The Raptor 2.0, an Update to the Classic Design
The Raptor 2.0 Solo Trio RUST base design video was created by our partner Cosmonatic Films.
This re-designed version of the Raptor base design, originally created by Evil Wurst, has been updated to take into consideration the building 4.0 update and expands on the original concepts that made the design great. In this version of the base design, the raid cost has been increased, storage amplified, more defense features are in place, and the upkeep has been improved while maintaining the 360-degree auto turret protection.
The Raptor 2.0 Base Design Features
- Starter-to-Main Base Design
- Ample Space for Items and Storage (~28 Boxes)
- Spread Out Loot
- External Auto Turrets With 360 Degrees Perimeter Coverage
- Moderate Raid Cost (±30 Rockets to TC)
- 360-Degree Shooting Floor With Peek-Downs
- Minicopter Hanger & Landing Pad
- Respectable Build Cost and Upkeep
- Electrical Systems for Defensive Deployables
- 14 Large Boxes
- 12 Small Boxes
- 8 Vending Machines
- 6 Furnaces
- 6 Sleeping Bags
- 3 Beds
- 5 Lockers
- Tier 3 Workbench
- Shotgun Traps
- Windmill OR Sam Site
- Up to 6 Auto Turrets
- 1 CCTV Station
- 1 Mixing Table
- 2 Large Batteries
- 2 Generators
- 8 Solar Panels
- 17 Garage Doors
- 1 Armored Door
- 1 Ladder Hatch
- 7 Sheet Metal Double Doors
- 6 Sheet Metal Doors
- 22 Window Embrasures
- 17 Reinforced Windows
- 12 Concrete Barricades
Build Cost of Core
- High-Quality Metal: 550 +/-
- Metal Fragments: 25,000 +/-
- Stone: 7,500 +/-
- Wood: 14,000 +/-
- Gears: 70
- High-Quality Metal: 50 +/-
- Metal Fragments: 3,000 +/-
- Stone: 750 +/-
- Wood: 50 +/-
Build Cost of the Extended Build
- High Quality Metal: 925 +/-
- Metal Fragments: 33,500 +/-
- Stone: 23,500 +/-
- Wood: 21,000 +/-
- Gears: 90 +/-
- High-Quality Metal: 65
- Metal Fragments: 5,000 +/-
- Stone: 3,800 +/-
- Wood: 250
- 1 Battery System Basic: https://i.imgur.com/nxeE22F.png / https://pastebin.com/kDt2cNi1
- 1 Battery System Advanced: https://i.imgur.com/SaAoh4W.png / https://pastebin.com/FrtAyJqn
- 6 Auto Turrets & 1 Sam Site: https://i.imgur.com/kKR4BX8.png / https://pastebin.com/B8QuUKgC
- 3 CCTV Cameras, Hanger / Auto Turret Remote Doors, Storage Monitoring, HBHF Sensors, Heaters, Base & Landing Pad Lights: https://i.imgur.com/rTLepoa.png / https://pastebin.com/WbAievnq
The Raptor 2.0 would be an approximately 30 +/- rocket raid to TC and main loot under the best of conditions. For raiders to get to TC, main loot room and the additional loot rooms, you’re looking at a 40+/- rocket raid. Finally, to get TC, main loot, all additional loot and the exterior TCs, raiders will have to pony up 60+/- rockets.
Without further ado, here’s The Raptor 2.0 trio base design.
Be sure to browse Cosmonatic Films’ past videos and don’t forget to subscribe to his channel to receive notifications on his latest videos.
Connect with Cosmonatic Films
Welcome back to the channel.
At the beginning of this year, Evil Wurst released the Raptor. A fantastic Solo/Duo/Trio base that had a focus on exterior defense thanks to three auto-turrets that provide 360-degree protection. It also meant the main entrance could be concealed and protected by an auto turret.
However, it came with some weaknesses that he promptly addressed. Most of these were fixable, but two particular things stood out. The roof stability bunker aspect was patched, which prevents players from clipping it through other building blocks. This also affected the roof honeycomb that concealed the first floor of the base.
With the recent building 4.0 update, triangle and conditional roofs could restore the design to its former aesthetic glory. With Evil recently going on parental leave, he asked me to see if I was interested in updating the design for him.
Introducing The Raptor 2.0
It was difficult to improve the already impressive raid cost for its size, but I was able to increase the cheapest raid cost to the TC to about 30 rockets. To get all the loot rooms, raiders will need to invest about 40 rockets. Thanks to 3 external disconnectable TCs, griefing the base, picking up windows, or sealing themselves in once they reach the core TC will be considerably more difficult unless they invest around 60 rockets.
Nevertheless, the high raid cost does not compromise on livability or everything you would need if you find success in your endeavors.
This second iteration can still be built from a starter and in stages depending on your commitment or success throughout the wipe.
