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Hello M92, So Long Military Crafting

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2:18pm EST - November winds down, and with it, we look towards a forced wipe on December 1st. Along with caves possibly seeing the light of day, we have some pretty big changes to weapons on the horizon. Let’s get into it...


Military grade weapons no longer craftable

That’s right, as of the December 1st update, military grade weapons (LR-300, MP5A4, and the new M92) will not be craftable - you can only find them in heli loot at the moment (but that may change prior to the update according to Helk).

How will this impact all your precious guns skins? A solution is in the works which will allow you to apply them via the repair bench.

Guns which cannot be crafted:

M92
M92 LR-300
LR-300 MP5A4
MP5A4 M249
M249

M92 is in

The newest military grade weapon has been brought into the fold. The M92 is officially in the game, and it may just be the most effective pistol in Rust to date. With a 15 round clip, very fast rate of fire, and deadly accuracy, this bad boy will be a treasured commodity (especially because you can’t craft it). Here are some pictures and specifics:

Clip
15 rounds

Ammo type
Pistol

Rate of fire
Very fast

Recoil
Low

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Spear changes

Helk has made some tweaks to spear combat this week. Although he’s buffed the handheld aspects of spear-play, he’s nerfed the throw damage. Here are the specifics:

  • Less throw damage
  • More melee damage
  • Easier to hit targets
  • Slightly longer melee range

Cave progress

Andre has been working a lot on the new natural cave system. As he mentioned last week in the devblog, the majority of the focus is on optimization, specifically through the interior culling system. This culling basically makes it so the caves only render the specific parts you’re in, thereby not causing your video card to shit a brick.

Word on the street (Alistair) is as long as there is no performance hit, these caves will go live this week.


AI branch?!

Garry has updated to the latest version of Unity beta 5.5 (which apparently has some fixes for AI) on a branch called "AI". Could this mean the end of deer darting up cliffs? Not sure… keep in mind the main issues with shitty animal movements are not due to Unity. That said, Garry working on a branch called AI could be the first steps towards better animal behavior.

Regardless, don’t hold your breath, progress is being made on the prerelease branch and probably won't go live this week. Hopefully the devblog will have some more details...


Workshop changes

Garry has also made some changes to the workshop. Along with adding a voting section on the main menu (see below), he’s added the AK47, a weapon box, support for multiple materials, and the ability to view items by type.

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Other stuff

  • Bone knife slightly cheaper
  • Survey charge world model is bigger apparently (I didn't notice a difference yet)

Component guide live!

I’m happy to announce the addition of a new Rustafied guide: The component system. With useful information like what items require which component, recycling yields, and recycler locations around the map, we aim to have this guide be your go to stop for all component related needs.

Rust: Component System Guide

Guide updates incoming

We’re not stopping there. Along with the component guide, we’re actively working on (finally) getting our guides up to date. Expect much more progress on this over the next week, but for a start, we have a fresh index page (instead of that shit dropdown on the top navigation).

Our goal is to once again become your source for all up-to-date things Rust. More on this as we enter December and wind down the year.


Christmas Skin Contest

The skin contest being run by Xtab Studios is still accepting submissions till Friday! Enter by then for your chance at Rust fame and fortune!


Caves are here!

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2:40pm EST - The update and devblog are out!

2:00pm EST - Our update stream is live!

12:00pm EST - Helk is rocking out a bunch of QoL and balance changes today. Here are some highlights:

  • Codelock no longer unlocks when first entering a code, just whitelists you
  • Cost reduction of: ladder, floor grill, prison wall/gate, chain link fence/gate, shopfront, all window bars and embrasures
  • Salvaged tool blade cost tripled
  • No more sewing kits in weapon crates - now there's turret parts, hqm stacks, and pipe stacks
  • Wood boxes no longer produce barrel content
  • Slightly more tech parts and roadsigns when found
  • Satchel charge requires 1 rope

1:10am EST - December is upon us, and with it comes a forced wipe. Today's patch features the launch of a long awaited natural cave system, new military grade pistol, exploit fixes, and some significant changes to weapons in general.

As always, we don’t know exactly when the update will hit, but the normal time recently has been between 3pm to 5pm EST. Tune in for our update stream which goes live at 2pm EST and follow @Rustafied for news throughout the day. Let’s get into it…


Update summary video

Check out this weeks update summary video from Puddy!


Natural caves are in

The new underground network of caves - which almost made it in last month, but was delayed due to performance - is in today. With the addition of several optimizations including a new culling system, this collection of spelunker wet dreams no longer causes every video card to shit a brick (notice, I didn't say all video cards).

The 9 caves range in sizes from small, to medium, to fucking huge, and feature building zones, traps, ladders, various parkour-esque challenges, and even a bucket elevator. For more information, check out this video (and disregard the prerelease stuff):

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M92 has been added

The newest pistol in Rust is here. The M92 is a military grade gun which fires pistol bullets (who’d a thunk) and features a 15 round clip. The fire rate is high and the damage is greater than the P250 given our tests. That said, the aimcone seems a bit looser and you can only find the fucking thing in helicopter loot (like most other military grade weapons now - see below).

Long and short: It looks and sounds cool, and will be nice to have, in the rare case you can get your hands on one.

Edit: You'll also have a chance at getting one in supply drops.

Clip
15 rounds

Ammo type
Pistol

Rate of fire
Very fast

Recoil
Low

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Damage per hit

Naked Head
90

Bucket Helmet
63

Face Mask
45

Naked Chest
45

Road Sign Chest
36

Chest Plate
33


LR-300 is no longer craftable

LR-300 lovers might be taken aback: Most military grade weapons are no longer craftable - they can only be found in helicopter loot. This holds true for the LR-300, the new M92, and the already uncraftable, M249.

The MP5, however, is still able to be crafted, as the team doesn't want to fuck over any skin owners. Enjoy it while it lasts though, plans are to add functionality to apply skins via the repair bench. Once that happens, crafting an MP5 won't be long for this world.


Spear changes

In one of the more unpopular changes of late, spear throw damage was nerfed earlier this week. Graciously, Helk has reverted that change. Also, handheld spears have received a buff in several ways: They yield more melee damage, it’s easier to hit targets, and the melee range has been increased slightly.

Edit: It does look like spear throwing actually was still nerfed by 20% (less than the original nerf, but still a nerf).


Foundation stacking exploit fixed

"EAT SHIT AND DIE EXPLOIT BUILDERS HAHA NOW U CAN GET FUCKED BY MY ROCKETS" said MehsyGames on Reddit, in response to a commit which fixed a foundation stacking exploit. I dig the enthusiasm, Mehsy, but I have bad news: Wall stacking is very much still in play.

