Max 4 • No affiliate teaming • Final-24h Purge • Earn your BP carryover

Build. Progress. Keep it.

AU/NZ low-pop Rust for working people, dads and casual players. Peaceful play earns faster progression, cheaper upkeep and stronger protection. Aggression is allowed — it just has consequences.

Server info

Designed around a full monthly progression loop.

Week 1 protects casual players, the middle of wipe is reputation-driven, and the final 24 hours are full Purge.

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Monthly flow
  • Days 1–7: hard offline raid protection after 10 minutes offline.
  • Day 8 onward: offline raiding enabled; reputation controls key advantages.
  • Final 24h: Purge — combat/economy restrictions lift, but max-team and anti-affiliate rules still apply.
  • Wipe: map resets on Rust's official monthly force-wipe schedule.
Reputation

Your actions affect the whole wipe.

Gameplay bonuses use the lowest personal reputation across your current Rust team and any actively affiliated group. Blueprint carryover is different: that still uses each player's own personal rep.

Offensive PvP

Player kill

-7

Only offensive kills are penalised. Valid self-defence is free.

Sleeping player

Sleeper kill

-10

Sleeper kills carry a larger reputation penalty.

Base raid

Raid start

-18

Applied once per normal raid session. Valid retaliation is reduced.

Base control

TC destroyed

-12

Destroying an enemy Tool Cupboard carries an extra hit.

Daily reputation recovery

  • Requires at least 30 active peaceful minutes.
  • No passive offline regeneration.
  • One recovery cycle per 24 hours.
  • Recovery bands: +5 / +4 / +3 / +2 / +1.

Self-defence & retaliation

  • Self-defence window: 10 minutes.
  • Raid defence is penalty-free during the raid and for 15 minutes after the last structure hit.
  • Retaliation window: 24 hours.
  • Retaliation raid start: -5 rep instead of -18.
  • Raiders become Wanted for 6 hours.
Teams & affiliate rules

Maximum 4 players. Splitting into “farm” and “raid” teams does not bypass the limit.

An affiliate is another player or team materially cooperating with you to operate as one larger group or to bypass reputation, protection, upkeep, raid or progression rules. Normal neighbours, ordinary one-off trades and simply being nearby do not make teams affiliates.

Hard rule

Maximum effective group size: 4

  • Rust team size is capped at 4.
  • Separate teams may not coordinate as one larger team.
  • Rotating players between teams does not clear recent association.
  • Once teams are detected as affiliated, the server treats them as one rule group for reputation, protection, Wanted and ORP consequences.
  • If an affiliated rule group grows above 4, the server logs and warns the group as a team-limit violation.
Allowed

What does NOT automatically make you affiliates?

  • Living near another team.
  • Choosing not to fight each other.
  • Normal vending-machine or shopfront purchases.
  • Ordinary one-off trades that do not meet raid-support thresholds.
  • General chat, social contact or occasional neighbourly help.

Automated affiliation signals

BehaviourSignal
Shared Tool Cupboard authorization+8 — immediate affiliate threshold
Co-raiding the same enemy base in the same raid session+8 — immediate affiliate threshold
Were on the same Rust team within the recent memory window+5
Defending another team's base during an active raid+4
Repeated qualifying high-risk transfers+2 bonus

Affiliate threshold: 8 points. Once linked, affiliation persists for 48 hours after the last qualifying signal.

Raid-material / scrap transfer detection

24-hour transfer total between separate teamsSignal
1 C4 / 2+ C4+5 / +8
2 rockets / 4+ rockets+5 / +8
8 satchels / 12+ satchels+4 / +8
128 explosive ammo / 192++4 / +8
1,000 / 2,000 / 4,000 gunpowder+3 / +5 / +8
2,000 / 4,000 / 8,000 sulfur+3 / +5 / +8
750 scrap in one transfer / 1,500 / 3,000 in 24h+3 / +4 / +8

The detector tracks direct drops/pickups and transfers into another team's player-owned storage. Normal vending/shopfront transactions are excluded.

Gather, sulfur & upkeep

Reputation changes how expensive the wipe feels.

Gather, sulfur and upkeep all return to normal 1× values during Purge.

