High Wall Trap Base Design with RUST Electricity
In this video, Quick Electric walks us through how to build a high wall trap base that utilizes the RUST electricity system to increase its effectiveness. High wall trap bases utilize the sharp barbed coil or pointed ends found on the top of high external stone or wood walls.
If you’re unfamiliar with high wall trap bases, here’s a quick rundown on how they work.
- One or more walls must be placed on the ground
- A player made base must be built on all sides of the walls to conceal them
- Floors must be placed at a measured height, just above the barbs and pointed ends, that hides them
When players walk on the floor that hides the barbed coil or pointed ends, it will snare and damage the player. This technique is ideal when players jump or fall onto an area that utilizes this technique, as they cannot move.
In addition to this old, yet effective, RUST trap base technique, Quick Electric has added some electrical magic to the core design. His modified trap base enables shotgun traps, flamethrower traps, and turret traps to be used and most importantly, concealed from players.
He provides simplified, easy-to-follow video tutorials around RUST’s electricity system. Each of Quick Electric’s videos walks through the necessary components and their interactions. You can follow up each video with a detailed schematic that shows all of the components and how they’re integrated into the greater system.
With that, you’re here to watch his video, enjoy!
Be sure to browse Quick Electric’s past videos and don’t forget to subscribe to his channel to receive notifications on his latest videos.
Connect with Quick Electric
Hey everybody, Rust Quick Electric here with a viewer showcase of a trap that was made by a user by the name of Bob Fraggid, which is an avid electricity user as well as creator.
Showcasing a trap that is a reconstruction of an old school Rust trap in which there is a seemingly unsuspecting base that appears to have been partially raided by a pick method, with metal window bars, where the unsuspecting user comes into the area by hopping in if capable, and they are instantly trapped within the area by a high external wall pass-through in the floor, which is covered by these bear rugs.
Now the modification of the trap, which initially inspired by him, was essentially just a simple and switch going into two-door controllers with the traps. Now, this can be expanded to have an RF broadcaster, as well as RF pager if you happen to leave the base, which can be simply branched by using the branch at this point. And it will be used to send your pager a notification regarding somebody being within the area.
So let’s go ahead and turn on the rap so we can see how it works with the electricity addition. Now as of right now there’s really no way of covering up the sound of the HBHF besides having multiple furnaces running. So a decent alternative to just having the sound run, but you really can’t hear it. As you can hear it from right here. So we’re going to pretend we’re an unsuspecting victim, hop into the area, and we’re instantly trapped and met with a flame trap as well as multiple shotgun traps.
Now the beauty of having the high external wall buildup is that there is no ability to jump. Once you come in the window, you’re done. And the beauty as well is that the HBHF will not trigger while glaring into the area while placed low down. As you approach it closely you can hear it, but there is really no way of seeing it with the furnace set up here.
So we’ll demonstrate that again by hopping on in and you’ll see it demonstrates that it will appear right here, but at this point, you’re still dead to the shotgun traps as you pop out. But most people will hop right in to the point where they are unable to exit.
So let’s move onto the build. As you move onto the build, this is certainly a build that you want to practice on creative several times before you do it on vanilla because it is a bit costly if you mess it up.
The placement of the high external wall as well as the stone foundation surrounding it are very specific in particular. I’m going to try and give you the tips I have used while practicing, and hope you guys can get it on the first try. Now when placing the first stone foundation, you want to make sure that you’re in an area that is relatively flat. You can see the base over there that I’ve made to show the first example, but we’re going to build it again in a clean area.
We’re going to start with a foundation, and I am using B grade on this server, which I will set to B grade just to save time. But when you do it in vanilla, you obviously start with twig and have the angle of moving this onto stone. Now when placing the first foundation you want to make sure that it is a height, that it is just outside of the range of being able to be crouch jumped on top of.
Some people may have more skill when crouch jumping on higher platforms, but you want it to be just out of range at eye level. So if I build something about here, you’ll see that this is just barely attainable crouch jump. We’re going to build that up. And now for the sake of this tutorial, I am going to use no clip. It will be a bit more difficult in vanilla because you will be having to use twig foundations and stairs, but it is 100% manageable.