Although this fix does stop foundation stacking - and subsequently certain methods of wall stacking - our tests show it is still very much possible to stack multiple walls next to each other (although stability does take a hit). This is definitely a step in the right direction, but unfortunately, as Alistair told me, a definitive fix for wall stacking is much more complicated.


No more campfires through walls

If you’re a fan of going deep, this update might make you go soft. Campfire raiding is now a thing of the past as Andre fixed deployables being placeable partially inside constructions - thus eliminating the ability to feed items to your partners in crime via a campfire placed halfway in a wall.


Other stuff

  • Default world size increased from 3000 to 3500 (30% more space)
  • Rapid fire exploit fixed
  • Improved SFX for survey charge, beancan, and F1 grenade
  • New sounds for bota bag and water bottle
  • Bone knife slightly cheaper
  • AI branch - exciting, but nothing making it in today. Hopefully more info on devblog.

Our guides are up to date!

I'm happy to announce, along with the release of our newest guide on the component system, all of our other guides are once again up to date! We also have launched a new guide index page. There is still work to be done, and we will be growing and improving our guides over the next several weeks - stay tuned...


Last chance for Rudolph's Revenge

The Christmas skin contest run by the guys over at Xtab Studios is winding down this week, with Friday (Dec. 2nd) being the last day for entries. Head over to the Facepunch forums to get your submissions in!

A light update week and RIP legacy Rust

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12:30pm EST -  Helk has dropped a bunch of new commits over the last few hours...

  • Hemp must now be planted half a foot apart
  • Sheet metal produces more resources when recycled
  • Tier 2 crate now has a more even distribution of spawn chances instead of mainly gears/springs
  • M249 is now repairable
  • Lowered repair cost for rifles/SMG's

Not much going on this week following the large update last week - which is good because Bugs is on vacation.  The dev team has made a few changes to melee weapons, including improvements like a small increase in attack speed as well as a decrease in the slowdown when using a melee weapon while sprinting.


Reduced crafting cost for the salvaged sword and mace

Mace

Previous cost

  • 200 Wood
  • 50 Metal Fragments

Current cost

  • 100 Wood
  • 50 Metal Fragments

Salvaged sword

Previous cost

  • 1 Metal Blade
  • 25 Metal Fragments

Current cost

  • 1 Metal Blade
  • 15 Metal Fragments

Thrown weapons and tools

Rather than appearing to stick out straight no matter the direction thrown, weapons and tools will now stick out at the angle thrown.


Melee sprinting

The time it takes for your melee weapon to be ready for an attack has been decreased slightly.  The slowdown when using a melee weapon while sprinting has been decreased as well.


Mace damage

All damage tests include a naked with full health.

Old damage
Head shot 70
Body shot 35
Thrown head shot 45
Thrown body shot 22

New damage
Head shot Instant down
Body shot 50
Thrown head shot 45
hrown body shot 30


Rudolph's Revenge

The winners of the Rudolph's Revenge contest have been announced!  The top 3 winners will have their skins added to the game with this update!

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First place

Second place

Third place

Congrats to all of the winners!


Legacy Rust

It's been a good run!  Earlier today legacy Rust was removed as a playable branch on Steam.  The dev team has made amazing progress in the last three years!  It's hard to believe that we have been naked with a rock for so long.

Rust Christmas is back... and planters!

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Christmas cheer is strong this week. Why? Because Santa is back in town, and he brings not only presents, but the addition of indoor planters!


Planters are here!

Botanists of Rust rejoice, indoor growing is in! The large planter has been added today (with a small version soon to follow). Placed on foundations, large planters allow you to grow up to 9 seeds - faster with ceiling lights overhead. More on these in our pre-patch post early Thursday.

Cost
200 Wood
1 Tarp

Time to craft
30 Seconds


Return of the Rust Christmas event

First introduced around Yuletide last year, Rust Xmas occurs once every ingame day, and spawns present boxes around players - accompanied by that old familiar jingle of sleigh bells. By default, 2 presents are dropped within 50 meters of each player on a server - although this can be tweaked server to server via a series of cvars (for list, type “sv find xmas” in console).


Xmas Loot

When you hear those jingles, look around your general location for present boxes on the ground. After you whack their 80 health away, you’ll be greeted with a Christmas loot drop of 1 or more small and medium presents. Like the long lost blueprint book, page, and libraries, these presents can be upgraded to higher tiers. Here are some details...

Small Present

Possible Contents
5 Chocolate Bars
150 Stone
300 Wood
Medical Syringe
Santa Hat

Upgrade to medium
10

Medium Present

Possible Contents
Waterpipe + 10 Shells
Revolver + 20 Bullets
150 Low Grade Fuel
1500 Stone
Small Stocking
Pookie Bear

Upgrade to large
5

Large Present

Possible Contents
20 High Quality Metal
Pump Shotgun + 12 Buckshot
150 Crude Oil
Auto Turret


Stockings

Hung around the chimney (err, campfire) with care, this duo of deployables will load up with items over time - a long time. You’ll know when there’s some goodies inside when they start dazzling sparkles from the top. Unfortunately, the contents won’t necessarily turn your little Rudolph's nose red, if you know what I mean...

 

Small Stocking
Coal
Candy Cane
Medical Syringe

Super Stocking
Coal
1500 Stone
Medical Syringe

 

Pookie Bear

A blast from your childhood past, this furry little friend provides 100% comfort, but only when you snuggle up real close.


Coal can be recycled

For all you naughty children who receive coal from Old St. Helk, fear not! Given the advent of recycling in Rust, coal can be used for something. Unfortunately, that something is probably not worth a trip to the old recycler - yield-per-coal is only several crude oil, and ~25 stone.

Indoor growing and the return of Xmas

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6:15pm EST - Getting reports of crashes from projectiles, working on a fix now...

8:10pm EST - Server / client update is out!

6:36pm EST - The latest server update is not starting properly... waiting on the devs for a fix. Will keep you posted on @Rustafied as more comes to light.

1:30pm EST - Our update stream is live! twitch.tv/rustafied

12:02pm EST - Our EU Main and Medium servers just wiped! Update is still pending...

11:05am EST - Another update day is here, and we're not only seeing the advent of indoor planting, but the return of Christmas events!

Or update stream will go live at 2 PM EST. Follow @Rustafied for news throughout the day.


Update summary video

Check out a video summary of this update from Puddy!


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Planters have been added

Indoor planting is now officially a reality in Rust. With two sizes (small and large), these planters allow you to grow corn, pumpkins, and (most importantly) hemp inside your base. Ceiling lights above will help your crop grow faster, and they will yield more resources than the plants which you find outside.

The final functionality for these has yet to be merged in, so some specifics are still missing. Check back here later today for more info.


Christmas is back!

First introduced last year, Rust Xmas has returned. This daily in game event places presents around every player in the server, with various goodies inside. For all the details on this, please refer to my previous post.


