The RUST Electricity Guide (2024)

Learn the basics of RUST electricity and its components

This RUST Electricity Guide provides a general overview of the electricity system. It will teach you about each of the electrical components and help you to create working and efficient electric-powered systems that will evolve your base designs. Go from primitive stone shacks to advanced modern and automated military-grade facilities.

The electricity system plays a significant role in the mid to endgame in RUST. It’s worth the while to invest some time learning the basics. For many players, the RUST electricity system is very intimidating. If all of the electrical stuff seems confusing, don’t worry!

Even though there are many different devices and circuits to be fashioned, in the end, it’s not that difficult once you get the hang of it. There are also communities built around this very topic.

This RUST electricity guide is useful for both those people who are new to the scene and veteran electricians who just don’t know how a specific device works. The best way to learn things is to hop on a creative server and start experimenting yourself.

Let’s get started with the basics of the RUST electricity system.

These are the items you need to get in order to start creating circuits and edit the properties of your components.

Wire Tool

The Wire Tool is the most essential tool for doing anything electricity-related.

This is the tool you will use to add and remove wires as well as to configure certain components and set values. The wire tool costs 5 high quality metal to craft and requires workbench level 1 but doesn’t need to be researched, as it’s a default blueprint. The wire tool can connect a wire up to 30 meters away with a cap of 16 turns.

Using the Wire Tool

Components have certain spots you can connect a wire to that each has its own function or purpose. These can be found in the component details.

Here, we will use an electrical branch as an example. In the picture, you can see the wire tool pointed at the “Power In” spot.

The RUST Electricity Guide (1)

By right-clicking, you can connect the component to another one by left-clicking at the part you want to connect, and left-clicking again at the part you want it to connect to.

In the image below is a root combiner connected to an electrical branch. You can remove any connected wires by left-clicking one of the spots it is connected to.

The RUST Electricity Guide (2)

You can only connect wires to places where they can be connected to. For example, you cannot put a wire from a component’s “Power In” port to another “Power In” port. The wire tool will highlight the ports you can connect the wire to as white blocks that will turn yellow when pointed at.

Hammer Tool

The Hammer Tool probably doesn’t require that much introduction, but it still has its use in electricity. Most of the electrical components can be picked up by using a hammer, but they will lose 25% of their HP in the process. You can also fix most electrical devices by hammering them and having the needed resources in your inventory.

Power generation, usage, and control

The electrical components in RUST can be divided into four main groups.

1. Power generators

These components are used to generate and/or store electrical power.

  • Wind Turbine
  • Large Solar Panel
  • Small Rechargeable Battery
  • Medium Rechargeable Battery
  • Large Rechargeable Battery
  • Small Generator

2. Activators, sensors, and triggers

The main purpose of these components is to activate and/or detect something which leads to the activation of the circuit.

  • HBHF Sensor
  • Pressure Pad
  • Laser Detector
  • Switch
  • Timer
  • RF Transmitter
  • Button
  • Smart Switch

3. Control units

This group of components consists of devices that are used to either control, connect, divide or cut your circuits. The main feature that connects each component is that most of them cannot work alone. They need a trigger such as a signal to operate. This isn’t true in all cases though.

  • AND Switch
  • Counter (also belongs to the section below, as it can also be used as an informational device.)
  • Blocker
  • Electrical Branch
  • Root Combiner
  • Memory Cell
  • RAND Switch
  • OR Switch
  • Splitter
  • XOR Switch
  • RF Broadcaster
  • RF Receiver

4. Electrical devices

These are the components at the end of the circuit that is controlled by everything listed above and actually show the end results of your system.

  • Ceiling Light
  • Electric Heater
  • Audio Alarm
  • Counter (see the list above)
  • Door Controller
  • Flasher Light
  • Siren Light
  • RF Pager
  • Auto Turret
  • SAM Site
  • Tesla Coil
  • Igniter
  • CCTV Camera
  • Computer Station
  • Fluid Switch & Pump
  • Water Pump
  • Powered Water Purifier
  • Smart Alarm

Power generation and usage

There aren’t any volts, amperes, or watts in RUST, but the power values are simply labeled as ϟ. We will use the same symbol in this guide, so it won’t get confusing.

The RUST Electricity Guide (3)

Every component has its own power value. Power generators generate and other components use a certain amount of power.

Simply told, you can’t use more power than you are generating. For example, a solar panel can have a maximum output of 20 ϟ and a ceiling light uses 2 ϟ. You can connect as many lamps as you want, but only 10 of them will produce light as there isn’t enough power for more.

The RUST Electricity Guide (4)
The RUST Electricity Guide (5)

In the pictures above, there are 11 lights connected to a single large solar panel. You can see how the power coming from the 9th light is 2 ϟ but the passthrough from the 10th light is 0 ϟ. That’s because each light in the circuit decreases the total power amount by 2 ϟ and at the end, there isn’t any power left for the 11th light.

Remember that most components have their own power consumption, so be sure to take that into account when setting up your electrical system. Things like switches that act as a passthrough shouldn’t.

Batteries

There are three types of batteries in RUST; small, medium, and large. each one behaves the same way, the only differences are output power and capacity.

