{"id":2132,"date":"2026-08-24T15:54:52","date_gmt":"2026-08-24T15:54:52","guid":{"rendered":"https:\/\/rust420.com\/news\/?p=2132"},"modified":"2026-08-22T15:57:57","modified_gmt":"2026-08-22T15:57:57","slug":"player-maintained-monument-system-in-rust","status":"publish","type":"post","link":"https:\/\/rust420.com\/news\/player-maintained-monument-system-in-rust\/","title":{"rendered":"Player Maintained Monument System in RUST"},"content":{"rendered":"<p>The RUST Player-Maintained Monument System is introducing one of the game\u2019s most interconnected world systems to date. The premise is straightforward: existing monuments and infrastructure. This includes the Power Plant, Water Treatment Plant, Small and Large Oil Rigs, Airfield, and roadside electrical poles, each assigned functional roles within a shared, player-powered network.<\/p>\n<p>At the center of the system is the Power Plant monument. On maps where the monument spawns, players can deposit Heavy Electric Fuses into specialized panels to restore portions of the electrical grid. As more fuses remain active, the server advances through four power phases, bringing additional monument functions online across the map.<\/p>\n<p>The system is communal, temporary, and designed to deteriorate without continued participation. Power availability depends on how many Heavy Electric Fuses players contribute and how long those fuses remain active. Once the supply drops below a phase threshold, associated benefits shut down until the grid is restored.<\/p>\n<p>This guide covers the introductory version of the system, including fuse locations, phase requirements, transformer output, monument activations, and the new Launch Site Satellite Event. Values and mechanics remain subject to change as Facepunch continues testing the feature.<\/p>\n<p>Power Plant operates as the central hub for the Player-Maintained Monument system. Just inside the Green Keycard area, players can access two separate fuse panels designed specifically for Heavy Fuses. The number of active fuses across both panels determines the server\u2019s current power phase.<\/p>\n<p>Heavy Fuse and Fuse Box Locations<br \/>\nThe primary fuse panel is located on the first floor. When empty, it appears as a 15-slot storage bank and accepts only Heavy Fuses; standard Electric Fuses do not work in this panel. Because the highest phase requires at least 18 active Heavy Fuses, a second, smaller panel is located on the second floor, almost directly above and to the right of the first.<\/p>\n<p>The panels are easy to identify by their indicator lights. An inactive panel displays a red light, while an active system shows between one and four green lights depending on the current phase.<\/p>\n<p>Heavy Fuses can be found in large brown crates and green Military Crates. At the time of writing, Military Crates appear to have roughly a 12% drop chance, compared with approximately 8% from large brown crates.<\/p>\n<p>Fuse Box Appearance and Behavior<br \/>\nEach fuse panel physically updates as Heavy Fuses are deposited. Visible fuses appear on the panel, the red indicator is replaced by green phase lights, and the number of illuminated lights reflects the current phase level.<\/p>\n<p>At the time of writing, each Heavy Electric Fuse lasts 9,600 seconds, which is approximately 2 hours and 40 minutes, inside these specialized panels. Only one Heavy Electric Fuse is consumed at a time. Once inserted, a Heavy Fuse cannot be removed by players and must expire naturally through use.<\/p>\n<p>Power Phases and Their Effects<br \/>\nAs a RUST wipe progresses and players deposit Heavy Electric Fuses, the map transitions between phase levels. Each phase has a minimum active-fuse requirement, a specific transformer output, and at selected thresholds new monument-wide functions.<\/p>\n<p>Phase Level 0<br \/>\nEvery wipe begins in Phase 0. No additional assets are active, roadside transformers provide no usable power, and none of the new monument functions are enabled.<\/p>\n<p>Water Treatment is the exception. If its pressure valve was activated during a higher phase, any water already generated at the roadside stations remains available after the map returns to Phase 0. The remaining supply can still be collected until each station is emptied.