What are RUST Modular Cars?
RUST Modular Cars debuted in theModular Vehicles Update on July 2, 2020. These vehicles can be modified to suit the needs of a player or group of players inside the game. Along with the addition of this new vehicle type, road topology has been modified to be wider and smoother to make driving cars easier.
RUST Modular Cars are a type of vehicle that allows players the ability to customize a vehicle to suit their needs. Players can customize their vehicles by adding and swapping out modules that provide various functions, such as extra storage for loot or increased player-carrying capacity.
How to Get a Modular Car in RUST
The rust-bucket chassis of Modular Cars can be found around roadsides. They may initially be confused for the chassis of junk pile cars, but they can be recognized via the sparks and smoke shooting forth out of their nearly-destroyed frames.
The chassis will have a somewhat random assortment of modules attached to them, to begin with, such as an extra row of seats or a flatbed for a truck. These modules will be in varying states of decay and need to be repaired using a combination of resources depending on the module: metal frags, high-quality metal, and wood.
Although RUST Modular Cars use Low Grade Fuel to run, a player can push the vehicle like a Rowboat. Be warned, when pushing the vehicle up or down hills, you can and will get hurt if the car rolls back onto yourself or other players.
Finally, you might also choose to steal a car from a nearby neighbor if they haven’t put a lock on it or if it has become damaged to the point that the lock may be removed.
Anatomy of a Modular Car
Like any other vehicle type, there are specific names for the individual pieces that make up a whole vehicle. While some of these aren’t pertinent to the game or operation of the vehicle, they might be referenced at some point in this guide.
Modules
Module types are added directly to a Chassis via theWORK ON VEHICLEfunction when standing at a poweredModular Car Lift. More on the exact inner workings of assembly later in the guide.
- Armored Cockpit Vehicle Module
- Armored Passenger Vehicle Module
- Camper Vehicle Module
- Cockpit Vehicle Module
- Cockpit With Engine Vehicle Module
- Engine Vehicle Module
- Flatbed Vehicle Module
- Fuel Tank Vehicle Module
- Large Flatbed Vehicle Module
- Passenger Vehicle Module
- Rear Seats Vehicle Module
- Storage Vehicle Module
- Taxi Vehicle Module
Chassis
A Chassis is the primary foundational structure of any vehicle, often referred to as the frame, incorporating the Fuel Tank, undercarriage, tires, and bumpers.
- Large Chassis– 4 Modules at a time
- Medium Chassis– 3 Modules at a time
- Small Chassis– 2 Modules at a time
Engine Parts (Low, Medium & High Quality)
Engine parts are essential to any RUST Modular Car’s function (and performance). The parts required to run a vehicle are slightly different from car to car, and missing a single one can result in the car refusing to start. Car parts are an excellent example of ‘getting what you pay for,’ with lower-end parts resulting in poor performance and higher-end parts increasing speed and handling.
- Carburetor
- Crankshaft
- Pistons
- Spark Plugs
- Valves
Modular Car Fuel System
Relatively straightforward, the Modular Car fuel system can hold up to 500 Low Grade Fuel, which is the maximum stack size.
Refueling Cars
- Have the appropriate Low Grade Fuel in your inventory.
- Position yourself behind the vehicle, facing directly towards the orange tank with silver slatting labeled FUEL.
- PressEon the fuel tank to open the “FUEL STORAGE” container.
- Insert the Low Grade Fuel into the Fuel Storage slot.
- You’ve now refueled the Modular Car.
Rate of Consumption
Fuel consumption is contingent on components used and other statistics as determined by the player and car build. A more detailed explanation of these statistics follows later in the document.
Controls
Controlling a Modular Car varies depending on the statistics we will get around to later, but regardless of the components you use, the driving mechanics act just about the same.
