Search for what a Rust workbench costs and you will be told 50 scrap, then 500, then 1,250 — about 1,800 scrap to climb the whole ladder. Every one of those numbers is wrong. Facepunch deleted scrap from workbench recipes outright on 6 November 2025, and put something you cannot farm in its place: blueprint fragments, which spawn in monument loot rooms and nowhere else. They cannot be crafted, cannot be researched, and no vendor sells them — the same patch even pulled the last keycard off the Outpost vending machine, closing the one shop route that ever touched this chain.
That single change split Rust's progression into two currencies that most guides still treat as one. Fragments buy the bench. Scrap buys the blueprints you use on it — and the same patch cut those prices by up to 76% and removed the surcharge that had made the tech tree more expensive than the research table. A tech tree node and a research table unlock for the same item now carry an identical sticker price. What they charge on top of it could not be more different: the research table wants one copy of the item in your hands, and the tech tree wants every node standing between a tree root and your target. That is 120 scrap for an Assault Rifle blueprint against 780 for the same blueprint bought as a path — and the path drags you through a submachine gun and a piece of Tier 3 armour whether you wanted them or not.
Everything below is the current vanilla PC build as of the 2 July 2026 "Common Ground" update, with the next monthly patch due 6 August 2026. Once the two currencies are separated, the question a solo actually faces on day one — what to do with the first few hundred scrap — stops being a matter of taste and becomes arithmetic.
The Bench Bill in 2026: Wood, Metal, HQM and Fragments — and Zero Scrap
So here is the receipt, in the form you can actually act on: everything you must gather to put all three numbered benches on your floor, on the current build.
| Bench | What it costs | Where you craft it |
|---|---|---|
| Workbench Level 1 | 500 Wood + 100 Metal Fragments | Nowhere — no bench required |
| Workbench Level 2 | 500 Metal Fragments + 20 High Quality Metal + 5 Basic Blueprint Fragments | At a Level 1 bench |
| Workbench Level 3 | 1,000 Metal Fragments + 100 High Quality Metal + 5 Advanced Blueprint Fragments | At a Level 2 bench |
| Research Table | 200 Metal Fragments + 20 Scrap | At a Level 1 bench |
There is no scrap column for the three numbered benches because there is nothing left to put in one. The changelog entry is four words long — Facepunch's own line was "Removed scrap crafting cost from workbenches" — and it is total rather than partial. Not reduced at Level 2, not reduced at Level 3. Removed. The Research Table sits in that table for the opposite reason: it is the one station on this ladder that still costs scrap, and it still wants 20 of it alongside its 200 Metal Fragments, at a Level 1 bench. If you are budgeting scrap for anything you physically place on a floor this wipe, that is the entire list.
None of the three benches has an unlock price either. All three are default blueprints — no node in any tech tree, no research table cost, nothing to learn. There is no version of a wipe where you sit at Level 1 because you cannot afford Level 2. You either have the materials or you do not, and the materials are the whole cost.
Level 1 in particular is the bench it has always been. The fragment requirement that arrived on 2 October 2025 landed on Levels 2 and 3 only; Level 1 was explicitly left alone, and it remains the one bench in the game that needs no bench to make. Five hundred wood and a hundred metal fragments, craftable out of your inventory the hour you spawn. When the November patch stripped the scrap out a month later, Facepunch stated in the same breath that the Blueprint Fragment requirements were unchanged — which is why the two changes read as one system rather than two conflicting ones. Scrap left. Fragments stayed.
Add the three rows together and the full climb from an empty inventory to a Workbench Level 3 comes to 500 Wood, 1,600 Metal Fragments, 120 High Quality Metal, five Basic Blueprint Fragments and five Advanced Blueprint Fragments — and zero scrap. Now set that against the number a search still hands you: roughly 1,800 scrap just for the workbenches, built out of 50 at Level 1, 500 at Level 2 and 1,250 at Level 3. That is not a stale figure drifting a few percent off. It is a cost line that no longer exists being quoted as the headline price of the thing.
The bench prices are not the only dead numbers in circulation, either. The old research costs of 20, 75, 125 and 500 scrap by rarity are gone. So is the tech tree surcharge of 10% at Tier 2 and 20% at Tier 3 — a real charge once, and no longer levied on anything. Any guide still quoting one of those is quoting all of them, because they died in the same patch. Read a workbench guide and check its date before you check its maths.
The reasonable hope, if you have been away a season, is that this is a transitional state worth waiting out. It is not. Facepunch called the October 2025 changes part one and promised part two in the December update. The December 2025 update was cancelled outright on 3 December, and no monthly update since — up to and including Common Ground — has touched a bench recipe, a research price, a tech tree price or a fragment requirement. Part two never shipped. What you are reading is the system, not a waypoint in it.
Which means the practical move is simply to stop reserving scrap for benches. The few hundred you were mentally setting aside for a Level 2 is not needed for a Level 2 and never will be at these prices; it is already free for blueprints, which is the only thing scrap buys now. The wood, the metal fragments and the high quality metal are all things you know how to go and get. The one line on this bill you cannot go and get is the fragments — five Basic and five Advanced — and that is now the only part of the ladder that can actually stop you.
Blueprint Fragments Come Out of Monuments or They Don't Come at All
The honest answer to "where do I get ten fragments" is a list of places rather than a method. There is no recipe, no node and no vendor at the end of this — there is a set of loot rooms that contain fragments, and the only real question is which of them you can reach. Here is the guaranteed Basic supply on the current build, in full:
| Guaranteed source | Basic Fragments |
|---|---|
| Underwater Lab | ~4 |
| Power Plant, Train Yard, Water Treatment Plant | 3 each |
| Airfield, Arctic Research Base | 2 each |
| Supply Drop | 2 |
| Ferry Terminal, Large Harbor, Small Harbor, Radtown, Satellite Dish, Sewer Branch, The Dome | 1 each |
Set that beside the keycard chain and it stops being a loot table. The seven monuments paying exactly one — Ferry Terminal, both Harbors, Radtown, Satellite Dish, Sewer Branch and The Dome — are precisely the seven green-card puzzle monuments. The five paying two or three — Power Plant, Train Yard, Water Treatment Plant, Airfield and Arctic Research Base — are precisely the five that hand out a Red Keycard. The fragment map is the puzzle map with a payout column bolted on, and the payout climbs with the card. Underwater Labs and airdropped Supply Drops are the only guaranteed sources sitting off that chain entirely.
There is a chance layer underneath it. Military Crates, large underwater crates, Road Scientists and Outbreak Sprayers each carry a one-in-ten shot at a single fragment, and metal detecting along roads and rails hits at 6.1%. Treat all of that as a rebate rather than a supply: those are the fragments you find while doing something else, not the ones you go out and get.
Now put the bench bill through the table. Five Basic Fragments is one Water Treatment Plant run plus two green rooms. It is a single Underwater Lab plus one green room. It is five green rooms, if green cards are all you can put together. Every one of those is a circuit a solo can finish inside the opening of a wipe, which is the actual reason a Level 2 is a first-day project rather than a milestone — not the 500 metal, but the fact that its gate costs five puzzle rooms at worst and one Underwater Lab plus a green door at best.
