Rust 170 Devblog
Online 45.157.118.153:28015 checked 9m ago
Server instruments
last reading Wed 22:00 UTCPlayers now
0% full 7-day avg7-day peakServer fps
48 h low 226 · below 20 is lag, below 10 is badEntities
48 h range 32,513–36,302 · memory 506 MBUptime
0 h 10 min since its last restart, at the last readingPlayers
Every five minutes, from the Steam server list.
Hourly average and peak, UTC.
Daily average and peak, UTC.
Server performance
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 26 Oct. From asking the server directly; low fps and a climbing entity count mean lag.
Rank
daily · 1 is bestTop 37% of all ranked servers. Ranked on player hours over the last seven days.
Wipe schedule
too few wipes seen yetNot enough wipes seen yet to tell when the next one is. Every server wipes at the monthly force wipe.
Wipes
newest first| Wiped | Peak | Crowd | Lasted | Players before |
|---|---|---|---|---|
| Mon 26 Oct, 23:28 UTC2d ago | – | – | running | 0 |
Peak: the most players in the first 48 hours. 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.
Similar servers
the same kind of game, then region, group limit, rate and wipes- 46/500
- 128/100
- 45/225
- 44/700
- 8/200
- 5/1000
Quick answers
from the figures on this pageWipe schedule
When does Rust 170 Devblog wipe?
To tell the rhythm of Rust 170 Devblog, too few of its wipes are on record. On Thursday 5 November at 19:00 UTC the next monthly force wipe takes every Rust server, including this one. 2 days ago the current world was made.
Tag meanings
Which tags does Rust 170 Devblog carry, and what do they mean?
These are the tags Rust 170 Devblog publishes, and the server browser reads them: mp200 (Max players): 200 slots in total; v2001 (Protocol): Your game must run protocol 2001 to get in; oxide (Oxide): Check: framework. Oxide (uMod) handles plugins; modded (Modded): Modded: plugins or settings depart from the stock game; h6de18208 (Custom tag): This tag is non-standard, added by the owner or a plugin; stok (Custom tag): This tag is non-standard, added by the owner or a plugin. Reading the top of this page: the tags also hold the current players, the queue and when the world was made.
Where does Rust 170 Devblog appear in Rust Metrics lists and filters?
On Rust Metrics, Rust 170 Devblog sits in these lists: Modded Rust servers, checked live. Reading: server list filters. It comes up under Type: Modded; Last wipe: In the last 3 days.
Occupancy
Where does Rust 170 Devblog sit in the rankings?
Ranking for Rust 170 Devblog: #8,143 on seven-day player hours, top 37% of all ranked servers.
What player count does Rust 170 Devblog carry?
0 of 200 slots are filled on Rust 170 Devblog right now. Seven-day check: 1 players on average. Peak reading: 1. Check: 48-hour peak. 01:00 UTC, 1 players on average.
Server details
Where does Rust 170 Devblog sit?
No region tag on Rust 170 Devblog. Where the machine stands is not checked here; Rust Metrics shows where the server says it is. Check: address. It reads 45.157.118.153:28015.
What Rust version is Rust 170 Devblog on?
Rust network protocol 2001 on Windows is the build Rust 170 Devblog runs. To get in, your game needs the same protocol; Steam applies the update.
How does Rust 170 Devblog perform?
Over the last 48 hours the average was 252 server fps; the floor was 226. Check: entities. The peak was 36,302, counting buildings, deployables and the rest of the world. Reading: 564 MB of memory at the highest. Lag, as players feel it, is low fps plus a climbing entity count.
Is Rust 170 Devblog up, and how often does it stay up?
Rust 170 Devblog reports online. Status: normal. By its reported uptime, the last restart was roughly 10 minutes ago. Uptime for the last 2 full days: 4 of 48 hours, or 8%. Check: first contact. Rust Metrics logged it on 26 October 2026.
Settings and map
How is Rust 170 Devblog configured, and what rules are in force?
Reading the name gives no gather rate for Rust 170 Devblog. Check: group limit. None published. The mode is survival. Note the following: the normal game: build, gather, raid. Players can raid each other and fight. That is permitted here. Plugins or settings change the game, so it is listed as Modded. VAC is on. That is Valve's anti-cheat.
Which map is live on Rust 170 Devblog?
From seed 170, the game generates the procedural map on Rust 170 Devblog. Its size is 4,000. View it on RustMaps from this page: matching size and seed give an identical map.
Join
How can you get onto Rust 170 Devblog?
To join: start Rust, press F1 and type client.connect 45.157.118.153:28015. Or press Launch Rust here and Steam opens the game and connects you.