Shared base Large solo furn · 218 pieces 29,760 Metal Fragments 3 rockets to raid

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  • 14 × Sheet Metal Foundation
  • 26 × Sheet Metal Foundation Triangle
  • 66 × Sheet Metal Wall
  • 9 × Sheet Metal Window Wall
  • 8 × Sheet Metal Wall Frame
  • 20 × Sheet Metal Floor / Ceiling
  • 26 × Sheet Metal Floor Triangle
  • 14 × Sheet Metal Roof
  • 16 × Sheet Metal Roof Triangle
  • 6 × Garage Door
  • 2 × Sheet Metal Double Door
  • 4 × Strengthened Glass Window
  • 1 × Wood Shutters
  • 4 × Horizontal Embrasure
  • 1 × Tool Cupboard
  • 1 × Large Furnace

Build cost

1,800Wood
500Stone
29,760Metal Fragments
12Gears

Daily upkeep

20–66Wood / day
0–0Stone / day
2,976–9,821Metal Fragments / day

Raid cost (simulated)

3 rockets · 4,700 sulfur

Computed by the planner's raid simulator — the cheapest breach path from outside at the time the build was shared.

True cost incl. twig placement: +6,753 wood (Rust places every block as twig first; upgrading costs the full target grade)

Tool cupboard upkeep: 38 wood, 5,533 metal fragments / day — 18.6% of build cost over 199 building blocks (doors pay it too; the cupboard itself doesn't)

Rust base planner — free 3D base builder

Beta

Plan your base in 3D, in the browser — every block from twig to armored, real stability, deployables, and live build, upkeep and raid costs. No download, no account. How to use ↓
Still under active development — bugs and missing pieces are expected, and your feedback decides what gets fixed next.

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FOV 50°
Count 5

Settings

Live cost

Place pieces to see build cost, upkeep and raid cost.

Beta The planner is under active development — parts, fixes and features land most weeks, so expect the odd rough edge. If something is broken, missing or just annoying, send feedback — it's what decides which bit gets built next.

Plan your next Rust base in 3D, right in your browser — no download, no account, and it works on mobile. The whole building catalog is here: foundations and triangles, walls, frames, floors, roofs, every staircase, and grades from twig to armored. Pieces snap to whatever you hover exactly like in Rust, stability is the game's own propagated-support model, and hold-to-sweep paints a whole row at once. Drop a tool cupboard, boxes, furnaces and turrets where you like — deployables follow your cursor instead of snapping. As you place pieces the panel totals your build cost, daily upkeep and the raid cost to break it — the same numbers as our base cost calculator.

When you're happy with it, hit Copy link and share the layout with your team — the link re-renders your base's cost summary on open, so anyone can price it even before the 3D view loads. Free, fast, and built for planning this wipe.

