Rust Raid Calculator & Planner

Add every door and wall you plan to break, tell it how many rockets you already carry, and it works out what is still to farm — down to the sulfur.

Vanilla rules — rockets — standalone baseline

Bring 8 × Rocket for this raid

  • 2 × Sheet Metal Door — 2 each on its own, 4 Rocket for the row
  • 1 × Stone building block — 4 each on its own, 4 Rocket for the row
Required
8
You have
0
Still need
8
Left over
0

You are 8 × Rocket short of this raid.

What to farm — Workbench crafting

11,200 Sulfur

  • Sulfur11,200
  • Charcoal15,600
  • Metal Fragments800
  • Low Grade Fuel240
  • Scrap320
  • High Quality Metal32

What you craft on the way

  • Rocket8 — 8 crafts
  • Explosives80 — 80 crafts
  • Gun Powder5,200 — 520 crafts
  • Metal Pipe16 — 16 crafts

A standalone-target baseline: every target costed on its own, at full health. Rockets splash and adjacent building pieces can share a shot, so a real raid on a real layout may take fewer.

Community-derivedchecked Sep 4, 2026

What are you breaking?

Add every door and building block you plan to go through. Each one is costed as though you were breaking it on its own, and the rows are added up.

What you already have

What you carry does not make a wall weaker, so the baseline above never changes. What it does change is the farming figure: tell it what you have and the board switches to what is still missing.

Kept in this browser and sent nowhere.

What that would already break

With 0 × Rocket, on its own:

  • Wood building blocknot enough — 2 needed for one
  • Stone building blocknot enough — 4 needed for one
  • Metal building blocknot enough — 8 needed for one
  • Armored building blocknot enough — 15 needed for one
  • Wooden Doornot enough — 1 needed for one
  • Sheet Metal Doornot enough — 2 needed for one
  • Garage Doornot enough — 3 needed for one
  • Armored Doornot enough — 5 needed for one

Where you craft the gun powder

Production route

Rust states two gun powder recipes with the same yield and different ingredients. It is most of a raid's sulfur, so the choice is yours to make and both are costed below.

The two routes, side by side

Both routes, costed for the whole raid. The only reading marked is the lowest modelled Sulfur cost.

Each route's totals for this raid are listed in the rows above.

Side by side

No route is recommended. The only reading marked is the lowest modelled Sulfur cost for the raid you have entered.

Production route comparisonWorkbench craftingMixing Table or Cooking WorkbenchLowest modelled Sulfur cost
Rocket needed88
Sulfur11,2006,000
Charcoal15,6005,200
Metal Fragments800800
Low Grade Fuel240240
Scrap320320
High Quality Metal3232

Saved raids

Saving keeps what you entered, never the totals. Loading a raid recomputes it, so a corrected number or a Rust patch reaches a saved plan instead of leaving it stale.

Nothing saved yet.

What this plans

A raid is rarely one door. It is a garage door, then two stone walls, then whatever is behind them — and the question that actually matters is not "how many rockets for a stone wall" but "how much sulfur do I have to farm before I leave".

So this page takes a list. Add each thing you intend to break and how many of them there are, and it works out a standalone-target baseline: what each of those things costs on its own, added up. Then it expands that through Rust's own crafting recipes into the sulfur, charcoal, metal fragments, low grade fuel, scrap and high quality metal behind it.

Then tell it what you already have. The baseline itself does not change — what you own does not make a wall weaker — but the page separates required, owned, still missing and left over, and the farming figure it puts in front of you becomes the one for what is *still missing*. That is the number you take to a sulfur node.

You can save a plan, rename it, duplicate it and load it back. Everything stays in this browser.

How this is worked out

Each target is costed on its own, and then they are added up. Every entity in your list is priced as though you were destroying it by itself: at full health, with nothing else being hit at the same time. Two sheet metal doors and one stone building block come to 2 + 2 + 4 rockets. That is the standalone-target baseline, and it is what the numbers on this page are.

It is a baseline, not a promise about your base. A rocket does splash damage, and Facepunch's own material recommends aiming at the intersections of building pieces in a large raid precisely because one rocket can damage several at once. Against a real layout, a real raid may well take fewer rockets than this. So may one against something you have already softened. This page models neither — it does not know your base, where the pieces meet, or what state they are in — so treat the figure as *what to bring*, not as the fewest that could possibly work.