You’re going to do a 1×3 portion here, and you’re going to follow that up by a set of walls. The reasoning behind this is that it is very difficult to place a stone high external wall directly against foundations, so we need a little bit of a buffer before we get to our window area. We’re going to have this floor, and then we’re going to build it up one wall and one half wall high. Once that’s completed, we’re going to build our second set of the floor.
And this is the floor at which point the window will be placed. Now we’re going to need a bit more of structural integrity, so we’ll run this foundation around on both sides. While not necessary on both sides, it will make the full base look appear to be a little bit more complete.
We’ll finish up with walls – half walls again, and repeat on the other side. Now, this could be redesigned to be an actual base with the trap up top, but as with most videos I say that I’m not the best of base builders, and I’ll leave that to the real professionals.
We’re going to finish up that second story with a window wall set, 1×3. We’re going to have a floor placed behind them. Now in the trap video, we have the second set of floors here as well, which will be the trap designated area. See we continue out this foundation and more, but that’s up to you. So as you see we have the framework of this base set up now.
Now what we need to do is set up our high external wall. This can be a bit tricky, but as you can see there is plenty of room to be placed, all within this base. Now you may be wondering, how do you get it in the right spot?
Well, that’s where practice comes in, and it’s very key. The easiest way I’ve found so far is you look at the floor, you find the second floor in, and then you find the halfway point of that floor – approximately there. So you’d be looking at one, two, three, four planks deep. Now the reason that this works so well is because the placement is a bit offset, and you want to make sure that it gets into the area where it’s not outside the window, but directly in so when they jump in they’ll immediately be hit by it.
So we’re going to look at where we’re at with the stone wall. We’re going to slowly start backing it out until we’re at approximately the halfway point of it. So we’ll see that that’s the end of our first wall or floor. We’ll go one, two, three, four planks in. And then it comes a bit towards you when you place.
You’re going to want to place approximately there. Now with practice, you’ll come to find that this becomes easier and easier. So we’re going to come up here, kind of get a feel for it. We’ll see as we run across this outer wall, we’re not being hit at all by the top of the bar. As we jump into the trap and come in, we’re immediately hit by it. So you follow that four plank rule with the second floor, you’ll find that placing it becomes easier and easier.
As far as the disability of the spikes goes, that has to do with your initial base foundation placement. As you saw, I was able to jump up there with crouch relatively easy. So just a bit higher would be a little bit better. But for sake of tutorial that’s up for you to learn on creative.
The spikes themselves can be covered and hidden with bearskin rugs. As you’ll see, if it were a bit higher, it would hide it in its entirety. But for the sake of this video, there’s no need to repeat that process because you can practice that and get it exactly right every time.
Once you have this portion of the build done, it’s just a matter of wiring up simple electronics. In terms of simplicity, this is a rather simple base. It shouldn’t be very difficult to wire, and it can be powered solely off solar panels. You’re going to want to finish the rest of the build by simply continuing out the walls, and obviously the rest of the base, but for right now there’s no need for that while showing some electronics.
I typically have the three double door wall frames here, followed up with three doors which we’ll go ahead and add right now. One, two, three. You want to make sure that you don’t lock these doors before the code and door controller is attached. So we’re going to have them all outward-facing because you want to have a direct shot with your traps.
You could have them inward-facing as well, but for me, I find that if it’s only one-window access, the outward-facing is nice because it gives you some added blockage in terms of them passing and hiding.
We’re going to continue on with the wiring, which consists of the roof having two solar panels, and a large battery. Now a lot of people have the argument as to why do you not wire it directly. And I have a great solution in the answer for you.
The reason being that if you were to be raided by an actual group, and they were to take out your solar panels immediately, your electronics in your base have been completely destroyed essentially. You can’t do anything with the power, the power source is dead, and you no longer have power.
People seem to not like the batteries, but for me, it seems to be a lifesaver, because if they were to raid the external portion of the base and eliminate the electricity immediately if you do not have the power back up, you have nothing left in your base that can be triggered.
So we’re going, to begin with, the build portion of this. For the electrical wiring portion of this build, as with any, I showcase what’s required. You have an HBHF sensor, two-door controllers, an AND switch, two electrical branches, a switch, and I’ve also included the RF broadcaster, as well as the RF pager. While the RF pager is not currently working with craftables within the server, I figured I’d show you how to wire it in case it is fixed in this upcoming update. I have three extra furnaces here to hide the HBHF within this trap. So let’s get onto the build.