Then run the same arithmetic on the other five and watch it come apart. Every guaranteed Advanced source pays two, and every one of them is Tier 3 content: Launch Site, Military Tunnel, the Nuclear Missile Silo, the Underwater Labs again, and hackable Locked Crates wherever they land, including the Ghostship and Oil Rig variants. Elite Crates add a one-in-ten chance of a single fragment on top. So five Advanced Fragments is two Locked Crates plus half of a third — which, since nobody loots half a crate, means three of them. Three crate hacks, at the deep end of the map, against whatever else is standing there.
The fallback path exists and it is priced exactly like a fallback. Twenty Basic Fragments convert into one Advanced, so the five a Level 3 needs cost a hundred Basic — and because fragments stack to a hundred, that is one full stack, floor to ceiling, spent to buy a single bench's worth of the other kind. In green rooms that is a hundred rooms. Even if you only ever ran the three-fragment monuments and never touched a green door, it is thirty-four full red-card runs. The conversion is also one-way: an Advanced Fragment cannot be recycled back down into Basic ones, so converting is a decision you make once, not a position you sit in.
That asymmetry, and not the metal, is what makes Tier 3 a mid-wipe project. The 1,000 Metal Fragments and 100 HQM behind a Level 3 are things you already know how to go and take out of the world with a pickaxe. The five Advanced Fragments are things you either pull off the game's hardest content or fake with a hundred of the cheap ones. The gap between a Level 2 and a Level 3 is not a resource gap at all — it is a supply gap, and it is the reason those two benches belong in different weeks of a wipe even though they sit one rung apart on the recipe list.
The supply line has a throughput limit built into it, too. Since November 2025 a puzzle room's refresh timer starts the moment somebody loots a container in it, keeps running whether or not anyone is standing there, and floods the room with severe radiation before it resets — so a room cannot be camped and drained, and a circuit is genuinely a circuit rather than a loop. Which card opens what, where the fuse comes from and what order to flip things in is a guide of its own, and it is not this one.
That pressure was the stated point. When the fragment gate shipped in October 2025, Facepunch predicted it would push players back out of their bases to contest monuments, with solos "forced to scrap harder" while larger groups accumulated surplus fragments to trade. That is a design intention from October 2025 and nothing more — the wipes since have not been measured here, and you should read it only as an explanation of why the supply is shaped this way, not as a report on how it turned out.
One last source, and it is the cheapest fragment you will ever collect: a workbench recycles back into fragments, and the recycler you choose changes the number. A Level 2 broken down at a monument recycler returns three Basic Fragments; the same bench fed to a safe-zone recycler returns two. A Level 3 returns three Advanced against two. If you are moving base, abandoning a build or carrying off a bench that used to be somebody else's, the walk to a monument instead of Outpost is worth a whole fragment — and at Tier 3 a whole fragment is a fifth of the next bench.
All of which makes the fragment half of the bill a scheduling problem rather than a farming one. Put the puzzle circuit at the front of the wipe, when the doors are unlooted and nobody has settled the monuments yet, and the Level 2 pays for itself before the map has properly filled in. Leave it until you feel ready for Tier 3 and you will be starting the harder half of the supply from zero. Either way you are paying in something scrap cannot touch — which leaves the question of what all this actually opens, starting with the bench most guides file under "early game" and then quietly stop describing.
Workbench Level 1 Is a Raid Kit, Not a Starter Kit
The line that follows this bench around is "basic firearms and early game gear," and it survives mostly because nobody reads the tree bolted to it. Ninety-four nodes hang off Workbench Level 1, and sitting in among them are the Satchel Charge, the Beancan Grenade, the Handmade SMG, the Shotgun Trap, the Flame Turret, the High External Wooden Wall and its gate, and the Watch Tower. That is a raid kit and a perimeter, both unlocked at the bench you can make out of wood and metal fragments the hour you spawn, before you have set foot in a monument.
Everything people do associate with the tier is there too, filling in around that core rather than defining it: the Revolver, the Double Barrel Shotgun and the Waterpipe Shotgun, with Pistol Bullet to feed the first of them; the Compound Bow and Mini Crossbow; the Combat Knife, Salvaged Sword, Salvaged Cleaver and Mace; the Riot Helmet, Jacket, Snow Jacket and Wooden Armor Insert; the Pickaxe, Hatchet and Salvaged Hammer; the Mixing Table. And one node that is not gear at all — the Engineering Workbench, which we will come back to.
It is worth keeping two different lists apart here, because guides routinely mash them together. The tree is what this bench lets you unlock. The tier is what it lets you make, and that list is its own thing: Gun Powder, Pistol Bullet, the Crossbow, Revolver, Double Barrel, Waterpipe Shotgun and Handmade SMG, the whole melee rack, the Riot Helmet and cloth armour, the Satchel Charge, Beancan Grenade, Shotgun Trap, Flame Turret and High External Wooden Wall, the Hatchet, Pickaxe and Salvaged Hammer — plus the Research Table, the Mixing Table and Workbench Level 2 itself. Owning a blueprint you cannot craft anywhere is a real state you can end up in, and the two lists are how you avoid it.
The single most load-bearing entry on that craft list is the boring one. Gun Powder — 30 Charcoal and 20 Sulfur for a batch of 10 — requires a Workbench Level 1. Pistol Bullet requires it too. The Handmade Shell, at 5 Stones and 5 Gun Powder for two, requires no bench at all, which is the fact usually quoted to prove you can run an Eoka off a campfire — except that the gunpowder inside it still came from a bench. Nothing in Rust that fires a bullet or a shell does so without powder, and powder has exactly one gate. That makes Level 1 less an upgrade than a switch: on one side of it your weapons are a bow and a rock, and on the other side they are guns.
Follow that through to the satchel and the numbers get loud. A Beancan Grenade is 60 Gun Powder plus 20 Metal Fragments, and every Satchel Charge eats four of them — 240 Gun Powder per satchel. Twenty-four batches. 720 Charcoal and 480 Sulfur, for one charge. That is a sulfur trip and an evening at a furnace — and it still is not finished, because a satchel also wants a Rope, and Rope comes out of loot and nowhere else. No fragments, no keycard, no bench above Tier 1.
Meanwhile the base you are protecting barely needs the bench either. The Code Lock, the Sheet Metal Door and Double Door, the Sleeping Bag, the Large Wood Box and the Furnace are all craftable with no workbench and no unlock — as are the Hunting Bow, the Eoka Pistol, the Stone Pickaxe, Bone Helmet and Bone Armor, the Handmade Shell, and Workbench Level 1 itself. Your first defensible box, in other words, costs zero scrap and zero blueprint fragments, and it is behind a sheet metal door on a code lock either way. The bench is not what gets you housed. It is what arms you.
