NEWS

Rust's developer is overhauling the survival sim's mission system so it can create in-game quests faster and more easily: 'The process to create new missions internally is quite cumbersome and error prone'



Rust's latest patch may not be as dramatic as its recent jungle update, which added a huge rainforest biome to explore, but it nonetheless makes some important changes to Facepunch's survival sim. The headline update is a party system allowing players to join servers as a group. This makes playing with your friends slightly easier, not only from an organisational perspective, but also because it spawns you into a map together, meaning you don't have to track each other down and risk being killed in the process... Read more.

Sunday, July 6, 2025

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New Rust update introduces party system and an essential building upgrade

The Rust July update is here, and it's absolutely packed with changes. We're a couple of months on from the introduction of the jungle biome to the tremendously popular survival game, which remains the top dog on Steam over a decade after it first helped to define the genre, and developer Facepunch is looking as strong as ever. The new Rust update today includes a wealth of very welcome improvements, including a party system, a deployable snapping tool to make building much easier, and Outpost spawning.

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RELATED LINKS:
The Rust June update brings jungle changes and big combat rebalancing
Surprise new Rust update transforms the survival game's stealth combat
The Rust Jungle update introduces the survival game's deadliest animal yet

Friday, July 4, 2025

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FRIENDS WITH BENEFITS

[h1]RUST 2025: MID-YEAR RECAP & SNEAK PEEK[/h1][p][/p][previewyoutube="sszSmyhioxg;full"][/previewyoutube][p][/p][p][/p][p][/p][h1]PARTY SYSTEM[/h1][p]As part of one of our long term goals of reducing friction for new players, we bring the party system to make it easier to connect to a server as your friends![/p][p][img src="https://files.facepunch.com/Alistair/102/07/2025/9F00/rust_party_ui_1080_jpg.jpg"][/img][/p][p]To invite friends to a party:[/p][list][*][p]Open the friends menu (bottom right of the main menu)[/p][/*][*][p]Right click on a friend[/p][/*][*][p]Click "Invite To Party"[/p][/*][*][p]Wait for them to accept the invite[/p][/*][/list][p]Once all your friends have joined your party the party leader can connect to a server. This will cause all party members to connect to the same server.[/p][p][img src="https://files.facepunch.com/Alistair/102/07/2025/2042/rust_beach_party_1080_jpg.jpg"][/img][/p][p]There is also an in-game advantage to joining a server as a party. When you first spawn on the server your party members will spawn nearby each other and automatically be put on the same team. Future respawns will remain random scattered on the beach.[/p][p][/p][p][/p][p][/p][h1]OUTPOST SPAWNING[/h1][p][/p][p]After several years of waving a radiation detector around, we’ve finally given CZ-721 in the Outpost something to do. He now offer players a mission to travel to a Fishing Village and back to unlock a new, permanent spawn point in Outpost. This new spawn point has a 30 minute cooldown and won’t count towards your bag limit. This mission is available in both Vanilla and Primitive modes, but is disabled in Softcore (as there is already a permanently available spawn point in that mode).[/p][p][img src="https://files.facepunch.com/01_14-44-CrazyEstuarinecrocodile/julyupdate_missiongiver_02.jpg"][/img][/p][p]Along with this new mission we’re also shipping a bunch of under the hood improvements to the mission system. This has been a longer term project over the last few months as we all want to make more missions and flesh this system out but the process to create new missions internally is quite cumbersome and error prone. Prior to these upgrades, creating a new mission involved a long process of manually setting up conversation nodes, filling in translation fields and lots of manual data entry. We’ve automated as much of this as possible, allowing us to iterate and create more missions faster. We’re not quite there yet but we’ve got more missions planned this year that will allow us to push these tools further.  In terms of player facing upgrades, we’ve improved the conversation screen so that it doesn’t bounce around as the text is animating in, added a Mission Complete panel to communicate when a player has finished a mission and applied a lot of performance improvements as the conversation screen was quite heavy.[/p][p][/p][p][/p][p][/p][h1]TEAM INVITE CHANGES[/h1][p][/p][p]We’ve made several improvements to the invite process this month in order to make it easier to find and play with your friends. You’ll find a new Invite button in the bottom left Team UI that allows you to add friends to your team even if they aren’t on the current server or online. [/p][p][img src="https://files.facepunch.com/Alistair/130/06/2025/0n84/julyupdate2025_hero.jpg"][/img][/p][p]You can also now send team invites via the chat panel by right clicking a players name in the chat.[/p][p][/p][p][/p][p][/p][h1]NOTABLE CHANGES[/h1][p][/p][p][b]Peacekeeper Mode[/b] [/p][p]Now display a holster warning to offending players (like the old safe zones)[/p][p][b]Headshot Sounds[/b][/p][p]Added dedicated UI sounds slider (affects headshot sounds)[/p][p][b]Surrendering Holstered[/b][/p][p]Weapons are now holstered when surrendering, no longer hidden[/p][p][b]Optimized Turrets[/b][/p][p]Optimized Turrets aiming calculations on the server for better performance[/p][p][/p][p][/p][p][/p][h1]DEPLOYABLE SNAPPING[/h1][p][/p][p]Placing Deployables has always been a bit of a chore in Rust, especially if you want it to be properly in a corner or against a wall. We've finally implemented a solution to this, one that will hopefully be unintrusive, easy to use and help open up the building system by allowing quick and accurate placement of deployables for all.[/p][p][img src="https://files.facepunch.com/Alistair/102/07/2025/0U19/rust_placement_snapping_1080_jpg.jpg"][/img][/p][p]Plenty of Deployables can now be snapped. This snapping is enabled by pressing Left Shift whilst ready to place an object. It comes in two flavours: [b]Simple[/b] and [b]Advanced [/b](default). These modes can be changed in the settings menu.[/p][p] [b]Simple:[/b][/p][p]Simple mode will try to snap the object to a wall whenever possible. It will not force any other changes, and can be used to use the wall as a simple slider, allowing custom placement wherever you would like, but with the walls help. [b]Advanced:[/b][/p][p]Advanced will do everything simple does and more. Deployables will snap into corners, and will try to  snap onto similar Deployables nearby. For example a box will snap to a box, or a shelf will snap to a shelf.[/p][p][/p][p][/p][p][/p][h1]ABYSS PACK - NEW STORAGE TANKS[/h1][p][/p][p]August 2023's [url="https://rust.facepunch.com/skins/abyss"]Abyss Pack[/url] has been updated to now include another new free item! [/p][p]The Vertical and Horizontal Storage Tanks have been bought up from the depths. Holding as much as a Large Wood Box, they're great places to store your salvaged loot.[/p][p] [/p][p][img src="https://files.facepunch.com/mattisaac/2025/June/23_14-51-ObeseShrew.jpg"][/img][/p][p]If you already own the Abyss Pack, the new Storage Tanks will automatically be added as an option in the crafting menu.[/p][p][img src="https://files.facepunch.com/mattisaac/2025/June/23_14-54-PushyLimpkin.jpg"][/img][/p][p]You can get the pack on the Steam Item Store. [/p][p][/p][p][/p][p][/p][h1]PATROL HELICOPTER CHANGES[/h1][p][/p][p]I know the most recent set of Patrol Helicopter changes weren't the best in some respects, so we want to try and improve them. It may be best to discuss some of the reasoning behind the previous changes as well as the reasoning to these new changes before getting into it.[/p][p][img src="https://files.facepunch.com/Alistair/130/06/2025/5Q39/julyupdate_patrolhelicrash_04.jpg"][/img][/p][h2][b]Background[/b][/h2][p]Our main drive with the Patrol Helicopter changes is to encourage PVP across the map, whilst simultaneously stopping the same clans from getting Patrol Helicopter every time it comes out. Our previous set of changes included two main parts: [b]Tug of War[/b][/p][p]Before the last set of changes, the Patrol Helicopter would simply aggro on the player that shot at it, providing it wasn't mid missile attack and enough time had passed since its previous aggro. This meant that 'the last player that damaged it' could tag the Patrol Helicopter predictably and easily.  Therefore a system known as 'tug of war'/danger zones was developed. When a player attacks the Patrol Helicopter an invisible bubble is generated, players attacking the helicopter from within this this bubble increase the bubbles score according to a specific set of factors (damage dealt etc). This allows multiple groups or individuals to fight for aggro of the Patrol Helicopter in a more [b]serverwide [/b]style.[/p][p] [b]Multi-Stage Fights (Fleeing Mechanics)[/b] When these 'bubbles'/danger zones ranked up too much score too fast, then the Patrol Helicopter will flee. With the idea being that the flee would happen 2/3 times and players would be required to chase down the Patrol Helicopter: fighting it across the map to encourage PVP [b]serverwide[/b].  In my opinion: most of the issues with the above changes lie with Multi Stage Fights, with the main one being that players end up feeling frustrated or unrewarded for taking the helicopter.[/p][p] [/p][h2][b]New Mechanics[/b][/h2][p]The Tug of War system has been left virtually unchanged, with most of the following changes have been made to try and improve the Multi Stage Fight/Fleeing behaviour. Patrol Helicopter has been changed to work the following ways: [/p][list][*][p]Will always flee [b]towards [/b]a [b]monument[/b].[/p][/*][*][p]Flees will be [b]capped [/b]to [b]1 grid[/b] maximum.[/p][/*][*][p]Flee [b]location [/b]is now shown on the [b]map[/b].[/p][/*][*][p]Patrol Helicopter will [b]no longer[/b] flee if you take it from [b]nearby/inside[/b] a [b]monument[/b].[/p][/*][/list][p]These changes are meant to preserve and improve the [b]best parts[/b] of the previous changes (increased serverwide engagement and more PVP) whilst also trying to fix the issues players had with the multi stage fights. [/p][p]It's possible these changes wont work, but I want to try them out.[/p][p][/p][p][/p][p][/p][h1]IMPROVED EROSION[/h1][p][/p][p]We've improved the erosion simulation that is done as part of the procedural map generation with this update. [/p][p][img src="https://files.facepunch.com/Alistair/102/07/2025/2Y30/julyupdate_erosion_04.jpg"][/img][/p][p]It will now do a better job of blending the canyons and lakes with the rest of the environment and generally make a larger impact in the generation of the world. The improved simulation adds a relatively small amount of time to the map generation, but is aggressively multi-threaded to try and mitigate this.[/p][p][img src="https://files.facepunch.com/Alistair/102/07/2025/5i09/julyupdate_erosion_06.jpg"][/img][img src="{STEAM_CLAN_IMAGE}/5377070/58382ff0e6886e7ed6283a45c456bb646cebaa1f.png"][/img][img src="https://files.facepunch.com/Alistair/102/07/2025/0A85/julyupdate_erosion_05.jpg"][/img][/p][p][/p][p][/p][h1]LEGACY VIEWMODEL CAMERA ANIMATION UPDATES[/h1][p][/p][p]As of April 2024 we've been adding hand animated camera animation to our viewmodels via a new camera bone in the rig.  For older viewmodels, we've continued using the code based system implemented back in 2017. While this was functional, the camera didn't accurately track the movements on screen as well as it could.[/p][p][/p][p]We are now able to assign any object to be the camera for our viewmodels, so we have intended to bypass the lack of a camera bone on these legacy assets, by creating hand animated movements directly in Unity. We have now completed these animations for all our older assets (pre 2017). Admires now have camera animation as well.[/p][p][/p][p][/p][p][/p][h1]ROOF STABILITY FIX[/h1][p] I want to take a moment to explain the bigger picture of our development process after noticing a large amount of outrage following a commit regarding "roof stability being fixed".[/p][p][/p][p]At Facepunch one of the core objectives of our mission statement is as follows:[/p][p][/p][p][b]Valuing Player Feedback:[/b] Our community is the lifeblood of Rust. We actively seek out and incorporate player feedback, ensuring that our development process is aligned with the desires and needs of our community.[/p][p][/p][p]We understand and respect that some bugs are better left in the game once they turn into important gameplay mechanics. Bunkers and External TCs are well known bugs that we have intentionally left in the game until we find a suitable official game mechanic to replace them. It's not ignorance: we actively keep an eye on them and only fix the variations that we feel cross the boundary from "cool mechanic" into "game breaking". [/p][p][/p][p]Roof stability bunkers and disconnect-able TCs were not considered game-breaking so what happened? Well, often these bugs end their life in the same way they were created: unintentionally. [/p][p][/p][p]After the Jungle Update we noticed players started making more pyramid bases and "Jungle Temples" but there was a problem: roofs would break after server restart and/or it would be impossible to build despite it showing enough stability. The root cause of this bug as well as disconnect-able TCs was the same: the stability system was using the lowest number of links to the ground instead of the highest stability for support. To fix pyramid bases meant disconnect-able TCs would also be fixed. We weighed the options and this seemed acceptable: there are many alternative bunkers in the game & you can still break external TCs manually before replacing the main TC.[/p][p][/p][p]I hope this gives a bit more clarity on why we fixed roof stability and gives a better explanation of our development process than a single line commit message did.[/p][p][/p][p][b]TLDR: [/b]We didn't break all bunkers in the game nor plan to, we fixed stability calculations primarily affecting stability with roofs which caused a single type of bunker to break.[/p][p][/p][p][/p][p][/p][h1]2025 RECAP & LOOKING FORWARDS[/h1][p][/p][p]Rust is fast approaching its 12th birthday. That’s nearly 12 years of guaranteed monthly updates - over 380 content updates and 2,500+ hotfixes since launch. This year, we passed 1 million positive reviews, making Rust the 6th most reviewed game on Steam. Thank you.[/p][p][img src="https://files.facepunch.com/Alistair/102/07/2025/6k50/rust_navalteaser_01.jpg"][/img][/p][p]In 2025 we hit a huge milestone: over 20 million copies sold on PC alone.[/p][p]We also shipped some of our most ambitious updates yet:[/p][p][b][url="https://rust.facepunch.com/news/primitive"]Primitive Update[/url][/b] – Four siege weapons, a new bow, shields, and a new game mode. We also rolled out updates to horses, ragdolls, and more.[/p][p][/p][p][img src="https://files.facepunch.com/paddy/20250203/rust_primitive_hero_01.jpg"][/img][/p][p][b][url="https://rust.facepunch.com/news/crafting-update"]Crafting Update[/url][/b] – A feast of changes: new ways to cook and craft, pet chickens, bees, pies, armor inserts, optimizations, and plenty more.[/p][p][/p][p][img src="https://files.facepunch.com/paddy/20250221/hopper_01.jpg"][/img][/p][p][b][url="https://rust.facepunch.com/news/jungle-update"]Jungle Update[/url][/b] – A whole new biome! Climbable trees and vine swinging, deadly tigers and crocodiles, new monuments, boomerangs, blowpipes, and more.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/128/04/2025/7j63/jungleUpdate_biome_16%20%281%29.jpg"][/img][/p][h2][b]Looking ahead:[/b][/h2][p]Next month brings a Hardcore mode refresh alongside some long-requested quality-of-life improvements.[/p][p]Later this year, we’re setting sail with the Naval Update - introducing modular, player-built boats complete, with cannons, of course and much more. [/p][p][/p][p][img src="https://files.facepunch.com/Alistair/103/07/2025/4Y68/pinboard.png"][/img][/p][p]Also in the pipeline: AI and animal overhauls, including new animals, a Warhammer collaboration, and more we’re not quite ready to talk about yet.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/103/07/2025/9944/vlcsnap-2025-07-03-08h13m45s177-min.png"][/img][/p][p][/p][p][/p][p][/p][h1]40% OFF RUST AND STEAM STORE DLCS![/h1][p][/p][p][img src="https://files.facepunch.com/ashcoook/1b1611b1/Summer-Sale%20-%20Branding%2016x9.png"][/img][/p][p]The Steam Summer Sale is here! And with just a few days left, why not pick up a copy for that potential clan partner mate you've been trying to convince to join? Get it to gift [url="https://store.steampowered.com/app/252490?utm_source=blog_campaign=sss25_medium=blog"][b]here[/b][/url].[/p]