General gather
Rule-group repRate
0–591×
60–892×
90–1003×
Purge1×
Sulfur
Rule-group repRate
0–490.5×
50–891×
90–1002×
Purge1×
Base upkeep
Rule-group repUpkeep
0–201.5×
21–701×
71–1000.5×
Purge1×
Blueprint carryover

Keep 71+ personal rep by Purge and keep your BPs.

  • At the exact start of the automatic Purge, the server snapshots each player's personal reputation.
  • 71+ personal rep: your learned personal BPs are secured for the next wipe.
  • 70 or lower: your learned personal BPs are reset at map wipe.
  • Rule-group reputation does not decide BP carryover; BP carryover stays personal.
  • What you do during Purge does not change the locked BP result.
  • Use /bpstatus to check your current or locked carryover state.
Important
The BP snapshot only happens at the real, automatic Purge start. Manually forcing Purge for testing does not lock blueprint carryover.

The plugin also has a fail-safe: if the real snapshot is missing, it skips the BP wipe rather than wiping everyone by mistake.

Final 24 hours

🔥 Purge — anything goes.

Purge automatically begins 24 hours before Rust's official monthly wipe timer.

1× general gather1× sulfur1× upkeep 1× raid damageNo ORPNo rep penalties BP carryover already lockedMax 4 still appliesNo affiliate teaming still applies
Raid protection

Protection changes through the wipe.

Days 1–7

Hard ORP

After the whole team has been offline for 10 minutes, the base is hard protected. Raiders also lose their own ORP eligibility for 6 hours.

Day 8 onward

Reputation phase

Hard ORP ends. Reputation-based online/offline damage scaling takes over, so good rep gives stronger protection and bad rep gives weaker protection.

Purge

No protection

ORP is disabled and all reputation defence modifiers return to normal 1× values for the final 24 hours.

FAQ

Frequently asked questions

These answers reflect the current live ruleset and plugin setup.

When does the server wipe?

The map follows Rust's official monthly force-wipe schedule: the first Thursday of each month at 19:00 Europe/London.

When does Purge start?

Purge starts automatically exactly 24 hours before the official monthly wipe.

What changes during Purge?

Combat and raiding restrictions lift: gather, sulfur and upkeep return to 1×, raid damage returns to normal 1×, ORP is disabled and reputation penalties are suspended. The max-4 and no-affiliate-teaming rules still apply.

Does Purge affect my blueprint carryover?

No. Your BP carryover is locked at the instant automatic Purge begins. What you do during Purge cannot change that result.

How do I keep my personal blueprints?

Have at least 71 personal reputation when automatic Purge starts. At 71+, your learned personal BPs carry into the next wipe.

What happens if I have 70 reputation at Purge?

You do not qualify for BP carryover. Your learned personal BPs will reset at the map wipe.

Does my team's lowest reputation decide my BP carryover?

No. Gameplay bonuses use the team's lowest member, but BP carryover uses your own personal reputation.

How can I check whether my BPs are safe?

Use /bpstatus. Before Purge it shows your current personal rep and pending status. After the snapshot it shows whether carryover is locked as eligible.

How does rule-group reputation work?

The server uses the lowest personal reputation across your current Rust team plus any active affiliated players/teams for gather, sulfur, upkeep, Wanted and reputation-based protection.

What reputation do new players start with?

Players start at 60 reputation.

How do I gain reputation?

You need at least 30 active peaceful minutes to qualify for a recovery award. Recovery does not happen passively while you are offline.

How fast does reputation recover?

The current recovery curve is +5 / +4 / +3 / +2 / +1 depending on your reputation band, with one recovery cycle per 24 hours.

What happens if I kill another player?

An offensive player kill costs 7 reputation. Valid self-defence does not cost reputation.

What happens if I kill a sleeper?

A sleeper kill costs 10 reputation unless the target is covered by a specific exception such as Wanted handling.

How does self-defence work?

If the other side initiates hostile PvP, you get a 10-minute self-defence window against that team. Defensive kills within that context cost 0 reputation.

Can I defend my base during a raid?

Yes. Raid defence is penalty-free during the active raid and remains protected for 15 minutes after the last hostile structure hit.

Can I retaliate after being raided?

Yes. You get a 24-hour retaliation window against the original aggressor's team. A valid retaliation raid costs 5 reputation instead of the normal 18.

