Untouched rates. Three man teams. A small map tuned so the frame rate holds where the fights are. Nothing in the store affects gameplay and it never will.
We do not run twelve half empty boxes. One NA server, sized so it actually feels full, wiped on the same schedule every week.

Community tab. Search BEAMS. Filter to NA and Vanilla if the list is long. Favourite us once and we sit in your Favourites tab every wipe after that.
Not until this one is consistently full, and probably not then either. Every network that splits its playerbase early ends up with two half empty servers instead of one that pops, and the players are the ones who pay for it.
If that ever changes you will hear it in Discord before you see it in the browser.
The schedule does not move for holidays, updates, or anything else. If it ever has to, you hear it here first and in advance.
The moment the last cargo ship leaves, the game rolls the delay for the next one and starts counting it down. That number exists, on this machine, right now. Facepunch just does not hand it out — no convar returns it, no console command prints it, no plugin hook fires on it. What follows is the honest state of it: the timers you can look up, the ones you cannot, and what the servers showing you a live countdown had to give up to get one.
Real convars behind every one of these. Identical on any unmodified server, this one included.
| Event | Timerstock values, not modified here | What it means |
|---|---|---|
| Cargo Ship | 50 min + 10 min | Fifty minutes of looting, then ten more sailing out. Three loot rounds, ten minutes apart, and it docks for eight minutes on the way. |
| Deep Sea | 3 hr window | Reopens no sooner than 90 minutes after it closes. Radiation floods it in the final 5 minutes. |
| Patrol Helicopter | 30 min | How long it patrols before leaving on its own. |
| Bradley APC | 60 min | Respawn after it dies. Launch Site only, and this one is not randomised. |
| Hackable crate | 15 min | One global timer, so it is identical on Oil Rig, Cargo and Chinook. Decays after 2 hours if nobody touches it. |
| Oil Rig crate | No timer | Re-arms once the rig is cleared and everyone has left. Scientists come back roughly every 24 minutes. |
The arrival time is decided and stored, but it lives on a private field of the event scheduler. The supported admin command reports minimum delay, maximum delay and last trigger — deliberately not the next one. That gives a window hours wide, not a countdown.
| Event | Readable? | What is actually out there |
|---|---|---|
| Cargo Ship | Not exposed | Community estimates run 2 to 4 hours and contradict each other. The most-repeated figure looks like it was copied off the helicopter’s by a guide that mixed the two up. |
| Patrol Helicopter | Not exposed | Usually quoted as 2 to 4 hours. Unsourced. |
| Chinook · CH47 | Not exposed | Occasionally quoted as 2 hours. The careful guides decline to give a figure at all. |
| Airdrop | Not exposed | Quoted anywhere from 1 to 2 hours. The old player-count trigger, airdrop.min_players, no longer exists in the game. |
If you have seen a server show you next cargo in 43:12 and be right about it, that server is running a plugin that switched Facepunch’s scheduler off and replaced it with its own. The countdown is exact because the plugin picked the number. Vanilla event randomness is gone, and the admin now sets how often everything spawns.
That is a real trade and it is a defensible one — it is just not one we are making for the sake of a clock. Events here arrive when the game decides, which is the whole point of running stock.
The other thing you have probably seen is a HUD panel that lights up while cargo is on the map. That is a live indicator, not a countdown, and it is a different feature wearing similar clothes.
Deep Sea is the exception, and it is native. Facepunch built the timer for this one: a countdown drawn on your map over the Deep Sea marker, toast warnings as the storm rolls in, and a radiation ramp in the last five minutes. No plugin, nothing added by us. It is running here already.
Nothing you leave down there survives the close. Get out on the first warning, not the last one.
Everything that affects how the game plays is stock. The only things we touched make it run better or keep the map clean.
The server side is done and documented above. This is the client side. Everything here was checked against the live Rust build in August 2026, because most of what is written about Rust FPS online is describing a settings menu that no longer exists.