How to use the planner

  1. Pick a piece from the parts sidebar (on a phone, the category tabs docked under the canvas) — foundations and triangles, the wall family (walls, doorways, windows, frames), floors, roofs and ramps, every staircase (straight, L, U, spirals) — and a grade from twig to armored. Keys 1–8 pick the main tools, 9 and 0 grab Stairs and Ramp. Hover a placed piece and the corner panel names it, with its grade, cost and stability.
  2. Place by pointing, not by picking a level. Foundations drop wherever you point (Q/E rotates them) and snap onto a nearby base's edges, just like in Rust; everything else snaps to whatever you hover — the piece under your cursor glows white so you always see what you're building from. Point at a foundation edge for a wall, a wall top for the next storey's floor, then a wall top again for the storey above. Point Stairs at a foundation or floor to run a staircase up to the next level; Ramps and roofs turn themselves to sit on their support. Hold the button and sweep to paint a whole row in one go (a single Undo removes the whole row) — foundations are the exception: one per click, like Rust.
  3. Upgrade in place: grab the Upgrade tool and click a placed piece — each click raises it one grade (Twig → Wood → Stone → Sheet Metal → Armored; the blue ghost shows the swap), just like hammer-upgrading in Rust. Hold and sweep to step a whole row up a grade. Pointing a piece tool at something you've already built swaps the part, never its grade — a wall for a doorway, a floor for a floor frame, a roof for a ramp (and if that swap lands on an empty frame, it fits your chosen insert too).
  4. Doorways arrive with their door in them. Pick Doorway and a Fitted insert row appears above the parts, already set to a sheet door — so a doorway is never a hole you have to come back to. Tap a different insert to change it, or Fitted: on to switch it off and place the opening empty. Window, Wall frame and the Floor frames get the same row, but they start Fitted: off — bars, a double door or a hatch cost real resources, so they wait until you ask. Tapping any insert in the row turns that part's fitting on. To fit or change an insert on something already built, use the Door tool, which places every one of them: doors and double doors, garage doors, a cell gate, shopfronts, window bars, reinforced glass, shutters, embrasures, ladder hatches and floor grills.
  5. Open a door to see through it: with no tool selected, click (or tap) a door, gate, shutter or hatch and it swings open; click it again to shut it. Handy for showing how a base is entered — and it's purely a view, so an open door never changes your build, upkeep or raid costs. The Deployables group has the tool cupboard, boxes, furnaces, turrets, traps and barricades — they follow the cursor freely (no snapping, like Rust), and placing a tool cupboard turns the upkeep range into the exact per-day number.
  6. Fly the camera like in Rust: right-drag to look around, W/S to fly toward or away from what you're looking at, A/D to strafe, Space/C for up/down and Shift for speed. Double-click (or press Z) jumps to that point — handy on big bases. Hit 2D view for a top-down plan (WASD pans the map there); on mobile, drag to orbit and pinch to zoom. Want the whole screen? The ⛶ fullscreen button in the canvas corner turns the planner into a distraction-free app — Esc (or the same button) brings the page back.
  7. Work in bulk with the Select tool (V): click or drag a box to select pieces (Ctrl adds, Alt removes), grow the selection by Structure or Storey, then delete, re-tier, copy or move the lot in one undoable step — the Base tab can scope its costs to just the selection. The selection bar's Honeycomb button generates honeycomb or outline walls from your selected floors (or your whole footprint), with a green/red preview, live cost, and wall / half-wall / frame and ceiling options.
  8. Bring bases in and out with Import / Export (Base tab): paste a CopyPaste-plugin or Fortify .json to load a real base, or export your build for a server /paste — see the FAQ below for how it works.
  9. Find your weak spot with Raid path (R): the planner works out the cheapest way a raider gets from outside to your tool cupboard — walls, doors, hatches and roofs all priced in rockets and sulfur — and lights the breach route up on the canvas, weakest layer first. Click any piece to ask "how cheap is the path to this?" instead, and check the verdict in the Base tab. Toggle it off to keep building.
  10. Your turrets count too — under Raid options in the Base tab, the Turrets toggle (on by default) makes a raider clear every auto turret, flame turret or shotgun trap that can actually see the way in, and adds what that costs to the raid total. Aim matters: each one only covers what is in front of it, within its range, with no wall in the way — so a turret facing the wrong way is worth nothing, and the planner will happily route the raid around it. Turn the toggle off for structure only.
  11. Rust rules are on by default, so pieces must be supported the way Rust requires — a red ghost won't place (click it for the reason). Turn Rust rules off to free-build anything, or toggle Stability to tint pieces green → yellow → red by how well they're propped up.
  12. Costs update on every placement. Open the Base tab — the second tab above the parts list on desktop, or the middle button on the bar under the map on a phone — for build cost, daily upkeep and raid cost, each broken down per resource.
  13. Your work saves automatically to this browser and comes back when you return. Hit Saves to name and keep several layouts, load an old one, or start over with New layout.
  14. To remove a piece, arm the Delete tool and click the piece. On a phone the tool is the trash button beside Undo/Redo on the map: tap it, tap the piece — it turns red — then tap the , the same two-tap confirm every placement uses. On desktop it's the Delete chip in the Tools group, and there's a faster way still: hover a piece and hold the Delete key — it lights up red to show what's targeted, and releasing the key removes it. Anything removed comes back with Undo. Clear base wipes the whole layout in one undoable step.
  15. Hit Copy link to share your exact layout. Use View to x-ray upper storeys and build inside a roofed base.