Clothing world models

You’ll notice a lot more world models as of the update today, as Taylor has added a plethora of new ones for clothing items.


AI Progress

Garry has continued his work on AI, making the days of ridiculous animal movements numbered (hopefully). This body of work is taking place on the prerelease branch, meaning we probably won't see it for a couple weeks.


Bug fixes

A whole slew of miscellaneous bug fixes have been introduced this week. Here are some highlights.

  • Fixed bear corpse bounds (unable to gather on certain parts of the corpse
  • Fixed candle & miners hat not emitting light after initial use
  • Set lock bounds padding to same as door
  • Fixed waterpipe shotgun transparency
  • Fixed a bunch of errors in workshop
  • Fixed smoke and c4 viewmodel shadows
  • Fixed endless bandage bug
  • Fixed flamethrower flickering arm bug
  • Fixed water occasionally not visible when exiting caves
  • Fixed splat painting

Hotbar, optimizations, and tweaks.

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4:20pm EST - With Christmas just around the corner, Garry asked the community for their dream changelist. There were over 1100 comments and many great suggestions have been made. Best of all, Garry has already started implementing some of them.

Unfortunately, the build server is down at the moment, so we’re unable to test anything on the staging branch. Check back on Thursday for more specifics.

6:00pm EST - Staging is once again running! There are still some issues, so we're not going to update our staging server till they are worked out (sometime tomorrow most likely).


Items go straight to hotbar

A top suggestion on the changelist, certain items like weapons and bandages now go into the hot bar when they are picked up. This should mean much less fiddling with your inventory in the heat of battle, as most items will now equip themselves automatically. Taking it a step further, Garry made it so crafted items and those which are right clicked from a box will also go to your hot bar if space is available.


Planter tweaks

After their introduction to the game last week, planters are getting some slight changes and fixes. Helk has made it so vegetation planted in boxes in the desert and snow biome will now survive, instead of just dying immediately. He's also tweaked the scale of the small planter and made it so they can be placed closer to walls.


Optimizations and bug fixes

Andre and Diego are working on a bunch of bug fixes and optimizations for the game. More info to come Thursday, but the goal, long and short is: Less errors, more FPS.


Harbors incoming!

The dungeon art branch (which contains the 2 new harbors and a bunch of other stuff) has been merged with a new branch, “save140.” Generally speaking, these save branches are where the upcoming changes to the procedural map generation are placed before being merged with main. That means we’ve got a good chance of seeing these new harbors come the next forced wipe on January 5th.

Update time!

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4:51pm EST - Our servers are coming up now.

4:40pm EST - Server and client update just hit! Updating our servers shortly...

4:26pm EST - Devblog is live! Update is still pending...

3:36pm EST - Still waiting on the update. Shut the stream down but will tweet to @Rustafied as soon as it hits!

2:00pm EST - Our update stream is live! twitch.tv/rustafied

12:00pm EST - Our EU Main server just wiped. Game on!

10:45am EST - The holidays are right around the corner and, although we’re not seeing a ton of new content this week, we do have some great quality of life changes along with a bunch of bug fixes.

Our update stream goes live at 2pm EST. Follow @Rustafied for news throughout the day. Let’s get into it...


Multiple players can access storage at once

Gone are the days of asking, “Hey man, can I get into that box?” Why? Because Garry has made it so multiple players can access storage containers at the same time!


Certain items go straight to belt

In response to top comments on his ‘Dream Changelist’ thread, Garry has made it so certain items will automatically go into your belt (hotbar) when picked up. In addition, he’s made it so right clicking from loot and crafting items have a similar effect. This works for a bunch of items including deployables, weapons, tools, and medical supplies.


Planter changes

Helk has made some tweaks and fixes to planters. First, he set it so vegetation planted in a boxes in the desert and snow biomes will now survive, instead of just dying immediately. He's also made it so they can be placed closer to walls along with tweaking the scale of the small planter.

Edit: A large planter fits exactly on one foundation now.


AI progress

Garry continues his work on the new animal AI. Nestled on a branch of prerelease, this body of work is not yet able to be tested. Through commits, however, we can see the latest changes to the main branch have been merged in, and the old AI has been stripped out entirely. Will we experience a whole new form of animals acting retarded come Jan 5th? That remains to be seen, but stay tuned for more info as we get closer to the new year.


Optimizations

Diogo has been working on some optimizations. Many, however, are on the prerelease branch, so they won’t be live till jan 5th. Stay tuned to the devblog for more details.


Save140

The next iteration of Rust procedural map generation is on its way - the save140 branch is actively being worked on, and encompasses the new harbors, a new warehouse scene, improvements to hangars, and various fixes to caves and dungeons. This will be live January 5th at the earliest, but may be available for testing on the prerelease branch sooner than that. 


Fixes

The team has worked on a slew of bug fixes this week, here are some highlights:

  • Seeds blocking building was fixed
  • Fixed grass displacement issue
  • Fixed candle hat flame floating above candle hat
  • Fixed miners hat not tracking head movement
  • Fixed bells always playing on server join when XMas is enabled
  • Fixed reactive target appearing up when it’s actually down
  • Head tracking apparently fixed (but other people alt looking still cannot be seen)

Other changes

  • Low quality modes have shadows (no more disabling them completely)
  • Some new skins have been added to the item store
  • Admins don’t get caught by chat spam filter
  • Server countdown is less spammy when a lot of time is left

Happy Holidays from Rustafied!

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We at Rustafied wish you and yours a very happy holidays! It has been an amazing year of growth for us, the game, and the community as a whole. We are very honored to be a part of this all. Expect an end of the year post in the next couple days, in the meantime…


No update expected today

With the holiday season in full swing, not much is happening with Rust development. Given that, no update is expected to hit today, and we will not be having any update stream. Check back next week for the first update of the new year!


Rustafied server wipe information

Although there may not be an update today, we do have some fresh gameplay afoot! There are 5 weeks this month, and performance is our priority, so the bi-weekly Rustafied servers will wipe today. This means they will have a 1 week wipe schedule (given the forced wipe is next week - January 5th). The only Rustafied servers which will not wipe today are the Low Pops (US and EU).

EU

Wipe Time
5pm GMT

Servers
Main, Medium

US

Wipe Time
5pm EST

Servers
Main, Medium, Barren, Small, Hapis, Savas, Staging


Rust 2016: Year in Review

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Happy New Year everyone! It has been an incredible 12 months for Rust and the community as a whole. To provide some perspective, this post summarizes additions to the game, month by month, in picture form. Keep in mind, much more happened throughout the year, this is just a highlight reel so to speak. Enjoy!


