Wired and Totally Toxic.
48 storage filters + 6 stocked lockers. 54 room conveyors. 8 optional production conveyors. No vehicle parts, diving gear, primitive combat gear or RP clutter.
Select Copy filter, open that conveyor in Rust, hold Shift → Paste, then set Any Item and switch it on.
Production wing / 8 additional conveyors
Two workbenches · four dedicated crafters · ingredient feeds and finished-product returns. These are additional to the 54 room conveyors.
Build & automation guide
Build totals
Six rooms. Each: 6 large boxes + 2 small boxes + 1 locker, served by 9 conveyors. Total: 36 large boxes, 12 small boxes, 6 lockers, 54 room conveyors. Use 48 storage adaptors plus 18 locker adaptors (one per compartment), and adaptors for the separate dump station. Sharing a box output through splitters does not require a conveyor per consumer. Optional extra adaptors are for routing convenience, not required by this plan.
The recommended production wing adds 4 industrial crafters and 8 conveyors, giving 62 conveyors total. Plan two workbenches at least T2, with two crafters each. Using T3 speeds recipes where supported. Install each recipe's physical blueprint in its crafter; a learned blueprint alone does not supply the industrial crafter. Use one recipe per crafter. The core can start with one syringe crafter and two extra conveyors (56 conveyors total), then expand.
54 room conveyors use 54 rW; with all four production lines, 62 conveyors + 4 crafters use 66 rW for these devices. Budget extra for branches, control circuits and other base loads. Verify the power available at each device rather than allocating the entire battery rating to this system.
Layout and allocation
B1 B2 B3 are the top row, B4 B5 B6 the bottom, viewed from the doorway. S1/S2 are the small boxes; L is the locker. Put the resource and component rooms near production, weapons and armor near beds, and boom deeper inside. Put supplies on the route to exits. Small boxes hold compact specialist loot; large boxes hold bulk resources and gear. Low-grade storage is the first likely small-box capacity bottleneck for a clan; promote it to a large box or expand if needed. No third small box is required initially. A third manually filled emergency reserve box can be useful; automating it as an independently filtered destination requires a tenth conveyor in that room.
Plumbing: two separate directions
SORTING INPUT: separate dump station → shallow splitter tree → 48 box sorting conveyors → one assigned box each. Each room receives a branch into its eight storage conveyors; its ninth is the locker feeder. All storage filters: Any Item, Max 0, Min 0, Buffer 0. Do not daisy-chain destination adaptors after a sorting conveyor, or it will distribute to the other boxes too.
SUPPLY OUTPUT: storage adaptor Out → industrial splitter where shared → only the source combiners required by a locker or a production feed → consumer conveyor → consumer. A single adaptor can receive sorted loot at In and supply consumers at Out. Connect only the source boxes shown on each card; do not merge all 48 storage outputs into one global supply line. A conveyor can see at most 32 adaptors per side and has a 32-component path-depth limit. Use shallow combiner/splitter trees; each listed consumer sees at most ten distinct storage boxes. Avoid multiple upstream routes to the same source adaptor, especially when using minimum reserves.
Never feed the supply outputs into the dump station or sorting-input network. Never return a locker's output to storage. This prevents a circulation loop and keeps sorted items where they belong. The completed-product return from each crafter is intentional: product output conveyor → industrial combiner with that box's incoming sorting conveyor → box adaptor In. Its filter permits only the finished product. Do not pipe raw ingredients back into storage through that return.
LOCKERS: listed source boxes → combiner tree → room locker conveyor → splitter → three adaptors, one per locker compartment. Max is per compartment, producing three identical kits. Start empty and test one compartment before connecting the others. Filters control contents/quantities, not hotbar order, repairs, weapon loading or attachment installation. Kit feeders use Min 0: when resources are scarce they take priority over crafting feeds with reserve floors, but there is no electrical priority between lockers. Fill/enable your combat and raid lockers first if you want those ready before farming/building kits.
Production and reserves
Start with P1 syringes; then P3 gunpowder and P2 rifle ammo; add P4 pistol ammo last. The preset source floors are starting recommendations, not an estimate of WATT's upkeep needs: 1,000 cloth; 500 low grade; 10,000 metal fragments; 2,000 sulfur; 3,000 charcoal; 2,000 gunpowder for ammo feeds. Keep TC/upkeep and emergency supplies separately if you require a hard untouched reserve. Other consumers, including lockers and players, can still take from these boxes.
Input Max values limit each ingredient held in the crafter; they do not cap total production. Output Max values are destination transfer targets: 64 syringes, 2,048 rifle bullets, 10,000 gunpowder and 1,024 pistol bullets. Loot arriving through sorting can exceed those targets, which is intentional. The output conveyor pauses at the target and resumes as stock is used. The crafter can continue until its own output backs up, so these are NOT exact production shutoffs and resources can remain tied up in internal stock. Do not connect Filter Fail directly to crafter Turn Off and assume it means 'stock full': it can also mean missing output or blocked transfer. For a strict stock controller, add a separately designed stock-sensing circuit; it is not included in the 62-conveyor count.
All feed conveyors use Any Item (not Require All); all Buffer values are 0. Set physical blueprint once, connect Ingredient In/Product Out (not the blueprint ports), power and enable each crafter. Test one product and its correct destination, then check the Min/Max behavior before leaving it unattended. Keep ingredient sources separate from the dump station.
After the core is reliable, useful next projects are automatic ore smelting, low-grade fuel production if animal fat is abundant, and carefully capped turret ammunition. Those need additional conveyors/devices beyond this plan. Keep explosives/rockets as demand-driven batches initially to avoid burning sulfur and low grade needed elsewhere. Bandages are easy to batch manually; add a dedicated line only if clan usage justifies another crafter. Do not attempt blueprint swapping on the initial system.
Your loot preferences
Explicit item lists only; no broad categories. No vehicle parts, diving gear, RP items, primitive weapons or early-game armor. Practical low-tech essentials remain. Unlisted loot stays in the dump station, not automatically destroyed. T1: rope, sewing kits, tarps, propane tanks, blades. T2: pipes, springs, gears, sheet metal, road signs, fuses, semi-auto bodies and SMG bodies. T3: rifle bodies, tech trash, CCTV cameras, targeting computers. These are your sorting tiers.
Import and validation
Copy a filter; open its conveyor menu, hold Shift and Paste. Confirm Any Item and switch it on. Copying does not wire devices or set power. Existing mixed contents must be sorted once. Current PC Rust is assumed. Item names, overlap, input-source mapping and list limits were checked against the downloaded item snapshot; the whole factory has not been tested in-game. Check unusual skins/server modifications. Room IDs changed in the expansion: replace the old settings and follow the new source labels.
References
- Industrial crafting and physical blueprints: https://rust.facepunch.com/news/industrial-update
- Conveyor mechanics, limits and MIN/MAX: https://www.rustrician.io/handbook/
- Syringe recipe: https://wiki.facepunch.com/rust/item/syringe.medical
- Rifle ammo recipe: https://wiki.facepunch.com/rust/item/ammo.rifle
- Crafter power and ports: https://wiki.facepunch.com/rust/item/industrial.crafter