Skip to content
Contractsv1.14.0

Gather

Requires the player to gather resources from the world: wood from trees, ore from nodes, meat from animal corpses. Counts the amount gathered.

{
"type": "Gather",
"title": "Gather wood",
"description": "",
"amountRequired": 5000,
"conditions": {},
"rewards": {},
"items": ["wood"]
}
FieldTypeDescription
typestringExactly 'Gather'
itemsstring[]Rust item shortNames, lowercase dotted (e.g. rifle.ak, rifle.bolt, wood, stones, metal.fragments, scrap, hqm, lowgradefuel).
Shared fields (10)
FieldTypeDescription
titlestringShort, human-readable name. Must not be empty.
titleTranslationsmap | nullPer-language overrides for title, mapping a language code (like "fr" or "zh-CN") to the translated text. Players whose language has no entry (matched case-insensitively, no region fallback) or a blank one see title instead. null when there are none.
descriptionstringA blurb of 1 to 3 sentences. May be empty if the title is self-explanatory.
descriptionTranslationsmap | nullPer-language overrides for description, mapping a language code (like "fr" or "zh-CN") to the translated text. Players whose language has no entry (matched case-insensitively, no region fallback) or a blank one see description instead. null when there are none.
amountRequiredinteger (min 1)How many of the target items the player must gather.
cooldown ⭐ Premiumobject | nullOptional pacing limit on how fast progress adds up: at most maxAmount units of progress count in any sliding window of windowSeconds. Absent means progress adds up freely. While the window's budget is used up, further progress is ignored and the player sees a countdown to the next available moment.
burst ⭐ Premiumobject | nullOptional clustering requirement: actions only count when they arrive clustered, at least amount units within one trailing window of windowSeconds forming one burst. When present, amountRequired counts completed bursts instead of raw actions. Actions that age out of the window without completing a burst never count. Absent means no clustering.
conditionsmapOptional conditions that restrict when progress counts. Progress is recorded only when the objective's main requirement and all of these conditions are met. Use an empty map for none.
rewards ⭐ PremiummapRewards claimed when this objective completes, instead of at the end of the contract. Each entry is a full reward, the same shape the contract's own rewards use. Use an empty map for none.
hideDetailsbooleanWhen true, hides this objective's in-game condition strip and details popup, so the description is the only explanation players get. Title, description and progress still show. Absent means false.
  • Fires when a resource dispenser is harvested (a tree, ore node, or animal corpse). Progress increments by the gathered item amount.
  • A Weapon condition on a Gather objective is approximated by the player’s currently held item, because Rust doesn’t expose which tool did the gathering.