Thursday, July 3, 2025

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Rust's recently added rainforest is so dense the developers changed how resources spawn because players couldn't find them: 'The jungle was a bit too good at being a jungle'



tavistic survival sim Rust recently added a whole new area to get brutally murdered in while running around naked—a rainforest. Not only is this Rust's snazziest biome, it's also by far the busiest from an environmental perspective, far thicker in vegetation than the game's other areas, as you would expect from a jungle. This makes it a uniquely hazardous playspace, offering ambush opportunities aplenty for both players and prowling animals like crocodiles and tigers... Read more.

Sunday, June 8, 2025

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The Rust June update brings jungle changes and big combat rebalancing

The Rust June update has arrived, and there's a lot of changes in store for Steam's biggest survival game. While there's nothing so dramatic as last month's introduction of a whole new biome, developer Facepunch isn't resting on its laurels. Indeed, jungle changes are at the top of a long list of alterations, buffs, nerfs, and other balance tweaks. Among the other inclusions are the long-rumored silencer rework, a crucial lighting adjustment, some very helpful wire laying and cosmetic base-building additions, and a fantastic tool for creative mode players, so let's dig through the details.

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RELATED LINKS:
Surprise new Rust update transforms the survival game's stealth combat
The Rust Jungle update introduces the survival game's deadliest animal yet
The Rust Jungle update has a date, and you can test it right now

Saturday, June 7, 2025

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NERFED, BUFFED, BALANCED?