Batteries in RUST use a special type of unit called rWm (rust Watt minutes) to measure the charge of a battery. In practice, the battery can power a system that uses up to 60 ϟ for one minute. The higher the power consumption, the faster the battery will drain. Batteries can now also be charged while in use. When looking at a battery with the wire tool in hand, you can see the following information:

  • Charge left – This shows the time until the battery is completely drained. If the battery is not under load, the amount will be shown as … instead. The charge left counter also doesn’t consider if the battery is being recharged simultaneously.
  • Active usage – This shows how much load the battery is under. Each battery has a limit that can’t be exceeded.
  • Max output – Shows the maximum amount of power the battery can supply.
  • Capacity – Shows the amount of charge left in the battery (in rWm).

RUST special frequencies

Radio frequencies between 4760 and 4790 MHz

These are frequencies that can not be sent out by players using any of the tools provided in-game. At the moment, only the two oil rigs and the excavator can send out these signals.

Small Oil Rig radio frequency

The frequency in the small rig is located in the red keycard room. The frequency for the small oil rig is always 4765. The signal corresponding to the frequency is sent out when the hackable crate is opened.

The RUST Electricity Guide (6)

Large Oil Rig radio frequency

The frequency in the large oil rig is located in the room next to the one with the research table. The frequency for the large oil rig is 4768. The signal corresponding to the frequency is sent out when the hackable crate is opened.

The RUST Electricity Guide (7)

Excavator radio frequency

The frequency in the excavator is located in the engine room where the diesel storage and main switch are. The frequency is 4777. When the excavator is on, the RF Broadcaster inside will send a signal.

The RUST Electricity Guide (8)

RUST CCTV camera systems & monument IDs

In order to use CCTV Camera systems, players need a computer station to make use of the CCTV cameras placed around the map at various monuments and for those they place themselves. Player-placed cameras will require a power source, whereas monument-specific cameras do not require power.

To add a CCTV camera to your computer station, click theIdentifier to Addbar, type the case sensitive ID for the camera and then click the ADD button.

When using the computer station, players will see a live image feed as well as hear the sounds from the camera’s general vicinity.

For a complete and updated list of CCTV Codes, check our CCTV Camera Codes Guide, which will also explain in detail how to set up and use this system.

We touch upon this in the electrical component section, look below for the CCTV Camera and Computer Station components.

RUST+ mobile app

The RUST+ mobile appwas introduced in the June 2020 update, which can be used for various different purposes. However, this guide is about electricity, so I will only cover the necessary stuff. For a more in-depth look, you can dive into our RUST+ Companion App Guide.

How does it work? Players can pair the app with a RUST server by logging in through Steam. Once the application has been authenticated, you will need to connect to a RUST server on your PC and click the ‘Rust+’ button inside the mobile app’s menu and select ‘pair with server’ after that.

After you have paired the app with the RUST server, you can pair certain electrical devices with it. The following components can be configured to work with the app:

  • Smart Alarm
  • Smart Switch
  • Storage Monitor

To pair a device, simply point at the device and hold down the E key. Be aware that pairing requires the device to be powered. That will send a notification on your phone which will then need to be accepted.

RUST electrical components

The RUST Electricity Guide (9)

In this section, we cover all of the RUST electrical components and explain their functions in detail. You will find miscellaneous information such as crafting information, loot tables, power consumption, power generation, and other useful data to help you better master the RUST electricity system.

Acquiring electrical components in RUST

All of the electrical components can be looted from containers listed in their respective sections. Some can also be bought from NPC vendors and some electrical components are part of DLC packs.

We previously included the specific chances of the items appearing in certain containers, but because they continuously change, we decided it’d be easier to demonstrate the rarity of the items with symbols.

Chances of items appearing in a container

  • Low chance: 🔸 (< 5 %)
  • Medium chance: 🔷 (5 % – 30 %)
  • High chance: 💠 (> 30 %)

Most of the components appear rarely in containers (most around 1-2 %), but components dropped by oil rig scientists are even rarer, with most components having a drop rate of around 0.1 %. Both regular and heavy oil rig scientists have the same drop rates, so I didn’t feel the need to specifically include both of them.

Using workbench Tech Trees

As of the tech tree update, the ultimately easiest and most cost-effective way of acquiring blueprints for electrical components is through the tech tree, which can be accessed from a workbench of the respective tier.

Computer Station

Crafting5 High Quality Metal
1 Targeting Computer
1 RF Broadcaster
1 RF Receiver
Workbench Tier2
Power Consumption
Research Cost75 Scrap
Acquired FromLocked Crate 🔸
Elite Tier Crate 🔸
Military Crate 🔸
Oil Rig Scientist 🔸
Heavy Scientist 🔸
Scientist Outpost (300 Scrap)
The RUST Electricity Guide (10)

Details

The Computer Station is a small table used to monitor powered CCTV cameras. Check theCamera systems and monument camera IDssection for more information about how to set up a camera system. The computer station currently does not require any power input in order to function.

Electrical Ports

  • This device doesn’t have any ports.