Which raises the only question that matters at this tier: what does it cost to actually own those blueprints? Both routes, side by side:
| Level 1 unlock | Research a looted one | Cheapest tech tree path |
|---|---|---|
| Satchel Charge | 60 | 510 |
| Handmade SMG | 60 | 480 |
| Shotgun Trap | 60 | 465 |
| Revolver | 30 | 420 |
| Double Barrel Shotgun | 60 | 405 |
| Pistol Bullet | 30 | 390 |
Read the two columns against each other and the spread runs from about seven times over on the Double Barrel to fourteen times over on the Revolver. Researching every one of those six — the satchel, the SMG, the trap, both shotguns and the ammo — costs 300 scrap, provided you have physically held a copy of each. Buying the Satchel Charge as a tech tree path costs 510 — more than the entire list bought the other way. The path is not worthless, because it hands you the Revolver and Pistol Bullet from that same list on the way there, along with the Waterpipe, the Beancan, a Compound Bow and a Mini Crossbow. It is simply not optional, and it is not cheap. Why the two columns diverge like that is a mechanism with its own section further down; for now the only thing to take from the table is which column you want to be reading.
There is one more way to touch this tier without owning it. Public Workbench Level 1 benches stand at Outpost and at Bandit Camp, and early-wipe players use them exactly as you would expect — walking in to craft the things a Tier 1 bench makes, a crossbow or a stack of pistol ammo, then walking back out. It is a genuine stopgap for the first hour, and it is not a substitute, because a safe-zone bench is a place you visit rather than a bench that sits in your base at three in the morning when you need forty more rounds.
So build the Level 1 bench, immediately, and stop treating it as a formality on the way to something else. It costs no scrap and no blueprint fragments, it is the only bench that needs no bench to make, and it is the gate on gunpowder, on the trap-and-wall defensive set, and on a satchel raid kit that a solo can afford in charcoal and sulfur rather than in monument runs. A Tier 1 base with satchels in a box is not a waiting room — it is a coherent plan for a whole wipe. Level 2 is a decision you make afterwards, on evidence, not a step you take because the number is higher.
And before you make it, there is one node on that Level 1 tree that is not gear, not a trap and not a gun. It is another bench entirely — and of the four benches that carry tech trees, it is the only one you have to buy.
The Fourth Bench: Engineering Sits Beside Level 1, Not Above Level 3
It is called the Engineering Workbench, and Facepunch shipped it on 6 March 2025 as "a dedicated tech tree for water, electricity, and industrial systems." The line that matters in that announcement is the one that reads like housekeeping: it "unlocks at Workbench Level 1." Not after Level 3, not tucked between 2 and 3 — it hangs off the first bench you make, out of the same tree you were just reading. There are four crafting benches with tech trees in Rust, and only three of them are a ladder. The fourth is a door in the wall beside the bottom rung.
Its recipe makes the point twice over. 500 Wood and 100 Metal Fragments, crafted at a Level 1 bench — the same two numbers in the same two materials as a Level 1 bench itself. No high quality metal, no blueprint fragments, nothing you have to go and win off a monument. The gate that stands between you and a Level 2 does not stand here at all. If you could afford your first bench, you can afford this one the same afternoon; the only thing it asks that a Level 1 does not is that you already own a Level 1 to build it on.
What it asks for instead is scrap, and among the four benches that carry tech trees it is the only one that does. The three numbered benches are default blueprints — nothing to learn, nothing to buy. This one you have to buy, and here, for the first time in this article, the two ways of buying something are worth putting side by side:
- Research table: 60 scrap, plus one physical Engineering Workbench to feed into it. Since you cannot craft a blueprint you have not learned, that copy has to come from somewhere other than your own base.
- Tech tree: 60 scrap — the identical sticker price — but the Level 1 tree will not sell it to you until you own the Salvaged Hammer sitting in front of it, and the hammer is 30. The cheapest path is 90.
Read those two lines twice, because they are the whole economics of this game compressed into one bench. The price is the same number on both routes. The bill is not. Sixty against ninety is a small enough gap that it barely stings — the extra 30 buys a Salvaged Hammer, which you probably wanted anyway, and the tree threads through this node on its way elsewhere, so a Pickaxe bought the cheap way on that tree comes to 120 scrap precisely because you paid for the hammer and the Engineering Workbench first. But hold the shape of it, because further into the trees that same gap stops being 30 scrap and starts being hundreds.
One caution before you price this from anywhere else: some 2025 write-ups still list a scrap cost to build the Engineering Workbench. That figure was real on the November 2025 staging branch, where the bench still wanted 50 scrap in its recipe, and it did not survive to live. The 60 is what it costs to learn. The build is wood and metal, like everything else on your floor.
Now the part that actually justifies the bench existing: its own tree runs to ninety-six nodes, two more than the Level 1 tree bolted to the bench standing next to it, and not one of those nodes appears on the numbered ladder. Everything electrical is here — switches, timers, sensors, batteries, the Wind Turbine, the Tesla Coil, the Computer Station, the Drone. So is everything industrial: the Electric Furnace, the industrial conveyor, crafter, splitter and combiner set. So is water — pumps, purifiers, catchers, the Water Wheel. So is every vehicle module and every engine part in the game, and the Mini Fridge, which shipped with the unlock line "Early unlock from the Engineers workbench" printed on it. And so is the Auto Turret.
The turret is worth pricing, because it shows the same spread as the bench that owns it, blown up to scale. Its research cost is 120 scrap and its tech tree node costs 120 scrap — again, the identical number. Its cheapest tech tree path costs 555. That is 435 scrap of other people's nodes standing between a tree root and the one item you actually came for, more than four and a half times the price on the tag. Whatever the turret is worth to you, it is worth two very different amounts depending on which door you walk through.
Facepunch and the reference sites give the same reason for carving all of this out: it declutters the numbered benches, and it gives players who care more about a working base than a raid a cheaper way into the input/output components that make one work. That is exactly how you should read it as a solo. This is not a tier you are graduating to. It is a parallel catalogue, priced like the cheapest bench in the game and stocked with content the numbered ladder never carried in the first place.
So the decision is simple and it is not on the tier ladder at all. If anything in your plan for this wipe is electrical, industrial, water or automotive — a turret over the door, an electric furnace, a conveyor line into your boxes, a car you intend to keep running — none of that is waiting for you at Level 2 or Level 3, and no amount of blueprint fragments will bring it any closer. It is behind a 60-scrap unlock and 500 wood. And of the two doors, the research table is the cheaper one every time you can put a copy on it.
Which leaves the numbered ladder exactly where we left it, at the first rung that actually costs fragments — the bench the whole monument gate was built to slow you down at.
Workbench Level 2 Sells Survivability — and Guns You Still Have to Loot Parts For
Ninety nodes hang off it — four fewer than the wood-and-metal bench you already own. So whatever those five Basic Fragments are buying, it is not a bigger catalogue. It is a different one, and it announces its character in the first dozen entries: the Hazmat Suit, the Coffee Can Helmet, the Road Sign Jacket, Kilt and Gloves, all three Heavy Plate pieces, Night Vision Goggles, the Medical Syringe and the Large Medkit. Radiation protection, the complete mid-wipe armour set, and the two items that decide whether a fight you lost is a fight you walked away from. None of it exists below this bench.