[h1]JUNGLE POLISH[/h1][p][/p][p]One of the loudest bits of feedback we heard after [url="https://rust.facepunch.com/news/jungle-update"]last month's Jungle update[/url]: “I can’t find anything!” Fair. The jungle was a bit too good at being a jungle.[/p][p][/p][p]Wild hemp has been reworked with taller stalks and purple flowers, so you can actually see it against the overgrowth. (Player-grown hemp remains unchanged.)[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/104/06/2025/5b45/rust_hemp_plant_1080_jpg.jpg"][/img][/p][p]More ore nodes now spawn throughout the jungle thanks to increased rock formation density and a general boost to ore availability.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/103/06/2025/9648/june2025_junglerocks_01_4k.jpg"][/img][/p][p][b]Berry[/b] bushes have their own dedicated Jungle population to help keep food distribution more even across the map.[/p][p][/p][p]Cars and bikes now spawn along jungle road sides, you’ll no longer feel stranded in the canopy.[/p][p][/p][p]Players no longer spawn directly in the jungle biome. It’ll still generate near spawn areas, but you won’t be dropped in the middle of the Jungle unless you choose to live there.[/p][p][/p][p]Additionally, we've added several new trees that did not quite make it into the initial release.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/104/06/2025/1g83/rust_schizolobium_1080_jpg.jpg"][/img][/p][p]We’ve also made a pass on monument distribution. This has been a long-standing issue, and it worsened with last month's Jungle update. Good news, it's fixed! overall, you can now expect a healthy increase in the number of monuments per map.[/p][p][/p][p]Some key highlights in testing a world side of 4500:[/p][list][*][p] Airfield +37%[/p][/*][*][p] Trainyard +34%[/p][/*][*][p] Excavator +45%[/p][/*][*][p] Military Tunnels +28%[/p][/*][*][p] Powerplant +17%[/p][/*][*][p] Water Treatment +16%[/p][/*][*][p] Sewer Branch +14%[/p][/*][/list][p]Overall, we hope all these changes bring Jungle into a balanced position.[/p][p][/p][p][/p][p][/p][h1]INCAPACITATE DART[/h1][p][/p][p]I've made some changes to make this dart less OP, but still useful. [/p][p][/p][p]There's now a blur and dim effect instead of the full screen blackout, and the fade speed has been decreased.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/128/04/2025/0j37/jungleupdate_blowpipe_03.jpg"][/img][/p][p]The movement speed reduction duration has also been decreased from 6 to 4 seconds, to match the blur duration.[/p][p][/p][p][/p][p][/p][h1]IMPROVED INDOOR LIGHTING[/h1][p][/p][p]We have worked for the past couple of months on lighting improvements for the game interiors. [/p][p][/p][p]Simply put, in the past our lighting model would darken the entire world if you were located indoors. This caused disadvantage for players looking out and advantage for players looking in as the interiors were fully lit from outside.[/p][p][/p][p][img src=" https://files.facepunch.com/Alistair/103/06/2025/2l42/rust_environment_volumes_comparison_1_jpg.jpg"][/img][/p][p]Thanks to the efforts of the team we now have a spatially aware solution to this problem that also brings some benefits such as soft physical transitions in and out of interiors.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/103/06/2025/5P30/rust_environment_volumes_comparison_2_jpg.jpg"][/img][/p][p]We are still improving this new system and while this goes on, some trickier interior spaces such as large pipes and complex cylindrical buildings remain on the old system temporarily.[/p][p][/p][p][/p][p][/p][h1]SILENCER CHANGES[/h1][p][/p][p]We’re making several changes to the silencer system this month, introducing two new silencer types and making the existing silencer non-craftable (now renamed to Military Silencer).[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/104/06/2025/6649/juneupdate_silencer_oilfilter_01.jpg"][/img][/p][p]The Soda Can Silencer is the cheapest to make (40 metal fragments, Workbench 1) and will last around 12 shots on an Assault Rifle firing standard rounds. It also mildly decreases shot damage and velocity.[/p][p][/p][p]The Oil Filter Silencer is a bit more expensive (10 HQM, Workbench 2) and will last for around 48 shots on an Assault Rifle firing standard rounds.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/104/06/2025/4C14/juneupdate_silencer_sodacan_04.jpg"][/img][/p][p]Both new silencers will apply a decrease to damage and velocity compared to the Military Silencer.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/104/06/2025/0S59/juneupdate_silencer_both_03.jpg"][/img][/p][p]Our goal here is to ensure Silencers remain a powerful tool for ambushes and surprise tactics, but don’t become a default tool to keep on your weapon during a full firefight. The existing Military Silencer’s durability is unchanged so it will still last quite a long time and should hopefully become quite a valuable item to find in high end monuments.[/p][p][/p][p][/p][p][/p][h1]NOTABLE CHANGES[/h1][p][/p][p][b]Seat swapping keybinds[/b][/p][p]New keybinds have been added to let you switch directly to specific seats in vehicles[/p][p][/p][p][b]Interaction crosshair[/b][/p][p]You can now customize how much information is displayed on your crosshair[/p][p][/p][p][b]HBHF Sensor[/b][/p][p]The range of the HBHF sensor can now be adjusted[/p][p][/p][p][b]Neon signs[/b][/p][p]New inputs have been added to neon signs, allowing you to control which frame is displayed[/p][p][/p][p][b]Propane Explosive Bomb[/b][/p][p]Propane explosive bomb crafting recipe no longer requires explosives[/p][p][/p][p][b]Monument Heaters[/b][/p][p]Heaters at the small and large oilrig now provide heat and comfort[/p][p][/p][p][b]Water Pump Protection[/b][/p][p]Pump health doubled[/p][p][/p][p][b]LR300 Rifle[/b][/p][p]Quicker LR300 deploy and improved animation[/p][p][/p][p][b]MP5 Durability[/b][/p][p]MP5 Durability increased, allowing for an additional 300 rounds before needing to be repaired[/p][p][/p][p][b]Vending Machine Order Editing[/b][/p][p]Can now edit orders in a vending machine without having to recreate them.[/p][p][/p][p][b]Shelf pick up[/b][/p][p]Can now pickup shelves if they have nothing on them.[/p][p][/p][p][b]IO Wire snapping[/b][/p][p]Hold Shift to snap wires in 90 degree increments.[/p][p][/p][p][b]Lighting Polish[/b][/p][p]Wires, Most Electronics, and even some Light Fixtures have gotten visual update to make your base even more cozy.[/p][p][/p][p][/p][p][/p][h1]BUILDING QOL[/h1][p][/p][p]I made some improvements to building this month. There were quite a few issues with our line of sight checks, leading to some frequent frustrating "Line of sight blocked" error messages when building.[/p][p][/p][p]This is much better now, the checks are more forgiving and more consistent.[/p][p][/p][p][/p][p][/p][p][/p][h1]FLOOR & CEILING WALLPAPER DLC[/h1][p][/p][p]This month, we’re expanding wallpaper to floors and ceilings. [/p][p][/p][p][img src="https://files.facepunch.com/mattisaac/2025/May/juneUpdate_wallpaper_hero_02.jpg"][/img][/p][p]Wallpapers can now be applied to foundations, floors and roof building blocks. Like the original wallpapers, they are entirely visual and do not provide any additional protection.[/p][p][/p][p]We’ve also made significant improvements to its functionalities:[/p][list][*][p] The wallpaper item is now the [b]Wallpaper Tool[/b][/p][/*][*][p] It works like a building plan and consumes cloth when placing wallpaper down[/p][/*][*][p] Walls, floors and ceilings have a different skin sets - each only works on its appropriate surface[/p][/*][*][p] You can select your skin using right click[/p][/*][*][p] You can easily reskin placed wallpaper by simply placing it again[/p][/*][/list][p][img src="https://files.facepunch.com/mattisaac/2025/May/wallpaper_tool_02.jpg"][/img][/p][p]The wallpaper tool includes 8 new default skins, 4 for floors and 4 for ceilings.[/p][p][img src="https://files.facepunch.com/mattisaac/2025/May/juneUpdate_wallpaper_free_01_02.jpg"][/img][img src="https://files.facepunch.com/mattisaac/2025/May/juneUpdate_wallpaper_free_04_02.jpg"][/img][/p][p][b]Floor & Ceiling Wallpaper Pack[/b][/p][p][/p][p]In addition to the 8 floor and ceiling wallpaper skins unlocked by default, you can purchase the [url="https://rust.facepunch.com/buy/buy/floorandceilingpack"]Floor & Ceiling Wallpaper Pack[/url] which features a hefty 34 extra floor and ceiling wallpaper skins for decorating your base. [/p][p][/p][p][img src="https://files.facepunch.com/mattisaac/2025/May/juneUpdate_wallpaper_DLC_14_04.jpg"][/img][/p][p]Skins included in the Floor & Ceiling Wallpaper Pack, as pictured above:[/p][p][/p][p][b]Floors[/b][/p][list][*][p] Carpet (2 variants)[/p][/*][*][p] Parquet Painted (3 variants)[/p][/*][*][p] Parquet Wood (4 variants)[/p][/*][*][p] Marble Tiles (2 variants)[/p][/*][*][p] Metal Treadplate[/p][/*][*][p] Asbestos Tiles (4 variants)[/p][/*][*][p] Tatami Mats[/p][/*][/list][p][/p][p][b]Ceilings[/b][/p][list][*][p] Plaster (2 variants)[/p][/*][*][p] Parquet Wood[/p][/*][*][p] Parquet Painted (5 variants)[/p][/*][*][p] Subway Tiles (5 variants)[/p][/*][*][p] Metal Sheets (3 variants)[/p][/*][*][p] Wood Beams and Plaster[/p][/*][/list][p][img src="https://files.facepunch.com/mattisaac/2025/May/juneUpdate_wallpaper_DLC_11_02.jpg"][/img][img src="https://files.facepunch.com/mattisaac/2025/May/juneUpdate_wallpaper_DLC_05.jpg"][/img][img src="https://files.facepunch.com/mattisaac/2025/May/juneUpdate_wallpaper_DLC_08_02.jpg"][/img][/p][p]The Floor & Ceiling Wallpaper Pack is available for purchase in-game or through the [url="https://store.steampowered.com/itemstore/252490/detail/10387"]Steam Item Store[/url][/p][p][/p][p][/p][p][/p][h1]DIRECTIONAL ITEM DROPPING[/h1][p][/p][p]You can now drop items to the ground around you in the direction of your choosing.