- Weases the vehicle forward
- A & Dpivot the vehicle to the left or right. These controls may be used while going forward or backward
- Saccelerates the vehicle backward. Use additional caution as there are no effective mirrors to guide yourself by
- Fturns on the Headlights for nighttime driving
- Left Mouse Button engages the horn – yes, you can hold it down indefinitely
- Spacebarejects you from the vehicle
- Xchanges seats, where applicable
Engines (Statistics & Function)
Many variables go into getting from point A to point B in RUST and using a Modular Car to achieve these ends is no different. At their most basic level, RUST vehicles are a means of potentially transporting players and their loot safer and faster.
Ultimately, though, not all modes of transportation measure up to one another in safety and speed, and neither do cars, their modules, and their internal parts. It is immensely important to understand that the potential parts and pieces we select to make a run to Outpost to recycle might be drastically different than those we’d select to stock a raiding Camper. Let’s take a better look at the stats we’re talking about.
To understand the difference, you must know how cars function. In this section, we will discuss the difference between engine types and the impact that parts and conditions have on a vehicle’s performance and statistics. To begin, let’s take a look under the hood:
- Approach the engine portion(s) of whatever vehicle you wish to inspect
- While facing the engine, pay close attention to the displayed prompt, and press the E key when OPEN is visible. This opens the engine compartment overlay.
- Notice that around the engine block graphic, there are engine component slots that each require one of the displayed components to be inserted before the engine can function.
- Max Power per kW will always be one of two things –
- 75kW if looking at a Cockpit with Engine Vehicle Module
- 95kW if looking at an Engine Vehicle Module
- Parts may be inserted or removed from any engine at any time unless locked.
Engine Vehicle Module
On the subject of engine components, once again, quality matters. When using the Engine Vehicle Module where duplicate parts may be inserted, with all other parts assumed to be low quality, the following impacts to stats may be applicable:
Part | Stat Impact | Low Quality % Impact | Medium Quality % Impact | High Quality % Impact |
---|---|---|---|---|
Carburetor | Speed & Fuel Economy | 70% | 74% Speed, 75% FE | 78% Speed, 80% FE |
Crankshaft | Speed | 70% | 74% | 78% |
Pistons | Acceleration & Top Speed | 70% | 74% – 78%, +4% each/both | 78% – 85%, +7.5% each/both |
Spark Plugs | Acceleration | 70% | 74% – 78%, +4% each | 78% – 85%, +7.5% each |
Valves | Fuel Economy | 70% | 75% – 80%, +5% each | 80% – 90%, +10% each |
Cockpit with Engine Vehicle Module
When using the Cockpit With Engine Vehicle Module, where only a single set of parts may be inserted, with all other parts assumed to be low quality, the following impacts to stats may be applicable.
Part | Stat Impact | Low Quality % Impact | Medium Quality % Impact | High Quality % Impact |
---|---|---|---|---|
Carburetor | Speed & Fuel Economy | 70% | 75% Speed, 78% FE | 80% Speed, 85% FE |
Crankshaft | Speed | 70% | 75% | 80% |
Pistons | Acceleration & Top Speed | 70% | 75% Speed, 78% Acceleration | 80% Speed, 85% Acceleration |
Spark Plugs | Acceleration | 70% | 78% | 85% |
Valves | Fuel Economy | 70% | 78% | 85% |
Important Distinction: While one engine appears to obtain the same 100% statistics as the other while using fewer parts, it is crucial to realize that those percentages are applied to different Maximum Power outputs. A vehicle with 100% in all stats and a Maximum Power of 70kW will never have the statistical potential of a vehicle with a different engine generating 95 kW.
Where to Get Engine Parts
As previously noted, every engine block needs five different engine components to operate, and missing just one makes the entire vehicle useless. Add in the fact that engine components also have durability, and you may find yourself playing mechanic more often than you’d like.
Low-quality components can be found as loot in roadside car part boxes and are relatively plentiful worldwide, as there are also default spawning locations for these crates at all gas stations on the map. They can be blueprinted for 20 Scrap each and crafted by players and must be crafted at a tier 1 workbench. These can be useful for bringing vehicles back to your team’s vehicle lift for pulling off desirable modules.