The tool and utility half tells the same story in metal. Level 2 is where the Salvaged Axe and Salvaged Icepick replace the hatchet and pickaxe you have been swinging since your first hour, where the Chainsaw shows up, and where your base stops being made of wood — the High External Stone Wall instead of the wooden one, plus the Garage Door, the Ladder Hatch and the Strengthened Glass Window. It carries the Large Furnace, the Locker, the Small Oil Refinery and the Cooking Workbench. It carries the Metal Shield, the Longsword, the Flame Thrower and the F1 Grenade, and the three attachments — Holosight, Muzzle Boost, Muzzle Brake — that make a gun you found meaningfully better without your ever having built one. And Handcuffs, if your wipe goes that way.
It does add guns. Six of them: the Semi-Automatic Rifle, the Thompson, the Custom SMG, the Pump Shotgun, the Python Revolver and the Semi-Automatic Pistol. The tree also carries the Rocket Launcher and its family — High Velocity and Incendiary rockets, SAM ammo, homing missiles, torpedoes — and, since May 2026, the Mortar. On the tree, which as you saw at Level 1 is not the same sentence as on your bench.
And here is what all six of those firearm recipes have in common:
| Level 2 firearm | What it costs to build |
|---|---|
| Thompson | 10 HQM + 100 Wood + 1 SMG Body + 1 Metal Spring |
| Custom SMG | 8 HQM + 1 SMG Body + 1 Metal Spring |
| Semi-Automatic Rifle | 450 Metal Fragments + 4 HQM + 1 Semi Automatic Body + 1 Metal Spring |
| Pump Shotgun | 15 HQM + 2 Metal Pipes + 1 Metal Spring |
| Python Revolver | 10 HQM + 3 Metal Pipes + 1 Metal Spring |
| Semi-Automatic Pistol | 4 HQM + 1 Semi Automatic Body + 1 Metal Pipe |
Every one needs a weapon body, a Metal Spring, or both — and not one of those is something this bench can make for you. You will unlock the Thompson at Level 2, stand in front of a Level 2 bench with the metal and the wood in your inventory, and still not be able to build a Thompson. The bench sells the blueprint and then stops at the door. Why it stops there is a whole gate of its own, and it is coming; for now, just note where the wall is.
Now read the armour recipes against that. A Heavy Plate Helmet is 1 Sheet Metal and 4 High Quality Metal. A Coffee Can Helmet is 15 Cloth, 60 Metal Fragments and 1 Sewing Kit. Both are one found item away from finished, and both are finished at this bench, the moment you have the inputs. Take all three Heavy Plate pieces together and the bill is four Sheet Metal and twelve HQM — eight fewer High Quality Metal than the bench itself cost you to place. The soft armour spreads its dependency instead of concentrating it: the Hazmat Suit wants 2 Sewing Kits, the Coffee Can 1, and each Road Sign piece 2, so nine Sewing Kits, five Tarp and four Road Signs — plus cloth, leather and metal — cover a Hazmat Suit, a Coffee Can Helmet and the full Road Sign set. Three looted component types across six pieces of kit, and one of the three does most of the work. Against that, a Thompson's SMG Body buys you exactly one Thompson.
The medical branch does not even ask that much. A Medical Syringe is 15 Cloth, 10 Metal Fragments and 10 Low Grade Fuel; a Large Medkit is two syringes and 10 more fuel, so 30 Cloth, 20 Metal Fragments and 30 Low Grade Fuel per medkit — every input a thing you farm, nothing looted, nothing gated. Night Vision Goggles are the one outlier at 10 HQM and 2 Tech Trash, and even that is a single component rather than a weapon-specific part.
The ammunition follows the same logic, which is what makes the tier hang together. 12 Gauge Buckshot is 5 Metal Fragments and 10 Gun Powder for two rounds; 5.56 Rifle Ammo is 10 Metal Fragments and 5 Gun Powder for three. Level 2 adds the 12 Gauge Slug, the 12 Gauge Incendiary Shell and HV Pistol Ammo alongside them. No components anywhere in that list — just fragments and the powder you have been able to make since Level 1. So the bench that cannot finish your Thompson can absolutely feed the one you pull off a body, and that is not a consolation prize. Guns are found constantly in Rust. Being able to keep one fed is the difference between a lucky drop and a loadout.
There is one more thing this tier does that no node list shows you. Every item's craft time is quoted per bench, and across everything checked the pattern is consistent: an item roughly halves its craft time at each bench tier above the one it actually requires. Treat that as a pattern in the data rather than a stopwatch — the exact seconds move item to item — but the direction never does. Your Level 2 bench is not only a gate on ninety new nodes; it is a speed upgrade quietly applied to everything you were already making at Level 1. Ammo, arrows, doors, walls, the armour above, the next bench. It is the part of the purchase nobody prices.
So build Level 2 for what it protects, not for what it shoots. The armour, the radiation suit and the medical items are finished goods you can actually complete with metal, cloth and one recurring component; the guns are IOUs written against loot you do not control. Plan the bench as the thing that keeps you alive on the monument circuit you are already running for fragments, treat the six firearms as blueprints waiting for parts, and take the craft-speed dividend on everything below as change from the same purchase.
That leaves the tier everyone is actually saving for — and it turns out to be the smallest tree in the game.
Workbench Level 3 Has the Smallest Tree in the Game
Twenty nodes. That is the whole thing — the entire Workbench Level 3 tech tree, against ninety-four on the free bench, ninety on the one that cost you five Basic Fragments, and ninety-six on the Engineering bench sitting beside them. Put the other three trees together and they carry two hundred and eighty nodes between them. The tier that wants a thousand metal fragments, a hundred high quality metal and five Advanced Blueprint Fragments carries twenty, and you can read all of them in one sitting:
| What it covers | The nodes |
|---|---|
| Firearms | SKS, MP5A4, HMLMG, Assault Rifle, Bolt Action Rifle |
| Ammunition | HV, Incendiary and Explosive 5.56 Rifle Ammo |
| Optics and attachments | Weapon Lasersight, 8x Zoom Scope |
| Armour | Metal Facemask, Metal Chest Plate |
| Explosives | Explosives, Timed Explosive Charge, Rocket |
| Building | Reinforced Glass Window, Armored Door, Armored Double Door, Armored Ladder Hatch, Armored Triangle Ladder Hatch |
Five guns, three ammo types, two attachments, two pieces of armour, three explosives and five building pieces. That is the catalogue. There are no tools on it, no medical items, no clothing beyond the two plates, no traps, no furniture, no farming, no boats and no electricity. Whatever you thought was waiting at the top of the ladder, the ladder does not go anywhere broad. It goes somewhere narrow and specific, and it puts a very high door in front of it.