[/p][p][/p][p]I've added a new keybind option which you can set under the keybinds UI. Look for "Directional Drop".[/p][p][/p][p]With this key held, drag the item icon in the direction you wish to throw it - dragging directly up will throw it in front of you, dragging to the right will throw it to your side, etc.[/p][p][/p][p]To make it easier to drop items with a direction, holding the keybind also lets you drop items by dragging them anywhere on the UI, even over other inventory slots. This means you don't need to drag an item all the way off the inventory UI in the correct direction. The item icon will turn red to show the item is always going to be dropped, not moved.[/p][p][/p][p][/p][p][/p][h1]TUGBOAT FRIEND AUTHING[/h1][p][/p][p]The TC friend list authing UI and functionality has now been extended to the Tugboat, making it much easier to auth your friends or team mates to your Tugboat.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/103/06/2025/3V16/Rust_tugboat_auth_1080_jpg.jpg"][/img][/p][p][/p][p][/p][p][/p][h1]COOKING & MIXING TABLE QOL[/h1][p][/p][p]I've made a couple more QOL upgrades to the recipe UI for these tables.[/p][p][/p][p]Any recipes that you currently have all the ingredients for will appear at the top of the list. This will also update as your inventory content changes.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/103/06/2025/1H60/rust_cooking_bench_ui_1080_jpg%20%281%29.jpg"][/img][/p][p]Additionally, the colour of recipe text now also updates correctly with inventory changes instead of only when the UI is first opened. This also matches ingredient availability - recipes you have all the ingredients for are bright white, other recipes are grey.[/p][p][/p][p][/p][p][/p][h1]EXTERNAL WALL & GATE UPGRADING[/h1][p][/p][p]Wooden external walls and gates can now be upgraded directly to the adobe versions if you have the correct items in your inventory, without needing to go through the long winded process of upgrading to regular stone and then reskinning them.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/104/06/2025/9O33/rust_adobe_wall_upgrade_1080_jpg.jpg"][/img][/p][p][/p][p][/p][h1]LARGE DEPLOYED ITEM DEMOLITION[/h1][p][/p][p]Large, non-pickup, deployed items can now be demolished using the hammer within 10 minutes of their placement.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/104/06/2025/3m27/rust_demolish_large_1080_jpg.jpg"][/img][/p][p]The initial list includes:[/p][list][*][p] Large Furnace[/p][/*][*][p] Refinery[/p][/*][*][p] Watchtower[/p][/*][*][p] Barricade variants[/p][/*][*][p] Wind turbine[/p][/*][*][p] Large paddling pool[/p][/*][*][p] Water catchers[/p][/*][/list][p]You'll need building privilege to be able to demolish large deployables with the hammer. [/p][p][/p][p][/p][p][/p][h1]INDUSTRIAL LIGHTS PACK UPDATE[/h1][p][/p][p]Something members of the community have been asking for is a blue light to accompany the red, green and white lights in the [url="https://store.steampowered.com/itemstore/252490/detail/10202/"]Industrial Lights pack[/url] that was released in November 2021. We’ve listened and have added it to the pack![/p][p][/p][p][img src="https://files.facepunch.com/mattisaac/2025/May/industrial-lights-media-1.jpg"][/img][/p][p]If you already own the Industrial Lights Pack, the new blue light skin will automatically be added as a proper skin option for the white Industrial Wall Light.[/p][p][/p][p]We’ve seen some very industrious ideas for the possibilities with this new light, and we can’t wait to see what the community comes up with. Check out the [url="https://store.steampowered.com/itemstore/252490/detail/10202/"]Industrial Lights pack here[/url]. [/p][p][/p][p][/p][p][/p][h1]BEE BOMB[/h1][p][/p][p]The catapult is a fun tool for inflicting pain on your enemies, but it hasn’t fulfilled its potential without the Bee Bomb.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/103/06/2025/7S01/rust_bee_catapult_bomb_1080.jpg"][/img][/p][p]The Bee Bomb is a new Catapult Projectile. On impact it will create a few Bee Swarms. [/p][p][/p][p][/p][p][/p][h1]TEA TIME[/h1][p][/p][p]Earlier this year, we introduced a few new teas, but they were missing some key ingredients - namely, consistency. These teas didn’t have advanced or pure crafting options.[/p][p][/p][p]That’s now sorted.[/p][p][/p][p][img src="https://files.facepunch.com/paddy/20250228/rust_temperaturetees_01.jpg"][/img][/p][p]Advanced and Pure variants have been added where they were missing for warming, cooling, harvesting and crafting teas. These teas offer enhanced and longer duration of buffs. Some of the basic tiers have released a slight nerf.[/p][p][/p][p][/p][p][/p][h1]PVP BARRICADE[/h1][p][/p][p]We’ve taken a swing at reducing barricade spam in PvP fights - a bit too effective (and a bit too annoying).[/p][p][/p][p]The wooden barricade stack size has been halved from 10 to 5. This should help curb the Insta-maze spam in close quarters without gutting their utility entirely. You'll now have to use them more strategically.[/p][p][/p][p][img src="https://files.facepunch.com/paddy/20240501/rust_woodenbarricade_cover_double.jpg"][/img][/p][p]Barricades on train tracks will no longer stop trains dead in their tracks. You can still be a nuisance, just not a locomotive-destroying one.[/p][p][/p][p]Small changes, but they should make PvP a little less about throwing down walls and a bit more about the fight itself. We're not opposed to reducing the stack size down further, we'll be monitoring these changes closely. [/p][p][/p][p][/p][p][/p][h1]ARMOR SLOT CRAFTING CHANGES[/h1][p][/p][p]While creating the Advanced and Pure versions of the crafting tea we noticed that the random chances weren't quite what we had initially planned when implementing the feature. We've made some adjustments to bring them in line with our original vision.[/p][p][/p][p][img src="https://files.facepunch.com/paddy/20250227/rust_armourplates_tabletop_02.jpg"][/img][/p][p][b]Old chances:[/b][/p][p]No slot: 50%[/p][p]1 slot: 20%[/p][p]2 slots: 10%[/p][p]3 slots: 20%[/p][p][/p][p][b]New chances, no teas:[/b][/p][p]No slot: 50%[/p][p]1 slot: 25%[/p][p]2 slots: 15%[/p][p]3 slots: 10%[/p][p][/p][p][b]New chances, Standard tea:[/b][/p][p]1 slot: 50%[/p][p]2 slots: 30%[/p][p]3 slots: 20%[/p][p][/p][p][b]New chances, Advanced tea:[/b][/p][p]2 slots: 60%[/p][p]3 slots: 40%[/p][p][/p][p][b]New chances, Pure tea:[/b][/p][p]2 slots: 33%[/p][p]3 slots: 66%[/p][p][/p][p][/p][p][/p][h1]TARGETING ATTACHMENT[/h1][p][/p][p]A new internal weapon attachment is available this month, allowing you to use the Ping system without having to switch to the binoculars. This should help players in teams more effectively call out locations and points of interest. Costs 10 HQM and 1 Tech Trash to craft and requires a Workbench 2.[/p][p][/p][p][img src="https://files.facepunch.com/paddy/20230406/pings_hero_01.jpg"][/img][/p][p][/p][h1]AUTO TURRET NERF[/h1][p][/p][p]Earlier this year, in the primitive update, we introduced bow turrets, which were added to support the primitive gamemode, but the vanilla meta has shifted to players spamming turrets early game with bows, we don't feel this is a healthy meta.[/p][p][/p][p]Today, bow weapons placed in turrets now have reduced damage and longer reload times. We will keep a close eye on these changes, and I'm sure the topic will continue to be a highly debated subject within the community. [/p][p][/p][p]We are currently exploring broader, more significant changes over the coming months to turrets. [/p][p][/p][p][/p][p][/p][h1]FOLIAGE RENDERING IMPROVEMENTS[/h1][p][/p][p]We’ve reworked how ground foliage is rendered - shifting to a more GPU-driven system with smarter, per-instance camera culling.[/p][p][/p][p]In plain English: your system should now spend less time and effort rendering grass you can’t even see.[/p][p][/p][p]You’ll notice improved performance, especially when sprinting or flying across the map. This update reduces load on both GPU and CPU, keeping things smoother even in foliage-heavy areas.[/p][p][/p][p][/p][p][/p][p][/p][h1]WATER VEHICLE CAMERA CHANGES[/h1][p][/p][p]Several water based vehicles use camera rotation that involves rolling the camera from side to side, either in response to waves or input. That sort of camera rotation can be disorientating to players that are more sensitive to motion sickness.[/p][p][/p][p]In the case of Boogie Boards and Inner Tubes, their camera rotation was entirely due to ocean waves, which was likely made worse with the latest ocean refresh. I've entirely removed the camera rotation while using these vehicles.[/p][p][/p][p][img src="https://shared.cloudflare.steamstatic.com/store_item_assets/steam/apps/1353060/ss_c488835ada58a666fbf18e932791cf1f336c5e64.1920x1080.jpg?t=1604016443"][/img][/p][p]In the DPV's case the rotation is due to player input which was intended but is quite severe. To solve this I've added a new option in the Accessibility menu that will remove the rolling behaviour.