Legacy Rusted
Placed-part entries35Structures, deployables, and special objects
Repairable entries33Each has an exact resource budget below
Structural families2Wood and metal sockets stay separate

Build from support upward

Foundations establish a base. Pillars define its supported corners; walls, openings, and ceilings then resolve against those sockets. A ceiling needs all four matching corner pillars before it can be accepted.

FoundationPillarsWalls / openingsCeilingDeployables
Keep materials matchedWood shell pieces socket to wood; metal shell pieces socket to metal.
Doors are the exceptionEither Wooden Door or Metal Door can attach to a wood or metal doorway.
Bars cross materialsMetal Window Bars can attach to either family’s window socket.
One bay, one interiorStairs and ramps conflict with each other and with a ceiling occupying the same bay.
9 catalog entries

Wood structure reference

Browse structure items →
Placed part Craft cost Placement / role Health Full repair
Wood FoundationPart 1 Terrain or a direct wood-foundation snapStarts a base and supports the first structural level. 2,500maximum ×20 Woodfrom destroyed to full
Wood PillarPart 2 Wood foundation or pillar socketProvides the corner support used by walls, openings, and ceilings. 5,000maximum ×10 Woodfrom destroyed to full
Wood WallPart 3 Span between matching wood pillarsCloses a supported wall span. 1,000maximum ×10 Woodfrom destroyed to full
Wood DoorwayPart 4 Span between matching wood pillarsCreates a supported doorway socket. 1,000maximum ×10 Woodfrom destroyed to full
Wood WindowPart 5 Span between matching wood pillarsCreates a supported window socket. 1,000maximum ×10 Woodfrom destroyed to full
Wood CeilingPart 6 Bay with four matching support pillarsCovers one supported bay and provides a base surface above. 1,000maximum ×20 Woodfrom destroyed to full
Wood StairsPart 7 Open wood foundation or ceiling bayOccupies a bay interior to connect levels. 1,000maximum ×10 Woodfrom destroyed to full
Wood RampPart 8 Open wood foundation or ceiling bayOccupies a bay interior with a sloped approach. 1,000maximum ×10 Woodfrom destroyed to full
Wooden DoorPart 9 Wood or metal doorway socketCross-material access door with persistent open or closed state. 600maximum ×10 Woodfrom destroyed to full
10 catalog entries

Metal structure reference

Open Low Quality Metal →
Placed part Craft cost Placement / role Health Full repair
Metal FoundationPart 21 Terrain or a direct metal-foundation snapStarts a metal base and supports the first structural level. 5,000maximum ×20 Metal Fragmentsfrom destroyed to full
Metal PillarPart 22 Metal foundation or pillar socketProvides the corner support used by walls, openings, and ceilings. 5,000maximum ×10 Metal Fragmentsfrom destroyed to full
Metal WallPart 23 Span between matching metal pillarsCloses a supported wall span. 1,800maximum ×10 Metal Fragmentsfrom destroyed to full
Metal DoorwayPart 24 Span between matching metal pillarsCreates a supported doorway socket. 1,800maximum ×10 Metal Fragmentsfrom destroyed to full
Metal WindowPart 25 Span between matching metal pillarsCreates a supported window socket. 1,800maximum ×10 Metal Fragmentsfrom destroyed to full
Metal CeilingPart 26 Bay with four matching support pillarsCovers one supported bay and provides a base surface above. 1,000maximum ×20 Metal Fragmentsfrom destroyed to full
Metal StairsPart 27 Open metal foundation or ceiling bayOccupies a bay interior to connect levels. 1,000maximum ×10 Metal Fragmentsfrom destroyed to full
Metal RampPart 28 Open metal foundation or ceiling bayOccupies a bay interior with a sloped approach. 1,000maximum ×10 Metal Fragmentsfrom destroyed to full
Metal DoorPart 29 Wood or metal doorway socketCross-material access door with persistent open or closed state. 1,000maximum ×50 Metal Fragmentsfrom destroyed to full
Metal Window BarsPart 30 Wood or metal window socketCross-material window barrier; currently cannot be repaired. 2,000maximum Not repairableNo repair resource
16 catalog entries