Smart Alarm

Crafting3 High Quality Metal
1 Tech Trash
Workbench Tier1
Power Consumption1 ϟ
Research Cost75 Scrap
Acquired FromLocked Crate 🔸
Elite Tier Crate 🔸
Military Crate 🔸
Oil Rig Scientist 🔸
Crate 🔸
The RUST Electricity Guide (11)

Details

The Smart Alarm is a device that sends a notification to your Rust+ app upon receiving power if paired with it. The message can be customized by looking at the smart alarm and pressing the E key.

Electrical Ports

  • Power In – This is where the power source is connected. The alarm is sent when this port receives power.

CCTV Camera

Crafting
Workbench Tier
Power Consumption5 ϟ
Research Cost
Acquired FromAPC Crate 💠
Locked Crate 🔷
Elite Tier Crate 🔷
Military Crate 🔸
Helicopter Crate 🔸
Tool Box 🔸
Oil Rig Scientist 🔸
Sunken Crate 🔸
Heavy Scientist 🔸
The RUST Electricity Guide (12)

Details

The CCTV Camera is anun-craftableelectrical camera that’s also used as a crafting component for various items. You can set a custom ID to the CCTV camera, with the default being COBALT1. You can then access the camera feed from theComputer Stationif the camera is receiving at least 5 ϟ.

Please check thecamera systemspage for additional info on how to use them.

Electrical Ports

  • Power In – This is where the power source is connected.

Ceiling Light

Crafting50 Metal Fragments
Workbench Tier1
Power Consumption2 ϟ
Research Cost20 Scrap
Acquired FromSunken Chest 🔸
Oil Rig Scientist 🔸
Crate 🔸
Bandit Camp (15 Scrap)
The RUST Electricity Guide (13)

Details

The Ceiling Light is a very basic lamp that produces a mediocre amount of light. It can only be placed to a ceiling.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Passthrough – You can connect other components that come after your light. For example, you can combine multiple lights in a row using this.

Flasher Light

Crafting120 Metal Fragments
Workbench Tier1
Power Consumption1 ϟ
Research Cost20 Scrap
Acquired FromSunken Chest 🔸
Oil Rig Scientist 🔸
Crate 🔸
The RUST Electricity Guide (14)

Details

The Flasher Light is a small, blue light that flashes in cycles. It is used as more of a signal indicator than as a light source.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Passthrough – You can connect other components that come after your light. For example, you can combine multiple lights in a row using this.

Siren Light

Crafting120 Metal Fragments
Workbench Tier1
Power Consumption1 ϟ
Research Cost20 Scrap
Acquired FromSunken Chest 🔸
Oil Rig Scientist 🔸
Crate 🔸
The RUST Electricity Guide (15)

Details

The Siren Light is a red spinning light that is usually used for alarm systems.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Passthrough – You can connect other components that come after your light. For example, you can combine multiple lights in a row using this.

Search Light

Crafting500 Wood
200 Metal Fragments
Workbench Tier2
Power Consumption10 ϟ
Research Cost75 Scrap
Acquired FromLocked Crate 🔸
Elite Tier Crate 🔸
Military Crate 🔸
Heavy Scientist 🔸
Crate 🔸
Oil Rig Scientist 🔸
The RUST Electricity Guide (16)

Details

The Search Light is a large spotlight made from a barrel. It has a great range and is very bright. The direction can be changed by pressing the E key and moving your mouse. The light will face the direction of the center of your screen.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Passthrough – You can use this port to chain multiple components without the need for branches or splitters.

Igniter

Crafting75 Metal Fragments
Workbench Tier
Power Consumption2 ϟ
Research Cost20 Scrap
Acquired FromPrimitive crate 🔷
Barrel 🔸
Crate 🔸
The RUST Electricity Guide (17)

Details

The Igniter is a device that upon receiving power will turn on all furnaces, campfires and fireworks on a one foundation range.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Passthrough – You can use this port to chain multiple components without the need for branches or splitters.

Storage Monitor

Crafting3 High Quality Metal
1 Tech Trash
Workbench Tier2
Power Consumption1 ϟ
Research Cost75 Scrap
Acquired FromOil Rig Locked Crate 🔸
Locked Crate 🔸
Elite Tier Crate 🔸
Military Crate 🔸
Oil Rig Scientist 🔸
Heavy Scientist 🔸
Scientist Outpost (75 Scrap)
The RUST Electricity Guide (18)

Details

The Storage Monitor is a device used to monitor your storage utilities. It can be put on large boxes, vending machines and tool cupboards. The storage monitor can be used through the Rust+ mobile app.

Electrical Ports

  • Power In – This is where the power source is connected.

Electric Heater

Crafting200 Metal Fragments
Workbench Tier1
Power Consumption3 ϟ
Research Cost20 Scrap
Acquired FromSunken Chest 🔸
Crate 🔸
Oil Rig Scientist 🔸
Scientist Outpost (75 Scrap)
The RUST Electricity Guide (19)

Details

The Electrical Heater is an electricity-powered device used for heating up bases or areas on a fixed radius. It’s extremely useful when living in the snow biome, as the heater will negate the coldness of the night. It can also be used to provide heat for plants.

Electrical Ports

  • Power In – This is where the power source is connected.