It provides loads of room for storage and utilities, While not negatively affecting maneuverability. 3 auto turret pods still cover all angles around the base. Roof access means that if you desire minimal or extended expansion, you will have the option to provide more features or defenses.
Here’s a tour of the base.
Similar to the original, there are basically no spots where the auto-turrets cannot see you, thanks to the roofs never blocking their line of sight.
Behind one of the auto turret pods is a redesigned entrance. Since it’s now a single door frame, the auto turret had to be moved forward to allow entry, but it should not drastically affect its performance.
A nice side benefit is that when the auto turret pods are closed, you cannot determine which pod has the entrance behind it.
With a single door frame, we can instead utilize a double door to block players from potentially running in. If players get past that, they have to avoid several well-placed shotgun traps.
In this airlock room, we have a locker and a dropbox which should be locked to slow down anybody that might be able to reach in and loot it otherwise.
Going up this chute will bring you to the roof or optional extension. We’ll be coming back to this in a little bit. Use the corridor for utility items.
This center column is a fantastic location for a large battery for critical electrical components like auto-turrets or even a sam site.
The auto turret pods can be operated remotely with door controllers or can be toggled manually from within the base. Continuing around the central column, we find more utility, including an optional CCTV station to monitor activity outside of your base.
Optional backup generators fit nicely into the shelf above the core chute.
Entering the core, to our left, we find one of the main loot rooms. I chose to give the honeycomb a dual purpose by housing additional vending machine storage. However, this addition is entirely optional as it adds a considerable cost and complicates the early game expansion.
The tier 3 workbench was kept centrally located between both loot rooms.
On this wall are smart switches to remotely open auto-turret pod garage doors, toggle base lights, or a sam site if applicable. In this corner, you’ll find a locker for your best kits and three sleep bags. The main loot room provides ample storage, but most importantly, incredible protection to the TC thanks to these vending machines.
Between these vending machines, you pick up the embrasure and reinforced window to access the TC. With these two things occupying the window, raiders will have to spend considerable boom to break both deployables individually if they’re clipped properly into the vending machines.
Though, even once the TC is destroyed, raiders will not have building privilege thanks to the overlapping external disconnectable TCs.
Additionally, raiders may not be able to reach the TC loot without investing additional explosives to break the vending machine, or valuable time in a non-sealable base, soft side raiding a partially damaged foundation.
While this updated core offers fantastic features and defense for outstanding upkeep, some may desire a minicopter hanger or shooting floor expansion. For those people, you may consider this optional expansion you can make at any point if you find yourself rich enough and don’t mind the additional upkeep.
Let’s take a tour of that.
Back at our entrance, going up this chute will bring us to the battlements floor. There are three beds, each with their own locker.
The shooting floor can be accessed from this central corridor or ran along for full 360 coverage. These peek-downs ensure there are zero spots to hide.
This chute leads to the minicopter hanger, which is protected by an auto turret. Outside the hanger is a landing pad with flashing lights for nighttime landings. The roof has barricade deployables that provide minimal protection but require no additional upkeep.
On top of the minicopter hanger is our windmill and or solar panels.
I chose to use back to back auto-turrets to protect these components.
Alternatively, you could place them, so they guard the roof from players laddering up onto it.
Let’s jump into the build.
Once you locate the area where you want to build, verify the following footprint fits the terrain. This base does not strictly require flat terrain, but try to find a reasonably flat area. Especially if you foresee eventually establishing a compound and external disconnectable TCs.
Place a TC onto the center triangle, close forward and centered.
If you need to enclose it with a window frame, you’ll have to make sure you upgrade the foundation to HQM later before you surround it with adjacent foundations. If you do enclose it now, use a reinforced window if you have it or wooden window bars. Whichever you go with, continue with the starter unit.
Close off the starter with walls and two double doors. Alternatively, you can use two temporary wooden single door frames to lower the chance of
getting deeped on. If you’re confident you will make a conscious effort to use the double doors as an airlock, you can keep that instead.
Fill up the starter with three sleeping bags, a furnace, and a large box.
Use your first metal frags to replace the doors to sheet metal. Make sure when placing triangle floors that you connect them to the wall socket.
This will ensure that rockets shot at the top of the roofs that will eventually form the honeycomb will not damage the floor tiles behind them.
Once you’re ready to expand out of your starter, place these respective walls. Optionally, replace these walls with window frames if you anticipate that you will eventually incorporate vending machines into the honeycomb. If you still don’t have reinforced windows, you can keep using wooden windows.
Just don’t include high-value items in this extended starter if you’re using wooden windows. Alternatively, if you have the resources, close off the window frames with the roof honeycomb.
Be aware that sometimes this can cause stability issues to the walls connected above it. This could especially affect the stability of a shooting floor’s peek-downs later on if it goes undetected.