[/p][p][/p][p][/p][p][/p][h1]EXTENDED FOOD SPOILING[/h1][p][/p][p]The food spoiling system from the Crafting Update is being extended to include fruit, vegetables and eggs. These items will spoil into a generic Spoiled Produce item and will last 48 hours outside of a fridge, making them a more long term food item.[/p][p][/p][p][/p][p][/p][h1]HIGH POPULATION LOOT SCALING[/h1][p][/p][p]With the increasing popularity of higher population servers, we’ve heard a lot of feedback about how fast loot can spawn on these servers. Our loot spawning scales have been static for quite a while and were never really intended to scale beyond the 500 player mark.[/p][p][/p][p]To improve this, we’ve added a new server convar called “[i]Spawn.population_cap_rate[/i]" which is set to 300 by default. Our loot respawning system will now cap how many players it considers on the server by this number, meaning the loot spawn rate will not increase beyond 300 players regardless of how many players are on the server.[/p][p][/p][p]The results on a standard monument crate spawner:[/p][list][*][p] 1 Population: 15m-30m refresh[/p][/*][*][p] 1000 pop with no cap set: 50s-100s refresh[/p][/*][*][p] 1000 pop with cap of 300 set: 3.75m - 7.5m refresh[/p][/*][/list][p]Various monuments use different timers and mechanics to respawn, but this should illustrate just how fast loot was spawning as player counts increased. [/p][p][/p][p]Setting this convar to 0 will restore the loot frequency to it's previous rate.[/p][p][/p][p]Obviously changes like this are very hard to test in isolated testing environments, we felt 300 was a good starting value but we’ll adjust as needed once we see how this plays out on live servers.[/p][p][/p][p][/p][p][/p][h1]ANTICHEAT UPDATE[/h1][p][/p][p]As part of our ongoing efforts to provide you with regular updates and transparency on our anticheat initiatives, I'm pleased to announce that this year we've doubled the size of our dedicated anticheat support team and are currently [url="https://facepunch.com/careers#open-positions"]recruiting for developer positions with a anticheat focus.[/url][/p][p][/p][p]These support staff are dedicated to investigating players from your reports and other sources. They're actively joining servers, watching and enforcing fair gameplay. [/p][p][/p][p]In March, we released [url="https://rust.facepunch.com/news/premium-servers"]premium servers[/url], and we've seen strong and healthy retention across these servers. They're doing an excellent job at gatekeeping cheaters out. Very happy with how this is working. At present, the $15 price point is working well and see no need to raise the barrier to entry. [/p][p][/p][p]In May, we enabled server-side player culling by default across all servers. As a reminder, this is tech which no longer networks players behind terrain and rocks, preventing or limiting several high-impact cheat features.[/p][p][/p][p]In April, we opened our Hackerone program to the public, allowing the reporting of security vulnerabilities and exploits in exchange for a bug bounty. We've set up a [url="https://facepunch.com/security"]dedicated security page[/url] on our website that makes submitting reports extremely easy, secure and straightforward. We've now paid a total of $261,000.00. [/p][p][/p][p]Within the past few weeks, our anticheat partner, EAC, has begun additional efforts targeting recoil cheats, often referred to as scripting. As always, they're working very hard in the background to ensure Rust and many other games are cheat-free.[/p][p][/p][p]These are just a few of the efforts we're willing to talk about, there have been many cheat-related exploits fixed or limited, new preventions and detections. [/p][p][/p][p]Below, are some in-depth ban insights.[/p][p][/p][p][img src="https://files.facepunch.com/ryanw/1b0311b1/firefox_GWD6xJWMQt.png"][/img][/p][p]Our ban volume has remained steady, even as we left the busy seasonal period. Some additional metrics have been included to help understand the scale of the problem in the form of the percentage of players banned relative to the daily active users. [/p][p][/p][p]Rest assured cheaters make up a tiny fraction of the players in the game and we are actively combatting them on a daily basis through both automated and manual measures.[/p][p][/p][p][img src="https://files.facepunch.com/ryanw/1b0311b1/firefox_Kzmbc8iPdh.png"][/img][/p][p]We have been observing a notable decrease in identified cheaters via cheat reports over the last few wipes, and our conclusion based on other metrics is that we believe this is a reduction in cheating activity. Let us know your thoughts, have you been observing more or less cheaters recently?[/p][p][/p][p][img src="https://files.facepunch.com/ryanw/1b0311b1/firefox_O6RqfBe4rs.png"][/img][/p][p]We have observed a clear decrease in the time cheaters are able to spend in-game before they are banned over the last few months which is a great thing to see and we hope players are able to enjoy their wipes with minimal cheater interruption.[/p][p][/p][p]In total this year we've banned over [b]142,000[/b] cheaters and we hope to keep this momentum up as we work towards our goal of ensuring a fair and competitive environment for all players.[/p][p][/p][p][/p][p][/p][p][/p][h1]SERVER PROFILER - ALLOCATION TRACKING[/h1][p][/p][p]With this update we'll be releasing an update to Server Profiler that will allow server owners and mod developers to more easily catch anomalous memory consumption. Server Profiler gains the "Allocation Tracking" capability - once enabled, it'll start to continuously record allocations for each frame and counting relevant metrics. Once one of the metrics passes a user-defined limit, it'll trigger the export of a snapshot, containing 1 frame of data. This snapshot will only contain allocation events, with each allocation event having a callstack recorded with it.[/p][p][/p][p]Here's an example of snapshot:[/p][p][img src="https://files.facepunch.com/danielprihodko/1b0411b1/1vnTzgYGkm.png"][/img][img src="https://files.facepunch.com/danielprihodko/1b0411b1/WzrL3EWF2E.png"][/img][/p][p]To start, run [b]watchallocs \[Name] \[MaxStackDepth][/b][/p][list][*][p] [b]Name[/b] (default “Allocs“, no extension, max 32 chars) - controls generated snapshot filename[/p][/*][*][p] [b]MaxStackDepth[/b] (default 16) - controls how much of the allocations callstack to record[/p][/*][/list][p]To stop, run stopwatchingallocs[/p][p][/p][p]The following server-var metrics are available as server vars and can be changed at any point:[/p][list][*][p] [b]NotifyOnTotalAllocCount[/b] (defaults to 16000) - will snapshot once all threads during 1 frame exceed allocation count across all threads[/p][/*][*][p] [b]NotifyOnTotalMemKB[/b] (defaults to 8096, aka 8MB) - will snapshot once a frame allocates more than specified memory across all threads[/p][/*][*][p] [b]NotifyOnMainAllocCount[/b] (defaults to 0, aka disabled) - will snapshot once main thread exceeds allocation count during 1 frame [/p][/*][*][p] [b]NotifyOnMainMemKB[/b] (defaults to 0, aka disabled) - will snapshot once main thread exceeds total memory allocated during 1 frame [/p][/*][*][p] [b]NotifyOnWorkerAllocCount[/b] (defaults to 0, aka disabled) - will snapshot once all worker threads exceed allocation count during 1 frame[/p][/*][*][p] [b]NotifyOnWorkerMemKB[/b] (defaults to 0, aka disabled) - will snapshot once all worker threads exceed total memory allocated during 1 frame[/p][/*][/list][h2]Warning[/h2][p]Allocation tracking is not free and will impact the performance - it’ll be worse the more allocations are made. This tool should be used for debugging for a limited amount of time.[/p][h2]Plans for the Future[/h2][p]Server Profiler is getting to the point of where it has enough features to be complete, with only incremental improvements to do. These are my outstanding plans(not in a particular order):[/p][list][*][p] Expose method filtering to users as a json config[/p][/*][*][p] For Allocation Snapshots, attempt to visulize recorded callstack as slices (so it looks closer to performance snapshots)[/p][/*][*][p] Add ability to record user scopes and associated metadata with those scopes[/p][/*][/list][p][/p][p][/p][p][/p][p][/p][h1]COMMAND BLOCK[/h1][p][/p][p]The command block is an admin-only deployable, and an exciting new tool for creative mode enthusiasts.[/p][p][/p][p]Once set up, it can store any server command and execute it when powered. Chain multiple together to create more complex circuits.[/p][p][/p][p][img src="https://files.facepunch.com/Alistair/104/06/2025/6214/rust_command_block_1080_jpg.jpg"][/img][/p][p]We look forward to seeing what creative use cases you can come up with![/p][p][/p][p][/p][p][/p][p][/p][h1]TWITCH DROPS - BELLUM[/h1][p][/p][p]Join us from the 25th of June to the 2nd of July as the Spanish speaking Rust community returns to Twitch for all out action, adventure, and unprecedented amounts of raiding in [b]Bellum[/b]: Conquest! [/p][p][/p][p][img src="https://files.facepunch.com/ashcoook/1b0211b1/Portada_V2.png"][/img][/p][p]All Twitch Drops and participating creators will be available to view in the coming weeks.[/p][p][/p][p]Please be aware of scams. Facepunch will never contact you. [/p][p]Only ever use our official website: [url="https://twitch.facepunch.com/"]https://twitch.facepunch.com/[/url][/p]