Facepunch has been rebuilding the graphics options since early 2025. These settings no longer exist. If a guide tells you to change one of them, it was written for an older game and you should not trust the rest of it either.
| Setting people still recommend | Status | Replaced by |
|---|---|---|
| graphics.quality | Removed Mar 2025 | Nothing. There is no master quality preset any more. |
| graphics.shaderlod | Removed Aug 2026 | Nothing. “Shader Level 350” advice is dead. |
| graphics.shadowquality | Removed Feb 2026 | graphicssettings.shadowqualitypreset |
| graphics.shadowdistance | Removed Mar 2025 | graphicssettings.shadowdistance |
| graphics.shadowcascades | Removed Mar 2025 | graphicssettings.numshadowcascades |
| grass.on | Never existed | You cannot turn grass off. Facepunch blocks it on purpose. |
| gfx.ssaa / gfx.bloom / gfx.shafts | Never existed | effects.* |
| -high / -malloc=system / -maxMem | Not real | Source engine flags. Rust is Unity. They do nothing. |
perf 2Shows FPS and frametime. Rust is CPU limited for most people at 1080p, which means dropping your resolution or render scale buys you a blurry game and nothing else. If your GPU is sitting at 50 percent while one CPU core is pinned, that is your answer.
client.benchmarkBuilt in benchmark. Run it from the main menu, not while connected. Almost nobody knows this exists.
Change one setting at a time and re-run it. Two settings at once and you learn nothing.
Rust accumulates memory over a session. This clears it without a restart. Paste it in the F1 console once, then press P whenever it starts hitching mid wipe.
input.bind p gc.collect;gc.unload;\
effects.clearallgibs;decal.cleargc.unload is the one most guides miss. It frees VRAM as well as RAM, which is what you actually want after three hours on a full server.
Save your settings so they survive a restart:
global.writecfgSet these in the console, then run global.writecfg. If you change a preset in the menu afterwards it will overwrite individual values, so do the menu first and the console second.
| Setting | Potato 1050 Ti, 4 core, 8–12GB |
Mid 3060 / 6600, 16GB |
High, wants frames 4070+, 32GB |
|---|---|---|---|
| Shadows — the biggest single lever | |||
| graphicssettings.shadowqualitypreset | 0 | 1 | 1–2 |
| graphicssettings.numshadowcascades | 1 | 2 | 2 |
| graphicssettings.shadowdistance | 50 | 80–120 | 150 |
| graphicssettings.shadowmapresolution | 0 | 1 | 2 |
| graphics.shadowmode | 1 | 2 | 2 |
| graphics.contactshadows | false | false | false |
| graphics.impostorshadows | false | false | false |
| World | |||
| graphics.volumetric_clouds on by default | 0 | 0 | 0–1 |
| graphics.drawdistance | 1200 | 1500–1800 | 2000 |
| graphics.lodbias | 0.7 | 1.0 | 1.0 |
| mesh.quality | 50 | 100 | 150 |
| tree.quality | 50 | 100 | 150 |
| tree.meshes | 30 | 70 | 100 |
| terrain.quality | 50 | 100 | 100 |
| grass.quality | 25 | 50 | 100 |
| grass.distance | 50 | 75 | 100 |
| grass.displacement keep on | true | true | true |
| decor.quality | 0 | 50 | 100 |
| particle.quality | 0 | 25 | 50 |
| water.quality | 0 | 0–1 | 1 |
| water.reflections | 0 | 0 | 0–1 |
| graphics.waves | false | true | true |
| graphics.parallax | 0 | 0 | 0 |
| Effects — turn nearly all of it off | |||
| effects.maxgibs raid killer | 0 | 0 | 0 |
| effects.ao | false | false | false |
| effects.bloom / lensdirt / motionblur / shafts | false | false | false |
| graphics.dof | false | false | false |
| effects.creationeffects | false | false | false |
| effects.otherplayerslightflares | false | false | false |
| effects.sharpen keep on | true | true | true |
| effects.antialiasing | 1 FXAA | 2 SMAA | 3 TSSAA |
| graphics.af basically free | 4 | 8 | 8–16 |
| Latency and upscaling | |||
| graphics.reflexmode | 2 | 2 | 2 |
| graphics.dlss RTX only | -1 | 3 | 3 |
| graphics.vsync | 0 | 0 | 0 |
| fps.limit | 60 | 144 | 165–240 |
| culling.toggle keep on | true | true | true |
| graphicssettings.particleraycastbudget | 64 | 256 | 1024 |
| graphicssettings.pixellightcount | 2 | 4 | 8 |
| shadowcaching.enabled new, test it | try | try | try |
Settings that look harmless and cost the most frames.
Settings people crush for no reason, at real cost to what they can see.
Two of them work. Everything else you have been told to paste in here is a Source engine flag that Rust silently ignores.
-window-mode exclusive -nologThat is the whole list. -high, -maxMem, -malloc=system and -cpuCount are Source engine conventions. Rust is Unity and does not read them. -force-vulkan is a real Unity flag, but Rust ships DirectX shaders, so at best it does nothing and at worst it breaks your rendering.