<\/p>\n<p>Phase Level 1<br \/>\nPhase 1 becomes active when the two Power Plant panels contain a combined total of one to three Heavy Fuses. This phase activates the first set of world perks and provides 12 power from each roadside transformer port.<\/p>\n<p>Airfield Expedited Supply Dispatcher<br \/>\nInside the tower connected to Airfield\u2019s main terminal, players will find two new computers and fuse boxes on the first floor reached by ladder. During Phase 1, the upper fuse box and left computer become active.<\/p>\n<p>Insert a standard Electric Fuse or Heavy Fuse into the upper fuse box.<br \/>\nAllow the terminal to charge to 240\/240. More than one standard Electric Fuse may be required; final values remain pending.<br \/>\nPress the red button between the two handles once charging is complete.<br \/>\nFor one hour, naturally occurring open-world Supply Drops are dispatched at twice the normal rate.<br \/>\nThe effect does not apply to player-thrown Supply Signals. Once the one-hour effect expires, players can recharge and activate the system again.<\/p>\n<p>Oxum\u2019s Gas Station garage doors are now automated and controlled by an exterior switch. During Phase 1, the switch opens the garage door and activates the interior vehicle lift.<\/p>\n<p>The garage remains usable outside Phase 1 through a manual alternative: add Low Grade Fuel to the nearby Small Generator to power both the door and the lift.<\/p>\n<p>Power Plant Blue-Room Bonus Loot<br \/>\nThe Blue Keycard room has received a minor layout update. The Research Table has moved down one level, while a new caged area occupies the original main loot shelf. During Phase 1, a wall switch opens the gate and grants access to the additional loot inside.<\/p>\n<p>Abandoned Supermarket Freezer<br \/>\nEvery Abandoned Supermarket now contains a freezer section in the main shopping area. During Phase 1, the freezer lights up and becomes lootable automatically. Outside Phase 1, it remains dark and inaccessible.Water Treatment Plant Pressure Valve<br \/>\nWater Treatment Plant now includes a map-wide clean-water feature. To activate it, approach the new valve, insert a Gear, and turn the wheel until it stops. Activation is currently indicated by electrical sparking similar to a fuse box.<\/p>\n<p>Once sufficient pressure is generated, temporary water stations around the map begin functioning. Each station contains 15,000 units of clean water and behaves similarly to a Large Water Catcher. An additional station is located inside Water Treatment Plant.<\/p>\n<p>Roadside Power Transformers<br \/>\nSome roadside electrical poles now feature climbable ladders leading to transformers with six output ports. Players can connect to these ports with a standard Wire Tool and route electricity back to their bases, subject to normal Building Privilege rules. Transformer output scales with the active phase: 12 power per port during Phase 1, 18 during Phase 2, 24 during Phase 3, and 30 during Phase 4.Phase Level 2<br \/>\nPhase 2 becomes active with four to nine Heavy Electric Fuses. It currently introduces no additional monument perk, but increases roadside transformer output from 12 to 18 power per port.<\/p>\n<p>Phase Level 3<br \/>\nPhase 3 becomes active with 10 to 17 Heavy Electric Fuses. During this phase, the Small and Large Oil Rig switches and Dome Crude Oil pumps become available, while roadside transformer output increases to 24 power per port.<\/p>\n<p>Oil Rig Switches and Dome Crude Oil Pumps<br \/>\nSmall and Large Oil Rig each received a switch inside their keycard rooms: the Blue Keycard room on Small Oil Rig and the Red Keycard room on Large Oil Rig. While Phase 3 is active, flipping either switch activates three Crude Oil pumps at the Dome monument.<\/p>\n<p>At the time of writing, the Small Oil Rig switch produces 1,500 Crude Oil split evenly among the three pumps. The Large Oil Rig appears to produce approximately 3,000 Crude Oil, also divided among the three pumps.<\/p>\n<p>Activate the switch at Small or Large Oil Rig.<br \/>\nWait while Crude Oil is deposited incrementally into the three pumps at Dome.<br \/>\nConnect a tanker-style player vehicle to a pump using a Hose Tool.<br \/>\nFill the tanker and return it to a Modular Car Lift.<br \/>\nUse the new vehicle-lift option to transfer the Crude Oil directly into the player\u2019s inventory.<br \/>\nWarning: Attempting to remove the Crude Oil with Water Jugs, Buckets, or other liquid-transfer methods currently destroys the entire quantity.