Two of those twenty deserve a stop, because a great many players have them filed one bench too low. The Metal Facemask and the Metal Chest Plate are Workbench Level 3 items. Not Level 2 — Level 3, in the tree above, in the same twenty nodes as the Assault Rifle. The belief that they live with the Coffee Can Helmet and the Road Sign set is common enough among players and guides to be worth saying flatly, and it costs more than a filing error normally would, because "get to Tier 2 and craft a facemask" is a plan a lot of solos have quietly written for themselves. It is a plan aimed at the wrong bench. The metal face is behind five Advanced Fragments, and no amount of Basic ones will get you there any faster than the conversion rate allows.
Their recipes tell you something about the tier as well. A Metal Facemask is 50 Leather, 15 High Quality Metal and 6 Sewing Kits; a Metal Chest Plate is 50 Leather, 18 HQM and 8 Sewing Kits. Set that against the armour you already priced one bench down, where nine Sewing Kits covered a Hazmat Suit, a Coffee Can Helmet and the full Road Sign set — six pieces of kit. Here, fourteen Sewing Kits cover two. Tier 3 does not simply ask for harder inputs; it asks for more of the same ones per item you get out.
The five firearms follow the same rule. The Assault Rifle is 50 HQM, 200 Wood, 1 Rifle Body and 4 Metal Springs. The HMLMG is 60 HQM, 1 Rifle Body, 3 Metal Springs and 2 Gears — the heaviest single item on this bench, more high quality metal than any other Tier 3 recipe and well over half what the bench itself cost you to place. The Bolt Action Rifle is 20 HQM, 1 Rifle Body, 3 Metal Pipes and 1 Metal Spring. The SKS is 1 Semi Automatic Body, 2 Metal Springs, 200 Metal Fragments and 12 HQM, and the MP5A4 is 15 HQM, 1 SMG Body and 2 Metal Springs. Three of the five want a Rifle Body. All five want springs, and where a Thompson wanted one, an Assault Rifle wants four. Every complaint you had about the Level 2 gun list applies here with the volume turned up.
The ammunition is the quietest entry on the tree and the one that best describes it. Level 3 does not introduce a new calibre. It introduces three new things to do with a calibre you have been crafting since Level 2 — the HV, Incendiary and Explosive versions of 5.56 Rifle Ammo. The bench moved up; the round did not. That is this whole tier in one line: an upgrade layer bolted onto equipment you largely already had, sold at the most expensive counter in the game.
What the tier does own outright is demolition, and the doors built to survive it. Explosives are 50 Gun Powder, 3 Low Grade Fuel, 10 Sulfur and 10 Metal Fragments for one, and everything above them is built out of stacks of that: a Timed Explosive Charge is 20 Explosives plus 5 Cloth and 2 Tech Trash, and a Rocket is 10 Explosives plus 150 Gun Powder and 2 Metal Pipes. Read the C4 all the way down and it is a thousand gun powder — more than four times the 240 a satchel charge asked of you back at Tier 1, before you have found the two Tech Trash it also wants. The rocket comes to 650. On the other side of the same tree sit the things designed to hold against exactly that: the Armored Door at 20 HQM and 5 Gears, the Armored Double Door at 25 HQM and 5 Gears, both armoured ladder hatches, and the Reinforced Glass Window. Level 2 was where your walls stopped being wood. Level 3 is where the openings in them get an armoured version.
So price this bench as what it is — a narrow, expensive specialisation rather than a general upgrade. If your plan for the back half of the wipe genuinely involves blowing a hole in someone, hardening your own openings against the same treatment, or shooting people with the top rifle tier, this is the only place any of that is sold and there is no substitute. If it does not, be honest about what you are actually buying with five Advanced Fragments, because nearly everything in your daily loop was already available underneath it: the armour ladder, the medical items, the radiation suit, the tools, the stone walls, the furnaces, the gunpowder and the guns you actually shoot. You are not unlocking a better game at Level 3. You are unlocking a short, sharp list of endgame verbs.
Which surfaces the thing every recipe in the last three sections has been quietly assuming. Rifle Bodies, SMG Bodies, Metal Springs, Gears, Sewing Kits, Tech Trash — they appear in the Tier 1 recipes, they appear in the Tier 2 recipes, and they appear all over these. Owning the blueprint and standing at the right bench gets you as far as the ingredient list, and for a large share of what you have just read, the bench was only the first of two gates.
The Second Gate: the Components Your Bench Still Cannot Make
Sort those parts by what a bench can actually do about them and they fall into two piles. The first pile is craftable — at a price, and at a tier:
| Component | What it costs to craft | Bench required |
|---|---|---|
| Gears | 25 Metal Fragments + 100 Scrap | Workbench Level 3 |
| Metal Spring | 2 HQM + 50 Scrap | Workbench Level 3 |
| Metal Pipe | 2 HQM + 20 Scrap | Workbench Level 3 |
| Sewing Kit | 20 Cloth + 3 Rope | Workbench Level 3 |
| Metal Blade | 30 Metal Fragments + 10 Scrap | Workbench Level 2 |
The second pile has no recipe at all. Rope, Tarp, Sheet Metal, Tech Trash, Road Signs, the Empty Propane Tank and all three weapon bodies — Rifle Body, SMG Body, Semi Automatic Body — cannot be crafted at any bench, at any tier, by anyone. There is no node that unlocks them and no tier that produces them. They come out of the world or they do not come at all, and which containers give them up is a guide of its own rather than this one.
Now read that first table back against the ladder you have just climbed, because the tiers are upside down. Gears, Metal Springs, Metal Pipes and Sewing Kits are Workbench Level 3 crafts. The recipes that eat them are not. Only the Metal Blade sits low enough to be made near where it is wanted.
Take the case the tier walk kept circling. The Handmade SMG is a Tier 1 recipe — 5 High Quality Metal, 200 Metal Fragments and one Metal Spring — and it is the first automatic weapon Rust lets you build. Two of those three ingredients are things you mine. The third is a Tier 3 craft. So the SMG that a bench made of wood and metal unlocks on day one gets finished by exactly one of two events: you loot a Metal Spring, or you climb all the way to a Workbench Level 3 — five Advanced Blueprint Fragments and everything underneath them — to manufacture a single part for a gun that has been sitting unlocked and unbuildable in your crafting menu since the first hour of the wipe. Make the spring yourself and the finished SMG comes to 7 HQM, 200 Metal Fragments and 50 Scrap. Pull one off a body and it costs the 5 HQM and the fragments and nothing else. Same gun, completely different wipe.
The Assault Rifle then shuts the door the SMG left ajar. Its four Metal Springs are 8 HQM and 200 Scrap if you make them at the top bench you would already have needed to reach — but it also wants a Rifle Body, and Rifle Bodies are in the second pile. No tier fixes that one. You can own the blueprint, stand at a Level 3 bench with every raw material in the game in your box, and still not have an Assault Rifle, because the part that decides it is loot and only loot.