The sulfur is derived, not stored. Nothing on this page holds "a rocket costs 1,400 sulfur". It holds Rust's recipes — a rocket is 10 explosives, 150 gun powder and 2 metal pipe; explosives are 50 gun powder, 10 metal fragments, 10 sulfur and 3 low grade fuel; gun powder is 30 charcoal and 20 sulfur for ten — and it expands them. If Facepunch changes a recipe, every total on this page moves with it.

Crafting rounds up per batch, not per unit. Gun powder comes ten at a time, so needing 11 costs two crafts and 22 sulfur. All the demand for a resource is added together before it is batched, which is what a player actually does at a workbench — crafting it in one go rather than separately for each rocket.

What you already carry changes the farming answer, not the baseline. Tell it you have 9 of the 18 rockets and the headline figure becomes the sulfur for the 9 you still need. The baseline stays where it is, alongside, so you can still see what the whole raid comes to.

Two production routes are costed side by side. Rust's item data states two gun powder recipes: 30 charcoal and 20 sulfur at a workbench, or 10 charcoal and 10 sulfur at a Mixing Table or Cooking Workbench, both yielding ten. That is most of a raid's sulfur, so both are shown and the cheaper one is labelled — by *lowest modelled sulfur cost*, which is a measurement rather than a recommendation. When you already own some rockets, that label ranks the routes on what you still have to craft, because that is the choice actually in front of you.

What is modelled, and what is deliberately missing

This models vanilla Rust. Default structure rules, default recipes, default damage. Modded servers change structure health, damage, recipes and stack sizes, and this page has no way of knowing what your server has changed. A gather-rate multiplier is not a raid-cost multiplier either: 2x gathering means you farm the same sulfur faster, not that the wall needs less — so there is no "2x server" switch here, because it would be a lie.

It is a standalone-target baseline, and that is a real limit. Every target is costed as though it were the only thing you were breaking. Rockets splash, adjacent pieces can take damage from the same shot, and anything already damaged needs less. None of that is modelled here, because modelling it would mean knowing your base. The consequence is one-directional and worth stating plainly: a real raid can come in under this figure, and it should not come in over it for the same targets at full health.

The rocket is the only raid method here, and after re-verification that is scope rather than evidence. The first version of this page said no defensible statement of the other methods' counts existed. Re-checking found otherwise — the same current references that establish the rocket counts publish C4, satchel and explosive-ammunition counts for the same targets. Adding one is a data change, and a data change still needs its own verification pass before it goes in front of a reader. So this page plans rockets, and says so rather than quietly implying rockets are all there is.

The counts are community-derived; the recipes are not. Facepunch's Rust wiki renders each item's recipe, yield and stack size from the game's own data — those panels are not editable, which is why the crafting half of this answer is recorded as first-party. The rocket counts come from two current, independently maintained technical references and are recorded as community-derived. The provenance panel below keeps the two apart, and the page's verification level reflects the weaker of them.

One value was corrected on review. An older table on Facepunch's own wiki — a page marked "Updated: A Long Time Ago" — puts the Armored Door at 4 rockets. Both current references say 5, and the arithmetic agrees with them: at 1,000 health, four rockets would mean a rocket does at least 250 damage to a door, and a rocket that did 250 would take a 250-health Sheet Metal Door down in one rather than the two everything states. The old figure is not just older, it disagrees with its own neighbour. This page ships 5.

The Phase 3B.8 research gate did not find a current first-party implementation-level statement of structure health or explosive damage in the official surfaces it checked. So this page does not simulate a raid: the counts are a checked table, and published health figures are used only to sanity-check that table against itself.

No soft side, no hard side. The sources state rockets per building grade and per door type and say nothing about which face was struck. A soft-side toggle would be ToolGuild inventing a distinction its evidence does not carry.

A worked example

Two sheet metal doors and one stone wall — a small, ordinary raid.

Each sheet metal door takes 2 rockets on its own and the stone building block takes 4, so the baseline is 8 rockets. If those three pieces happen to sit against each other in a real base, splash from one shot may do some of the work on another and you may get through with fewer; this page does not know your layout, so it quotes the standalone figure.

Eight rockets is 80 explosives, 1,200 gun powder and 16 metal pipe. The explosives pull another 4,000 gun powder behind them, so the raid needs 5,200 gun powder in total — 520 crafts.

At a workbench that is 11,200 sulfur and 15,600 charcoal. At a Mixing Table the same raid is 6,000 sulfur and 5,200 charcoal, because the mixing recipe uses half the sulfur and a third of the charcoal for the same ten gun powder. Both totals also need 800 metal fragments, 240 low grade fuel, 320 scrap and 32 high quality metal.