Ensure your order placement is correct by verifying the building blocks are their correct stabilities before allowing their demolish period to expire.
Use a furnace to jump up to the second story.
Build the chute.
Extend the chute by one square and add another double door for an airlock. To get in and out of the base, build a roof onto this square. If you opted for the window frame vending machines below, you may already have those roofs done.
In these rear triangles, build a half-height wooden shelf. This will later allow us to rebuild the loot rooms without difficulty. For now, this will act as a temporary loot room. Deploy items how you see fit.
If you’ve been using the temporary wooden single door frames, now is a good time to hatchet them out and replace them with double door frames with sheet metal doors.
Next, we’ll expand the second floor and establish our main entrance.
Place two double door frames and one single door frame. For now, you can occupy these with sheet metal doors. Have the double doors swing outward, and the single door swing inward. The double doors will eventually get replaced with garage doors and the single door with armored.
Put a double door that swings towards the single door frame.
This will create a door block airlock. Surround the rest of the second floor with walls. Close off the roof with the exception of that last triangle next to the entrance.
The roof access chute should be at half height. Until you have a garage door, you won’t be able to exit onto the roof. On the outside of the base, build out the other auto turret pods and finish the roof honeycomb.
Feel free to use spare sheet metal double doors for the pods until you can replace them with garage doors.
Before enclosing this triangle, build a half-height wooden shelf into the honeycomb. This will allow us to rebuild the main loot room shelf if necessary. Don’t forget to upgrade the foundations under the auto turret pods to sheet metal.
Back inside the base, upgrade this floor triangle to HQM. Close off the center column triangle with a window frame. A large battery and its electrical components fit into this triangle.
Later in the video, I show you the schematics for this circuit. If you plan on using multiple electrical circuits, I recommend hooking up critical
infrastructure like auto-turrets to this battery as it’s the most protected.
Outfit the corridor with deployables as you see fit. Use shotgun traps in these locations.
If you want to include a locker or large box in the airlock, make sure you have a code lock on them. If you choose to have a CCTV station, I recommend mounting cameras on these corners and to angle them downward.
Optionally, you can occupy this half-height triangle shelf above the chute with backup generators for your auto turret electrical system.
As you acquire the resources, upgrade the respective building blocks to their final build grade. Prioritize the core and work your way out.
If you haven’t already upgraded the TC compartment foundation to HQM, do that and then seal it with a window frame.
Upgrade the following to HQM. Upgrade the rest accordingly.
Replace these respective sheet metal double doors with garage doors.
Below the chute, use window frames with reinforced windows when you log offline.
When you upgrade this wall to sheet metal, make sure to rotate it, so the hard side is facing you.
Going back to the TC, clear out your main loot room and place two vending machines. Make sure they are placed as close to the wall and as straight as possible. Make sure you keep a slit between them to access the TC. Then place a reinforced window and a vertical embrasure.
If placed correctly, this will ensure raiders have to spend about 8 rockets to get access to the TC, but possibly 10 to reach the loot bag. Then, place a wooden half-height shelf and fill up the room with storage deployables.
Place a locker against this wall.
Tier 2 and eventually, tier 3 will occupy this spot. You can fit 2 large boxes and 4 small boxes here. I keep my electrical control switches on this wall.
It is possible to cram up to 3 sleeping bags in this area with patience.
If you chose to integrate the vending machine honeycomb option, crawl into the roof with nothing else but the two deployables. After you’re done placing them, open the console with F1, and type “kill.”
Repeat this process for the other spots. Build out a 6 large box loot room in this furthest square. Put 6 small boxes between these two triangles.
Occupy this chute with a ladder hatch. Replace the chute double door with a garage door.
For the rest of the second story living space, you can choose to leave them sheet metal if you want to save gears. Through my testing, It did not seem to lower raid cost performance. But, If you want the corridor to feel more open, use garage doors.
If you choose garage doors, make sure the roller is facing away from where the auto turret pod roller clips through the wall. That wraps up the core of the base.
Next, I’ll be showing you how to build and furnish this optional, extended version, which includes a shooting floor with peek-downs, several beds with lockers, a minicopter hanger, roof access, and power generating.
Start by attaching triangles to edges in this configuration. So long as the stability below isn’t glitched, you should be able to place these without difficulty.
These will become your shoot floor peak downs.
On the perimeter, place window frames and single door frames.
Occupy the window frames with horizontal embrasures and keep these doors open. Optionally, you can place campfires, small boxes, or planters to increase line of sight.
Place walls on the triangles and garage doors on the squares.
This area will become a bedroom respawn point for quickly regearing to defend against an online raid.
Each bed gets its own locker.
Have a small box nearby with a building plan and hammer with some extra mats to repair reinforced windows.
Occupy the window frames with reinforced windows when you log offline.
