Components
When you select an object, the inspector shows a panel for each of its components. Each page lists a panel's fields in the order the inspector shows them. The ? button in a panel's title bar opens its page here.
51 components
Building
IO
- Auto TurretSet the weapon an auto turret holds, unlimited ammo and peacekeeper mode.
- Card ReaderSet which keycard color a card reader takes and how long it grants access.
- CCTVA CCTV camera has no settings of its own. Its camera ID is in the RC Entity panel.
- Door ManipulatorMake a door controller open, close or toggle the door next to it when it gets power.
- Electrical BranchSplit power in two. One output gets the Branch Amount, the other output gets the rest.
- ElevatorSet how many floors a player-built elevator has.
- IO EntityThe inputs and outputs of an electric, water or industrial entity. Connect, move and remove its wires here.
- Neon SignA neon sign's images are set in its Signage panel. Its first input lights it, the others pick the frame in the game.
- Power CounterCount power pulses and pass power on at a target count, or show the power passing through.
- Press ButtonSet how long a button stays pressed, and the burst of power it sends when pressed.
- RC EntityThe ID players type into a computer station to watch a CCTV camera.
- RF BroadcasterSend a radio signal on a frequency while the broadcaster has power. Receivers on the same frequency switch on.
- RF ReceiverPass power on while an RF broadcaster on the same frequency sends.
- SignageGive a sign an image link for each of its frames. The links are saved with the sign in the map.
- TelephoneName a telephone, as it shows in the game's phone directory.
- Timer SwitchSet how long a timer switch passes power on after it starts.
- Wire PrefabSet the two ends of Rust's decorative wire prefab, a cable that hangs between two points and carries no power.
Loot and vending
Monuments
- Dungeon Info (Tunnels)Rust's information on a train tunnel entrance. Snaps the entrance to the tunnel grid.
- Map GenerationHow Rust's map generator may spawn an open monument. Rust's monument settings, on the monument's root.
- MonumentThe information of an open monument and the terrain maps it saves. Shown on the monument's root.
- Monument InfoRust's information on one of its monument prefabs. Snaps a monument with a train tunnel entrance to the tunnel grid.
- Monument TerrainPuts a placed monument's saved terrain onto the map, live, and bakes it into the map's terrain.
- Path ConnectionA generated road, rail, power line, trail or boat path joins the monument here
- Placement BlockerMonuments, decor and roads that spawn later keep out of this circle
- Spawn GroupA Rust spawner on a prefab that spawns other prefabs at its spawn points. Refresh it to see what can appear there.
- Terrain AnchorMoves the monument up or down so it sits on the ground at this point
- Terrain CheckThe ground must be near this point, or the monument does not spawn there
- Terrain FilterThe ground under this point must match the filter, or the monument does not spawn there
- Water CheckThis point must be under the water, or the monument does not spawn there
Prefabs
- Base Combat EntityChoose if a placed Rust entity with health, such as a door, turret or building block, can be damaged on the server.
- NameThe top of the Inspector. Rename the selected object, lock it, hide it, or copy its prefab path.
- Placeholder RendererThe color, shape and wireframe look of a placeholder, the shape RustEdit draws for prefabs that have nothing to see.
- PrefabThe category that the map file stores with the selected prefabs.
- SocketsThe sockets and links of the selected prefabs, and the socket editor that adds, moves and deletes a prefab's sockets.
- TransformType the position, rotation and scale of the selected objects, or copy and paste them between objects.
- Unused Custom DataCustom data that no loaded manifest gives these prefabs. It is kept and saved with the scene
Splines
- Prefab SplineMake each spline of a spline entity place prefabs from a prefab brush list, in a row along it or scattered inside it.
- Spline EntityTurn on spline edit mode, edit the splines and knots of a spline entity, and pick what its splines are for.
- Spline PathMake each spline of a spline entity one of Rust's paths, a road, river, rail or power line, or an APC route, the cargo path or a cargo stop.
- Terrain SplineMake each spline of a spline entity shape or paint the terrain, as a road bed, ridge or canyon, shape area or paint area.
Terrain
Triggers
- Comfort TriggerGive players comfort inside a volume, full near its middle and fading to nothing at its edge.
- Force TriggerPush the entities inside a volume in one direction, at a set speed.
- Hurt TriggerDeal damage of one type, every second, to everything inside a volume that can be hurt.
- Hurt Trigger ExtendedDeal damage when something enters, while it stays, as it moves and when it leaves, with several damage types.
- Radiation TriggerGive radiation to players inside a volume, by tier or by your own amount, fading at the edge.
- Temperature TriggerWarm or cool players inside a volume, or make shade at certain hours of the day.
- Wetness TriggerMake players wet inside a volume, most in its middle and less toward its edge.