Deployables & special objects

Recipe, surface, health, and repair
Placed part Craft cost Placement / role Health Full repair
CampfirePart 41 Terrain, rock, foundation, or ceilingFuel-burning storage and comfort source. 200maximum ×1 Woodfrom destroyed to full
FurnacePart 42 Terrain, rock, foundation, or ceilingFuel-burning storage and resource converter. 500maximum ×1 Woodfrom destroyed to full
WorkbenchPart 43 Terrain, rock, foundation, or ceilingCrafting station for recipes that require a workbench. 500maximum ×5 Woodfrom destroyed to full
Wood Storage BoxPart 44 Terrain, rock, foundation, or ceilingSmall durable storage container. 250maximum ×5 Woodfrom destroyed to full
Large Wood StoragePart 45 Terrain, rock, foundation, or ceilingLarge durable storage container. 500maximum ×5 Woodfrom destroyed to full
Small StashPart 46 Terrain, rock, foundation, or ceilingCompact storage object. 300maximum ×5 Leatherfrom destroyed to full
Sleeping BagPart 47 Terrain, rock, foundation, or ceilingRespawn point; base placement requires owner or shared access. 200maximum ×10 Clothfrom destroyed to full
BedPart 48 Terrain, rock, foundation, or ceilingRespawn point; base placement requires owner or shared access. 300maximum ×10 Clothfrom destroyed to full
Wood BarricadePart 49 Terrain, rock, foundation, or ceilingFree-placed defensive obstacle. 250maximum ×5 Woodfrom destroyed to full
Wood ShelterPart 50 Terrain or rock surfaceFreestanding compact shelter that does not sit on base pieces. 1,000maximum ×15 Woodfrom destroyed to full
Spike WallPart 51 Terrain, rock, foundation, or ceilingFree-placed defensive spike obstacle. 250maximum ×15 Woodfrom destroyed to full
Large Spike WallPart 52 Terrain, rock, foundation, or ceilingLarger free-placed defensive spike obstacle. 500maximum ×30 Woodfrom destroyed to full
Wood GatePart 53 Wood Gateway socketPersistent swinging access piece for a gateway. 600maximum ×10 Woodfrom destroyed to full
Wood GatewayPart 54 Terrain or rock surfaceFreestanding support frame for a Wood Gate. 1,000maximum ×5 Woodfrom destroyed to full
Explosive ChargePart 55 Terrain or a durable base partTransient armed charge; it cannot be removed or repaired after placement. Transientno durable health Not repairableNo repair resource
Repair BenchPart 56 Terrain, rock, foundation, or ceilingStorage-backed repair station. 300maximum ×5 Woodfrom destroyed to full

Placement surfaces & rejection rules

The preview helps you find a candidate, but the host repeats the inventory, surface, collision, socket, distance, and ownership checks before consuming the item. A modified client cannot force an invalid placement.

01

Foundations establish territory

A free-standing foundation needs 988.5 horizontal world units of clearance from every existing foundation. Only a direct snap that extends the same base is exempt.

02

Ordinary deployables use explicit surfaces

Campfires, furnaces, storage, respawn objects, barricades, spikes, the Workbench, and Repair Bench may use terrain, rock surfaces, foundations, or ceilings. Their default placement reach is 276.592 units, with up to 16 units of tolerance.

03

Shelters and gateways stay freestanding

Wood Shelters and Wood Gateways accept terrain or rock surfaces, not foundations or ceilings. A Wood Gate then attaches to the gateway’s dedicated socket.

04

Landmarks are not general build surfaces

Curated landmark geometry is excluded from the normal surface masks. Natural trees, resource nodes, and ordinary rock geometry also do not become valid merely because the preview ray hits them.

Contribution rule: a directly snapped foundation may be contributed by another survivor, but it immediately becomes part of the existing owner’s base. Other structural additions require owner or shared access.

Repairing damage

  1. 01

    Carry the exact resource

    Use the repair column above. Put Wood, Metal Fragments, Leather, or Cloth in a hotbar slot, then make that slot active.

  2. 02

    Aim and press the active slot

    Aim at the damaged object from within the default 220-unit range and press the already-active hotbar key. One resource is consumed after the host accepts the repair.

  3. 03

    Respect the timers

    A part cannot be repaired for 10 seconds after taking effective damage. Each successful repair has a 2-second cooldown.

Each resource repairs at most maximum health divided by the full-repair resource count. Repair access defaults to anyone, although servers can restrict it to owners and shared survivors or to owners only.

Ownership & sharing

The first foundation starts a durable base ownership boundary. Pieces added to that base inherit its absolute owner; sharing grants access without transferring ownership.

Inventory > /SHAREOpen the authoritative share panel to grant or revoke access for a connected survivor and review both sharing directions.
/share Player NameExact chat shortcut. It toggles access for one currently connected survivor whose display name matches exactly.

Permissions are keyed to platform identity and persist. Revoking a share removes future access to the owner’s base; it does not make a previous contributor the owner of pieces they placed there.

Safe removal follows dependencies

Type /remove to open the default 10-second removal window, then hit the intended placed part. The host checks that you are the base owner or currently have shared access, that your line of sight and range are valid, and that no dependent piece is still supported by the target.

  • Remove deployables and upper pieces first
  • Clear walls and ceilings before their pillars
  • Clear supported pieces before foundations
  • Armed Explosive Charges cannot be removed

A successful authorized removal makes a best-effort refund of the item’s recipe ingredients. Existing backpack stacks fill first, then empty slots; anything that does not fit is lost and the removal is not rolled back.