Rust Solar Panel: Output, Craft Cost, Batteries & Setup (2026)

Rust electricity guide, 2026

The Large Solar Panel is how most Rust players first get power into a base. It costs almost nothing, needs no fuel and no upkeep, and one panel is enough to run a turret or a row of electric furnaces while the sun is up. The catch is the part new players learn the hard way: at night it makes nothing at all, so a solar setup without a battery switches your turrets off right when the raiders show up.

This Rust solar panel guide covers how much power a panel makes, how to craft, research or loot one, how many panels you need for furnaces, turrets and SAM sites, which battery to pair it with, the exact wiring order, how solar compares with the wind turbine, small generator and water wheel, and how easy your power is to raid.

TL;DR A Large Solar Panel makes 0 to 20 rW: most around midday, zero at night. It crafts at Workbench 1 for 5 high quality metal and 1 tech trash, or researches for 30 scrap. Wire panels into a root combiner, then a rechargeable battery, then an electrical branch to your devices. One panel runs about six electric furnaces or one auto turret at full sun. For power through the night, add a large battery (100 rW out, 24,000 rWm stored) or a wind turbine (up to 150 rW). A panel has 100 HP and dies to 1 C4, 1 rocket or 3 molotovs.
Rust Large Solar Panel at a glance: 0 to 20 rW output, peaks at midday and zero at night, crafts for 5 HQM and 1 tech trash at Workbench 1, pair it with a battery, 100 HP
The Large Solar Panel: cheap, fuel free power that only runs by day.
20 rWpeak output per panel
0 rWat night
5 HQM + 1tech trash to craft
100 HP1 C4 or 1 rocket

Want the bigger picture first? Read the full Rust electricity guide for batteries, wiring and power usage.

How Much Power a Solar Panel Makes

A Large Solar Panel produces up to 20 rW (Rust watts). The real number depends on how directly the sun hits the panel, so output climbs through the morning, peaks around midday and falls off towards sunset. At night it drops to 0. Anything that blocks the sky, like a roof tile, a wall or a cliff, cuts the output too.

The panel has a single Power Out slot and no input. It has no fuel slot and no upkeep, and it stacks 3 to a slot, so you can carry a whole setup in your inventory. Hover a Wire Tool over the output to see what it is producing right now.

StatLarge Solar Panel
Power output0 to 20 rW, depends on the sun
Output at night0 rW
Health100 HP
Craft cost5 high quality metal, 1 tech trash
WorkbenchLevel 1
Research cost30 scrap
Stack size3
Recycles into3 HQM, 60% chance of 1 tech trash

How to Get a Solar Panel in Rust

There are three ways to get one, and most players use all three over a wipe.

How to get a Rust solar panel: craft for 5 HQM and 1 tech trash at Workbench 1, research for 30 scrap, unlock it on the Workbench 1 tech tree, or loot it from crates, scientists and satellite crash wrecks
Craft it, research it or loot it. Satellite crashes drop several at once.
  • Craft it. 5 high quality metal and 1 tech trash at a Workbench Level 1, once you know the blueprint.
  • Research it. Put a panel in a research table with 30 scrap. You lose the panel but learn the blueprint for the wipe.
  • Unlock it on the tech tree. It sits in the electrical branch of the Workbench Level 1 tree.
  • Loot it. Panels are a rare drop (around 2%) from normal crates, wagon crates, sunken chests and scientists. The best single source is a satellite crash: pickaxing the wreck gives 4 to 10 solar panels.

How Many Solar Panels Do You Need?

Add up what your devices draw, then divide by 20. That is the number of panels you need at full sun. Because output falls in the morning and evening, plan for a bit more, and always put a battery in the middle so the base keeps running after dark.

How many Rust solar panels you need: electric furnace 3 rW so one panel runs six, auto turret 10 rW so one panel per turret, SAM site 25 rW so two panels per SAM, electric heater 3 rW
One panel gives 20 rW at noon. Divide your total draw by 20.
DevicePower drawPanels at full sun
Electric Furnace3 rW1 panel runs 6
Electric Heater3 rW1 panel runs 6
Auto Turret10 rW (11 if you wire its output)1 panel per turret
SAM Site25 rW2 panels per SAM

Three panels (about 60 rW at midday) is the standard starter setup. It is enough to run a bank of electric furnaces during the day or two turrets, with some left over to charge a battery. For a full breakdown of furnace counts, see our Rust furnace guide.