Medium-quality components can be purchased at the Vehicle Parts Vendor in the Bandit Camp monument near the Air Wolf Shop. This vendor can be found on the second floor of the Air Wolf structure and will sell engine components and car lifts for scrap. Players can then blueprint the medium-quality engine components for 20 Scrap a piece.
High-quality components are the exclusive province of directly researching the item or learning it via the Work Bench Level 3 tech tree at the cost of 20 Scrap per piece.
Chassis & Modules (Statistics & Function)
What’s a car without a frame and a cab to sit in? A pile of parts, that’s what. In this section, we will dive into the three different frame types, also known as chassis, before getting into the ‘accessory’ modules planted on top of them.
Chassis
As stated, there are three primary frame types that players can choose from when designing their ideal ride. This category is interlinked with car modules, which is part of the reason why they are both being condensed into this section. Some car modules REQUIRE a larger chassis for deployment purposes, as will be demonstrated in a chart to follow later.
All Modular Cars must have at least one engine and one cockpit-type module at the minimum to function. All module swaps must be done at a powered Modular Car Lift.
The three chassis types are as follows:
- Small Chassis – 2 Module slots
- Able to facilitate a single Cockpit With Engine Vehicle Module assembly and one additional single-slot module type or the Engine Vehicle Module and one cockpit type module assembly.
- Medium Chassis – 3 Module Slots
- Able to facilitate a Cockpit With Engine Vehicle Module assembly and two additional single-slot module types (or one double) or the Engine Vehicle Module with at least one cockpit type module assembly and one additional single module.
- Large Chassis – 4 Module Slots
- Able to facilitate a Cockpit With Engine Vehicle Module assembly up to additional module slot types or the Engine Vehicle Module with at least one cockpit type module assembly and up to 2 additional module slot types.
While on the Modular Car Lift, chassis without modules may be directly destroyed by any player with access to them by clicking Destroy Chassis in the lift interface.
Modules
Finally, modules are where players get to give their ride a custom feel. Modules differ between a quick sedan to get to and from the Abandoned Supermarket and a veritable tank ready to roll up and raid a neighbor. Swapping out and customizing will be discussed in the next section in more detail, so we will first review what modules are available and what they generally do.
Armored Cockpit Vehicle Module
Maximum HP / Condition | 700 |
Sockets Required | 1 |
Designation | Cockpit, 2-Seats |
Tier 3 Blueprint | 125 Scrap Research Cost |
Armored Passenger Vehicle Module
Maximum HP / Condition | 675 |
Sockets Required | 1 |
Designation | Non-Cockpit, 2 Seats |
Tier 3 Blueprint | 125 Scrap Research Cost |
Camper Vehicle Module
Maximum HP / Condition | 525 |
Sockets Required | 2 |
Designation | Non-Cockpit, 4-Seats |
Tier 2 Blueprint | 125 Scrap Research Cost |
Amenities | Barbeque, 18-slot Storage Box, Locker, 4 Sleeping Bags |
Cockpit Vehicle Module
Maximum HP / Condition | 360 |
Sockets Required | 1 |
Designation | Cockpit, 2-Seats |
Tier 2 Blueprint | 125 Scrap Research Cost |
Cockpit with Engine Vehicle Module
Maximum HP / Condition | 425 |
Sockets Required | 1 |
Designation | Cockpit Engine, 2-Seats |
Tier 2 Blueprint | 125 Scrap Research Cost |
Engine Vehicle Module
Maximum HP / Condition | 300 |
Sockets Required | 1 |
Designation | Engine, No Seats |
Tier 2 Blueprint | 125 Scrap Research Cost |
Flatbed Vehicle Module
Maximum HP / Condition | 250 |
Sockets Required | 1 |
Designation | Flatbed Transport, No Seats |
Tier 2 Blueprint | 125 Scrap Research Cost |
Fuel Tank Vehicle Module
Maximum HP / Condition | 325 |
Sockets Required | 2 |