Rust has DLSS, DLAA and Reflex. It does not have FSR, XeSS, or frame generation. If you are on AMD or Intel your only in game lever is render scale.
Rust is CPU and memory bound long before it is GPU bound. In order:
We do not embed these, so nothing here loads a tracker. They open on YouTube.
Worth saying plainly: none of these are properly benchmarked. They are creator walkthroughs with eyeballed numbers, which is the best that currently exists for Rust. That is exactly why client.benchmark matters. Measure your own machine.
No kits. No items. No resources. No gather bonuses. No skins. That is not a policy we are grudgingly following, it is the entire reason this server exists. If you could pay to win here it would be a different server and you would not want to play on it.
That is the whole list and it is not going to grow. Neither one is a subscription. They run out after 30 days and nothing rebills.
Open the store Full store details
Facepunch’s rules are wider than this list. Community servers are allowed to sell cosmetics, run their own currency, even charge for access outright. What is not allowed is selling anything that changes how the game plays, and servers do get delisted for it.
Plenty of servers sell that stuff anyway and move to the Modded tab, or gamble that nobody reports them. We are not doing either.
So the list is short by choice, not because the rulebook forced it down to two. Queue skip and a coloured name are the only things we could think of that we would still be comfortable selling if you could read the whole config, which you can, above.
Hosting, the domain, and eventually a second admin so there is someone awake when you are. That is the cost base. It is not a business, it is a server that needs to not lose money.
If it ever makes more than it costs, that goes into better hardware, which you will notice, because that is the only thing on this server that money can actually improve.
Delivery is automatic. The command runs on the server within about a minute of payment clearing. Join the server once before you buy so we can find your account.
If you buy something and the server has a bad wipe, ask for a refund. You will get one. Chargebacks cost us a lot more than refunds do, so there is no reason for either of us to go that route.
Short enough that you will actually read them, and every one is something we can act on. Rules 3 to 6 and 9 to 11 are permanent on the first offence. Everything else gets a warning first. The same fifteen are posted in Discord and summarised in game with /rules.
The whole thing in six lines, if that is all you want:
Trio max. No teaming past three.
No cheating. Permanent, first offence.
No exploits. Report them instead.
No slurs, harassment or scamming.
Don't block monuments, roads, or rivers.
Everything else is Rust. Play it.This list matters as much as the one above. These are the things we have decided not to police, so you do not have to wonder.
| Rule | First | Second |
|---|---|---|
| 1 · Trio max | Broken up, warned | Ban, all of them |
| 2 · Teaming past trio | Broken up, warned | Ban, all of them |
| 3 · Cheating | Permanent | n/a |
| 4 · Exploiting | Permanent, base removed | n/a |
| 5 · Cheat advertising | Permanent | n/a |
| 6 · Ban evasion | Permanent, both accounts | n/a |
| 7 · Alt accounts | Warned, alt banned | Both banned |
| 8 · Blocking the map | Removed, warned | Removed, ban |
| 9 · Slurs or hate speech | Permanent | n/a |
| 10 · Harassment or threats | Permanent | n/a |
| 11 · Scamming | Permanent | n/a |
| 12 · Advertising | Kick | Ban |
| 13 · Impersonating staff | Kick | Permanent |
| 14 · English in global | Warning | Kick |
| 15 · Chargebacks | Permanent | n/a |
We do not issue timed bans on the game server, because we would have to remember to lift them and we would eventually forget. Discord timeouts are a separate thing and they do get used. A ban here is either a warning that did not work or it is permanent.
Nothing gets handled in DMs. Tickets get seen by the whole team, DMs get lost.
| What happened | Where it goes | Response |
|---|---|---|
| Cheater | Press F7 in game, then file a report. F7 notifies us and EAC. | Same day |
| Teaming past trio | Report form, with clips. Names alone are not enough. | Same day |
| Scam or trade dispute | Report form, with screenshots of the agreement | 2 days |
| Store or purchase issue | Store ticket in Discord | 3 days |
| Ban appeal | Appeal form, one per ban. Permanent bans: 30 days before you can appeal. Cheating: 90 days. | 7 days |
| Staff misconduct | Admin conduct form. Staff cannot see it. | 3 days |
| Anything else | General ticket in Discord | Same day |

Wipe pings, the next map seed posted Wednesday night, LFG threads for filling a trio, and somewhere to put your clips.
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