Elevator

Crafting3 High Quality Metal
200 Metal Fragments
1 Gear
Workbench Tier2
Power Consumption5 ϟ
Research Cost125 Scrap
Acquired FromLocked Crate 🔸
Oil Rig Locked Crate 🔸
Elite Tier Crate 🔸
Military Crate 🔸
Oil Rig Scientist 🔸
Heavy Scientist 🔸
Scientist Outpost (250 Scrap)
The RUST Electricity Guide (20)

Details

The Elevator is, well, an elevator. It can be placed on a foundation to allow vertical transportation. You can stack multiple elevator blocks on top of each other to make it go higher. The elevator does not require walls or wall frames in addition to the foundation. The elevator can be controlled through the buttons inside or via electricity. The amount of power required is always 5 ϟ regardless of the amount of elevator blocks used.

Check out our guide for more information on how to use and set up elevators in RUST.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Call Elevator – When this port receives power, the elevator will move to the specific floor. Each block has two ports, from whichever can be used.

Reactive Target

Crafting100 Wood
150 metal Fragments
1 Gear
Workbench Tier1
Power Consumption1 ϟ
Research Cost20 Scrap
Acquired FromSunken Chest 🔸
Oil Rig Scientist 🔸
Crate 🔸
The RUST Electricity Guide (21)

Details

The Reactive Target is a small colored circle used for shooting practice. After the target receives enough damage, it will fall down and reset after a few seconds. It can also be reset manually by pressing the E key or with electricity. The reactive target has 250 health points, so it needs to be repaired every once in a while.

Electrical Ports

  • Power In – This is where the power source is connected. I’m currently unsure about what this port is for, as the target can be reset or lowered with electricity without this port receiving any power.
  • Reset – When this port receives power, the target is raised back up if lowered.
  • Lower – Turns port lowers the target upon receiving power.

Modular Car Lift

Crafting200 Metal Fragments
5 High Quality Metal
1 Gear
Workbench Tier2
Power Consumption5 ϟ
Research Cost125 Scrap
Acquired FromOil Rig Locked Crate 🔸
Locked Crate 🔸
Elite Tier Crate 🔸
Military Crate 🔸
Oil Rig Scientist 🔸
Heavy Scientist 🔸
Scientist Outpost (150 Scrap)
The RUST Electricity Guide (22)

Details

The Modular Car Lift is a device used to modify and repair cars. When the lift receives power, just drive a car on top of it and get out of the car for the lift to automatically raise it up. When lifted, you can access the car parts from the yellow control panel. This guide won’t cover things like how to configure and use cars though, so you will need to do your own research.

Electrical Ports

  • Power In – This is where the power source is connected.

Tesla Coil

Crafting3 High Quality Metal
1 Tech Trash
Workbench Tier1
Power Consumption1 – 34 ϟ
Research Cost20 Scrap
Acquired FromLocked Crate 🔸
Elite Tier Crate 🔸
Military Crate 🔸
Sunken Chest 🔸
Crate 🔸
Oil Rig Scientist 🔸
Outpost (75 Scrap)
The RUST Electricity Guide (23)

Details

The Tesla Coil is a trap powered by electricity. When powered, it will cause damage to players in a 1 foundation radius around it. It does not damage players behind walls.

The damage is done in ‘ticks’ and one tick is around 0.25 seconds. The damage output is between 0.5 damage per tick at 1 ϟ and 8.7 damage per tick at 34 ϟ. Higher than 34 ϟ does not add any damage, but you can stack multiple tesla coils for higher damage per second. The tesla coil has 250 health points and takes 1 damage per tick when turned on meaning it will break after long use if not repaired. The tesla coil can be repaired with a hammer and some HQM.

For more information, check out our guide on setting up a Tesla Coil.

Electrical Ports

  • Power In – This is where the power source is connected. Damage is scaled to power received (1 ϟ – 34 ϟ)

Auto Turret

Crafting1Targeting Computer
1 CCTV Camera
10 High Quality Metal
Workbench Tier2
Power Consumption10 ϟ
Research Cost500 Scrap
Acquired FromLocked Crate 🔸
Elite Tier Crate 🔸
Military Crate 🔸
Oil Rig Scientist 🔸
Outpost (400 scrap)
The RUST Electricity Guide (24)

Details

The Auto Turret is a trap that will automatically shoot all unauthorized players. If set to peacekeeper mode, the turret will only shoot at players who attack others. To make a turret work, you need to put a gun inside it. Currently, it accepts any gun except weapons that use arrows, grenade launchers, rocket launchers, or flamethrowers. You can also put attachments such as a weapon flashlight and muzzle brake to the guns.

For more information, check out our guide on setting up auto turrets.

Electrical Ports

  • Power In – This is where the power source is connected. The turret requires at least 10 ϟ to run.
  • No Ammo – This port will send a 1 ϟ signal when the turret is empty and there is no ammo.
  • Low Ammo – This port will send a 1 ϟ signal when there is 50 or less ammo inside the turret.
  • Has Target – This port will send a 1 ϟ signal when the turret is targeting someone.

SAM Site

Crafting
Workbench Tier
Power Consumption25 ϟ
Research Cost
Acquired FromScientist Outpost (500 Scrap)
The RUST Electricity Guide (25)

Details

The SAM Site is a quite large structure that is used for defending your base from player-controlled helicopters. Be careful though, as the SAM site will target every helicopter, including yours. It also requires SAM ammo, which can be bought from the Outpost monument for 75 scrap and researched for another 75. They require a tier 2 workbench to craft.

