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.
Week 1 protects casual players, the middle of wipe is reputation-driven, and the final 24 hours are full Purge.
client.connect 165.99.241.124:28080
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.
Only offensive kills are penalised. Valid self-defence is free.
Sleeper kills carry a larger reputation penalty.
Applied once per normal raid session. Valid retaliation is reduced.
Destroying an enemy Tool Cupboard carries an extra hit.
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.
| Behaviour | Signal |
|---|---|
| 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.
| 24-hour transfer total between separate teams | Signal |
|---|---|
| 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 and upkeep all return to normal 1× values during Purge.
| Rule-group rep | Rate |
|---|---|
| 0–59 | 1× |
| 60–89 | 2× |
| 90–100 | 3× |
| Purge | 1× |
| Rule-group rep | Rate |
|---|---|
| 0–49 | 0.5× |
| 50–89 | 1× |
| 90–100 | 2× |
| Purge | 1× |
| Rule-group rep | Upkeep |
|---|---|
| 0–20 | 1.5× |
| 21–70 | 1× |
| 71–100 | 0.5× |
| Purge | 1× |
The plugin also has a fail-safe: if the real snapshot is missing, it skips the BP wipe rather than wiping everyone by mistake.
Purge automatically begins 24 hours before Rust's official monthly wipe timer.
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.
Hard ORP ends. Reputation-based online/offline damage scaling takes over, so good rep gives stronger protection and bad rep gives weaker protection.
ORP is disabled and all reputation defence modifiers return to normal 1× values for the final 24 hours.
These answers reflect the current live ruleset and plugin setup.
The map follows Rust's official monthly force-wipe schedule: the first Thursday of each month at 19:00 Europe/London.
Purge starts automatically exactly 24 hours before the official monthly wipe.
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.
No. Your BP carryover is locked at the instant automatic Purge begins. What you do during Purge cannot change that result.
Have at least 71 personal reputation when automatic Purge starts. At 71+, your learned personal BPs carry into the next wipe.
You do not qualify for BP carryover. Your learned personal BPs will reset at the map wipe.
No. Gameplay bonuses use the team's lowest member, but BP carryover uses your own personal reputation.
Use /bpstatus. Before Purge it shows your current personal rep and pending status. After the snapshot it shows whether carryover is locked as eligible.
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.
Players start at 60 reputation.
You need at least 30 active peaceful minutes to qualify for a recovery award. Recovery does not happen passively while you are offline.
The current recovery curve is +5 / +4 / +3 / +2 / +1 depending on your reputation band, with one recovery cycle per 24 hours.
An offensive player kill costs 7 reputation. Valid self-defence does not cost reputation.
A sleeper kill costs 10 reputation unless the target is covered by a specific exception such as Wanted handling.
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.
Yes. Raid defence is penalty-free during the active raid and remains protected for 15 minutes after the last hostile structure hit.
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.
Raiders become Wanted for 6 hours. Wanted also reduces their effective gathering benefits.
For the first 7 days of the wipe, a base becomes hard protected after the team has been offline for 10 minutes.
Hard offline protection ends. Offline raiding is enabled and reputation-based damage protection becomes the relevant defence system.
0–59 rep = 1×, 60–89 = 2×, 90–100 = 3×. Purge = 1×.
0–49 rep = 0.5×, 50–89 = 1×, 90–100 = 2×. Purge = 1×.
0–20 team rep = 1.5× upkeep, 21–70 = 1×, 71–100 = 0.5×. Purge returns upkeep to 1×.
No. Gather Manager was removed so it cannot stack multipliers on top of the RagTags reputation system.
Blueprint Share is installed. Team blueprint sharing is enabled according to the server's configured Blueprint Share rules.
Reputation resets to the configured starting value of 60 when the new map wipe begins.
No. There is no passive offline reputation regeneration. You need active peaceful play time.
Not globally. Gather rates are reputation-based. A 60–89 team effectively gets 2× general gather, but lower and higher bands differ.
Sulfur is deliberately more restricted so high reputation helps progression without making raiding resources scale too aggressively.
Four players. The in-game team limit is 4 and the anti-affiliate system also treats coordinated separate teams as one effective rule group.
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.
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.
Shared TC authorization is a high-confidence affiliation signal and reaches the automatic affiliation threshold by itself.
Co-raiding the same enemy base during the same raid session is treated as a high-confidence affiliation signal.
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.
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.
No. Normal vending-machine and shopfront transactions are excluded from the storage-transfer detector.
C4, rockets, satchels, explosive rifle ammo, gunpowder, sulfur/sulfur ore and large scrap transfers are tracked against published thresholds.
Once the affiliation threshold is reached, the link remains for 48 hours after the last qualifying signal.
Use /affiliates. Admins can use ragaff.status <SteamID64> to see the score and evidence behind a 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.
No. Purge removes reputation, gather, upkeep, ORP and raid restrictions, but the maximum effective group size of 4 and anti-affiliate rule remain active.
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.
Low-pop AU/NZ players who want monthly progression, especially working people, dads and casual teams who cannot be online constantly.