January

Semi Auto Rifle
Semi Auto Rifle Laser Sight
Laser Sight Flash Light
Flash Light 4x Scope
4x Scope Holmzy's Law
Holmzy's Law New Building Blocks
New Building Blocks Rock Formations
Rock Formations Map Improvements
Map Improvements

Febuary

Ladder Hatch
Ladder Hatch Reactive Targets
Reactive Targets Wet Rocks
Wet Rocks Zapping Code Locks
Zapping Code Locks

March

New Dungeon Art
New Dungeon Art New Dungeon Art
New Dungeon Art Hapis Improvements
Hapis Improvements Ceiling Lights
Ceiling Lights

April

New Character Models (including females)
New Character Models (including females) Flamethrower
Flamethrower Environmental Drinking
Environmental Drinking New Procgen
New Procgen Water Barrels
Water Barrels Water Buckets
Water Buckets

May

Snow Biome Returns
Snow Biome Returns Hemp Farming
Hemp Farming Fish Traps
Fish Traps Water Purifier
Water Purifier Halter Top and Skirt
Halter Top and Skirt Muzzle Boost and Brake
Muzzle Boost and Brake New Mountains
New Mountains Large Power Lines
Large Power Lines

June

Barren Introduced
Barren Introduced New Dungeon Art
New Dungeon Art Ownership Preview
Ownership Preview XP System Teaser
XP System Teaser

July

XP System Live
XP System Live Writable Notes
Writable Notes Bow Raiding Dead
Bow Raiding Dead Storefront Concept
Storefront Concept

August

Graphics Overhaul
Graphics Overhaul LR-300
LR-300 Mine Shafts
Mine Shafts New Bone Armor
New Bone Armor New Lighthouse
New Lighthouse Pick up Sleeping Bags
Pick up Sleeping Bags Satchel Charges
Satchel Charges Double Barrel Shotgun
Double Barrel Shotgun

September

New Bus Stop
New Bus Stop New Hangars
New Hangars Improved Military Tunnels
Improved Military Tunnels Sub-stations
Sub-stations

October

Natural Caves
Natural Caves MP5A4
MP5A4 Item Workshop
Item Workshop Harbor Teaser
Harbor Teaser

November

Components Added
Components Added Recycler
Recycler New Radiation Suit
New Radiation Suit M92
M92 This Nasty-ass Water Bottle
This Nasty-ass Water Bottle Fog of War is gone
Fog of War is gone

December

Indoor Growing
Indoor Growing Christmas!
Christmas! Clothing Worldmodels
Clothing Worldmodels Harbors Incoming
Harbors Incoming Large Planter
Large Planter Small Planter
Small Planter

Thank you to the Rustafied team

To my amazing team: Thank you! You all have put in countless hours keeping our servers clean of hackers, helping out players in need, and numerous other tasks which inevitably go unnoticed by the majority of people. Without you, Rustafied could not operate. I am overwhelmingly honored and forever grateful for what you do. Much love to the Rustafied family as we enter this exciting new year!


Rustafied’s Growth

Rustafied as a whole has grown significantly throughout the past 12 months. Starting the year with 5 servers on a single dedicated box, we’ve grown to 13 servers across 8 dedicated boxes spread between the US and EU. We've also tripled the size of our team, had about 4 million views on the site, surpassed 10k twitter followers, and various other accomplishments.


Thank you VIP's

This growth would not be possible without our VIP’s. The VIP program, launched in March, directly facilitated the growth we experienced this year. From the bottom of my heart, I thank every single person who has purchased VIP for Rustafied. I wish you and yours a very Happy New Year!


Introducing: EU Odd

Speaking of growth, I’m proud to introduce the newest Rustafied server: EU Odd. Odd you say? Yes, this server is a bit different. Although it still provides the 100% vanilla experience, it features some quirks:

  • Larger map - 5k as opposed to the standard 4k on most other Rustafied servers
  • Monday wipes - In the interest of providing a fresh wipe experience for those who aren’t around on Thursday’s, we’ve decided to try out a different schedule. It’ll wipe Monday’s at 5pm GMT (Or when an update forces).

This server is live now on the official list. This Monday will actually be the only Monday where it doesn’t wipe (given it just opened and a forced wipe is coming on Thursday). We may tweak things about this server due to popular demand, so if you’d like to see some changes, please let us know!

Harbors, Ho!

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12:00am EST - Today is the first Rust update of 2017! As with every initial Thursday of the month, there will be a forced wipe when the update hits. And, as always, there is no set time for when that will occur.

Our update stream will go live at 2pm EST - follow @Rustafied for news throughout the day.  Let’s get into it...


Harbors are in!

The newest type of dungeon has arrived: two harbors have been added to map generation. Appearing on coastlines - you know, as harbors do - these points of interest spawn loot and stand to provide some great PvP action. They are also newbie friendly, as there is no radiation anywhere in their vicinity. Here are pictures of each:

Harbor 1 (Small)

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Harbor 2 (Large)

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New Warehouses

Warehouses have received a facelift with the new year. With a fresh coat of green paint on the exterior, and a bunch more shelves, boxes, and even a forklift on the interior, these hotspots are looking better than ever! Thankfully, they also still feature the amenities you’ve grown accustomed to: loot, quarry, recycler, and a repair bench.

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Stricter high wall placement

Garry has tightened the ropes when it comes to high walls. Placement now requires the entire bottom of the wall to be touching the ground. Although placing them feels the same on level surfaces, getting those suckers positioned successfully on hills is now more difficult.


Optimizations and performance

The team has also done several things with regards to improving performance this week. Our team did notice some FPS improvements on staging, but I wouldn't get your hopes up for pulling down 100fps (or even 60) on max settings consistently yet. But hey, any step in that general direction works for me.


Christmas content disabled

With the holidays at an end, the jingle of bells and lighted presents around the map are now a thing of the past.

New Junk Piles, Cave Loot, and Optimizations

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6:40pm EST - This week of Rust development is well underway, and we’re seeing some changes to loot looks and locations, along with some helpful fixes. Let’s get into it...


New junk piles

Several new variants of the junk piles found across the map have been added. They contain the same types of loot (barrels, wood boxes, and food crates) but they do stand to spice up the look of the Rust landscape a bit.

They also provide a new type of cover for PvP skirmishes. The car, for example, has certain parts which can be shot through, and the tire stack is tall enough to hide an entire Newman. Here are a couple pictures:

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Caves will spawn loot!

The new natural caves will soon have more uses than simply looking nice or building a little base - loot spawns have been added. Taking the form of mining carts and crates, this new source of loot will spawn throughout all 9 types of natural caves. Unfortunately, this change was made on the prerelease/dungeon_art branch - meaning it likely will not be going live till the next forced wipe on February 2nd.


Unity updated

Garry has updated to a new beta of Unity (5.4.4f1). The main takeaway from this new version is a fix for alt-tabbing while using window-mode exclusive. That means you’ll once again be able to switch in and out of the game while using “-window-mode exclusive” in your start parameters!