It’s usually wise to create a switch or some sort of system to turn off the site if you want to land a copter on your base. The SAM site will not target NPC vehicles such as the patrol helicopter.

Electrical Ports

  • Power In – This is where the power source is connected. The SAM site is currently the most power-hungry device in the game, requiring 25 ϟ to work.

Door Controller

Crafting75 Metal Fragments
Workbench Tier1
Power Consumption1 ϟ
Research Cost75 Scrap
Acquired FromSunken Chest 🔸
Oil Rig Scientist 🔸
Crate 🔸
The RUST Electricity Guide (26)

Details

The Door Controller is a device that opens or closes your door depending on if it’s receiving power or not. Has to be placed on a door frame. It is possible to control external gates by a door controller if it’s placed on a wall that’s in contact with the gate itself. A ladder hatch can be controlled if the controller is placed on the side of the wall frame.

If the conditions are met, you can pair the door controller to a door by pressing the E key.

Note that the door has to be unlocked for you to be able to pair the door controller.

Electrical Ports

  • Power In – This is where the power source is connected. If the controller receives power, the door will open and stay so until the flow of electricity stops.

Audio Alarm

Crafting75 Metal Fragments
Workbench Tier1
Power Consumption1 ϟ
Research Cost20 Scrap
Acquired FromSunken Chest 🔸
Oil Rig Scientist 🔸
Crate 🔸
The RUST Electricity Guide (27)

Details

The Audio Alarm is a speaker-looking device that emits a beeping sound when receiving power.

Electrical Ports

  • Power In – This is where the power source is connected.

Water Pump

Crafting250 Wood
200 Metal Fragments
1 Gear
Workbench Tier2
Power Consumption5 ϟ
Research Cost75 Scrap
Acquired FromLocked Crate 🔸
Elite Tier Crate 🔸
Military Crate 🔸
Oil Rig Scientist 🔸
Scientist Outpost (200 Scrap)
The RUST Electricity Guide (28)

Details

The Water Pump is a machine used to collect water from the ocean and lakes that are large enough. The pump must be placed at the correct depth. The pump seems to collect water roughly 150 ml/min. The amount of water collected is not affected by the amount of power given to the machine. It can also store a maximum of 2 000 ml of water. Ideally, it should be connected to a water container because the machine itself has a very low amount of space for water.

Electrical Ports

  • Power In – This is where the power source is connected.

Fluid Ports

  • Water Output – This is where the water will come out.

Powered Water Purifier

Crafting100 Wood
300 Metal Fragments
20 Cloth
Workbench Tier2
Power Consumption5 ϟ
Research Cost75 Scrap
Acquired FromLocked Crate 🔸
Elite Tier Crate 🔸
Military Crate 🔸
Oil Rig Scientist 🔸
Scientist Outpost (200 Scrap)
The RUST Electricity Guide (29)

Details

The Powered Water Purifier is an electricity-powered, more efficient version of the traditional water purifier. It is used to purify salt water, turning it into regular, drinkable water. It can purify water at a speed of about 1800 ml/min. Both of the barrels (salt water and purified water) can hold up to 5 000 ml of water.

Electrical Ports

  • Power In – This is where the power source is connected.

Fluid Ports

  • Water In – This is where the saltwater will go. Typically connected to a water pump collecting saltwater.
  • Water Out – The purified water will come out from this port. Should be connected to a container such as the water barrel.

Fluid Switch & Pump

Crafting150 Metal Fragments
Workbench Tier1
Power Consumption0-1 ϟ
Research Cost20 Scrap
Acquired FromSunken Chest 🔸
Oil Rig Scientist 🔸
Crate 🔸
Scientist Outpost (30 scrap)
Bandit Camp (30 scrap)
The RUST Electricity Guide (30)

Details

The is a component used to control water flow. When off, no water will flow through. If on, water will pass through, but the pump will decrease the water passed through by 1.

If not powered, the pump can only supply water to places below the pump itself. The same goes for all water components. If the pump is powered, it can supply water anywhere regardless of height. It currently seems like the pump can work with any amount of power received that’s higher than 0.

Electrical Ports

  • Pump Power – This is where the power source is connected.
  • Toggle – Toggles the pump on/off upon receiving an electrical signal.

Fluid Ports

  • Fluid Input – Connect the water source here.
  • Fluid Output -The water will be pumped out from here.

Switch

Crafting100 Metal Fragments
Workbench Tier1
Power Consumption0 ϟ
Research Cost20 Scrap
Acquired FromSunken Chest 🔸
Oil Rig Scientist 🔸
Crate 🔸
The RUST Electricity Guide (31)

Details

The Switch is a regular ON/OFF switch that cuts and connects power.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Output – This is where the power comes out if the switch is on. When off, no power will flow through.
  • Switch On – Turns the switch to ON state upon receiving power.
  • Switch Off – Turns the switch to OFF state upon receiving power.

