

Generators are small but they can be extremely efficient in helping you protect your base in case your other sources of power are taken out. In case this happens, you should consider our third and final power source… On top of that, having them high up on your base makes it very easy for other players to target them and destroy them before a raid. The downside is that they are harder to get and the blueprint is more expensive to unlock. The higher you place your Wind Turbines the more windy it will become, causing them to generate more power. The force of the wind will make them spin, and this will generate energy to all of your components. The second power source (and probably most efficient) is the Wind Turbine. Solar energy will not work during the night, so in order to keep your base from going back to the dark ages, you will need to store extra power in your Batteries during the day or use one of the other two power sources available in game. From there, they will supply energy directly to your other electrical components or Batteries. Once you have some, simply add them on top of your base and make sure they are not covered by any shadows. In game you will be able to acquire Solar Panels from random loot drops or by having the blueprint to craft them.

If we overlooked, forgot or left out something in this guide, please let us know in a comment below the article.There are three different types of power sources for you to consider, with the most common one being solar energy. In contrast to the last two doors, you can only find a large box here, but there is still a blue keycard.

There is a similar hut in the hangar opposite, but it is locked by a green door.

In here you activate the switch after adding a fuse to the box. So now go to port 2 and relatively in the middle, along a street that leads through the monument, you will discover a gray hut with a rusty radio rod.
#Where to use green keycard rust how to#
You already know how to distinguish the two ports. Here, too, there are two large boxes and a blue keycard. On the ground floor there is again a fuse box and the switch. A two-story container house stands on the edge. If you have arrived in port 1, you have to look for the helicopter landing pad. Port 2, on the other hand, stands out from the coast. Port 1 lies flat on the coast and is somewhat longer. It is easy to distinguish it from port 2 and you only need a map. In addition to two large boxes, you will also find a blue keycard here!Ī third green door is located at so-called port 1. Now you just have to walk to the neighboring hut and use your keycard again to open the green door there. At the back of the same hut is the switch to be flipped.
#Where to use green keycard rust install#
In one of them you will find a fuse box, in which of course you have to install a fuse (or fuse). On the edge of the monument you will find small container huts. Swipe your green keycard through it, you have to hold it in your hand, and you’re inside. The button next to it should light up green, if it doesn’t work, you’ve forgotten either the fuse or the switch. Climb into the gully here and walk the distance until you come to a green door. Then you have to go into the pit – where the big tower is. First you insert a fuse in the box in the small corrugated iron house and activate the lever that is attached to the right around the corner. The route through the sewer system is easy, but requires a torch or similar light source. But further in the text, where do you find green doors? 1. Without it, you cannot activate any electricity, which you of course need for electronic doors. Must-haves: In order to even open a door in Rust, you not only need the keycards, but also fuses.
