Rust Server TrendsSeismic network · station log
Recording Stations11,898 Players102,471 Active3,963 Wipes · 3 h334 48 h

Station US-5080 · recording

WhyNotRust

Online NA · us5 91.229.114.120:28015 checked 10m ago

vanilla
Connect
Players now
0/ 100
0% full
Motion · 24 h
M0.0steady
+0 players on the day
7-day average
0
peak 2
Rank
#5,080
top 23% · #868 in NA
Last wipe
26d ago
no schedule published
Next wipe
–
too few wipes seen yet
Seismic record · station US-5080 · CH Z

The last 48 hours, hour by hour

hourly average players · UTC
Now
0of 100 slots
Motion · 24 h
M0.0steady+0 players
Sharpest hour
+1into Thu 05:00 UTC
Peak · 48 h
1most players in any hour
Channel 1 · calibrated

Players

AveragePeak
00.250.50.75119:0004:0013:0022:0007:0016:00

Hourly average and peak, UTC.

Channel 2 · instrument health

Server performance

05010015020019:0004:0013:0022:0007:0016:00

48 hours: hourly readings. 30 to 90 days: one point a day, with the day's average and lowest fps, most entities and most memory, measured since 17 Sep. From asking the server directly; low fps and a climbing entity count mean lag.

Channel 3 · rank movement

Rank

daily · 1 is best
RankRank in region
15k10k15k20k20 Sep28 Sep6 Oct13 Oct21 Oct29 Oct

Top 23% of all ranked servers, top 47% in NA. Ranked on player hours over the last seven days.

Expected events

Wipe schedule

too few wipes seen yet

Not enough wipes seen yet to tell when the next one is. Every server wipes at the monthly force wipe.

usual gap
1.9 daysbetween real wipes
wipe-day peak
1players, last three wipes

The first 48 hours of its last wipes

Sat 3 OctThu 1 Oct
00.250.50.751+0h+9h+19h+28h+38h+47h

Players each hour, from the hour of the wipe. The latest peaked at 1, 29 hours in.

Event catalogue

Wipes

newest first
WipedMPeakFirst 48 hCrowdLastedPlayers before
Sat 3 Oct, 16:40 UTC26d ago M0.0rising 1 – running 0
Thu 1 Oct, 18:08 UTC FW27d ago M0.0rising 1 – 1.9 days 0

Peak: the most players in the first 48 hours. M: the magnitude of the wipe, log10 of the rise from the players before it to that peak. First 48 h: its players hour by hour from the wipe. Crowd: whether every day of the wipe kept at least half that peak, or the day it fell below. A new world less than six hours after a wipe is a restart, not a wipe of its own.

Nearby stations

Similar servers

the same kind of game, then region, group limit, rate and wipes
Rusty Moose |US Main| NA · groups of 12+ · weekly · 251 on average
40/ 250
Rustoria.co - US Main NA · groups of 16+ · weekly · 235 on average
45/ 250
Rusty Moose |US Mondays| NA · groups of 12+ · weekly · 207 on average
159/ 250
Rustoria.co - US Mondays NA · groups of 12+ · weekly · 161 on average
118/ 200
Rustafied.com - US Friday NA · groups of 16+ · weekly · 155 on average
8/ 100
Rustopia.gg - US Main Premium NA · groups of 16+ · weekly · 145 on average
26/ 200
Readings, in words

Quick answers

from the figures on this page

Rules and settings

Which map is running on WhyNotRust?

Generated by the game, the map on WhyNotRust is procedural, size 4,000 with seed 1361231414. From this page you can look at it on RustMaps, since the same size and seed give the same map.

Which settings and rules apply on WhyNotRust?

The name of WhyNotRust gives no gather rate. At the game's default, groups can have up to 8 players. survival is the game mode, standard play, with gathering, building and raiding. Player combat and raiding are permitted. The server browser lists it under Community, as a community server. It describes itself as vanilla, which means unchanged from Facepunch's release: no altered rates, kits or rules. The server has VAC on, Valve's anti-cheat.

Live population

How many players are recorded on WhyNotRust right now?

At this moment, WhyNotRust records 0 players across 100 slots. The seven-day average is 0 players, with a peak of 2. Averaged over the last 48 hours, the busiest hour was 23:00 UTC at 1 players.