Why would you ever do this? The benefit was first introduced on Reddit last October, when bobbygfresh shared how this launch parameter can increase FPS and lower input lag.


Optimizations

Speaking of increased FPS, the team has done several changes with regards to optimizations this week. Between Andre reducing the overall client side player collider and rigidbody count by a third, and Garry doing several other optimization fixes, the game will hopefully be running even smoother by the time Thursday roles around.


Jumping seem off? You're not alone...

The devs reduced the physics step rate to speed things up last week. Unfortuantely, it is causing some unforeseen results. To get things back to normal, type this in console (f1):

physics.steps 30

Other fixes

  • Repair bench collider fix (no more putting them in windows to block incoming shots)
  • Fix for invisible rock when throw

Optimizations and fixes afoot

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4:00pm EST - It’s a new week for Rust development and the team is cranking out fixes and improvements. Let’s get into it...


Resource spawn checks

Since the introduction of the new junk pile models last week, players may have experienced some new inconveniences arising. Specifically, there’s been instances of junk piles spawning directly in front of doors, blocking people from getting in or out. Thankfully, Andre has added checks to make sure resources don't spawn within a certain radius near construction. He’s also made it so they check for players as well.


Idiotic animations

Garry is working on a new branch on prerelease lovingly titled “our player animations are idiotic.” This body of work appears to include revamping how items are held along with tweaking aiming. Given this is on its own branch on prerelease, we’re unable to see it for ourselves yet. This also means we shouldn’t expect any of this to go live till the next forced wipe at the earliest. Stay tune for more on this over the next week or so.

Correction: This is stuff is actually live on staging! Still some work to be done, but here are two great improvements we should see this week:

  • Player model upper body always aims where player is looking
  • Can see when players are ironsighted/hipfiring

World serialization

Andre continues his work on world serialization. This process will not only potentially lower world loading to mere seconds, it may also be an important prerequisite for giving modders the ability to create their own maps! As mentioned in the last devblog, this is a large undertaking, so we shouldn’t expect to see it go live for a couple weeks at least.


Rigidbody optimization

Andre is also continuing his work on optimization and lowering the rigid body count. Long and short: Less rigidbodies equals better performance, and I can’t think of anyone who wouldn’t want that!


Python revolver

Mihn is working on the newest gun the the Rust arsenal: The Python Revolver. So far he’s hooked up some art, sounds, and prefabs for this new weapon. It is unclear if this will make it in the game this week, but as always, we’ll keep you posted!

Edit: The Python Revolver is in! Here are some shots, more on the Thursday update post:

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Python Revolver, plant cloning, and more!

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1:30am EST - We're in for a solid update today - there's a new revolver, the introduction of plant cloning, balance changes, improved player animations, and optimizations!

This update will not force a wipe, however, given it’s the middle of the month, all weekly and biweekly servers will wipe when the update hits. If you’re playing on Rustafied, that means everything but our two Low Pop servers will wipe today.

As always, there is no set time for when the patch will hit. Our update stream will go live at 2pm EST. Stay tuned to @Rustafied for news throughout the day. Let’s get into it...


Python Revolver added

The newest member of the Rust arsenal is here: the Python Revolver. This badass mamajama not only looks great, it packs a hell of a punch. With 6 rounds of pistol bullets in the chamber (ignoring of course that the barrel on the model says 'Magnum .357'), the Python - unlike his brother - has 3 attachment slots and accepts 4 types of attachments : 4x scope, holo sight, laser sight, and flashlight.

With a 0.2 refire delay, large aim sway, and high recoil, there are definitely some drawbacks. Long and short: It’s harder to hit your target than most other guns, but when you do land a shot, it packs a wallop.

Crafting cost
3 pipes
3 metal springs
10 HQM

Ammo
Pistol

Chambers
6

Attachment slots
3

Attachments
4x scope
Holo sight
Laser sight
Flashlight

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Damage stats

Damage dealt at close range (~5m) by the Python Revolver and other pistols:

Naked headshot

Python
kill

P250
80

Revolver
70

M92
90

Coffee Can

Python
78

P250
52

Revolver
46

M92
59

Facemask

Python
60

P250
40

Revolver
35

M92
45

Naked Torso

Python
60

P250
40

Revolver
35

M92
40


Plant cloning

Helk has added a new feature for farmers: plant cloning. “What the hell is that?” you may ask. Incase you (like me) flunked out of college before getting that degree in botany, I’ll try to explain. Before that, lets touch on a couple changes to the fundamentals of farming.

Each plant now has a genetic signature. Some grow faster, some grow slower (currently on a random scale of 1 to 10,000 - with 10k being the fastest growing). In addition, you can actively see them growing, instead of the view models just snapping from small, medium, and large. You can also see the seedling of a plant the moment you place it. Now, to cloning...

Instead of just harvesting, you have the option to take a clipping from a matured plant. Said clipping can be placed like a seed, and the subsequent plant shares the same genetic properties as the one you clipped it from. Long and short, you’ll want to monitor which plants grow faster, grab a clone, and replant those motherfuckers. Remember: things grow fastest in a planter with ceiling lights.


Improved animations

Garry upped the ante with player animations this week. Reworking how player models look while holding objects and aiming down the sights, he’s made some great strides. Specifically, you’ll notice player models now show when someone is looking down the sights of the gun or just hip firing. On top of that, player's torsos now shift in the direction which they are pointing. Here are some examples:

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P250 balance

After some warranted complaints from the community, Helk has nerfed the P250 pistol a bit. Although it still provides the same stopping power up close, shots from a distance now do less damage.

Here are some stats for naked headshots at different ranges (subject to change before update):

2 meters
80 damage

20 meters
75 damage

75 meters
64 damage


Crossbow is cheaper

Speaking of community requests, the crossbow has been made cheaper. Before that tail starts wagging, you should know, it still requires a gear. It does, however, cost less wood and rope. Here are the new stats versus the old:

Old cost
300 wood
50 frags
2 rope
1 gear

New cost
100 wood
50 frags
1 rope
1 gear


Resource spawn checks

Tired of those car, tire and truck junk piles spawning in front of your door? You’re in luck! Spawn checks have been added to ensure junk piles and other resources don’t show up in the direct vicinity of you or your base.


Optimization

Work on optimization continues this week as Andre trunks along on world serialization and rigidbody reduction. Although the word serialization - which stands to lower map load times to seconds, and also opens the gates for custom mapping - is not going live today, rigidbody counts have been further reduced, which stands to improve client performance. Also, Alex has optimized a bunch of items and Diogo continues rocking out improvements to culling, refraction, occlusion, shaders, and the like.

As always, this is a constant battle, and there is still much work to be done. Regardless, I’m very happy to see the team consistently working towards better performance.


New skins

12 new skins have been added to the Rust Item Store this week. The guys over at Xtab Studios have done a great recap, check it out here.