Smart Switch

Crafting3 High Quality Metal
1 Tech Trash
Workbench Tier1
Power Consumption0 ϟ
Research Cost20 Scrap
Acquired FromLocked Crate 🔸
Elite Tier Crate 🔸
Military Crate 🔸
Oil Rig Scientist 🔸
Scientist Outpost (75 Scrap)
The RUST Electricity Guide (32)

Details

The Smart Switch is exactly the same as the regular switch except that it can also be controlled via the Rust+ mobile app. It can be remotely turned on and off from the ‘devices’ section if paired with the app.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Output – This is where the power comes out if the smart switch is on. When off, no power will flow through.
  • Switch On – Turns the smart switch to ON state upon receiving power.
  • Switch Off – Turns the smart switch to OFF state upon receiving power.

Timer

Crafting75 Metal Fragments
Workbench Tier1
Power Consumption0 ϟ
Research Cost20 Scrap
Acquired FromSunken Chest 🔸
Oil Rig Scientist 🔸
Crate 🔸
The RUST Electricity Guide (33)

Details

The Timer is very similar to the switch, but the difference between the two is that timer will stay at the ON state for a set amount of time. It can also be activated via two different methods. You can simply press E to activate it, but an electrical signal can also be used as a trigger. See the explanation below. To set the time, hold E when pointing at the timer to set the time between 1-1000000000 seconds.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Output – This is where the power will come through.
  • Toggle On – This acts as an alternative way to activate the timer. Simply connect a switch/whatever you want to activate the timer to this port.

Button

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Details

When the Button is pressed, it will allow power to pass through for roughly 5 seconds. The timer can also be used for the same purpose but with configurable time.

Electrical Ports

  • Electric Input – This is where the power source is connected.
  • Output -This is where the power comes out if the button is activated.

Pressure Pad

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The RUST Electricity Guide (35)

Details

The Pressure Pad is a woody-looking pad that’s placed on the ground. It acts as a switch when stepped on. The pad will continue to pass through electricity as long as a player is standing on top of it. Some items such as sleeping bags can be placed on top of it making them useful for trap bases and such.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Power Out – This is where the power comes through when the pad is activated.

Laser Detector

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The RUST Electricity Guide (36)

Details

The Laser Detector is a small component that emits a laser with an approximate range of one and a half foundations. (The laser will visually go further but won’t detect anything past the limit.) Due to the short range, placing the detector on a 1 foundation-wide hallway is usually best. The laser is also pretty easily noticeable, so if making a trap base, consider that.

The laser detector can be placed on walls or on the vertical sides of most structures. If a player stands in the laser, the detector will let power pass through. This component is pretty useful for making trap bases.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Power Out – This is where the power comes out if a player is standing in the laser. When the laser isn’t detecting the player, no power will go through.

HBHF Sensor

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Details

The HBHF Sensor is a type of component that detects players in a 20 m radius (around 3-4 foundations) and allows electrical passthrough if one is detected. The sensor also requires a line of sight meaning it can’t detect players behind structures or objects. It can also be configured to only detect players with or without TC access, or even both.

Note: the passthrough amount will only be 1 ϟ for each player detected, which means that the output should be connected to a component that acts upon electrical signals to allow passthrough, such as a timer, a memory cell, or a blocker. Components such as a door controller work fine though because they only need 1 ϟ to work.

Typically, a counter can also be connected to the HBHF sensor as it can be set to count the number of players detected.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Power Out – Electricity will come through this port if a player is detected. The amount of ϟ is equal to the amount of players the sensor is detecting.

Counter

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Details

The Counter is a component that can be used for a variety of different things. It can be set to allow electrical passthrough when a set number of signals is received, count the number of signals received, or show the amount of power that is flowing through. If the numbers are blue, the counter counts the amount of electricity received and if it’s green, it functions as a regular counter.

The counter is just basically a more complicated and customizable version of a regular on/off switch if used in such a way. You can switch between the regular counter and the passthrough counter by holding E while pointing at the counter.

For some reason, the counter flickers sometimes, which causes the counter to register electrical signals even though the power flow hasn’t been cut. You should use something like a 1-second timer for the signals for this to be prevented.

Electrical Ports

  • Power In – This is where the power source is connected. The counter requires at least 1 ϟ power in this port for it to display anything. Note that the counter will only allow power to pass through it as long as the number in the counter is the same or higher than the target value. The value can be set to a number between 1-100.
  • Passthrough – This is where the power comes through once the conditions are met.
  • Increment Counter – When this port receives electricity the number in the counter is increased by 1. The signal has to be cut and re-enabled for the port to activate again.
  • Decrement Counter – When this port receives electricity, the number in the counter is decreased by 1. The signal has to be cut and re-enabled for the port to activate again.
  • Clear Counter – When this port receives electricity, the number in the counter will reset to 0. The signal has to be cut and re-enabled for the port to activate again.

Small Generator

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Power Generation40 ϟ
Research Cost75 Scrap
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The RUST Electricity Guide (39)

Details

The Small Generator is a compact power generator fueled by low grade fuel. It consumes around 250 LGF per hour, so it’s quite expensive to run for long. The small generator should rather be used as a temporary solution. One good use for it is to power a turret during a raid.

Electrical Ports

  • Force Start – When this port receives a signal the generator will start running and generating electricity if it has low grade fuel in it.
  • Force Stop – When this port receives power the generator will stop running.
  • Power Out – This is where the power comes out if the generator is on. The output amount is 40 ϟ.