FAQ

Is the Rust base planner free?

Yes — it's completely free, runs in your browser, and needs no download or account. Unlike desktop planners like FORTIFY, there's no paywall and nothing to install.

Does it work on mobile?

Yes — it's built for it. The canvas comes first and a compact tab dock sits at the bottom of the screen, under your thumb: pick a category (foundations, walls, floors, roofs, stairs, deployables, tools), swipe its parts row, and choose a grade — the tab holds the view toggles and saves. Undo/Redo float on the canvas, and the button goes fullscreen so the planner fills the phone like an app. Drag to orbit and pinch to zoom; with a tool selected, tap to preview a ghost and tap the to place it. Tap a placed piece with no tool selected to read its name, grade, cost and stability.

How do I build a second storey?

There's no level stepper to fiddle with — just point at the top of a wall and place a floor, then raise the next storey's walls off that floor's edges. The planner reads the height from the geometry you hover, so building up is the same as building out. Use the View control to x-ray higher storeys when you need to build inside a roofed base.

Why won't a piece place (why is the ghost red)?

Rust rules are on by default, so pieces need real support: walls want a foundation or floor edge, floors and roofs want a wall or an adjacent floor under them, and anything too unstable to stand in Rust is blocked. Like in Rust, a loose foundation can't squeeze right next to an existing base either — snap it on, or leave a clear gap. Click the red ghost to see the reason. Want to sketch freely? Toggle Rust rules off and place anything, anywhere.

What do the stability colours mean?

Turn on Stability and every piece recolours by its propagated support, strongest to weakest: navy and steel blue are rock-solid, green and yellow are fine, orange and red are getting weak, and near-black means it's below the point where it would collapse in Rust. Even with the view off, anything under 5% tints red. It's the same per-socket support model the game uses, so a long cantilever or a wobbly tower shows up before you build it.

How do I honeycomb my base?

Use the built-in honeycomb generator. Lay the floors or foundations you want turned into honeycomb (the Extend tool rows them out fast), press V to grab the Select tool and drag a box around them — or select nothing and the generator takes your whole foundation footprint. Hit Honeycomb in the selection bar: Honeycomb walls every cell edge into sealed pockets, Outline walls just the perimeter, and you can pick walls, half walls or wall frames, with or without a ceiling over each cell. The preview shows every wall it will place — green places, red is skipped (already walled or unsupported) — with a live piece count and cost, and one click commits it all as a single undoable step at your selected grade.

Can I import a base from Rust or Fortify — or export one to my server?

Yes. The planner speaks the CopyPaste format — the JSON that the Rust CopyPaste plugin writes with /copy and that Fortify's clipboard import/export uses. In the Base tab, hit Import… and paste the JSON (or pick the .json file): the whole build — blocks with their grades, doors, window inserts, hatches, and deployables like the tool cupboard, boxes and turrets — lands as one undoable step, with a count of anything that couldn't come along (decor we don't model, terrain-tilted pieces). Export goes the other way: it downloads and copies your build as a .paste JSON that a server admin can spawn with /paste, and that Fortify opens directly.

What is Raid path, and how does it find the cheapest way in?