Balance shifts and fixes

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It’s a fresh week for Rust development and we’re seeing a bunch of tweaks to item costs along with some much needed bug fixes. Also, oil drums now drop low grade in addition to crude oil!


Low grade from barrels

We’ve got a potentially large shift for early game coming in this week - crude oil barrels now drop between 5-8 low grade and 15-19 crude (several more than before). This speeds up the race towards a furnace and a code lock, as you no longer solely need to rely on animals.


Skin fix

For a week or so now, certain skins have not been craftable. Thankfully, the team has been working on a fix, so hopefully all your custom skins will be craftable again after the update Thursday.


Cost reductions

A few of the items now have lower crafting costs. Watch your backs while trekking through tall grass and bushes, as landmines are now less expensive. Second, the double barrel might be a more popular option for PvP, as it costs less metal frags and pipes. Finally, your blade budget might be a bit looser, as the metal barricade requires one less.

 

Double Barrel

Old Cost

400 metal fragments
2 metal pipes

New Cost

150 metal fragments
1 metal pipe

Landmine

Old Cost

50 metal fragments
100 gunpowder
1 gear

New Cost

50 metal fragments
100 gunpowder

Metal Barricade

Old Cost

200 metal fragments
3 metal blades

New Cost

200 metal fragments
2 metal blades


Fixed item pickup

A recent change made it difficult (or nearly impossible) to pick up items dropped between deployables. The team has made some changes so it should be easier to pick up those hard to reach objects.


Recycler is quieter; carries sound further

Since the introduction of the component system, the recycler has made a fairly loud noise while operating, however, it was only audible for about 15 meters. This update reduces the overall volume but increases the distance at which you can hear it.


Second bow fire sound

Occasionally when switching between items on your hotbar after firing a bow, you’d hear another bow fire. Understandably, this could be quite startling, as it seemed like another player was firing an arrow right next to your head. Hopefully this fix will cause fewer bowmen to shit their pants.

Update time!

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2:30am EST - Our favorite time of the week is here - update day is upon us, and we’re in for lower crafting times, cheaper items, attachment improvements, bug fixes, and some exciting new additions to planting.

Our update stream will go live at 2pm EST. Follow @Rustafied for news throughout the day. Let’s get into it...


Low grade fuel: now in barrels

Early game just got a bit easier as low grade fuel now occasionally drops from oil barrels. You’ll find between 5 and 8 low grade, along with a bit more crude than before (15-19). This should make getting that initial furnace (and subsequent code lock) a bit quicker in certain scenarios.


Plant hydration

Helk has added some new dynamics to planting this week. Hydration is the key - watered plants now produce more resources, and turn a healthy green. Likewise, unwatered plants will turn darker, and yield less. Keeping your crops watered is relatively simple, just pour some water on the planter (the soil will get darker) and your bounty will flourish.

Hemp

Baseline
10 cloth

Watered
40 cloth

Pumpkin

Baseline
1 pumpkin

Watered
2-3 pumpkins

Corn *

Baseline
1-2 corn

Watered
4-6 corn

* Corn requires least amount of water


Food changes

With these changes to planting, not only is yield potentially higher, corn and pumpkins are now much more nutritious - delivering around 100 calories each.

Meat has seen some shifts as well: bear meat has been buffed while chicken and wolf meat have been slightly nerfed.


Holo sight improvements

Helk has tweaked the look of the holosight attachment, making the red reticule much more visible. This improvement makes it much easier to see, especially during the day. Here is a before and after shot:

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Crafting times lowered

The crafting time of multiple items has been significantly shortened.

Crafting time halved for these guns:

Crafting Time
Quatered

Crafting Time
Lowered *

Crafting Time
Lowered *

* The staging branch isn't loading at the moment so we can't get exact numbers


Cost reductions

Helk has lowered the costs for several items. Here’s a rundown:

Double Barrel

Change
Less frags and pipes

New Cost
150 metal fragments
1 metal pipe

Landmine

Change
No gear needed

New Cost
50 metal fragments
100 gunpowder

Metal Barricade

Change
One less blade

New Cost
200 metal fragments
2 metal blades

Bone Knife

Change
Cost lowered, check back for specifics *

* The staging branch isn't loading at the moment so we can't get exact numbers


F1 grenade no longer for raiding

The F1 grenade is now mainly for PvP, as it does barely any construction damage anymore. It is, however, cheaper than before, as it no longer requires a spring to craft.


Skins fixed

After a couple commits from Garry, each one apparently fixing the non-working custom skins, it appears we may have reached the final solution! 


Easier pick up 

Grabbing dropped items should be a easier this week due as Andre fixed some issues with the item pick up dynamics.


Recycler is quieter; sound carries further

You know that awful grinding noise the recycler makes while being run? It is thankfully going to be a bit quieter this week. That in mind, the distance its noise travels has been increased - so keep on extra alert while churning up those goods.


Bow fire bug fixed

Ever freak out because you heard a phantom bow shot noise after firing an arrow? You’re not alone. Thankfully, this little glitch has been fixed, so any bow shots you hear will be your own - or some sly motherfucker sneaking up on your ass!


US Main going up to 400

Given the high queues on wipe nights and recent optimizations to the game, we’re going to try upping our US Main server to 400 today. This is purely a test to see how performance holds up over the week, so don’t be surprised if it drops back to 350 again. If, however, it does perform well, you can expect EU Main’s slots to start increasing as well.


Tuna Lamps and a fuckton more!

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12:46am EST - February is upon us and, with the forced wipe today, we are in store for some great new additions, improvements, optimizations, and fixes.

As always, there is no set time for when the update will hit. That said, our update stream will go live at 2pm EST. Follow @Rustafied for news throughout the day. Let’s get into it...


Tuna can wall light is in!

A new form of base illumination has arrived: The Tuna Can Wall Light! This relatively inexpensive item can be placed on walls or boxes, burns low grade fuel, and lights up the surrounding area pretty nicely. Here are some pictures and stats:

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Cost
1 tuna can
20 wood
10 low grade fuel
 

Burn Rate
Same as lantern
~10 minutes per lgf


Ammo stacks to 128

PvPer’s will rejoice today as the stack size of pistol and rifle ammo has been increased to 128 - cue collective swoon for Helk.


Rad suit buff

The rad suit no longer yields minor damage when fully protected from radiation. This means as long as you have one of those yellow bastards on, you can hang out in rad zones all the livelong day.


Skin shifts

Garry has added a bunch of skin related stuff this week. Along with making 3 new items skinnable (satchel charge, double barrel shotgun, and eoka pistol), he’s made it so you spawn with your previously chosen rock skin.

He’s also improved quick crafting by having it automatically use the last chosen skin and set icons in the craft queue to use the proper skin icon.