How does WhyNotRust rank against other Rust servers?

For player hours across the last seven days, WhyNotRust takes #5,080 overall and #868 in North America, inside the top 23% of all ranked servers.

Server details

How reliably does WhyNotRust stay online?

As recorded now, WhyNotRust is running. The uptime it reports puts its last restart about 9 hours ago. 167 of 168 hours in the last 7 full days were up time, 99% of the total. Its earliest appearance in the records of Rust Server Trends dates to 13 September 2026.

Does WhyNotRust hold a steady tick rate?

Its average server fps over the last 48 hours was 89, and it never dropped below 51. Buildings, deployables and all the rest of the world's entities brought it to a high of 91,862. It reached a ceiling of 2,777 MB of memory. Lag, as players feel it, comes from fps dropping and the entity count climbing.

Which region does WhyNotRust run from?

Its region code is us5, and WhyNotRust lists itself in North America with the NA tag. Rust Server Trends does not look up where the machine stands; it shows where a server says it is. The address it publishes is 91.229.114.120:28015.

Which Rust version is WhyNotRust running?

On Linux, WhyNotRust runs Rust network protocol 2635 and build 168909. You can only join when your game is on the same protocol, which Steam updates for you.

Wipe pattern

What does wipe day look like on WhyNotRust?

On average, the busiest point of its recent wipes drew 1 players. 29 hours into the latest wipe, the crowd reached its peak.

On what timetable does WhyNotRust run its wipes?

On record so far are too few of WhyNotRust's wipes to tell its rhythm. On Thursday 5 November at 19:00 UTC the monthly force wipe comes round, and every Rust server wipes with it. It has run its current world for 26 days 1 hours.

Server tags

What do the server tags on WhyNotRust mean?

These are the tags WhyNotRust publishes for the browser to read: gmrust (Game mode): You'll find standard Rust survival here; mp100 (Max players): The server has 100 slots; ts8 (Group limit): This uses the game default of 8 per team; v2635 (Protocol): To connect, your game must be on the same protocol, 2635; cs168909 (Build): Game build: 168909; ptrak (Networking): Network layer: RakNet, the standard for Rust; $rus5 (Region code): The region code for this server is us5; ^v (Vanilla): Unchanged from Facepunch's release: no altered rates, kits or rules; NA (North America): The server browser files it under North America. The tags also carry its current players, its queue and when its world was made, shown at the top of this page.

On which Rust Server Trends lists does WhyNotRust appear?

These Rust Server Trends lists include WhyNotRust: Rust community servers without the side modes, North America Rust servers and Vanilla Rust servers, recorded live. On the server list, the filters it matches are: Region: North America; Type: Vanilla, Community (not modded, not official) and No plugins at all; Server tag: Vanilla ^v; Group limit: 5 or more.

How to join

How do you connect to WhyNotRust?

You can connect by pressing F1 in Rust and typing client.connect 91.229.114.120:28015 into the console. Another route is to use Launch Rust and join from this page, which opens the game through Steam and connects you.

Instrument codes

Server tags

what each one means

Published as mp100,ptrak,$rus5,v2635,^v,NA,gmrust,cs168909,ts8

Game

gmrust
Game mode You'll find standard Rust survival here.
mp100
Max players The server has 100 slots.
ts8
Group limit This uses the game default of 8 per team.
v2635
Protocol To connect, your game must be on the same protocol, 2635.
cs168909
Build Game build: 168909.
ptrak
Networking Network layer: RakNet, the standard for Rust.
$rus5
Region code The region code for this server is us5.

Difficulty

^v
Vanilla Unchanged from Facepunch's release: no altered rates, kits or rules.

Region

NA
North America The server browser files it under North America.

Players now (cp), the queue (qp) and the wipe time (born) are in the tag string too; they change every few minutes and are shown at the top of the page. Flag meanings are Facepunch's.

Magnitude scale. M = log10 of the absolute the change in players over 24 hours: M1.0 is 10 players, M2.0 is 100, M3.0 is 1,000. Classes: micro under 1, minor 1–2, light 2–3, moderate 3–4, strong 4 and over. ▲ rising, ▼ falling.