Now say you already have 3 rockets. The baseline is still 8 — the walls do not care what is in your box — but you are 5 short, and the page's farming figure switches to those 5: 7,000 sulfur at a workbench, or 3,750 at a Mixing Table. The whole-raid figure stays visible beside it, and the copyable checklist leads with the shortfall.

What this does not do

Vanilla only. Modded structure health, modded damage, modded recipes and modded stack sizes are all outside what this page models.

One raid method. Rockets. If you are raiding with C4, satchels or explosive ammo, this page cannot cost it, and it will not guess.

Building grades, not individual blocks. The counts are stated per *grade* — Wood, Stone, Metal, Armored. That is not an approximation: re-verification checked a stone wall, wall doorway, wall frame, low wall, floor and foundation and found all six identical, and spot-checked the other grades the same way. Double doors, ladder hatches, external walls and deployables are absent because no verification pass has covered them.

No twig. The source describes a rocket on twig as "not recommended", which is advice rather than a required count, and it is right — do not spend a rocket on twig.

It does not know your server, your loot or your route. No upkeep, no decay, no electricity, no base design, no timings and nothing about whether a raid is a good idea. There is no time-to-raid figure here either: ToolGuild has no current data on deployment or reload timing, and inventing one from animation guesses would be worse than saying nothing.

It assumes full health and no shared splash. Anything already damaged needs less, and adjacent pieces can share splash from one rocket. Both make a real raid cheaper than this page says, and neither is modelled.

Rust is patched every month, and raid values are exactly the kind of thing a patch moves. Every number here carries the date it was checked, and the check includes reading Facepunch's own published changelists for anything that would move it. Between checks, a value can go stale without this page knowing. Bring margin.

The counts are community-derived. They rest on two current, independently maintained technical references that agree, cross-checked against published entity health — not on a Facepunch statement. If your own raid disagrees with this page, your raid is right — tell us.

Where this data comes from

How ToolGuild verifies what it publishes

Report an issue with this tool

Computed by the ToolGuild rust/raid-planner engine, version 1.0.0, against dataset raid-planner-rules version 1.

Questions people ask

How many rockets for a garage door? Three for one garage door on its own, on a vanilla server. Two garage doors baseline at six. If they sit side by side in a real base, splash from one shot can carry into the other and you may need fewer — this page quotes the standalone figure because it cannot see your base.

How many rockets for an armored door? Five. An older table on Facepunch's own wiki says four, and it is out of date: both current references say five, and five is what the published door health works out to.

How much sulfur is a rocket? ToolGuild does not answer that with a stored number, because it is not one fact but a chain of recipes. One rocket works out at 1,400 sulfur crafted entirely at a workbench, or 750 with gun powder mixed at a Mixing Table. Add a rocket to the plan above and watch every total move.

Why is the Mixing Table so much cheaper? Because the mixing recipe for gun powder is 10 sulfur and 10 charcoal for ten, and the workbench recipe is 20 sulfur and 30 charcoal for the same ten. Gun powder is where nearly all of a raid's sulfur goes, so that difference is close to half the raid.

Where is C4? Not here yet, and the honest answer changed on review. Its counts *are* published by the same current references the rocket counts come from — so this is a product decision rather than a gap in the evidence. Adding a method means verifying it properly first, and that is a separate pass. When it happens, C4 becomes a row in this page's data and nothing else changes.

Is this the fewest rockets I could possibly need? No, and it does not claim to be. It is what your targets cost destroyed one at a time at full health. This standalone-target baseline does not rely on shared splash, so a real adjacent layout can come in under it; anything already damaged needs less too. It is a deliberately conservative figure for the listed targets under the modelled conditions — it is not a promise about your aim, a shot that misses, a target you did not list, or a server that has changed structure health, damage or recipes.

Does this work on a 2x server? It depends on what the 2x changes. If it is a gather-rate multiplier only — structure health, raid damage and crafting recipes all still vanilla — then nothing on this page moves: the rockets and the resources behind them are the same, and the multiplier only means you gather them faster. If your server has changed structure health, explosive damage or recipes, this page does not model it and its figures do not apply.

What about the soft side? This page does not model it. The sources it works from state counts per building grade and per door type with no mention of which face was hit, and a toggle that pretended otherwise would be making it up.

Are my plans saved anywhere? In this browser, and nowhere else. There is no account, nothing is sent anywhere, and "Start over" clears everything.

Something here is wrong. Then it is wrong, and the figure is the thing that is probably at fault rather than your game. Tell us which target and what you saw.

ToolGuild is not affiliated with, endorsed by, or sponsored by any game publisher. Game names are used only to identify the game a tool is about.

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