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": {}, "items": ["wood"]}Fields
Section titled “Fields”| Field | Type | Description |
|---|---|---|
type | string | Exactly 'Gather' |
title | string | Short, human-readable name. Must not be empty. |
description | string | A blurb of 1 to 3 sentences. May be empty if the title is self-explanatory. |
amountRequired | integer (≥ 1) | How many of the target items the player must gather. |
cooldown | object | null | Optional 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 | object | null | Optional 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. |
conditions | map | Optional 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. |
hideDetails | boolean | When 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. |
items | string[] | Rust item shortNames, lowercase dotted (e.g. rifle.ak, rifle.bolt, wood, stones, metal.fragments, scrap, hqm, lowgradefuel). |
- 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.