Thursday, June 5, 2025

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COMMUNITY UPDATE 265

[h1]FANCYORB'S GLOBAL WARFARE[/h1] As some of you may know, these masterpieces take some time. In case you missed it here's the absolute cinema of the Global Warfare 2 event. [previewyoutube=uHm6OmoM1uE;full][/previewyoutube] We draw attention to this also because Global Warfare 3 is coming this summer! Keep an eye out on [url=https://x.com/FancyOrb_]FancyOrb's Socials[/url] for info and exact dates and how to sign up! [h1]RUST BATTLE MURAL PAINTING[/h1] [url=https://www.youtube.com/@MonsteraRust]Monstera[/url] brings us another incredible painting. This time, it is a giant mural that spans across 2 walls. We present: [b]The BattleMural[/b] [img]https://files.facepunch.com/Errn/1b2011b1/BattleMural_MonsteraRust.png[/img] Here's the progress video. Enjoy! [previewyoutube=q2S3WO8nN4k;full][/previewyoutube] [h1]RUST TRAILER PARK[/h1] If you haven't heard of [url=https://www.youtube.com/@BenjaminPlaysRust/videos]Benjamin Plays Rust[/url] yet I encourage you to subscribe! You will not be disappointed. He and his brother make these wild trailer parks and junk towns, usually on pure vanilla servers. [previewyoutube=MTYrV4esRa4;full][/previewyoutube] The level of creativity used here is quite impressive! [h1]SAVE THE DATE - TWITCH DROPS![/h1] [img]https://files.facepunch.com/Errn/1b2711b1/BellumLogo_png.png[/img] [h2]June 25th - July 2nd[/h2] The Bellum Spanish Twitch event is right around the corner. This event does come with Twitch drops! Make sure you are synced up at [url=https://twitch.facepunch.com/connect]https://twitch.facepunch.com/connect[/url] and be ready! [h1]JUNGLE PSY OPS BASE[/h1] Psychological warfare at its finest. Brain boxes, spy pods, and mass confusion. ...and a Joey [previewyoutube=mThiOotAmSo;full][/previewyoutube] [h1]LIFE SIZE REPLICAS[/h1] [url=https://x.com/lone_design]Lone_Design[/url] spent what seems like the last 2 weeks making life size Rust replicas. Built a large wood box from scratch and a shotgun trap to protect it. Hit up his X account to see the progression! [img]https://files.facepunch.com/Errn/1b2711b1/rocketlauncher.jpg[/img] [img]https://files.facepunch.com/Errn/1b2711b1/rocket.jpg[/img] [img]https://files.facepunch.com/Errn/1b2711b1/shotguntrap.jpg[/img] [img]https://files.facepunch.com/Errn/1b2711b1/largebox.jpg[/img] [h1]WARHAMMER 40,0000 & RUST CROSSOVER[/h1] Survival is no longer enough - now, there is only sacrifice in the name of duty. [img]https://files.facepunch.com/Errn/1b2211b1/Rust%20x%20Warhammer%20-%20Rust%20Lead_v003853.png[/img] Facepunch Studios is very excited to announce a landmark collaboration in the form of a new crossover: Warhammer 40,000 is officially coming to Rust! In this alliance with Warhammer, Facepunch will bring the grimdark future of the 41st millennium to the most played survival game on Steam. Players will soon be able to equip iconic Warhammer 40,000-themed cosmetic skins to their character, in their base, and with their crafted weapons, providing a unique but also fitting take on the hazmat and more items with a Death Korps of Krieg Pack - showcasing a perfect synergy of Rust’s dark brutality, and the Krieg’s unrelenting fanatical nature and aesthetic. This crossover marks a first-of-its-kind partnership for Rust, blending the harsh, online sandbox-survival sensation that is Rust, with one of the most renowned sci-fi franchises in the world. Catch the full showcase here! [previewyoutube=C4A1s4DH78w;full][/previewyoutube] [h1]SHOW ME THE STUFF![/h1] If you made something cool or saw something cool, reach out! Tag me on [url=https://x.com/ErrnieGerrn]X[/url] or u/ErrnieGerrn [url=https://www.reddit.com/r/playrust/]Reddit[/url]. Cover image by [url=https://x.com/monsterarust]Monstera[/url]!

Thursday, May 29, 2025

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Warhammer 40,000 is coming to Rust!

[img]{STEAM_CLAN_IMAGE}/5377070/d3ea270c3f20ed63be255a515b024bd929e75aba.png[/img] Facepunch Studios is very excited to announce a landmark collaboration in the form of a new crossover: Warhammer 40,000 is officially coming to Rust! In this alliance with Warhammer, Facepunch will bring the grimdark future of the 41st millennium to the most played survival game on Steam. Players will soon be able to equip iconic Warhammer 40,000-themed cosmetic skins to their character, in their base, and with their crafted weapons, providing a unique but also fitting take on the hazmat and more items with a Death Korps of Krieg Pack - showcasing a perfect synergy of Rust’s dark brutality, and the Krieg’s unrelenting fanatical nature and aesthetic. This crossover marks a first-of-its-kind partnership for Rust, blending the harsh, online sandbox-survival sensation that is Rust, with one of the most renowned sci-fi franchises in the world. The Warhammer Skulls event is back for a ninth year, with loads of news, reveals, DLCs, and more for your favourite video games – missed it live? Catch up here: [previewyoutube=C4A1s4DH78w;full][/previewyoutube]

Thursday, May 22, 2025

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Surprise new Rust update transforms the survival game's stealth combat

Although they're still arduous and white-knuckle, there are no other survival games, whether The Long Dark, The Forest, or Project Zomboid, that make you work like Rust does. It's an epic journey. You begin with nothing - the first few hours, you're picking through the wilderness for sticks and rocks. But after enough time and sweat, you can scavenge, research, and craft even the most elaborate modern conveniences. After the transformative Jungle update from earlier this month, Facepunch has just made a less public but still-significant change to the survival shooter's stealth combat.

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RELATED LINKS:
The Rust Jungle update introduces the survival game's deadliest animal yet
The Rust Jungle update has a date, and you can test it right now
Rust update makes softcore mode easier, as the survival game teases a new biome

Wednesday, May 14, 2025

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The Rust Jungle update introduces the survival game's deadliest animal yet

The Rust Jungle update is a testament to the team at Facepunch Studios. Over a decade since it first launched, one of the founding figures of modern survival games remains steadfastly atop the Steam charts, pulling in hundreds of thousands of players daily. Competitors such as Ark, Valheim, and Once Human certainly have their moments, but Rust remains the most consistent presence among them, and a big part of that its regular cadence of impactful updates. Now, it's introducing the game's first new biome since it originally implemented Rust's procedural world generation.