Designation | 200,000 mL Water Storage, No Seats |
Tier 2 Blueprint | 125 Scrap Research Cost |
Large Flatbed Vehicle Module
Maximum HP / Condition | 325 |
Sockets Required | 2 |
Designation | Larger Flatbed Transport, No Seats |
Tier 2 Blueprint | 125 Scrap Research Cost |
Passenger Vehicle Module
Maximum HP / Condition | 525 |
Sockets Required | 2 |
Designation | Non-Cockpit, 4 Seats |
Tier 2 Blueprint | 125 Scrap Research Cost |
Rear Seats Vehicle Module
Maximum HP / Condition | 275 |
Sockets Required | 1 |
Designation | Non-Cockpit, 2 Seats |
Tier 2 Blueprint | 125 Scrap Research Cost |
Storage Vehicle Module
Maximum HP / Condition | 275 |
Sockets Required | 1 |
Designation | Non-Cockpit, 48-slot Storage |
Tier 2 Blueprint | 125 Scrap Research Cost |
Taxi Vehicle Module
Maximum HP / Condition | 295 |
Sockets Required | 1 |
Designation | Non-Cockpit, 2-Seats |
Tier 3 Blueprint | 125 SCrap Research Cost |
Amenities | Metal Shopfront built in to facilitate ‘taxi’ service function between players. |
How to Customize a Vehicle with Modules
Module Addition and Subtraction
To begin vehicle customization, first, you will need a vehicle lift and a power source to power it up. Be sure to check towards the end of the guide for a neat garage base design idea that is perfect to perform this function. Drive your vehicle onto the powered lift and use the power station off to the side of the lift to begin editing the vehicle. You will see the available vehicle sockets with the current modules used by your vehicle.
Drag modules to and from the sockets to your inventory to swap out modules depending on the vehicle type you aim to build. Vehicle modules can be found on Modular Cars as they spawn throughout the game world.
Once you’ve found a car that has socketed the module you want, fill the engine block with the necessary components and drive the vehicle back to your powered vehicle lift. You can then remove the desired module and add it to your preferred vehicle.
For those players lacking the knowledge or motivation to create their own garage, there is also a permanently powered Modular Car Lift at the Junkyard Monument.
Adding a Keypad Lock
To lock your car and prevent unauthorized players from driving it, you will again need the vehicle lift. The vehicle edit screen will require that you have a cockpit module installed before you are able to see the controls to add a lock.
Adding a lock requires 75 metal fragments to complete, and players must immediately choose a 4-digit numerical sequence code to secure the vehicle. Removing a lock can be performed in the same fashion, minus the need for the metal fragments. Anyone who knows the code set may enter and exit the vehicle as one would a standard base door.
Modular Car Repair, Decay & Durability
Repair
Any vehicle, up to the moment that the frame collapses and disappears into the void, can be repaired 30 seconds after it last took damage. This requires using aHammerand havingClothin your inventory. Each repair swing will repair up to 61 damage. Anyone within range, regardless of elevation status, may repair the HAB.
Decay Rates
Depending on the modules loaded upon spawning, cars may spawn with an assortment of different durability values but will all slowly decay over the course of864minutes. This is the default decay period, but it is modifiable through server variables. Many players choose instead to house their cars in makeshift garages, and you can find our own take on this process with pictures and a description below.
Durability Damage Chart
Because all Modular Car components are different in their maximum durability, it would be impractical to detail how much damage each could potentially take before failing. In order to give relative scope, the below values were done using the Armored Cockpit Vehicle Module, boasting 700 health. All calculations were done using an LR-300, MP5A4, and Pump Shotgun for the assorted ammo types.