Ownership removed

A relic of the era of XP, ownership has been stripped from the game. This means you’ll no longer be able to see that colorful bar which points out the ownership percentages of each item.

Although this was an undeniably helpful feature which most players enjoy, it did have a lot of overhead from a performance standpoint. Personally, I’m happy to forgo this if it helps optimize the game. Either way, all is not lost, as Garry did add names to the skull item of each dead player.


Bone armor cost reduction

Helk has buffed bone armor a bit by reducing the crafting cost of the helmet and suit. 

Bone Helmet

Old Cost
1 rope
100 bone fragments

New Cost
1 rope
50 bone fragments

Bone Armor

Old Cost
3 rope
200 bone fragments

New Cost
2 rope
150 bone fragments


Farming changes

Helk has continued his work on farming this week. Hydration has become a bit easier as planters now require less water to saturate the soil. Also, dead plants will stick around longer and can be hacked down.

Finally, cloning got a slight nerf; each clipping now loses 10% of genetics each time (meaning if you have a 10,000 plant, the clipping will only be 9,000). Keep in mind, this number only affects the plant's rate of growth at the moment.


World serialization is in

Faster load times are here! Andre’s world serialization work has been merged in, which means load times for both clients and servers is now quicker!


Ladder hatch raid shift

A nerf to raiding as bone clubs and hatchets no longer deal damage to the underside of ladder hatches. Similar to the changes to the F1 grenade last week, it appears there is more emphasis being put on satchel charges when it comes to lower health access points.


Hammer guides are blue

The guide color while working with the hammer is now blue instead of red. Don't worry, the texture is still fucking atrocious.


Combat log includes unique ID

The combat log has been improved this week with the simple addition of a unique ID. Previously only the damage and distance of a projectile was included. At the moment this appears to be a unique player ID assigned by the server and not the Steam ID.


Fixed pumpkin helmet

Wearing a pumpkin will now make your glowing head stand out from even farther away!  Prior to this update, the pumpkin would not render unless the player was within a few meters. Now, however, it’s visible from much farther out.


Cleaver buff

The cleaver has been improved - it now does more damage and has a higher attack radius (on par with the mace).


Liquid containers can only fill from tap

Containers such as the water barrel and water catchers are now only accessible from their taps rather than anywhere on the deployable.


Other things

  • Arrow trails are no longer bright at night
  • Made player less hunchbacky when looking down slightly
  • Removed 60 second suicide delay for admin

Announcing: Rustafied.com - Medium II

Due to popular demand, we are launching our second Medium server in the U.S. Hosted on its own dedicated box in Chicago, Medium II is a clone of the original: 200 slots, 2 week wipe cycle, on a 4k map.


US Main back to 350

Last week we attempted to raise U.S. Main to 400 slots. Unfortunately, performance did not hold up, so we’re knocking it back down to 350 this week. We’ll try again in another month or so...

Vending machines, door hatches, and more!

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A solid start to the week as we’re seeing fresh functionality, new ways to fuck over hackers, and shifts to certain game items. Before we get into that, I’d like to touch on a current thorn in our side...


Server physics crashes

For the past several weeks, server reliability has been pretty poor. This is due to an issue with server physics which Andre mentioned in last weeks devblog. The devs were hoping for another week before servers started seeing the effects again, however, several of our servers experienced this crash over the weekend.

This issue has several telltale signs: performance goes to shit, people start lagging out, and biggest of all, loading a map save after a server restart causes a crash. We’ve been working with the developers to mitigate the issue as best we can, which has meant hours spent in attempts to restore map saves.

Hopefully a resolution is near, however, until a reliable fix is in play, populated servers may experience lag, extended downtime, and unscheduled map wipes. Know that we’re doing the best we can to avoid unnecessary wipes, but with an issue such as this, it is sometimes unavoidable.


Vending machine implemented

Helk has added the first iteration of the vending machine. This item - long in concept limbo - will allow players to sell their goods across the Rust landscape. It is currently craftable (40 hqm, 5 gears), however, the core functionality still needs to be added (buying, selling, etc.). Expect a full write up of this in our Thursday update post.

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Armor door hatch functional

A huge functionality has been added to armored doors: the view hatch finally works! This has been implemented on both single and double armored doors, and allows you to ‘toggle hatch’ by holding E. Once opened, the hatch can be seen and shot through.

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Delete all entities when EAC banned

In the wake of a large (800+ player) EAC ban, Garry has added an extra ‘fuck you’ for hackers. If a player is banned by EAC, all of their entities get deleted. That means all deployables and building blocks placed by that player will automatically be removed upon ban. Don’t worry, if you raided / killed a hacker and took their items, you’ll be able to keep them - no inventory items will be removed due to this change. This could have some interesting side effects for people basing with hackers...


Large furnace changes

Helk has shifted some things with large furnaces. After several requests on reddit, he has added the same ‘on/off’ buttons to the loot panel which the regular furnace has. He’s also made it so the furnace is only accessible from its alcoves (the openings under the sheet metal overhangs).

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252490_20170207192726_1.png

Flame turret changes

After its initial implementation last week, the flame turret is seeing a couple changes. Along with slowing player movement by 20% more, it also no longer damages deployables (boxes, furnaces, bags, etc.). In addition to this, they now require less network usage, which is always good when it comes to performance.


Other things

  • No more fall damage into water
  • Smoother hatch movement
  • Paper cost reduced
  • Granola bar eat sounds added

Vending Machines: How they work

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11:50am EST - Update day is upon us and there is some great stuff coming in! Not only do armored doors now have functional view hatches (awesome!) but we’ve got a game changer for the Rust economy: Vending machines.

As always, our update stream will go live at 2pm EST, and follow @Rustafied for news throughout the day.


Vending machine overview

The vending machine is a completely new type of item for Rust. For the first time, players are able to buy and sell goods with the aid of this new deployable. Given it's an initial iteration, tweaks and improvements are still needed, so expect some changes in the next short while.

Cost
40 high quality metal
5 gears

Crafting time
30 seconds


Where to place them?

Vending machines have two access points, front and back. The front is where you buy items, the back is where you manage storage and sell orders. Although they can technically be placed anywhere, given these two points of access, they are best suited in doorways (which they snap into).

Note: To get it aligned with the sell interface facing outside, you'll want to be inside the door facing out when you place it.


Selling

Once you’ve placed your vending machine, head to the back and hold E. From here you can manage the inventory and sell orders. Create some sell orders by selecting what you’d like to sell and for how much (only a 1 to 1 relationship now, limited to 1 stack - which sucks). Then, add the stock of what you’re selling by opening the storage container and dropping the items in (just like a storage box). This is also where you’ll retrieve the items people paid with later on.

