HYBRID_PVX
ZONE DYNAMICS · THE CORE OF THE SERVER

ONE ISLAND.
TWO RULESETS

The map is split into a PvE half and a PvP half. This page covers what each ruleset allows, where the border is, how it is marked, and what changes at wipe.

2
RULESETS, ONE MAP
12
PVP RULES, DEFAULT ALLOW
6
STANDING FLAGS
800M
PVP ZONE HEIGHT
0
PLAYER DAMAGE IN PVE
8
MAX TEAM SIZE
> split --current

THE SPLIT IS REDRAWN
EVERY WIPE.

LAYOUT FIELDS● SET EACH WIPE
MAPCustom, rotates
PVP HALFEither side
SPLIT AXISN–S or E–W
WORLD SIZEVaries by map
NEXT WIPEMonthly
These values change every wipe. Which half is PvP, the axis the line runs along and the world size are all set fresh each cycle on whatever custom map is loaded. Check in game or ask in Discord for current values.
> zones

TWO HALVES.
TWO CONTRACTS.

PVE — THE SAFE HALF
No player can damage you
Locked doors and boxes immortal
No raiding of any kind
Vehicles indestructible
Fire cannot hurt anything
5X gather, full skill tree
Bradley and NPCs still hunt you
PVP — THE LIVE HALF
Anything can hurt anything
Full loot on death
Full base destruction
Traps can hurt players
No protection at any height
Its own [PVP] chat channel
800m tall — air and tunnels live
> border --marker

THE LINE YOU CAN SEE.

The border is marked in two places.

On the in-game map screen it appears as a dashed orange line across the map. In the world it is a row of evenly spaced glowing orange spheres running the full width of the map. The HUD shows which side you are on: green for PvE, red for PvP, amber while crossing.

On the map screen — the border as a golden dotted line running straight across the grid
In the world — the same border as a chain of dark spheres you can walk right up to
> rules --detail

WHAT CAN AND
CANNOT HURT YOU.

In the PvE zone — what is blocked
Players cannot hurt players. Locked boxes and locked doors are immortal, so there is no raiding at all. Fire cannot hurt players, buildings, or anything else — three separate rules make incendiary griefing impossible. Traps cannot hurt players. Turrets and SAM sites ignore players. Nothing can hurt minicopters, snowmobiles, ridable horses or quarries.
In the PvE zone — what can still kill you
Animals, NPCs and Bradley all retain explicit permission to hurt players. Monument traps and turrets stay live. PvE means no other player can ruin your day; the environment is still perfectly capable of it.
In the PvP zone — the inversion
Twelve rules, default allow. Anything can hurt anything. Players can hurt anything. Traps can hurt players. The single carve-out is that Bradley cannot hurt NPCs, which protects the NPC population inside the box from collateral damage.
Vertical and underwater
The PvP zone is 800 metres tall, so its rules follow you into the air and underground — aerial fights and tunnel fights inside the band are live. Deep sea stays PvE regardless of position, and there is no vertical escape from the ruleset in either direction.
Allies, clans and teams
Clans, friends and teams are all respected by the damage arbitrator, so allied players are handled consistently across every system. Team size caps at eight.
HYBRID_PVX
Split-map PvE/PvP Rust server. One person, one hosting bill.
HYBRID PVX is a community project and is not affiliated with or endorsed by Facepunch Studios. Rust is a trademark of Facepunch Studios.