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Gameplay features

Beyond telemetry, CerebRUST ships a set of optional gameplay modifications. They live under Configure → Gameplay mods in your server’s left-hand menu, one page per mod, with a dot on each tab showing whether it is on.

Like all settings, toggles apply live — within about 15 seconds, no reload.

Per-source, per-resource gather multipliers from 0.5× to 5×, in 0.5 steps, laid out as a grid: resources down the side, methods across the top.

  • Pickup — items picked up off the ground (hemp, loose ore)
  • Nodes — hitting rocks and trees
  • Quarry & Excavator — mining quarries, and the Giant Excavator
Pickup Nodes Quarry & Excavator
Wood
Stone
Metal
HQ Metal
Sulfur
Cloth

A dash means Rust does not produce that resource that way — quarries and excavators yield no wood, and cloth only comes from picking hemp — so there is nothing to set.

So a 3× node rate with a 1× pickup rate is a perfectly valid combination, and often what you actually want.

Raise the maximum stack size of any item in the game.

This used to be part of gather rates and shared its on/off switch. It is now its own mod, so you can run vanilla gather rates with big stacks, or multiplied gather with vanilla stacks — whichever you actually want.

Eleven items are listed by default, all at their vanilla sizes so nothing changes until you raise one:

Item Default
Wood, Stones, Metal Ore, Metal Fragments, Sulfur Ore, Sulfur, Cloth, Scrap, Charcoal 1000
High Quality Metal, High Quality Metal Ore 100

Add whatever else you like. Search for an item by name and it is added with its vanilla stack size prefilled, ready for you to raise. If an item is too new to be in our list, type its shortname directly — it still works, and it will start showing its proper name once our list catches up.

Speeds up smelting, with fuel burning proportionally faster. Multiplier is 1–4.

Evenly splits ore across furnace input slots and automatically adds fuel from the player’s inventory when they insert ore. Pure quality-of-life; no settings.

When a player researches a blueprint or unlocks one from the tech tree, their teammates get it too. No settings.

Recyclers process a full stack in one cycle instead of 10% per tick. No settings.

Keeps auto-turret authorisation in sync with the tool cupboard’s auth list, so authorising someone on the TC also authorises them on the base’s turrets.

Setting Default Notes
Clear grace seconds 5–120. Grace period before an auth clear takes effect

The grace period exists to stop a momentary de-auth from instantly turning a base’s own turrets on its owners.

Player-placed SAM sites ignore empty vehicles, and vehicles occupied by someone authorised on the TC. Stops your own SAMs shooting your minicopter, and stops them wasting ammo on abandoned vehicles. No settings.

Adds a Sort button to storage containers the player owns. No settings.

Two are always available, with no setting:

Command Does
/pop Reports the current player count
/time Reports the in-game time

Two more are off by default and enabled under Gameplay mods:

Command Setting Does
/takelead takelead Lets a team member claim leadership — useful when the leader is offline
/testgenerator testgenerator Lets players buy a small generator for scrap

/testgenerator has two extra settings: the scrap cost (default 20,000) and whether to broadcast the purchase server-wide (default on).

These run regardless, because they only fire on events that have already happened:

  • Targeting alerts — when a turret or SAM on a base acquires a hostile lock, everyone authorised on that base who has linked Discord gets a DM naming the grid it happened in and whose turret or SAM fired. It deliberately does not say who was detected. One alert per base per five minutes, not one per turret.
  • Raid tracking and combat logging — raid damage and PvP hits are recorded for the raid timeline.
  • Monument puzzle resets — when a monument’s card puzzle re-locks, the server is told in chat and the same line goes to your public events Discord channel. See below.
  • Keycard swipes — recorded for the Card Swipes leaderboard. Staff-visible only; nothing is said in chat.

None of these change gameplay; all are observation.

Since Rust’s Pivot Or Die update, monument card puzzles re-lock on a timer rather than staying open for the rest of the wipe. CerebRUST watches for that and announces it:

The puzzle at Water Treatment Plant has reset.

It goes to server chat and to your public events Discord channel, the same as a Bradley spawn or a Chinook drop.

The detector checks every 30 seconds, so the announcement lands within about half a minute of the reset. On a plugin reload, monuments that are already mid-reset are not announced — otherwise every reload would spam the server.