Which Battery to Use With Solar

A rechargeable battery stores the extra power your panels make by day and hands it back at night. Batteries are 80% efficient on the way in, so 20 rW from a panel stores 16 rW. The two numbers that matter are the max output, which caps how many devices it can run at once, and the capacity, which decides how long it lasts.

Rust rechargeable batteries: small 15 rW output and 400 rWm, medium 50 rW and 9,000 rWm, large 100 rW and 24,000 rWm, with turret runtimes of 40 minutes, 15 hours and 40 hours
The large battery runs one turret for 40 hours on a full charge.
BatteryMax outputCapacityOne turret runsCraft
Small Rechargeable Battery15 rW400 rWm40 minutes5 HQM, Workbench 1
Medium Rechargeable Battery50 rW9,000 rWm15 hours5 HQM, 1 tech trash, Workbench 2
Large Rechargeable Battery100 rW24,000 rWm40 hours10 HQM, 2 tech trash, Workbench 2

Solar fills a small battery fast (about 25 minutes of full sun from one panel), but a medium or large battery holds far more than a few panels can make in one day. That is fine: the battery only has to cover the night, not fill up. If you need a large battery topped up quickly, add a wind turbine.

Output caps your devices A small battery only puts out 15 rW, which is one turret and nothing else. If your base draws more than a battery’s max output, the devices at the end of the line get nothing. Use a medium (50 rW) or large (100 rW) battery for anything bigger than a single turret.

How to Set Up Solar Panels in Rust

Every solar setup is the same five parts in a line. You connect them with the Wire Tool: click the output of one part, then the input of the next.

Basic Rust solar setup in five steps: solar panels, root combiner, battery, electrical branch, then devices like furnaces, turrets and lights
Panels into a combiner, combiner into a battery, battery into a branch, branch into your devices.
  1. Place the panels. Put them on a roof or a high platform with nothing above them. Turn each panel so its face points at the open sky before you place it.
  2. Combine them. A root combiner (75 metal fragments, Workbench 1) merges two inputs into one output. Chain more combiners to merge more panels.
  3. Feed a battery. Wire the combined line into the battery’s Power In. Turn the battery on so its output is live.
  4. Branch it off. From the battery’s Power Out, run into an electrical branch (75 metal fragments). Set the branch to the amount the next device needs, for example 3 for a furnace or 10 for a turret, and pass the rest down the line.
  5. Wire your devices. Each branch output goes to one device. Add a timer or a switch after the battery if you want to turn things off.
Never wire turrets straight to solar A turret wired directly to panels shuts off every night. Always put a battery between the panels and anything that has to stay on, like auto turrets, SAM sites or a water pump.

Solar Panel vs Wind Turbine vs Generator

Solar is not the only way to power a base. Each source has a job, and big bases usually mix two of them.

Rust power sources compared: solar panel 0 to 20 rW day only, wind turbine 0 to 150 rW built high, small generator 40 rW burning low grade fuel, water wheel 30 rW on rivers only
Solar is the cheapest. Wind makes the most power per item.
SourceOutputCraftBest for
Large Solar Panel0 to 20 rW, day only5 HQM, 1 tech trash, WB1Cheap power on any base
Wind Turbine0 to 150 rW, day and night500 wood, 10 HQM, 3 gears, 3 sheet metal, WB2Big bases and turret walls
Small Generator40 rW while fuelled5 HQM, 2 gears, WB2Steady power on demand
Water Wheel30 rW (60 with a player running inside)500 wood, 2 gears, 1 sheet metalRiver bases
Road power gridFree once the Power Plant is runningNoneBases next to a road pole
  • Wind Turbine. The strongest single source. Output depends on height above the ground under it and on the wind, so build it on a tall tower or a cliff to get near 150 rW. It also sells at Bandit Camp for 500 scrap.
  • Small Generator. A flat 40 rW as long as it has fuel. It burns about 4 low grade fuel a minute (a full 500 lasts about two hours), so it is best as a backup you switch on when you need it. The admin only test generator gives 100 rW with no fuel, but normal players cannot craft or loot one.
  • Water Wheel. Added in the 2026 Spring Clean update. Free power if your base sits on a river, as long as nothing blocks the current.
  • Road power grid. Since the Power Trip update, a running Power Plant sends power down the roadside poles, and you can wire into them for free.

