All Activity
- Past hour
-
Narrator joined the community
-
Mostaba joined the community
- Today
-
Yo, Is there a daily manual or automatic server restart, or not? I've noticed the server restarting several times at different hours—today at 6:11 AM, and sometimes around 7:00 or 7:30 AM. Thanks! EDIT : I got my answer. There is an automatic restart at 6:00 AM CEST, but it is started manually when there is an update, like today. It took place at 6:10 AM! Thanks, Death.
-
Rin Rin started following US Pure - Carmey and US Pure - Carvettel
-
Offender: Carvettel (76561198065828933 | 48539850) Server: US Pure Time: 09:26PM CST Length: Permanent until appealed. Reason: Stealing. More Info: Player stole from another player's supply drop. When I teleported over to them I asked them to drop the loot but they did not and proceeded to run away. I warned them again to return the stuff but continued to ignore me and started dropping bombs he picked up from the supply drop instead, so I issued a permanent ban. It seemed pretty clear to me that this player had no intention of following server rules since there had been previous warnings on their battlemetrics profile.
-
Offender: Carmey ( 76561198755000729 | 1203203401 ) Server: US Pure Time: 08:57PM CST Length: Permanent Reason: Harassment and Stealing. More Info (Optional): Player followed another player into their base demanding food. Player was asked several times by the base owner to leave. Base owner asked for admin assistance, I TP'd to their location and witnessed the harassment with my own eyes and ears. I asked Carmey to leave and he finally complied. Once outside he continued to harass myself and the base owners for food. When a teammate of base owner returned with their vehicle Carmey followed into the garage and stole all of the car parts, fuel, etc. Again this was all directly in front of me... I told this player to give the items back and I won't ban them, so player did comply but proceeded to continue harassing about food. It was clear that Carmey had no interest in following RustEZ Pure's rules and a ban has been issued.
-
WrenchNit changed their profile photo
-
TangoBlast changed their profile photo
-
samygrl started following US Pure- Scratches
-
Offender: Scratches Battlemetrics | Steam Server: US Pure Time: 7:58 PM EST Length: Permanent Reason: Stealing/Griefing Player was first warned on EU Pure for looting the base and body of an offline player. on 7/21/2026 On 8/15/2026 Scratches was given a final warning for stealing and looting even bragging in chat and mentioning the items they took Scratches was banned permanently after shooting another player's horse. It has been clear with their chat etiquette and overall behavior that they were not here to be a kind or productive player on our server.
- Yesterday
-
Update, normal trains seem to be fixed but Giant Trains have the same bug.
-
Born on Board changed their profile photo
-
OscarDisrespect changed their profile photo
-
Sweet Tooth started following US Survival Ban - M_the_W and US Survival Ban - Demolition-Dave
-
Offender: M_the_W Battlemetrics Steam Server: US Surtvival Time: 09:00 NZST Length: Perm Reason: Advertising another server More Info (Optional):
-
Offender: Demolition-Dave Battlemetrics Steam Server: US Surtvival Time: 09:00 NZST Length: Perm Reason: Advertising another server More Info (Optional):
-
Rabid Mouse joined the community
-
Sweet Tooth started following Attack Heli Signal Bug - Japan Survival
-
Known issue been worked on
-
EBTLover joined the community
-
If this is already a known bug could you just turn off trains until it's fixed please? Really frustrating to waste rockets and nw doing an event to just stare at crates you can't open.
-
Burnder started following Train NPC's bugged you can't loot anything on it
-
just a driver on train, no npcs anywhere to be found. I drove a lap on the train tracks and no floating 5 guards anywhere.
-
I get this message when I try and toss an Attack Heli Signal. I disconnected and reconnected, and it didn't change. "You can only have one active distress signal. Also, It would be cool if we could toss two at once. lol China
-
x_STEADYMOBBN_x joined the community
-
OBCD joined the community
-
SneakPlisskin changed their profile photo
-
Windows Server 2000 joined the community
-
Sakito joined the community
-
thdd14 joined the community
-
timborgenandersen040509 changed their profile photo
-
SirJoe changed their profile photo
-
Yeah haha, I think there may have been a misunderstanding there. I was really just throwing out ideas and different ways the problem could potentially be handled — not saying Pure needs to implement any of this or that I have a perfect solution. I actually play on Scourge, so the Pure limitations don't really affect me personally anyway. I just enjoy discussing these kinds of things and throwing ideas around. If something from the discussion happens to be useful for Pure, great. If not, no big deal. I definitely agree that the modded servers already have a lot of these protections available, and Pure obviously has to work within a completely different set of limitations. So yeah, no hidden agenda here — just brainstorming. And thanks for the detailed response!