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252490_20170209105526_1.png
252490_20170209114342_1.png

Buying

To purchase items from a vending machine, simply go to the front of a machine and press E when you see the ‘Shop’ text. From here you can see the existing sell orders and click the buy button next to items you can afford. Once purchased, the goods enter your inventory and the payment is deposited into the vending machine.

Note: You cannot currently see the durability of the items, so it is possible for people to sell you broken shit, and you won't be able to tell till after you've already purchased.

Edit: You can now see the condition of the item being sold!


How to destroy them?

At the moment, vending machines cannot be destroyed. They have no health bar and a tossed C4 goes straight through it. Furthermore, if you destroy the foundation under a vending machine, the machine just floats there. This, coupled with the fact you can put a code lock on the back of the storage container, equals an impenetrable loot crate at the moment (which obviously doesn’t work). Expect this to shift shortly - which better be before the update hits...

Edit: Vending machines are now destroyed if the ground below it is removed.


Armored door hatches

Also coming this week, functional view hatches for armored doors! Added to both single and double armored doors, these view hatches can be opened and closed by holding E on the door. Once opened, people can fire both ways through the hatch.

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Other stuff

Several other additions, fixes, and changes have been done this week. Check out my previous post for more details. Here are some highlights:

  • Players who get EAC banned have their entities (deployables and building blocks) deleted automatically
  • Large furnace now has on/off button in loot panel and can only be accessed through the alcoves.
  • Flame turret slows player movement more and no longer damages deployables
  • No more fall damage into water
  • Smoother hatch movement
  • Paper cost reduced
  • Granola bar eat sounds added

Door closer, AI progress, and more!

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It's a fresh week for Rust development and we're seeing some fixes to vending machines, metal shopfronts, progress on AI, and the makings of an interesting new functionality...


Automatic door closer

Helk has started implementing a new item: a door closer. As you would guess, it automatically closes a door if left open. Contrary to popular belief, this is not a convenience thing. Helk explained to me it has more to do with charging people money to use room or access different areas.

It currently cannot be crafted or found as the functionality is not complete. Helk told me it may come in this week if he gets a chance to complete it. More on this in our Thursday post (if applicable).

Edit: Looks like this probably won't make it in this week.


Metal Shopfront added

A new building item is here: the Metal Shopfront. Big brother to the existing shopfront, this metal structure could provide new ways to trade goods in Rust. Unlike its wood counterpart, this piece does not have a door to walk through - simply a barred window and drawer.

It's not that functional at the moment, however, as the drawer does not do anything and it's pretty difficult to drop items through the window. We may see some more functionality added prior to the update, so stay tuned. In the meantime, here are the current crafting details...

Cost
600 metal frags

Crafting time
30 seconds

Edit: Just got some more info from Helk...

  • It'll be bulletproof
  • Users will be able to add items to the drawer on each side and see each others items
  • Both will be able to press a check box to swap the items
  • Any movement of items will cancel the trade
  • Should be in this week

Vending machine changes

Helk has also shifted a few things with vending machines. After making their way in last week, a few issues were uncovered. Mainly, the back of vending machines could be accessed from the front if you alt-looked the correct way. This has been resolved so you can only access the inventory if you’re truly in back of the machine.

Additionally, the days of using these as vaults are over as they can no longer be locked. On top of that, a rotate feature has been added if the vending machine is empty. Finally, vending machines now must be placed on construction blocks - no more placing them all willy-nilly in a field.


AI progress

Garry is making some headway with AI on the prerelease branch. His addition of ‘zombies’ to servers rightfully turned a few heads. He clarified, however, these zombies are not new PvE elements, they are purely for testing pathfinding and performance for the new AI. Thankfully, not only does performance appear to be holding up, these new AI don’t run through rocks or up gradients which are too steep!

As with all changes on the prerelease branch, the soonest we’ll see the new AI live in the game will be the next forced wipe (March 2nd). Stay tuned here for more info over the next couple of weeks.


Foliage system

Andre is working on a new branch called ‘foliage system.’ This appears to be a body of work aimed at improving performance of the various vegetation across the Rust landscape. Stay tuned for the devblog for more information on this.

Metal shop front, refrigerators, and balance.

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12:00am EST - We are at the halfway point of the month, and not only do we have fresh wipe action for our weekly and bi-weekly servers, there are some new items and balance changes making their way in the update today.

Our update stream will go live at 2pm EST. Stay tuned to @Rustafied for news throughout the day. Let’s get into it...


Update summary video

Here's this weeks update summary from Puddy!


Metal shop front

A new method of trading goods in Rust has arrived. Long in concept limbo, the metal shop front has been added this week. Allowing players to safely barter goods between each other, this building block has upgraded security and functionality from its brother, the wood shop front.

Made of metal and glass, this structure is bulletproof and enables two players to put items in a transfer bin. Then, once both approve of the trade, the items are swapped. To avoid any trickery, if any items are moved, the trade is cancelled. Here are some crafting details and pictures…

Cost
300 metal frags

Time to craft
30 seconds

252490_20170215220648_1.png
252490_20170215224641_1.png

Refrigerator added

A new type of storage is here: the refrigerator. It stores only food, seeds, and water. This deployable comes with no change to how food preservation works.

Long and short: This is a half implemented item, expect more from this in the next couple weeks.

Cost
75 metal frags

Time to craft
30 seconds


Vending machine changes

After its inception last week, vending machines are seeing some changes with this update.

  • Can see items for sale on front monitor
  • No longer lockable
  • Can be rotated when empty
  • Vending sound now plays for everyone
  • Shows skins of items inside
  • Only placeable on construction blocks
  • Fixed bug allowing access of back from the front

Semi auto pistol nerf

Some of the O of the OP is gone from the go to weapon for Rust PvPers this week. The semi auto pistol now has increased recoil while moving and a larger aimcone - impacting accuracy at medium and long distances.


Semi auto rifle buff

The semi auto rifle has received a buff this week: It now does 15% more damage. Here are some new damage stats:

Naked Headshot
Dead

Coffee Can
72 dmg

Metal Facemask
55 dmg

Naked Body Shot
55 dmg

Road sign (dick)
23 dmg

Road sign (chest)
39 dmg


Python buff

The python has also been buffed. Not only does it yield more damage per hit (18 motherfucking percent), it fires slightly faster.

Naked Headshot
80 dmg

Coffee Can
52 dmg

Metal Facemask
40 dmg

Naked Body Shot
40 dmg

Road sign (dick)
17 dmg

Road sign (chest)
28 dmg

Edit: The cost of the Python has also been lowered. It now only costs 1 spring instead of 3 (plus 3 metal pipes and 10hqm).


World models

A bunch of new world models for resources and components have been added!

worldmodels.png
fuel.png

Other stuff

  • Fish has increased food yield
  • Beartraps can be picked up and repaired
  • Mihn has improved a bunch of animations
  • Lots of work from Garry on the AI - not in this week but stay tuned for more
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