Researching is a game mechanic implemented in Experimental Rust, which allows a player to reverse engineer acquired Items, such as Weapons, Tools and other Deployables, by completely breaking them down and transcribing the gained knowledge of their inner workings onto a functional, revealed Blueprint.
To research an item place it in the Source Item Slot in the Research Table's user interface.
All items that are in pristine condition(i.e. full durability, never repaired) have a 30% baseline chance to successfully generate a Blueprint upon research. To maximize the odds of obtaining a Blueprint, the success rate can be further improved by adding Blueprint Fragments to the Research Table's Fragment Boost Slot.
Pressing the Begin Research Button will initiate the process. It takes 10 seconds for it to be completed, during which time the researched item as well as any Blueprint Fragments are locked.
Upon successful research, a Blueprint of the item will appear in the Source Item Slot. Any Fragments used for boosting will be consumed.
Should the research result in a failure, the source item will break down(i.e. 0 durability), provided it is subject to durability loss. Items without a durability bar, such as most Ammo types will vanish. Blueprint Fragments used for boosting are consumed.
In preparation for research.
The research is in progress. Items become locked.
The research was successful. A Blueprint is awarded, while Fragments and the Source Item are consumed.
The research failed. The Source Item is broken, while Fragments are consumed.
Broken Items can be researched, nonetheless. The 30% baseline success rate is reduced proportional to the Item's condition.