-
Offender: Ldgpro1 Battle Metrics Steam Profile Server: (US)Pure Time: 3:52 AM Eastern. Length: Permanent Reason: Harassment More Info (Optional): Ldgpro1 went to a players base was being a nuisance. He started talking nonsense to the base owners, claiming he was an admin and was going to ban them, claiming the base was his and they should get out, claiming his gear was stolen by them, which after checking logs, I confirmed it wasn't, saying he won't leave until they gave him items etc. And he refused to leave their base upon their request. When a player refuses to leave another players base after repeatedly being asked to I always appear and simply explain that not leaving a players base upon the base owners request can lead to harassment warnings etc. Usually situations like this are from ignorance of the rules and a quick chat can solve it, but Ldgpro1 said he didn't care, he was never going to leave and I should just ban him. Well the friendly route didn't work so I had to take the official route. 09/04/2026 - Ldgpro1 was warned for harassment after refusing to leave a players base upon the base owners request and then admin instructions to leave. 09/04/2026 - Ldgpro1 was warned for harassment again after still refusing to leave the players base. This warning made it clear this was his last chance to comply. 09/04/2026 - Ldgpro1 still refused to leave after two official warnings and so had shown that he was not interested in respecting the community or following our rules so a permanent ban had to be issued.
-
Burnder changed their profile photo
-
Tritentflox joined the community
-
WarlordTreeDelta changed their profile photo
- Last week
-
KillerKlownFromSpace changed their profile photo
-
All those protections are available freely on our modded servers Pure been community has limits on what we are allowed to do
-
Hi Crazy frog Your TC idea is kind of already implimented across the board, at times it has been confusing when the building privalage gui isnt straight forward in regards to base decay and what rate being enabled or not I agree. As far at witch hunting goes, correct me if I am wrong but my understanding is that giving players access to their deployables interaction data would actually stop witch hunting if there was any on your server. As I understand witch hunting is the act of false accusations and evidenceless defamation however even the term is archaic and bullying/trolling/griefing/harassment covers that already, (its 2026 afterall ) and having access to this real time data to be able to determine theft would in fact stop the idea of witch hunting. You mentioned the heli theft scenario, any TC mod doesnt usually cover parked helis in the building privalage space but would be cool if it did, on modded like I already mentioned have those protections already even on your heli. It's been mentioned by other players being able to put a code lock on a heli would be cool but even with all the mods, however if there is not enough community operating the community aspect of the server it will increasingly attract negative people unfortunately regardless of admin presence. However having the right admin will also attract good players as well, corrupt admins tend to attract corrupt players ngl Players running player events and community stations greatly decrease the level of toxicity and server rule infractions. Mutual respect goes a long way as well! I hope you have a great wipe! I am away at the moment and haven't started the new wipe yet but excited to see the new map when I can
-
In the jungle where I live I placed a pumpjack down but after placing it I didn't like it and wanted to move it so i hit it with a hammer and it disappeared like usual but when i checked my inventory i only had 3. I had bought 4. I tried splitting them but they are all single items. I looked on the ground and no bag. US Scourge J19ss
-
I agree that giving players access to player activity or access logs is probably not the right solution. That could easily turn into accusations, witch hunts and unnecessary conflicts. However, I think we can solve the underlying problem without giving players any investigative tools at all. The issue isn't really “players need better bases”. The issue is that the current protection model depends too heavily on an administrator being online. On a PvE server, that creates a very strange situation: if someone deliberately steals a Mini, Attack Helicopter or accesses property while nobody is available, the victim has no meaningful way to prevent it and the admin can only deal with the consequences afterwards. I would suggest exploring an automated TC-based Property Protection system instead. The concept would be: TC authorization determines who is allowed to interact with protected property. For example: • Containers and important deployables inside a protected TC area cannot be accessed by unauthorized players. • Deployables cannot be picked up or manipulated by unauthorized players. • Minis and other player-owned vehicles could be associated with the owner/TC authorization, preventing unauthorized players from simply taking them. • Protection could apply particularly when the owner is offline, which would directly address the situation where there is no administrator available. • Players would receive absolutely no information about who attempted to interact with their property. They simply get protection. • Administrators would retain whatever information is necessary to investigate reports internally. This is important because it separates protection from surveillance. We don't need to tell players: “Player X accessed your box.” We simply tell the server: “Player X is not authorized to access this property.” And the server prevents the interaction. That completely removes the witch-hunt issue while still protecting legitimate players. I would also avoid solving this by simply enabling shotgun traps, landmines or other PvP-capable defenses. That changes the nature of Pure and can create an entirely different set of problems. An automated protection layer would preserve the PvE philosophy much better. The helicopter issue is probably the clearest example. If I park my Mini at my base and log off, I shouldn't have to assume that the only thing protecting it is whether an admin happens to be online at that exact moment. The server already knows: who owns/controls the TC, who is authorized, where the property is located, and whether the owner is online. That information could potentially be used to enforce protection automatically rather than requiring an admin to react after the damage has already happened. I'm not suggesting that this should necessarily be implemented immediately, or that we should change Pure's vanilla philosophy without discussion. I'm suggesting that this is the technical direction I'd investigate: TC authorization → ownership → automated protection → no player surveillance. It addresses the actual weakness without introducing PvP, without creating witch hunts, and without requiring 24/7 administrator coverage. If it is technically feasible within the limitations of Pure, I think this would be a much more scalable solution than expecting players to continuously build around the possibility of another player exploiting an admin absence.