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RELATED LINKS:
The Rust Jungle update has a date, and you can test it right now
Rust update makes softcore mode easier, as the survival game teases a new biome
New Rust crafting update adds bee farms, new recipes, and more automation tools

Friday, May 2, 2025

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JUNGLE UPDATE

[previewyoutube=D0BHMuwU4Nk;full][/previewyoutube] [h1]JUNGLE BIOME[/h1] We've added the first new biome to the game since the original introduction of the procedural world generation: Jungle! [img]https://files.facepunch.com/Alistair/122/04/2025/6J27/jungleUpdate_biome_02.jpg[/img] The jungle biome covers part of the temperate coastal (tier 0) area where new players spawn. The terrain in this biome is flatter than other biomes, has a higher river density and thicker foliage. The jungle biome features a large variety of completely new foliage. This includes new types of bushes, such as bromeliads and monstera. New undergrowth plants like arrowroot and calathea. As well as variety of new trees like trumpet trees, jungle palms and sandbox trees. The biggest of them all are enormous kapok trees that you will be able to climb and swing from. [img]https://files.facepunch.com/Alistair/128/04/2025/0x42/jungleUpdate_biome_18.jpg[/img] [img]https://files.facepunch.com/Alistair/128/04/2025/5W47/jungleUpdate_biome_05.jpg[/img] The jungle is much denser than what you may be used to, so be aware that dangers and predators may lurk in every corner. Or use it to your advantage and hunt your prey instead. [img]https://files.facepunch.com/Alistair/128/04/2025/9F06/jungleUpdate_biome_03.jpg[/img] The jungle biome is vast, but allows for full base building like all other biomes. Take a step inside and embrace your inner Tarzan. [h1]VINE SWINGING[/h1] While exploring the Jungle biome you will encounter a new type of tree covered in vines, you can climb these trees to reach branches that provide a new vantage point. There are also interactive vines on a lot of these branches that allow you to swing from one branch to another, allowing you to traverse significant distances in the jungle without having to touch the ground. [img]https://files.facepunch.com/jarryd/1b2211b1/jungleupdate_vineswing_01.jpg[/img] Unlike our other form of aerial transportation (ziplines) vines move from one location to another, so if you are travelling as a team you will need to throw the vine back to your friends after using them so they can follow you. You can also use a vine to quickly, safely and quietly descend to the jungle floor. [img]https://files.facepunch.com/jarryd/1b2211b1/jungleupdate_vineswing_02.jpg[/img] Just like other trees these vines can be knocked down for wood, however they will create an invulnerable stump in their place and the tree will respawn after a while. [h1]JUNGLE REMNANTS[/h1] Among the towering trees and thick undergrowth, you’ll stumble across small jungle monuments, each holding a glimpse into a forgotten past. These include the Jungle Ziggurat, a weathered stone structure with its own mysteries, and a scattering of ancient jungle ruins left behind by a long-lost civilization. [img]https://files.facepunch.com/Alistair/128/04/2025/6p53/jungleupdate_ziggurat_37.jpg[/img] [img]https://files.facepunch.com/Alistair/128/04/2025/4k95/jungleupdate_ziggurat_41.jpg[/img] [img]https://files.facepunch.com/Alistair/128/04/2025/7W93/jungleupdate_ziggurat_03.jpg[/img] [img]https://files.facepunch.com/Alistair/128/04/2025/1C73/jungleupdate_ziggurat_20.jpg[/img] [h2]Jungle Ruins[/h2] The new Jungle Ruins are small monuments packed with atmosphere and early-game loot. Perfect for a quick stop while exploring, you’ll find low-tier supplies and maybe even a few surprises tucked away among the overgrown ruins. [img]https://files.facepunch.com/Alistair/128/04/2025/3L29/jungleupdate_jungleruins_08.jpg[/img] [img]https://files.facepunch.com/Alistair/128/04/2025/1I69/jungleupdate_jungleruins_31.jpg[/img] [img]https://files.facepunch.com/Alistair/128/04/2025/3w84/jungleupdate_jungleruins_05.jpg[/img] [h1]TIGERS AND PANTHERS[/h1] The dense foliage of the jungle will be a grub's paradise, but they will need to be careful... there may be something sneakier than them lurking. [img]https://files.facepunch.com/Alistair/116/04/2025/7T51/jungleupdate_tiger_01_alt1.jpg[/img] The tiger may be the deadliest animal you'll ever encounter Rust. It closes in extremely slowly from behind, and only strikes when it's sure to kill. A moment of inattention in the jungle is all it takes. The challenge developing a stealthy NPC, is that it can easily feel unfair and bullshit. In Rust people are already often ambushed by all kinds of NPCs, and those are not even trying to be stealthy... To address this there are 3 different hints in game that will let you know if you are being stalked from behind, some more subtle than others. We do our best to guarantee that you won't be jumped without getting at least one cue. It'll be on you to experiment and discover those hidden signals. [img]https://files.facepunch.com/Alistair/116/04/2025/4253/jungleupdate_tiger_04.jpg[/img] Do not only scan the foliage for black stripes and orange, as you may fail to notice the very rare black panther that also roams the jungle. [img]https://files.facepunch.com/ashcoook/1b2911b1/jungleupdate_panther_02.jpg[/img] Finally there is a hidden trick you can pull on tigers and panthers, good luck finding it! [h1]CROCODILE[/h1] You may notice the rivers are wider and deeper in the jungle, but think twice before crossing, maybe this shape you see in the murky water is not a dead tree. [img]https://files.facepunch.com/Alistair/116/04/2025/3W84/jungleupdate_crocodile_07.jpg[/img] If the tiger is the deadliest, the crocodile may be the toughest. [img]https://files.facepunch.com/Alistair/116/04/2025/1E88/jungleupdate_crocodile_02.jpg[/img] Don't lower your guard just because it looks slow and short-sighted, you may be surprised... The crocodile operates on the basis of mutual respect, don't mess with it and you'll be fine, but fool around and find out. [img]https://files.facepunch.com/Alistair/116/04/2025/4212/jungleupdate_crocodile_01.jpg[/img] Like the wolf and tiger, the crocodile also has a hidden counterplay that will give an edge to the ones in the know. [h1]BOOMERANG[/h1] We’re introducing another new early game weapon: the Boomerang! [img]https://files.facepunch.com/Alistair/128/04/2025/1M10/jungleupdate_boomerang_05.jpg[/img] This throwable weapon travels in a fixed arc and [b]returns to the player[/b] after each throw, just like you’d expect. Its consistent path means skilled players can [b]master its timing and trajectory to gain an advantage[/b]. The Boomerang can also be used as a melee weapon in a pinch if you need it for close range! [h1]BLOWPIPE[/h1] This month, we’re introducing a new early game weapon: the Blowpipe – a silent, improvised weapon for those who enjoy causing problems quietly. [img]https://files.facepunch.com/Alistair/128/04/2025/0j37/jungleupdate_blowpipe_03.jpg[/img] [list] [*] [b]Wood Dart[/b] – Basic and to the point. Light damage with no frills. [*] [b]Scatter Dart[/b] – A short-range spread shot that sprays multiple smaller darts. Great for up-close chaos. [*] [b]Incapacitate Dart[/b] – Slows your target and obscures their vision for a short time. Perfect for making a quick getaway (or moving in for the finish). [*] [b]Radiation Dart[/b] – Applies stackable radiation to your target. Watch them get progressively more uncomfortable. [/list] The blowpipe’s low cost and quiet operation make it a solid choice for ambushes, harassment, or just annoying your neighbours. [h1]SNAKES[/h1] Snakes are a stealthy new threat found in the Jungle biome - and you'll definitely need to keep an eye (or ear) out for them! [img]https://files.facepunch.com/Alistair/128/04/2025/6X56/jungleupdate_snake_02.jpg[/img] They hide pretty well in their leafy environment and their poison attack slows your movement speed. Be sure to listen out for their attack hiss as it's usually the first sign that you're about to be bitten! They'll definitely keep you on your toes - a quickly timed jump after their hiss will avoid the attack altogether! On the plus side, dead snakes can be skinned for Snake Venom, a new item that can be used to create incapacitate darts for the new blowpipe weapon. [h1]LARGER RIVERS[/h1] Rivers are now longer, wider, and deeper in all biomes. They can no longer be walked across and require players to swim in order to cross them. The jungle biome specifically also has a higher river density compared to other biomes, which leads to more rivers in total on a map. [img]https://files.facepunch.com/Alistair/122/04/2025/0p45/jungleUpdate_biome_16.jpg[/img] [h1]NOTABLE CHANGES[/h1] [b]Vending Machine Fridge[/b] The Vending Machine can be powered to stop food spoiling [b]Food Cooling Icon[/b] A new icon now appears to indicate when your food is being kept cool and fresh [b]Chicken coop fits on a foundation[/b] Resized the chicken coop to fit on a foundation, it also now snaps into place! [b]Jungle Animal Meats[/b] Several new Jungle themed animal meats added [b]Outbreak Scientist[/b] New scientists now roam the jungle! [b]Leather Gloves[/b] Leather Gloves are now default BP and no longer require a