Solar Panel Raid Cost and Protection

Your power is the cheapest thing on your base to break, and raiders know it. Killing the panels or the battery switches off every turret and SAM site behind them.

Rust solar panel raid cost: 100 HP, 1 C4, 1 rocket, 2 satchels, 3 molotovs or 35 explosive ammo; batteries take the same; wind turbine 250 HP, 1 C4, 2 rockets, 7 satchels, 100 explosive ammo
Panels and batteries die to a single C4 or rocket. Keep the battery inside.
ExplosiveSolar panel (100 HP)Any batteryWind turbine (250 HP)
C4111
Rockets112
Satchel charges227
Beancan grenades121230
Explosive 5.56 ammo3535100
Fire3 molotovs or 1 incendiary rocket3 molotovs or 1 incendiary rocketNot listed

Panels have to sit under open sky, so you cannot fully hide them. What you can do is keep the battery, combiners and branches inside the base, spread panels across the roof so one rocket cannot take them all, and build a wind turbine as a second source. Our Rust raid calculator adds up the rest of a raid route.

Solar Power Tips

Rust solar power tips: always add a battery, keep a clear sky above the panels, check output with the wire tool, mix in a wind turbine, switch devices off at night with a timer, hide the battery inside
Six habits that keep a solar base running all wipe.
Six rules for solar that lasts
  • Always add a battery. Solar makes nothing at night, and that is when you are offline.
  • Keep a clear sky above. Do not tuck panels under an overhang. Even a half covered panel makes less.
  • Check with the Wire Tool. It shows the live output, so you can see if a panel is badly placed.
  • Mix in wind. A wind turbine keeps charging the battery overnight while your panels sleep.
  • Switch things off at night. A timer or switch after the battery stops lights and heaters draining what your turrets need.
  • Hide the battery. Panels outside, battery and wiring deep inside, ideally near your tool cupboard.

Solar panels, batteries and every other electrical part reset on the force wipe, so check the force wipe countdown before you sink HQM into a big setup late in the month.

Rust Solar Panel FAQ

How much power does a solar panel make in Rust?

A Large Solar Panel makes up to 20 rW. Output depends on how directly the sun hits it, so it peaks around midday, drops in the morning and evening, and falls to 0 at night.

How do you craft a solar panel in Rust?

A Large Solar Panel costs 5 high quality metal and 1 tech trash and crafts at a Workbench Level 1. You need the blueprint first, from the research table (30 scrap) or the Workbench 1 tech tree.

Do solar panels work at night in Rust?

No. Solar output drops to 0 at night. Wire your panels into a rechargeable battery so it stores power by day and keeps your devices running after dark, or add a wind turbine or small generator.

How many solar panels do you need for an auto turret?

One panel at full sun covers one turret, since a turret draws 10 rW (11 if you wire its output) and a panel makes up to 20 rW. To keep the turret on at night, wire the panels into a medium or large battery first.

How many electric furnaces can one solar panel run?

About six at midday, because an electric furnace draws 3 rW and a panel makes up to 20 rW. Three panels into a battery is the usual setup for a furnace wall.

What is the best battery for solar in Rust?

The Large Rechargeable Battery. It puts out 100 rW and stores 24,000 rWm, enough to run one turret for 40 hours. The medium battery (50 rW, 9,000 rWm) is a good cheaper option. The small battery only puts out 15 rW and stores 400 rWm, about 40 minutes for one turret.

Is a wind turbine better than solar in Rust?

A wind turbine makes much more power (up to 150 rW) and keeps going at night, but it costs 10 HQM, 3 gears, 3 sheet metal and 500 wood at Workbench 2 and needs to be built high. Solar is far cheaper and easier. Most bases run panels and a turbine into the same battery.

How do you destroy a solar panel in Rust?

A solar panel has 100 HP. It breaks to 1 C4, 1 rocket, 2 satchel charges, 3 molotovs, 1 incendiary rocket or 35 explosive 5.56 rounds. Batteries take the same amount.

Sources and Further Reading