-
This exact situation you are describing is why we have the 10 day purge time
-
Yo, I understand the concerns from players who work, have families, or simply can't log in every day. But I think there is another side of this discussion that is worth considering. Pure has around 300 players coming through the server every day, roughly 50 of them being new players, and around 880 hours of playtime per day on average. Activity is obviously much higher at the beginning of a wipe and gradually decreases as the wipe progresses. Yet the current poll has only 125 votes. So my question is simply: what about everyone who didn't vote? I'm not saying that the people who didn't vote are necessarily for decay. They could be against it, in favor of it, or simply not care. We just don't know. That's why I don't think 125 votes can automatically be considered a perfect representation of the entire Pure community. There is also something else I find important: the server's own description says that decay is active at a low rate specifically to discourage huge bases. I don't think decay should be about punishing casual players or forcing everyone to log in every day. If someone is actively playing and wants to maintain a huge base, build massive decorations, or spend their wipe building, that's completely fine. The problem, in my opinion, is what happens when those players stop playing. A huge abandoned base can remain on the map for a very long time, even though nobody is using it anymore. Meanwhile, new players continue joining the server and building their own bases. Over time, the map becomes increasingly cluttered with structures that are no longer serving any purpose. That's what I believe decay should address: abandoned bases, not active players. And that's why I think a reduced upkeep/decay rate could actually be a very reasonable compromise. Casual players would still have plenty of time to come back and maintain their base, while genuinely abandoned bases would eventually disappear. For me, this isn't about choosing between "casual players" and "hardcore players." It's about finding a balance that works for both — while keeping the map healthy and leaving room for the new players who are joining Pure every day. I don't think decay is the enemy here. I think the real question is simply: what is the right decay rate?
-
you could always join Survival which has no decay
-
It's Rust a survival game, sorry it's not minecraft.
-
No Decay, I love this server for not having to log in everyday and fill the TC, yes people abuse it and build bad bases. But why should people doing the wrong thing be impacted by the ones that want to build cool bases.
-
Hi AbsenceOfLight as has been explained to you in the past this is never likely to be a thing given we already don't give players that info as Admins as it will just lead to things like witch hunts occurring
-
scourge Suggestion: Increase Flower Stack Sizes
Crazy Frog replied to Crazy Frog's topic in Suggestions
I understand that flowers used to have a larger stack size and that it was changed, but that doesn’t really address the point I’m making. The issue is that flowers are a farming resource, just like wood, sulfur and charcoal, and they take a significant amount of storage space when farmed in large quantities. Having to constantly sell them because the stack size is artificially low isn’t really a quality-of-life solution — it just creates unnecessary inventory and storage management. As for backpacks, not everyone wants to dedicate every clothing slot to carrying flowers, especially when those slots are useful for actual gear and protection. And having to repeatedly travel back and forth to sell flowers also takes time that could otherwise be spent playing the game. Increasing the stack size to 5k or 10k wouldn’t make flowers overpowered or give farmers an unfair advantage. It would simply make farming and storing them more convenient, while keeping the same economy and value. If wood, sulfur and charcoal can stack to 5k/10k, I don’t really see a strong gameplay reason why flowers should be treated differently. It’s a simple QoL improvement, especially on a server where a large part of the player base makes scrap by farming. -
This decay is stuffed, we play here to build cool stuff and not have to grind for upkeep. If upkeep stays a thing we are considering moving on, or are forced to build massive laggy wooden grid base each wipe attach it to 20 boxes with wood so we only think about it once.