It is not only guns, either. The Salvaged Axe that Level 2 hands you to retire your hatchet is one Metal Pipe and five Metal Blades. The blades are a Tier 2 craft, so the bench that unlocked the axe can make them — 150 Metal Fragments and 50 Scrap for the set. The pipe it cannot make at all. The same trap is set on the building side: a Garage Door is 300 Metal Fragments and two Gears, and a Ladder Hatch is a wooden ladder, 300 Metal Fragments and three Gears. Gears are Tier 3. The two deployables that most define a Level 2 base are gated behind a component the Level 2 bench cannot produce.
The Sewing Kit locks twice. It is the only entry in that table that costs no scrap — 20 Cloth and 3 Rope — and it is still a Tier 3 craft, and Rope is in the second pile. Remember the nine kits behind the Hazmat Suit, the Coffee Can Helmet and the full Road Sign set — a set that also wants five Tarp and four Road Signs out of this second pile. Made rather than found, those kits come to 180 Cloth and 27 Rope, every strand of it looted. The two Tier 3 armour pieces want fourteen kits between them — 280 Cloth and 42 Rope. Cloth grows in a field. Rope does not grow anywhere.
Which reframes what that first table is really telling you. Scrap did not leave crafting when it left the benches; look at where it went. A hundred Scrap per Gears. Fifty per Metal Spring. Twenty per pipe, ten per blade. The two Gears in that Garage Door are 200 Scrap on their own, three in a Ladder Hatch are 300, and four springs for an Assault Rifle are another 200. You stopped paying scrap to put a bench on your floor and started paying it a component at a time, for as long as you keep building things. The benches got cheaper. Crafting did not.
So stop reading looted components as spare resources and start reading them as prerequisites — the same category as a blueprint, not the same category as metal. A Metal Spring in your pocket is not loot to be dumped; it is a Thompson or a Semi-Automatic Rifle you are now able to finish. A Rifle Body is the only Assault Rifle you are likely to see this week. And the corollary is the part solos consistently mis-budget: the scrap does not stop going out when the last bench goes down. It goes out for every gear, every pipe and every spring you decide to make instead of find, for the rest of the wipe.
There is one more cost buried in that table, and it is easy to miss because it does not appear in any recipe. You do not own those component blueprints either. Gears, Metal Pipes, Metal Springs, Metal Blades and Sewing Kits all have to be learned before you can make a single one — and where you are able to learn them turns out not to be a matter of preference. Which makes it worth pinning down, precisely, how the two routes differ.
Same Sticker Price, Different Bill: the Research Table Against the Tech Tree
Two things in Rust can teach you a blueprint, and they want completely different payments. A research table wants the object: an actual Metal Spring, an actual Assault Rifle, physically sitting in the slot, plus a fee in scrap — and it consumes the item in the process, so the copy you learned from is gone. A tech tree wants no object at all. It wants scrap, and it wants you to buy in order, from a root of the tree outward, one connected node at a time, with no skipping.
That is the whole difference now, because the fees themselves have converged. Every blueprint sits in one of four rarity bands and the band sets the price: Common 15 scrap, Uncommon 30, Rare 60, Very Rare 120. Those four numbers replaced 20, 75, 125 and 500 on 6 November 2025, and Facepunch's own sentence cut "tech tree and research costs" together, in one clause. One price list, both doors.
Two warnings come attached to that list before you try to use it. The first is that rarity is not tier. The bands are labelled Common through Very Rare and they run across the whole game rather than up the bench ladder, so you cannot look at an item's workbench requirement and read its price off. Road Sign Gloves are a Tier 2 item at 15 scrap. The High External Stone Wall is also a Tier 2 item, at 120. The SKS is a Tier 3 firearm, at 60 — cheaper than a stone wall. If you have not seen an item's price with your own eyes, you do not know it, and guessing from its neighbours will be wrong often enough to wreck a budget.
The second warning is the one this article opened with and then left hanging. Among the dead numbers still circulating is a tech tree surcharge, and it deserves an actual explanation rather than a line on a list. It was a percentage added to the scrap price of every tech tree purchase, scaled by the bench whose tree you were shopping in: 0% at Tier 1, 10% at Tier 2, 20% at Tier 3. It applied to tech tree purchases and to nothing else — the research table never paid a cent of it. That is why the old guides tell you the tree is the expensive route and the table is the cheap one, and for the era they were written in, that was true at the level of a single item. Facepunch deleted the tax outright in the November patch. A node and a research unlock for the same blueprint now cost the same number of scrap.
Which ought to make the two routes interchangeable, and does not, because the tech tree never charged for one item. It charges for a path.
To unlock any node you must own an unbroken chain of predecessors running back to a root of that tree, and you pay every node's own price on the way. The number the tree prints on the item you want is that node's price. It is not what the purchase costs you. The gap between those two figures is the single most expensive misunderstanding in Rust's economy, and it scales with depth.
Take the item this article has been promising since the introduction. The Assault Rifle's node on the Workbench Level 3 tree is 120 scrap — Very Rare, same as a Metal Facemask, same as a C4. Here is what it takes to be allowed to press that button, starting from the only root the Level 3 tree has:
| Step | Node | Node price | Running total |
|---|---|---|---|
| 1 | Reinforced Glass Window (root) | 60 | 60 |
| 2 | SKS | 60 | 120 |
| 3 | Weapon Lasersight | 60 | 180 |
| 4 | HV 5.56 Rifle Ammo | 60 | 240 |
| 5 | Incendiary 5.56 Rifle Ammo | 60 | 300 |
| 6 | MP5A4 | 120 | 420 |
| 7 | Metal Facemask or Metal Chest Plate | 120 | 540 |
| 8 | HMLMG | 120 | 660 |
| 9 | Assault Rifle | 120 | 780 |
Nine nodes. 780 scrap. And there is no cheaper way through — no branch that reaches the rifle while dodging the MP5A4, and none that dodges the armour, because the HMLMG only opens behind a facemask or a chest plate and the rifle only opens behind the HMLMG. Buying "just the AK" buys you a submachine gun and a piece of Tier 3 armour whether or not either was ever in your plan.
The same rifle at a research table is 120 scrap and one looted Assault Rifle. Six and a half times less scrap, in exchange for a condition the tree does not impose: you have to have physically held the thing.
It is not a quirk of that one item, either. Every Very Rare blueprint deep in a tree tells the same story with different digits:
| Very Rare unlock | Research table | Cheapest tech tree path | Multiple |
|---|---|---|---|
| Metal Facemask | 120 + a looted facemask | 540 | 4.5× |
| Timed Explosive Charge | 120 + a looted C4 | 720 | 6× |
| Assault Rifle | 120 + a looted rifle | 780 | 6.5× |
| Bolt Action Rifle | 120 + a looted rifle | 900 | 7.5× |
Identical sticker price in every row. Four-and-a-half to seven-and-a-half times the bill.
Two honest qualifications on those totals. The first is that they assume you own none of the path — they are the price from a standing start. If you already bought the MP5A4 chasing a facemask, the Assault Rifle is not 780 to you; it is the three nodes you have left, which is 360. A tree you have been shopping in for a week is cheaper to shop in again, and that is a real reason the tech tree stops looking so absurd late in a wipe. The second is that 660 scrap of predecessors is not 660 scrap of nothing. An SKS, a lasersight, two ammo types, an SMG and a piece of metal armour are a genuine kit, and if you wanted most of them anyway you were going to pay for them anyway. The complaint is not that the path is worthless. It is that the path is not optional, and if you came for one item you are buying eight decisions somebody else made.