Initially, we’re going to be using the switch into the branch to showcase the different power availability. We have a large battery set up along the solar panels, which is giving you plenty of power to hold. And the switch will be toggleable to turn the trap on and off. We’re going to have our main power cutoff, which is our switch. Going directly into the power output of the large battery.
You could use a small battery, but it’s very unrealistic to get the power flow you need as the only output is ten. The large battery output is one hundred, and it gives you a much more stable flow through without having to use an excessive amount of branches. We’re going to go outside of this door and set up our HBHF sensor. We want it close to the floor, as we can hide it. And we’re going to go ahead and set it up so that it is hidden from the window view with furnaces in front of it.
We’re going to proceed into the rest of the build, which includes the two-door controllers. One being for the door on this side, which you need to pair while it is currently unlocked with the keypad. So we can add a key code lock right now, now that it has been paired. Go ahead and lock this with a random code.
And you’re going to move onto the second door, go ahead and pair that as well, which you know it can’t be paired to the first one due to the fact that this one is already locked and it’s unable to be paired with a locked door. We’re going to spawn in another code lock and go ahead and lock this one as well.
Moving onwards, we’re going to have our first branch come right out of here. We’re going to have our AND switch placed directly next. We’re going to have the power out of the switch go into the electrical branch. We’re going to have the branch outcome into input B of our AND switch.
And we’re going to have the power out of our branch come down and across along the floor line into the power in of our HBHF. The more you can hide the wire the better obviously. We’re going to have the input A of our AND switch come down and into the power out of our HBHF. The reasoning behind the AND switch is that the HBHF will only output as much power as there are people.
So if one person hops, it will only output one power, which is not nearly enough to power the two-door controllers. So we have it flow into the AND switch, which has a real power source, which you can set a branch amount of fifty or so, but we’ll just do five for now. And then it will branch out the larger of the two power sources once triggered.
We’re going to use our second electrical branch above here just to showcase what can be used for the two-door controllers. We’re going to have it branch off across here, and then we’re going to have it come all the way across the doors into the first door. And then we will have the other power outcome all the way across into the second door as such.
Once this is all wired, you’ll realize that you have to turn on the power before the HBHF will receive power, and you can modify the settings on it. Normally you would want to include the others and exclude the authorized, which is inverted for this menu. So you have it default set appropriately.
For this instance, I’m going to include authorized because I want to be able to showcase it with just me here. So if I shut this door, you see it will lose its sense of me, but if I open it, it will see me and trigger both doors.
In terms of setting up the decoy, we’re going to have the three furnaces that will be placed directly in front of the HBHF sensor. So we’ll have one, two, and three. Now if we look at this from an outside perspective, you’ll see that the wiring is hidden beside the solar panels, which you can hide ceiling lights inside and people would believe that it might just be a simple day/night light trigger.
You’re going to want to set up the trap by using ladders, making it appear that it’s been an already raided base, or partially raided base. You come up to it while the trap is on. There are two windows applied, but one is removed, enticing people into thinking that it’s been a partial raid. They’ll look in as you have it built more cleanly and see nothing but bearskin rugs as well as some furnaces.
They’ll come in, unsuspecting if I can make the jump which I can’t. There we go, hop right on in, and we’re trapped with the trap doors opening. You’ll see that it only triggers as you’re within the window frame, and most people when they want to get in to get that juicy loot they’ll go straight in, hop in, and they’re trapped.
That’s about as far as the build goes for now. With the additions of the update as they fix the RF pager, you can do a second branch off here which I will show. You would remove one of the door controllers, which specifically the branch out because you allow more power flow through here. You would bring it down to here, and you would have branch out go back to your door. You’ll have it come right down here.
And now with this second port, you can set up a broadcaster. The use of this broadcaster is that while it received power through the HBHF output form the AND switch, you give it a power source here.
You set a frequency to whatever you want, and then with the pager, you would set the frequency to one, two, three, one, and you did with the broadcaster. As that trap is triggered, the alarm would be going off in your inventory, but there is currently a glitch that crafted and spawned pagers do not give the option to set the frequency and choose the silent on / off.
That should be fixed soon. But with this setup, you will have the availability of being away from your base, but also knowing that somebody has arrived.
As with any video, I welcome you all to join the Discord and now our new server. And I’m happy to answer any questions and help you out on the server when I can. Thank you!