How long does Wanted last?

Raiders become Wanted for 6 hours. Wanted also reduces their effective gathering benefits.

How does Week 1 offline protection work?

For the first 7 days of the wipe, a base becomes hard protected after the team has been offline for 10 minutes.

What happens after Day 7?

Hard offline protection ends. Offline raiding is enabled and reputation-based damage protection becomes the relevant defence system.

What are the general gather rates?

0–59 rep = 1×, 60–89 = 2×, 90–100 = 3×. Purge = 1×.

What are the sulfur rates?

0–49 rep = 0.5×, 50–89 = 1×, 90–100 = 2×. Purge = 1×.

How does upkeep work?

0–20 team rep = 1.5× upkeep, 21–70 = 1×, 71–100 = 0.5×. Purge returns upkeep to 1×.

Does Gather Manager still run on the server?

No. Gather Manager was removed so it cannot stack multipliers on top of the RagTags reputation system.

Do blueprints share between teammates?

Blueprint Share is installed. Team blueprint sharing is enabled according to the server's configured Blueprint Share rules.

What happens to reputation at map wipe?

Reputation resets to the configured starting value of 60 when the new map wipe begins.

Can I just stay offline and recover reputation?

No. There is no passive offline reputation regeneration. You need active peaceful play time.

Is this a 2× server?

Not globally. Gather rates are reputation-based. A 60–89 team effectively gets 2× general gather, but lower and higher bands differ.

Why is sulfur separate from normal gather?

Sulfur is deliberately more restricted so high reputation helps progression without making raiding resources scale too aggressively.

What is the maximum team size?

Four players. The in-game team limit is 4 and the anti-affiliate system also treats coordinated separate teams as one effective rule group.

What is an affiliate?

An affiliate is a player or team materially cooperating with another group in a way that lets them operate as one larger group or bypass team-size, reputation, protection, upkeep, raid or progression rules.

Can we have one peaceful farming team and a separate raiding team?

No. If the teams materially cooperate, share base access, co-raid or supply significant raid resources, they can be linked as affiliates and treated as one rule group.

Can two separate teams share a Tool Cupboard?

Shared TC authorization is a high-confidence affiliation signal and reaches the automatic affiliation threshold by itself.

Can two teams raid the same target together?

Co-raiding the same enemy base during the same raid session is treated as a high-confidence affiliation signal.

Can I leave my team to raid, then rejoin?

Leaving or switching teams does not instantly clear your association. Recent same-team history remains a signal and affiliation can persist for 48 hours after qualifying activity.

Does trading make us affiliates?

Ordinary trading does not automatically link teams. The detector specifically looks for substantial raid-support materials and large scrap transfers, plus repeated transfers and other cooperation signals.

Are vending machine purchases counted as affiliate trades?

No. Normal vending-machine and shopfront transactions are excluded from the storage-transfer detector.

What raid materials are tracked?

C4, rockets, satchels, explosive rifle ammo, gunpowder, sulfur/sulfur ore and large scrap transfers are tracked against published thresholds.

How long does an affiliate link last?

Once the affiliation threshold is reached, the link remains for 48 hours after the last qualifying signal.

How can I see my affiliate group?

Use /affiliates. Admins can use ragaff.status <SteamID64> to see the score and evidence behind a link.

Can an admin remove a false affiliate link?

Yes. Admins can inspect the evidence with ragaff.status or ragaff.score, then use ragaff.unaffiliate <SteamID64-A> <SteamID64-B>. This clears the current cross-team evidence and suppresses automatic re-linking for 24 hours by default. Admins can supply a different number of hours, or use ragaff.reaffiliate to remove the suppression early.

Does the max-4 / no-affiliate rule disappear during Purge?

No. Purge removes reputation, gather, upkeep, ORP and raid restrictions, but the maximum effective group size of 4 and anti-affiliate rule remain active.

What happens if an affiliated group becomes larger than 4?

The server logs the effective group and warns connected members that the group is over the limit. The affiliation remains active for rule calculations and the group is a server-rule violation.

What type of player is the server aimed at?

Low-pop AU/NZ players who want monthly progression, especially working people, dads and casual teams who cannot be online constantly.