Now the part that pays off the numbers you were shown at Workbench Level 1 and told to wait for. Look again at the Satchel Charge: 60 scrap to research, 510 on the tree. Its own node is 60, so the other 450 is the chain in front of it — the Beancan Grenade, the Revolver, Pistol Bullet, a Flare, the Waterpipe Shotgun, the Salvaged Cleaver, the Mace, the Mini Crossbow, the Compound Bow, and 195 scrap of tree behind the bow before that. Nothing about a satchel is expensive. It sits at the far end of a long branch, and the tree makes you walk the branch. The Revolver at 30 to research and 420 on the tree is the same story told with a shorter fuse: fourteen times the price, entirely because of where it is standing.
Which means depth, not value, is what the tech tree actually charges for — and at zero depth it charges nothing extra at all. Some nodes sit directly on a root, so their path total is their sticker price and no looted copy is required. The Hazmat Suit is a 60-scrap root on the Level 2 tree. The Longsword is a 30-scrap root on the same tree. The Reinforced Glass Window is the 60-scrap root of the entire Level 3 tree, and the Salvaged Hammer is a 30-scrap root at Level 1 — the one you already paid, back when the Engineering Workbench cost 60 to research and 90 as a path. A root node is the only place in the game where the tech tree is never the worse deal. It matches the research table on scrap and then beats it, because the research table still wants an item and the root does not.
The rung above a root is nearly as good. The SKS is one step off the Level 3 root, so its path is 120 against a research cost of 60 — the research table still wins on scrap if you are holding one, but 120 is the cheapest firearm in that entire tree by a factor of six and a half against the Assault Rifle, and it is available the hour the bench goes down. The Weapon Lasersight and the Armored Door sit at 180 on that same root. Shallow is cheap. Deep is ruinous. That is the whole rule.
And then there is the case where the comparison collapses entirely, which is where the last section left you standing. Gears, Metal Pipes, Metal Springs, Metal Blades and Sewing Kits have research table costs — 60, 60, 60, 30 and 30 — and appear in none of the four tech trees. Not deep in one. Not expensive in one. Absent. There is no node to buy, no path to walk and no price to compare, so for the five components that half your recipes depend on, the research table is not the cheaper route. It is the only route in existence, and it demands what it always demands: a looted copy, on the table, consumed. This is why where you learn them is not a matter of preference. You loot a spring and research it, or you never make a spring.
So the rule the arithmetic hands you is short. Never tech-tree an item you are holding a copy of — the sticker prices are identical, and only one of the two routes bills you for the journey. Buy from the tree when the thing sits on a root, when it sits one step off a root, or when you have already paid for most of what stands in front of it. And never, ever take the number printed on a node as the number you will pay: select it, read the preview path the tree draws for you, and add it up before you commit. Since April 2026 the tree will unlock that whole path in a single press, which is a real convenience and a real trap — it changed how many times you click, not how much you are charged. The preview is showing you the bill. Read it.
There are exactly two things in the game that change these numbers, and neither of them can be crafted, researched or bought.
Two Loot-Only Upgrades Bend the Tech Tree's Arithmetic
They arrived in May 2026: workbench upgrades, physical objects you slot into a bench's own inventory to change what that bench does. Nine are in the game, with a tenth — the Surplus Adaptor — still unreleased. Seven of the nine are outside this article's business: Accelerated, Comfort, Defensive, Efficiency, Range, Recycle Bin and Reinforced, which between them touch craft speed, craft yield and ingredient refunds, comfort, bench durability, the radius of the bench's aura, and a free armour slot on anything you make. Two of them reach directly into the numbers you have just been reading.
Before either is worth thinking about, be clear on what they are not. Workbench upgrades are not craftable, not researchable, and no NPC sells them. No node, no research table entry, no vendor stall. Facepunch's line is that they "will not be commonly found," which leaves exactly one supply: loot, or another player's shop if whoever found one wants to sell it. Installing is simple — open the bench's inventory and drop the upgrade in, and the bench visibly changes to show it. Building privilege is required to add or remove one, but the bonus belongs to the bench rather than to you, so anyone who uses that bench gets it. Worth remembering in a duo base. Worth remembering harder about a bench standing in a base you no longer control.
Salvage is the plain one: "all tech tree unlocking done at this workbench will have its cost reduced by 20%." Every node, every tree, flat. Run the article's ugliest number through it and the nine-node path to the Assault Rifle falls from 780 scrap to 624. That is a real 156 scrap saved and it changes nothing structural — 624 is still more than five times the 120 the research table charges for the identical blueprint. Salvage does not rescue a deep path, it discounts one. Where it actually earns its slot is on the purchases that were already sensible: that 60-scrap root at the bottom of the Level 3 tree becomes 48, and every shallow node you buy for the rest of the wipe is a fifth cheaper, for as long as you keep unlocking at that bench.
Prototype is the strange one, because it deletes the mechanic the last section spent itself explaining. It lets you directly learn any item on the tech tree, out of order, with no path at all — for double the scrap. So the Assault Rifle's node, which is 120, costs 240 and nothing else. No MP5A4. No facemask. No two ammo types you did not want. Doubling sounds punitive right up until you remember that the node was never the expensive part; doubling one node is routinely far cheaper than being made to buy eight others. And the two upgrades compose: Salvage's 20% applies on top of Prototype's doubling, so a bench carrying both prices that same rifle at 192.
| Assault Rifle blueprint | Scrap |
|---|---|
| Tech tree path, no upgrades | 780 |
| Tech tree path, Salvage installed | 624 |
| Prototype, node alone | 240 |
| Prototype and Salvage together | 192 |
| Research table, plus one looted Assault Rifle | 120 |
Read the bottom row and the section resolves itself. Even at the absolute best price the game can be talked into — both upgrades, one bench, the deepest node in this article — the tech tree is still 72 scrap dearer than carrying a looted rifle to a research table. The rule you were given last section survives the upgrades completely intact. What the upgrades change is the size of the penalty on the occasions you cannot follow it.
Two honest holes in that table. The first is that the 192 row assumes both upgrades can sit on one bench, and the sources do not agree that they can. Facepunch say you "can mix and match them." The fullest reference write-up says each upgrade type installs once per bench, which would permit Salvage and Prototype together. An earlier preview of the same system says only one upgrade fits per bench at all. The first two are consistent with each other and the third is probably the outdated one, but none of that is confirmed — so treat 192 as an optimistic floor and plan against 240, or against 624. The second hole is Prototype's reported downside: one reference page states a 25% chance the direct unlock simply fails, and no other source describing the upgrade mentions it — not Facepunch's devblog, not the independent write-up of the same double-cost behaviour. Nothing available says whether a failed attempt returns your scrap, so you cannot even price the risk cleanly. Do not treat the failure rate as a game fact, and do not assume its absence either.