This triangle can house a second large battery. This battery is much less secure, so I would only hook up non-critical components to it, such as door controllers, CCTV cameras, lights, or heaters.
Separate the bedrooms with three double sheet metal doors on the center triangle. Place a large box above the first chute and one in this triangle. Before placing the box, consider placing a shotgun trap in the corner, then the box in front of it.
Remember to guard each chute with shotgun traps. Seal off this level with a sheet metal ceiling, except for this triangle, where we will make another chute that brings us into our minicopter hanger.
Build out window frames and a double door frame. Keep the window frames occupied with reinforced windows at all times. Use a garage door for the roof access and the chute. Above the chute, place an auto turret.
On the roof, place concrete barricades on the edges of the peek downs.
These won’t provide great protection, but they don’t require any upkeep.
On top of the base, I either use a windmill or sam site with solar panels and back to back auto-turrets. You can surround these with wooden low walls to hide them from the ground.
Since this base relies heavily on reinforced windows, it is essential that you establish external TCs early into the build process, if possible.
This will prevent raiders from being able to pick up your windows if they reach your main TC, but also keep them from easily sealing themselves in or griefing your base thanks to the overlapping privileges.
I go into more detail on the importance of these exact things in my most recent guides.
Those will be linked in the card or in the description below.
For now, I’ll be showing you how to establish external disconnectable TCs with a basic design.
Place 2 triangles, then attach two squares to them. Build out 3 more squares, then build 2 more triangles. Build 4 double door frames in a straight line with the last one diagonal. Remove these triangles and squares.
Place a triangle next to this one. At this triangle, place a square, then an elevated square. Build a triangle off of that square. Enclose the TC square with walls and two window frames leading out through the triangle.
Outside, remove this square and place a roof on the end of this triangle.
Inside the TC square, you should now be able to place a half-height triangle floor off this wall. Upgrade this to wood. Build three of these in total.
Furthermore, I would recommend placing 3 additional basic external TCs, one in between each disconnectable TC. A quick explanation for the uninitiated when this triangle is present it connects the TC and thus the building privilege along these building blocks.
This overlaps the main base privilege to prevent raiders from replacing the TC, picking up windows, or sealing themselves inside your base. With this and two other disconnectable TCs, it will ensure raiders have to spend more explosives if they want those privileges.
If your main base TC is destroyed, hatchet out the soft side on all three disconnectable TCs, replace the central TC, then reconnect the triangles.
In this basic external, you can fit a sleeping bag with a campfire that has some basic tools and materials.
You can fit several large boxes to store extra loot, gear sets, or other stuff to help you restart if you get raided. It could even be a cheeky spot to hide some high-value items if you’re anticipating getting raided.
You can upgrade these triangles and roof to HQM to slow down players from soft-siding the foundations to disconnect your external TC from you.
Alternatively, you can incorporate auto turret pods hooked up to heartbeat sensors that open to kill players who might be underneath the roof piece.
Be aware that some players will camp under these or behind externals as you leave your base. Optionally, we can easily establish the aloneintoyko style gatehouse entrance with compound walls. Again, be sure to check out my guide if you want more information on how to incorporate these kinds of things and some designs for them.
Lastly, we’ll be going over 4 potential electrical systems. You can find the schematics to all of these linked in the description. First, we’ll be going over a single battery system. This basic circuit can support three auto-turrets, an optional sam site, and lights.
This advanced circuit still supports three auto-turrets, an optional sam site, but also CCTV cameras, storage monitors, heaters, and even a heartbeat sensor in addition to lights. If you use the preferred two battery system- You can use the central column battery to support up to 6 auto-turrets and a sam site.
Then use the second battery for non-essential electrical components.
I encourage you to modify these circuits with the features you desire.
On top of the base, I either use a windmill or sam site with solar panels and back to back auto-turrets.
If you’re using the windmill and solar panels, you can combine all of their power and then split it between two batteries. The windmill will constantly be generating power, while the solar panels will only create power during the day. This way, the solar panels charge most of the battery throughout the day, and then come nighttime, the windmill holds the battery over until the next morning.
For now, though, that will conclude this second iteration of Evil Wurst’s Raptor. Remember, there are lots of options to customize the base to fit your needs. You can always skip the extension and just live out of the fantastic core.
But, if you value defense and features, this base allows you to easily expand with a shooting floor, peek downs, respawn rooms, and a minicopter hanger depending on your success during the wipe.
Furthermore, this design allows you to easily establish a compound and turn the external disconnectable TCs into turret equipped flank bases.
Whatever you decide, I encourage you to give it a try. Special thanks to Evil Wurst for asking me to make a second iteration of the Raptor and to
the Nemours people from the EZ Building Discord for providing invaluable feedback and ideas.
That’s all I got for you today; I hope you enjoyed the video; consider subscribing for future content, and I’ll see you guys next time. Thanks for watching.