Large Solar Panel

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The RUST Electricity Guide (40)

Details

The Large Solar Panel is a power generator that generates energy from sunlight. This makes the solar panel a little trickier to set up, as it can only produce energy during the day so it requires a battery circuit to make the system work at night.

To get the max energy during a day, it’s good to place two panels facing the opposite sides. One facing North and the second one facing East. One panel can produce a maximum of 20 ϟ when the sun is facing directly at the panel. Please note, however, that the power output will only be at the max for a part of the day and will change as the sun moves.

The large solar panel also produces less electricity if damaged. You can repair it with a hammer to restore it.

Electrical Ports

  • Electric Output – The power will come out from this port. Amount changes in the span of 0-20 ϟ, depending on the position compared to the panel.

Wind Turbine

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The RUST Electricity Guide (41)

Details

The Wind Turbine is a large turbine that generates power from wind. The amount of power generated changes between 0-150 ϟ. Placing the wind turbine higher makes the winds stronger and increases the amount of power generated.

The wind turbine can’t be placed too close to walls or other objects as it requires quite a lot of space. Building a tower out of door frames can be useful as the turbine will take less space on your base and will produce the most power.

Unlike the solar panel, the wind turbine’s power won’t depend on the sun, so the day-night cycle has no effect on it. This usually makes batteries unnecessary, unless you want a backup system.

Electrical Ports

  • Power Out – This is where the generated power will come through.

Small Rechargeable Battery

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Max Power Output10 ϟ
Max Capacity150 rWm
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Details

The Small Battery is one of the three batteries currently available in the game. Please check thePower generation, usage, and control section for a further introduction to batteries and how they work.

Due to the low capacity and power output, the small battery is usually only good for relatively small circuits containing things like a few lights. If you want to power larger systems, the medium or large variants are better choices if you really need a battery.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Output – This is where the power comes out. The amount will be determined by the load connected after the battery.

Medium Rechargeable Battery

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Max Power Output50 ϟ
Max Capacity9,000 rWm
Research Cost75 Scrap
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The RUST Electricity Guide (43)

Details

The Medium Battery is a pretty big, but still compact battery made from two barrels. It’s superior to the small battery but outperformed by the large variant. Please check thePower generation, usage, and controlsection for a further introduction to batteries and how they work.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Output – This is where the power comes out. The amount will be determined by the load connected after the battery.

Large Rechargeable Battery

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Max Power Output100 ϟ
Max Capacity24,000 rWm
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Details

The Large Rechargeable Battery is a quite large, rusty-looking component that’s very similar to the smaller variant, the small rechargeable battery. The primary differences between the two are the output and capacity amounts. The large battery, being the largest battery in the game, is better suited for bigger systems that require more power. Please check the Power generation, usage, and control section for a further introduction to batteries and how they work.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Output – This is where the power comes out. The amount will be determined by the load connected after the battery.

Root Combiner

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Details

The Root Combiner is a component used for combining two different power sources together. Doesn’t work for batteries, as the combiner will use up charge all the time, even if nothing else is connected to it.This makes the root combiner usable only with the large solar panel and wind turbine. You can only connect power sourcesdirectlyto the root combiner; there can’t be any other components such as switches between them. You can however chain multiple root combiners.

Electrical Ports

  • Root Power 1 & 2 – The power sources are connected to these ports. Can also be connected to other root combiners.
  • Combined Power Out – This is where the combined power comes out. The amount is the sum of the two root power ports.

Splitter

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The RUST Electricity Guide (46)

Details

The Splitter is a component used for splitting power into three parts. The output amount depends on the amount of ports being used. The total output per port is the input divided by the amount of ports used. Due to the power being divided into equal parts, using three electrical branches can be a lot more efficient because you can control the output of each port. The splitter can still be useful when the power needs to be divided by exactly 3.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Power Out (X3) – These are the ports where the power comes out. The amount is equal to the input amount divided by the amount of ports used.

Electrical Branch

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Details

The Electrical Branch is a component that can branch power from the mainline. This component can be used as a more efficient version of the splitter.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Power Out – This is where the excess power comes out. If the total power amount is 100 (minus the 1 ϟ used by the component itself) and the branch is set to 20, this port will have an output of 80.
  • Branch Out – This port will take the amount of power you want from the mainline and output it. The amount of power going through this port will be subtracted from the Power Out port.

Blocker

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Details

The Blocker is a component used for completely blocking any power from going through when it receives a signal. Generally used in most solar-powered systems but is useful in other kinds of circuits too. This is one of the few components that doesn’t drain batteries when no power is going through, which makes it useful for solar-powered battery systems.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Power Out – This is where the power comes out if the Block Passthrough port isn’t receiving power.
  • Block Passthrough – If this port receives power, the output of the Power Out port will be 0.