Which makes the play a simple one: exploit these, never plan around them. If a Salvage drops — they come out of Elite Crates — put it in the bench you actually unlock from before you spend anything, because a discount only applies to what you buy after it is installed, and scrap you have already spent is not coming back at 20% off. If a Prototype drops — green military crates — it is the only object in Rust that will sell you a deep node without its path, so spend it on the deepest thing you genuinely want rather than on something shallow you could have walked to anyway. And if neither ever drops, you have lost nothing, because there was never a way to go and get one.
None of which changes what a solo should buy first. That ordering was never waiting on a lucky crate — it falls out of numbers you already have in front of you.
Where the First 500 Scrap Should Go
Every price in this article has been quoted in a currency nobody bothers to price, so start there. A loot barrel pays 2 scrap. A basic crate pays 3. A normal or tools crate pays 5. A military crate pays 8, and so does a vehicle parts crate. A large underwater crate pays 10. An elite crate pays 25. Those are flat and guaranteed, and they are what the overwhelming majority of your scrap is actually made of, one container at a time.
The numbers people budget with are the other ones, and those are conditional. A hacked Locked Crate rolls 140–159 scrap only a third of the time. A Supply Drop rolls 140–318 a little over half the time. Both are real and neither is a plan, because two Locked Crates in three simply do not pay that roll — and covering the 780-scrap tech tree path to an Assault Rifle takes five of those hits only if every one lands at the top of its range, and six at a typical roll.
Put the article's two headline figures into that denominator and the ordering stops being a preference. The 315-scrap Level 2 armour ladder is about 158 barrels, or exactly 63 normal crates. The 780-scrap tech tree Assault Rifle is 390 barrels — and at the end of those 390 barrels you own a blueprint you still cannot build, because the Rifle Body is loot and only loot. You are not choosing between a defence budget and an offence budget. You are choosing between finishing something and not.
So the first rule is the one the last two sections earned: research anything you are physically holding. Both routes charge the same for the blueprint; only the tree also charges for everything standing in front of it. A looted Revolver on a research table is 30 scrap. The same Revolver as a tech tree path is 420. If it is in your hands, the tree is never the answer.
The second rule is the exception, and it is where most of your first 500 should go: tech-tree only what sits at a tree root — and for a solo the root worth buying first is the Hazmat Suit at 60 scrap on the Level 2 tree. It is not the cheapest root, as the last section showed; it is the one that opens onto the most. It asks for no looted copy, it costs the same 60 the research table would charge, and the whole armour and medical spine of the tier hangs off it.
Here is that branch in full, bought from a fresh Level 2 bench with nothing in your hands:
| Node | Node price | Running spend |
|---|---|---|
| Hazmat Suit (root) | 60 | 60 |
| Hoodie | 30 | 90 |
| Road Sign Gloves | 15 | 105 |
| Road Sign Kilt | 30 | 135 |
| Heavy Plate Helmet | 60 | 195 |
| Heavy Plate Jacket | 60 | 255 |
| Heavy Plate Pants | 60 | 315 |
| Medical Syringe | 30 | 345 |
| Large Medkit | 30 | 375 |
Two things in that table are worth reading slowly. All three Heavy Plate pieces hang off the same Road Sign Kilt, so the second and third cost their own 60 and nothing else — you buy the spine once. And the Syringe and Medkit are a separate branch off the Hazmat root you already own, so they add 30 each rather than a new path. Radiation protection, gloves, kilt, a complete Heavy Plate set, syringes and medkits: 375 scrap, no looted copies required for any of it. That is 188 barrels for the whole survivability tier, against 390 for one rifle path. Spend another 90 — Boots 30, Coffee Can Helmet 30, Road Sign Jacket 30 — and at 465 you own every armour and medical node on this branch, with change left from 500. Night Vision Goggles sit one node further out, behind the Heavy Plate you just bought, and the Metal Shield is on a different branch entirely.
That last 90 is also where the advice stops. The Road Sign Jacket is not on the cheap branch; it sits behind the Boots and the Coffee Can Helmet, so the 90 is 30 for the jacket and 60 for the two nodes standing in front of it — a jacket you will wear over plate anyway. Buy it if the wipe is going well. Stop at 315 if it is not.
Then the purchase that outranks all of it whenever it becomes possible. Gears, Metal Pipes, Metal Springs, Metal Blades and Sewing Kits appear in no tech tree at all — 60, 60, 60, 30 and 30 at a research table, and nowhere else, ever. Every other blueprint in this article has two doors. These have one, and it only opens while a copy is sitting in your inventory. That is not a shopping list you go and fill; it is a standing instruction. A Metal Spring passes through your hands, you have 60 scrap, you research it — because there is no version of later where the tree sells you one.
Be honest about what that buys, though. Four of those five are Tier 3 crafts, so the blueprint sits idle until you have a Level 3 bench; you are staking a claim, not unlocking a factory. The exception is the Metal Blade at 30 scrap, which is a Level 2 craft, which means it pays the moment you own the bench — a Salvaged Axe is five blades, a Salvaged Icepick another five, and those retire the hatchet and pickaxe you have been swinging all wipe. Of the five, it is the one that earns its scrap this week rather than next.
Which gives you the order. Not a schedule — a queue, applied to whatever the day actually hands you:
- Any of the five components you are holding. One route exists. The window is open only while the copy is in your inventory.
- Anything else you are holding that you actually use. Sticker price, no path — and the six Tier 1 blueprints priced earlier came to 300 scrap researched, against 690 for the same six as tech tree paths — those paths overlap heavily, and you only pay the shared branch once.
- The Hazmat root at 60, the moment a Level 2 bench exists. No looted copy needed, and everything in the next line hangs off it.
- The armour spine and the Heavy Plate set, 135 then 315, then the medical branch at 375 if the scrap is there.
- Nothing on the rifle tier. Not the path, not this wipe.
That last line is the one that will itch, so here is the arithmetic behind it one final time: the entire Level 2 survivability tier costs less than half the tech tree price of a single Assault Rifle, arrives without a looted copy of anything, and every piece of it is craftable with metal, cloth, leather and sewing kits. The rifle path costs 390 barrels and terminates in a recipe you cannot complete. If Tier 3 genuinely cannot wait, the SKS is one step off its root at 120 — six and a half times less than the AK, on the same bench. Everything above it waits for a body to fall over near you.
One thing to check before you commit any of it: find out whether your server wipes blueprints. Facepunch force-wiped them once, on 6 November 2025, and said only "Maybe. We're not committing to anything yet" about doing it again — and server operators can wipe blueprints on their own schedule regardless. On a server that keeps them, everything above is an investment that compounds across wipes. On a server that clears them, it is a monthly purchase, and the case for spending on the things you can finish this wipe gets stronger, not weaker.
So on day one, with a few hundred scrap and a monument circuit ahead of you: research the component in your pocket, research the gun in your hands, buy the Hazmat root, and walk up the armour spine until the scrap runs out. The rifle is not a purchase. It is something you find.
