In
  4. 4
    Power splitterPower Out 3
    Signal splitterPower In
  5. 5
    Signal splitterPower Out 1
    Open doorPower In
  6. 6
    Signal splitterPower Out 2
    Close doorPower In
  7. 7
    Open doorPower Out
    Door ControllerOpen
  8. 8
    Close doorPower Out
    Door ControllerClose
  9. 9
    Turret powerPower Out
    TurretPower In

Leave the signal splitter's Power Out 3, the controller's Passthrough and the switches' Switch On / Switch Off unconnected. Extra consumers change power distribution.

4. Test manually in game

Initial state

All switches are off. Inspect the door: do not assume powering the circuit closed it.

Open

Turn off “Close door” → turn on “Open door” → turn on “Turret power”. The door should open; check turret power separately.

Close

Turn off “Open door” → turn on “Close door”. The door should close. The turret stays powered: this is how the current !закрыть template works.

After a power outage

Repeat the manual checks. This circuit does not guarantee closing when the battery runs out.

Opening this setup sends no in-game commands. Use the simulation to check rule logic, then check wiring and devices separately in Rust.

Sources and conditions

Ports and properties: local snapshot 06 Sep 2026, client item build 25129251. Main device pages and controller changes were reviewed 07 Sep 2026; this is not a comparison with the latest Steam build.

Presence sensor alarmA separate simple circuit: battery → HBHF sensor → Smart Alarm. A signal means a player was detected; it does not prove a raid.
Find the cause step by stepOnly for this RUSTICK build

HBHF does not produce the expected signal

Marks are made by the user. The site does not check the game state.

Matches: 0 of 4. Mismatches: 0. Not checked: 0.

Check 1 of 4

Separate source and power

Compare the chain with the standalone build. Check the battery charge and power at the final input.

Expected result

Signal and power use the listed ports. This does not calculate the entire base power grid.

Show exact connections: 1
  1. Charged batteryPower Output
    Presence sensorPower In
Note and report download

Ports: Facepunch snapshot 06 Sep 2026; RUSTICK guide 07 Sep 2026. In-game acceptance is pending.

Checks reset after reloading or choosing another layout, line or problem. Download the report to keep them. Collapsing the panel and changing the language keep your checks.

1. Prepare equipment

Smart Alarm× 1
HBHF Sensor× 1
Medium Rechargeable Battery× 1
Wire Tool× 1

First you will review replacing the current draft. The saved plan stays unchanged until Save plan. Then enter equipment you already have and continue to crafting. These instructions describe the example, not your later edits.

2. Place and configure

  1. Choose the monitored area

    Place the HBHF in the intended part of your base. The source describes a 10 m detection radius. Walk through the area to test coverage and obstacles in game; this is not an explosion detector.

  2. Build a separate circuit

    Use the kit's separate charged battery. Connect the sensor to the alarm, then connect the power source. This example does not share the turret circuit's battery.

  3. Check who the sensor detects

    Check the sensor's player detection settings and test with someone it should detect. Sensor authorization settings and Rust+ team membership are separate conditions.

  4. Prepare the alarm rule

    The draft includes a notification and planned call only when everyone is offline, with a 10-minute cooldown. A person is needed to test the sensor in game; the all-offline condition is checked separately using sample events on the site. Real delivery will be connected later.

3. Connect ports

English names match the port reference. Arrows always go from output to input. Connect the battery cable last.

  1. 1
    Charged batteryPower Output
    Presence sensorPower In
  2. 2
    Presence sensorPower Out
    Smart AlarmPower In

Leave the alarm's Power Out and the battery's Fully Charged unconnected. Continuous charging and battery runtime calculations are outside this example.

4. Test manually in game

Nobody detected

Check that the sensor output has no signal. Do not power the alarm while bypassing the sensor.

Player detected

Check the sensor's Power Out and the alarm's Power In. The source describes sensor output based on detected player count; the alarm consumes 1 rW.

Repeated alarm

The site's example skips duplicate events; a new event during the cooldown does not trigger another run. This checks rules and does not place a call.

Opening this setup sends no in-game commands. Use the simulation to check rule logic, then check wiring and devices separately in Rust.

Sources and conditions

Ports and properties: local snapshot 06 Sep 2026, client item build 25129251. Main device pages and controller changes were reviewed 07 Sep 2026; this is not a comparison with the latest Steam build.

Connection & notifications

The chat command handler is implemented. Controlling devices in game requires pairing the server and switches with Rust+. Signing in with Steam does not pair them. Browser pairing is not ready yet.

Telegram is the chosen alarm channel. Bot connection and message delivery are still in development. Legacy call templates remain compatible, but calls are not connected.

The command handler checks switch state, stops on errors and records execution history. Live pairing and in-game testing are still pending. A confirmed switch state does not prove that a turret fires or a door opens.

After the 06 Aug 2026 update, Rust+ no longer sends vending machine or event markers: Cargo, helicopters and the Traveling Vendor. These alerts are not promised here. Paired device control and team information are separate capabilities; RUSTICK is not connected to the game yet.

Sources reviewed again on 08 Sep 2026. A feature offered by another service is not necessarily connected in RUSTICK.