<\/p>\n<p>Phase Level 4<br \/>\nPhase 4 becomes active with 18 or more Heavy Electric Fuses and unlocks the system\u2019s highest-tier perks. Roadside transformers also reach their maximum output of 30 power per port.<\/p>\n<p>Power Plant High-Efficiency Recycler<br \/>\nA second, improved Recycler has been added to the central Green Keycard area across from the existing Recycler. When active, it provides 15% greater recycling yield and reduces processing time from 4.5 seconds to 4 seconds per item.<\/p>\n<p>The high-efficiency Recycler remains physically present during earlier phases, but displays an offline message and refuses to start until Phase 4 is active.<\/p>\n<p>Airfield Chinook Resupply Call<br \/>\nDuring Phase 4, the second Airfield computer and lower fuse panel activate. Once charged with standard Electric Fuses or Heavy Fuses, the terminal can call a one-time Chinook Locked Crate directly to Airfield.<\/p>\n<p>The Chinook does not perform its usual circling pattern. The event behaves more like calling the Oil Rig reinforcement sequence, but without scientists. The current reset window is three hours and remains highly subject to change. Players must still hack and defend the crate.<\/p>\n<p>Launch Site Satellite Event<br \/>\nThe Satellite Event is one of the most anticipated additions in the August update. In simple terms, Phase 4 allows players to spend 9 Tech Trash and 1 MLRS Aiming Module (subject to change) to call down a satellite crash site after an approximately 10-minute delay.<\/p>\n<p>Expected rewards include High Quality Metal, CCTV Cameras, Targeting Computers, MLRS Aiming Modules, and Tech Trash. The crash site remains on fire for an extended period, emits extremely high radiation, and can eventually be harvested with a pickaxe.<\/p>\n<p>Starting the Satellite Event<br \/>\nMaintain Phase 4 with at least 18 Heavy Electric Fuses active.<br \/>\nBring 9 Tech Trash and 1 MLRS Aiming Module to the designated Launch Site control building.<br \/>\nEnter the first interior area and proceed toward the red Control Room sign.<br \/>\nHold the E key on the main machine, select Open Inventory, and insert the Tech Trash and MLRS Aiming Module.<br \/>\nExit the inventory and mount the chair in front of the newly activated display.<\/p>\n<p>Selecting a Satellite<br \/>\nThe satellite-selection screen provides limited instructions. Weight, fuel, and size appear to correspond to the expected scale of the impact. The number of burns may indicate how many fireballs appear around the crash site. Select an available satellite to proceed to the targeting screen.<\/p>\n<p>Targeting and Recovering the Crash Site<br \/>\nThe Satellite Control screen displays the projected trajectory on a large red map. The thruster buttons at the bottom move the target in different directions, allowing players to adjust the impact point through trial and error.<\/p>\n<p>The targeting system currently appears to avoid player bases, even when one is selected. Players have only a short window to make adjustments; when the countdown concludes, the satellite launches toward the last displayed target. The impact occurs roughly 10 minutes later.<\/p>\n<p>Travel to the designated area and prepare to defend the crash-site crates. Once the site cools, the wreckage can be harvested with a pickaxe. Exercise caution, as the area produces extremely high radiation and remains hazardous for an extended period.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The RUST Player-Maintained Monument System is introducing one of the game\u2019s most interconnected world systems to date. The premise is straightforward: existing monuments and infrastructure. This includes the Power Plant,&hellip;<\/p>\n","protected":false},"author":5,"featured_media":2133,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[65],"tags":[68,67,239,33],"class_list":["post-2132","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-help","tag-guide","tag-help","tag-player-maintained-monument","tag-rust"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Player Maintained Monument System in RUST<\/title>\n<meta name=\"description\" content=\"The RUST Player-Maintained Monument System is introducing one of the game\u2019s most interconnected world systems to date. 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