Toggle Raid path (or press R) and the planner plays raider: it maps every room and gap in your build, prices each wall, door, window insert, hatch and roof at its cheapest explosive — rockets, C4, satchel charges or explosive 5.56 ammo, in raw sulfur (the same numbers as our raid cost tables) — and searches every route from outside to your tool cupboard — including over the top, since ladders and twig towers cost a raider nothing. It even knows rocket splash: pieces that share a seam (a wall and the floor it carries, stacked layers) can fall to one volley aimed at the junction, the way real raiders do it. The cheapest breach lights up on the canvas from first break to last, and the Base tab spells it out ("2 C4 + 63 explosive ammo / 5,975 sulfur through the east doorway"). The Raid cost cards show the same weakest-path loadout — what it costs to break in, not to level every wall.

It also counts what shoots back. With the Turrets toggle on (the default — it sits under Raid options in the Base tab, beside the numbers it changes), any auto turret, flame turret or shotgun trap that can see a hole on the route has to be cleared first, and its cost joins the total — an auto turret is 106 explosive ammo (2,650 sulfur), a flame turret or shotgun trap 34 (850). "Can see" is the real test: in range, inside the cone it faces, and with no wall in between — a turret sealed in a room the raid never opens costs nothing, one behind metal bars still shoots. Each is paid once however many walls it covers, and the search weighs it like any other cost, so it will pick a dearer wall no turret is watching over a cheap one that is covered. Turn the toggle off to price the structure alone. Click any piece to re-target — "what would it cost to reach this box?" — and if something is reachable without breaking anything, it says so: walk-in means a raider strolls (or ladders) straight in. Layered walls add up, twig breaks for free, and a cheap door or ladder hatch in an expensive wall is exactly the kind of weakness it will find.

How accurate are the build and raid costs?

They use the same 2026 RustLabs-sourced numbers as our base cost calculator and raid cost calculator. Rust rebalances building and raiding most wipes, so treat the totals as a close guide rather than gospel.

Why don't the "place as twig" and "upgrade" lines add up to the build cost?

Because Rust really does charge you twice: every block is placed as twig (that's the first line, all wood), and hammer-upgrading it then costs the full target grade — not the difference (that's the second line, which alone equals the Build headline for your blocks). So your real spend is the build cost plus the twig placements, which is exactly what the "true cost" line under the cards totals.

Can I build with triangle foundations?

Yes — triangle foundations, triangle floors and floor frames, triangle roofs and even the triangle spiral staircase are all in, snapping at any angle exactly like in Rust. The catalog covers every building block: half and low walls, wall frames, all five staircases, ramps, and every frame insert from garage doors to floor grills.

Is the tool cupboard in it?

Yes. The tool cupboard places freely on any floor — following your cursor, not snapping to a grid, just like in Rust — and once it's down the upkeep range collapses to the exact per-day cost using the game's real decay brackets. Toggle Privilege to see its 30 m building-privilege sphere. Boxes, furnaces, auto turrets, shotgun traps, flame turrets and barricades place the same way.

Can I use the planner fullscreen?

Yes — hit the button in the canvas corner and the planner takes over the whole screen: parts sidebar, canvas and the Base tab's costs, nothing else. On desktop it uses your browser's real fullscreen (Esc exits); on phones it expands to fill the screen above the tab dock. Even without fullscreen, the planner runs edge-to-edge on wide monitors — the parts sidebar sits next to the canvas, so nothing scrolls away while you build.

Will I lose my base if I close the tab?

No — the planner autosaves your layout to your browser and brings it back the next time you open the tool. Use Saves to keep several named layouts, or Copy link to back one up or share it. It's all local to your device — no account needed.

How do I share my base?

Click Copy link. The whole layout is packed into the URL — anyone who opens it sees your base in 3D, and the page even shows the cost summary before the 3D view loads.

More Rust base tools

Prefer to price a base from a parts list instead of building it in 3D? Use the Rust base builder & cost calculator. Planning a raid — or defending against one? See the raid cost calculator. Or skip planning and copy a proven design from the gallery: browse solo, duo, trio, quad and clan bases, or check the wipe countdown before you build.