Memory Cell

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Details

The Memory Cell is a more advanced, remotely controlled version of the switch.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Toggle – When this port receives a signal, the component will allow or block power from passing through depending on the previous state. If the component was in the ‘on’ state before, it will be switched to ‘off’. Basically, this portion functions exactly like the switch.
  • Set – When this port receives the signal, the component will be switched to the ‘on’ state, and power will pass through. Sending multiple signals doesn’t do anything unless the component is switched into an ‘off’ state first.
  • Reset – When this port receives a signal, the component will be switched to the ‘off’ state, and power won’t pass through. Like the Set port, receiving a signal again won’t do anything unless the component is switched to the ‘on’ state before.
  • Output – Power comes out of this port when the component is in an ‘on’ state.
  • Inverted Output – This output does exactly what the name suggests; it does the same as the regular output but inverted. If the component is in an ‘on’ state, this port won’t output any power. Instead, if the component is in an ‘off’ state, this port will output power.

RAND Switch

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Details

The RAND Switch is a component used for creating RNG-based output. When activated, the switch has a 50% chance to allow power to pass through and a 50% chance to not allow it. This can be used to create circuits that depend on RNG such as traps, gambling, or aim training.

Electrical Ports

  • Power In – This is where the power source is connected.
  • Set – When this port receives power, the switch will roll either ‘false’ or ‘true’ based on RNG. If true, the component will allow power to pass through and if false, any power will be blocked from passing through. Each roll is separate and the component doesn’t need to be reset; the previously rolled state doesn’t affect the new roll. If you previously rolled ‘true’, getting ‘true’ again keeps the power flow on. The same goes for ‘false’ with the exception that the power will stay blocked.
  • Reset – When this port receives power, the component will be set to a state where no electricity will pass through. This always turns the component into a ‘false’ state and has no RNG involved.
  • Power Out – This is where the power comes out if the component is in a ‘true’ state. When in a ‘false’ state, no power will flow through.

AND Switch

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Details

The AND Switch is a component that allows power to pass through if both of the input ports receive power. The AND switch can also be used as a reverse blocker when one of the input ports is used as the signal receiving port.

Electrical Ports

  • Input A & Input B – These are the two input ports where the power sources are connected. The amount passed through to the Power Out port is the greater of the two inputs. For example, if Input A receives 20 ϟ and Input B 30 ϟ the total output will be 30 ϟ.
  • Power Out – This is where the power comes out if both input ports receive power.

OR Switch

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Details

The OR Switch is a component that lets power through if one or both of the input ports receive power.

Electrical Ports

  • Input A & Input B – This is where the power sources are connected.
  • Output – This is where the power comes out. The amount is the greater of the two inputs.

XOR Switch

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Details

The XOR Switch is a component that allows power to pass through if only one of the input ports receive power.

Electrical Ports

  • Input A & Input B – This is where the power sources are connected. If one port receives power, the output will be the same (-1 ϟ used by the component itself.) When both ports receive power, no power will pass through.
  • Power Out – This is where the power comes out if the conditions are met.

RF Transmitter

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The RUST Electricity Guide (54)

Details

The RF Transmitter, not to be confused with the RF Broadcaster, is a handheld device used for sending radio frequency signals.

The transmitter can be set to send a signal in a frequency between 1-9999. However, the frequencies between 4760-4790 are restricted and cannot be sent by players. See theSpecial Frequenciessection for more info.

Usage

Hold right-click to set the frequency you want. You can then send the signal by clicking or holding the left mouse button. The signal will be sent as long as you hold the left-click.

RF Broadcaster

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Details

The RF Broadcaster is a device used for sending out radio frequency signals or RF in short, hence the name RF broadcaster. By pressing E the device can be set to output a radio signal between 1-9999 MHz with the exception of frequencies from 4760 to 4790 being restricted and can’t be sent out by players. See the Special Frequenciessection for more info.

Electrical Ports

  • Power In – When this port receives power, the device will broadcast the signal set by the player. The signal can be received with either the RF receiver or RF pager.

RF Receiver

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Details

The RF Receiver is a device capable of receiving radio frequency signals. It can be set to receive a signal between 1-9999 MHz. When receiving a correct frequency signal, the device will allow power to pass through as long as the signal is being sent. Basically, it works like a switch that is triggered by radio signals.

Frequencies from 4760 to 4790 are restricted and cannot be sent out by players.See theSpecial Frequenciessection for more info.

Electrical Ports

  • Power In – This is where the power source is connected. The power will not pass through the device unless a correct frequency signal is received.
  • Power Out – This is where the power comes out when the device receives the correct signal. Power will be passed through as long as the signal is received.

RF Pager

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Details

The RF Pager is a device that can receive radio frequency signals and emits a sound upon receiving one.
The pager can be set to receive a signal between 1-9999 MHz.Please check the Special Frequencies section for more information about restricted frequencies.

When receiving the corresponding signal, the pager will emit a beeping sound either from the player’s inventory, a container, or even when thrown into the ground. The pager can be set into a silent mode, which turns the alert sound into a vibration sound. When the pager receives a signal, the player can select it in their inventory or in a container and click ‘stop’. This will turn the pager off for the duration of the signal. However, if the signal is stopped and reactivated, the pager will start sending alert sounds again.

Concluding RUST electricity

Once you have the basics of RUST electricity down, it’s time to start crafting some circuits around your base. Consider using a tool like Rustrician to plot out your circuits before spending precious resources. There are plenty of resources and guides available across our site to get you started. Good luck!

The RUST Electricity Guide (2024)
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