Ammunition / Tool | Damage Done Per | Total Required to Destroy |
---|---|---|
5.56 Rifle Ammo | 4 | 175 |
Incendiary 5.56 Rifle Ammo | 6.8 | 103 |
Explosive 5.56 Rifle Ammo | 7 | 100 |
Pistol Ammo | 3 | 234 |
Incendiary Pistol Ammo | 4 | 175 |
12 Gauge Buckshot | 21 | 34 |
12 Gauge Slug | 8 | 88 |
Handmade Shell | 18 | 39 |
HV Rocket | 410 | 2 |
Rocket | 269 | 3 |
40MM HE Grenade | 28 | 25 |
Satchel Charge | 151 | 5 |
Timed Explosive Charge | 700+ | 1 |
Building a Modular Car Garage
As promised, we’re including a diagram for a simple garage base concept that new players can easily whip together. To keep things simple, we are including a materials list of everything that goes into creating what is depicted in the images. You are free to change the layout in any way you like, so long as it has (most of) the key components specifically gone over.
Materials and Deployables List
- Resources:
- 9780 Stone
- 1633 Wood
- Building Tools / Essentials:
- 1 Tool Cupboard
- 1 Building Plan
- 1 Hammer
- 1 Wiring Tool
- 4 Garage Doors
- 2 Sheet Metal Doors
- 7 Key or Code Locks
- Electrical Components:
- 1 Modular Car Lift
- 4 Solar Panels
- 4 Root Combiners
- 1 Switch
- 2 Electrical Branches
- 10 Industrial Wall Lights
Vehicle Ramps
Ironically, one of the most overlooked requirements for any successful garage is accessibility. Players will put down roots on a plot of land that is hilly, rocky, or otherwise restrictive to vehicles and be stuck with improvisation. When putting down the above footprint in your area, select a relatively flat space free from obstruction.
Once you have the center-most 2×4 section placed, be sure that the height of your foundations allows for Ramps to be added at both ends where garage doors are pictured. Getting a vehicle in or out without these ramps will be nearly impossible.
Functional Airlock
Sure, it might be a simple garage, but sometimes people store things they probably shouldn’t in places like this. A side entrance that opens and closes faster than a garage door is a must, especially if you are building in a highly populated area with plenty of grubs looking to ‘go deep.’
Side Triangular Areas
Modular Car lifts are big and bulky and do not play well in confined spaces. Because of this, the side triangular areas shown on the footprint image are essential to facilitate the side airlock, the electrical components, and the TC. While making your primary vehicle area 2 squares wide with these triangles in place isn’t necessary, having redundant space for storage or a second vehicle is always handy.
Frequently Asked Questions
What happens to the loot of a Modular Car when it’s destroyed?
When a Modular Car is destroyed, the on-vessel loot container drops to the ground as a gray bag near the destruction site and is available for retrieval by anyone nearby. All fuel inserted into the fuel container is lost on destruction.
Do Modular Cars have headlights for night operations?
Yes, cars have built-in lights that can be toggled on and off by pressing the defaultFkey.
What happens to a Modular Car that gets submerged in water?
Like other vehicles, there is a cutoff point at which the vehicle will no longer allow players to mount and drive it out. Once this threshold is reached, the car becomes an inoperable, yet pushable, submarine without oxygen.
Modular Car Admin Commands & Convars
Command / Convar | Default Value | Description |
---|---|---|
modularcar.population | 3 | How many Modular Cars per KM spawn on map |
modularcar.outsidedecayminutes | 864 | How many minutes before a Modular Car loses all its health while outside |
vehicle.carwrecks | True | Determines whether modular cars turn into wrecks when destroyed, or just immediately gib. |
global.carstats | – | Get information about all the cars in the world via Console printout |
vehicle.fixcars | – | Instantly full repair all applicable cars on map |
vehicle.killcars | – | Instantly destroy all applicable cars on map |
spawn car_chassis_2module.entity | – | Command to spawn car chassis with 2 module slots |
spawn car_chassis_3module.entity | – | Command to spawn car chassis with 3 module slots |
spawn car_chassis_4module.entity | – | Command to spawn car chassis with 4 module slots |
Final Thoughts on RUST Modular Cars
As players further push the envelope of game progression methods, game mechanic exploitations, and game admin patience, you can be sure that Corrosion Hour will be right here detailing all of the tools that they are sure to use for these ends. Be sure to check out ourDiscord for our most recent updates. Be good to each other, always.