sewing kit [h1]JUNGLE DLC ITEM PACK[/h1] We’re dropping a brand-new DLC - the Jungle Pack, packed with 20 new skins and items. You’ll find skinnables like the Bamboo Wall Shelf, Half-Height Shelves, Jungle Relic Assault Rifle, Cocoknight Wood Armor, Bamboo Large Storage, and loads more. There’s also new wallpapers, sprays, a gesture, and some chat emojis to mess around with. You can grab the Jungle Pack from the [url=https://store.steampowered.com/itemstore/252490/detail/10273]Rust Item Store[/url] on Steam or straight from in-game. [img]https://files.facepunch.com/Alistair/128/04/2025/8q56/jungleupdate_DLChero_01.jpg[/img] [h2]Bamboo Shelving[/h2] Why have one shelf when you can have three? This pack comes with Bamboo Salvaged Shelves, Bamboo Salvaged Half Shelves, and Bamboo Wall Shelves. Perfect for giving your base that overgrown, lived-in look. [img]https://files.facepunch.com/Alistair/128/04/2025/7O98/jungleupdate_shelving_01.jpg[/img] The bamboo shelf is a reskin for a regular shelf, the shallow and half-height shelves are currently unique items to the pack. [h2]Bamboo Barrels[/h2] Need somewhere to stash your loot? These Bamboo Barrels are skinned versions of the Large Wood Box, coming in both vertical and horizontal styles. [img]https://files.facepunch.com/Alistair/128/04/2025/1w58/jungleupdate_storageDLC_03.jpg[/img] Same size as the ones from the Frontier Decor Pack, just way more... jungly. [h2]Jungle Relic Assault Rifle[/h2] This ancient relic AK reskin has seen things — bad things. [img]https://files.facepunch.com/Alistair/128/04/2025/1a09/jungleupdate_jungleAR_05.jpg[/img] [img]https://files.facepunch.com/Alistair/128/04/2025/1D02/jungleupdate_jungleAR_07.jpg[/img] [img]https://files.facepunch.com/Alistair/128/04/2025/1r72/jungleupdate_jungleAR_08.jpg[/img] [h2]Cocoknight Wood Armor[/h2] Only the bravest warriors can adorn the Cocoknight Armor. Made from bark, vines and.. coconuts, this armor set consists of skins for the Wood Armor Helmet, Chestplate, Pants and the newly introduced Gloves. [img]https://files.facepunch.com/Alistair/128/04/2025/7J41/jungleupdate_dlc_coconutarmour_01.jpg[/img] [img]https://files.facepunch.com/Alistair/128/04/2025/1J16/jungleupdate_dlc_coconutarmour_05.jpg[/img] [img]https://files.facepunch.com/Alistair/128/04/2025/5729/jungleupdate_dlc_coconutarmour_04.jpg[/img] [h2]Obsidian Bone Knife[/h2] Knapped from the darkest obsidian, this skin for the Bone Knife has been passed down through the ages. As sharp as it is mysterious. [img]https://files.facepunch.com/Alistair/122/04/2025/0l21/jungleupdate_obsidianknife_01.jpg[/img] [h2]Jungle Idol Rock[/h2] Whomever holds the Jungle Idol Rock will see death. Whose it is, is uncertain. [img]https://files.facepunch.com/Alistair/128/04/2025/6x79/jungleupdate_rock_03.jpg[/img] [h2]Wallpapers, Sprays, Gesture and Chat Emoji[/h2] To really set the vibe, we’re also throwing in: [list] [*] 3 Wallpapers: Jungle Animals, Leaves, and Sigil [*] 2 Sprays: Tiger and Skull [*] 2 Chat Emojis: Sick and Bush [*] 1 New Gesture: Beats Chest! [/list] [img]https://files.facepunch.com/Alistair/128/04/2025/8B57/jungleupdate_gesture_01.jpg[/img] [img]https://files.facepunch.com/Alistair/128/04/2025/4N71/jungleupdate_sprays_03.jpg[/img] [img]https://files.facepunch.com/Alistair/128/04/2025/3z19/jungleupdate_wallpaper_01.jpg[/img] [h1]EXPLOSIVE PROTECTION FIX[/h1] When initially released the damage reduction of explosive armor inserts didn't match the resistance numbers shown on the inventory screen. This was caused by most forms of explosive damage being part melee damage so they could kill players without being used for raiding but the damage reduction not reducing the melee damage component. This was fixed by converting existing damage values to pure explosive damage in PvP while keeping the existing values for raiding. [img]https://files.facepunch.com/paddy/20250227/rust_armourplates_tabletop_01.jpg[/img] This brought a new problem: with the inserts and certain combinations of armor you could reach up to 93% explosive protection and shrug off rockets! To compensate explosive protection will now be capped at 75% which should save you from a single rocket at high explosive protection values. [h1]HUNTER VISION[/h1] The hunter vision is a new boost that let you see the scent trails of wild animals, helping you to track and hunt them down easily. [img]https://files.facepunch.com/danieltyler/1b3011b1/rust_hunter_vision_16x9__1080_jpg.jpg[/img] Eating the big cat pie will give you the boost for 15 minutes. [h1]JUNGLE BUILDING SKIN[/h1] The new Jungle stone building skin, [url=https://store.steampowered.com/itemstore/252490/detail/10326]available now[/url] from the Rust store, allows you to change the visuals of your stone tier base. [img]https://files.facepunch.com/Alistair/129/04/2025/4Q82/jungleupdate_buildingstone_02.jpg[/img] [img]https://files.facepunch.com/Alistair/129/04/2025/7283/jungleupdate_buildingstone_05.jpg[/img] [img]https://files.facepunch.com/Alistair/129/04/2025/6U34/jungleupdate_buildingstone_04.jpg[/img] This skin is for sale at the Steam store. To use, simply equip your hammer tool, display the wheel, and enable building skins. This should reveal the skin's wheel on which you may choose Brutalist upgrade. [img]https://files.facepunch.com/Alistair/129/04/2025/3b42/jungleupdate_buildingstone_10.jpg[/img] Available now from the in-game store or [url=https://store.steampowered.com/itemstore/252490/detail/10326]Steam item store[/url]. [h1]WOOD GLOVES[/h1] Rounding out the wooden armor set, the new Wood Gloves are now available! Default craftable and made from wood and cloth, these gloves offer early-game protection that slots between Leather Gloves and Roadsign Gloves. [img]https://files.facepunch.com/Alistair/129/04/2025/2375/jungleupdate_woodgloves_05.jpg[/img] Perfect for fresh spawns or anyone needing quick, reliable hand protection without the need for a blueprint. [img]https://files.facepunch.com/Alistair/129/04/2025/3Q16/jungleupdate_woodgloves_02.jpg[/img] [h1]SERVER PROFILER UPDATES[/h1] [h2]Experimental Streaming Support[/h2] With this update we're releasing the next stage of Server Profiler - experimental support for streaming profiling telemetry into memory. This can be done with the following command: [b]profile.perfsnapshot_stream [Name] [MainThreadBuffer] [WorkerThreadBuffer] [Debug][/b] [list] [*] Name (max 32 characters, defaults to "Profile") - controls the filename of the snapshot, [Name].json.gz [*] MainThreadBuffer (MB, max 256, defaults to 32) - how big is the telemetry buffer for main thread [*] WorkerThreadBuffer (MB, max 256, defaults to 8) - how big is the telemetry buffer for each worker thread [*] Debug (0/1, defaults to 0) - whether to generate [Name].bin.gz for debugging [/list] The key difference here is that original `profile.perfsnapshot` command was able to accumulate up to 10 frames of data, while the new command will accumulate telemetry until the main thread storage is full, at which point it'll export the [Name].json.gz file. For ~40 players on staging server and default 32MB main thread storage we were able to generate roughly 60 frames of data: [img]https://files.facepunch.com/danielprihodko/1b2811b1/RyoFqLjECK.png[/img] [h2]Quiet Mode[/h2] I've exposed a new control for server-chat notifications when a snapshot is being taken - the messages that warn the players about potential server stutters with a countdown: [b]profile.quiet 0/1[/b] - default to 0 (will notify), set to 1 to disable chat messages. This affects both the old [b]profile.perfsnapshot[/b] and the new [b]profile.perfsnapshot_stream[/b] commands [h1]SERVER OPTIMIZATIONS[/h1] [h2]Batched Player Processing - Experimental Physics Query Batching[/h2] In the [url=https://rust.facepunch.com/news/crafting-update#ServerOptimizations]"Crafting Update", Server Optimizations section[/url] I've written about starting to work on batched player processing. The goal is to group logic better to enable more efficient memory cache utilization as well as starting to process players in parallel. Back then we only tried processing water queries for players in parallel. This coming update we have now converted NoClip validation, 1 of 3 physics-heavy player validation routines, over to the new batched flow. It aggregates all the physics queries into separate batches, and runs batches sequentially, while each batch internally is run in-parallel. My synthetic stress tests showed a ~5x/~80% speed-up of AntiHack.AreNoClipping compared to original implementation of AntiHack.IsNoClipping. Original flow simulating 4 checks for 10k players: [img]https://files.facepunch.com/danielprihodko/1b2811b1/I8fCSlNKkW.png[/img] Parallel flow: [img]https://files.facepunch.com/danielprihodko/1b2811b1/G7YM0DH7XU.png[/img] Running the new logic on a 57 player staging server currently shows reduced benefits Original flow(50 frames of data): [img]https://files.facepunch.com/danielprihodko/1b2911b1/736p3Syfkj.png[/img] Parallel flow (52 frames of data): [img]https://files.facepunch.com/danielprihodko/1b2911b1/sLl3j0v3kJ.png[/img] It shows that we're getting around ~0.5ms(~10%) savings in AreNoClipping, the method that I focused on optimizing. We're also seeing ~13ms(~18%) savings at top level, ServerUpdateParallel. It's important to note that this is all on relatively fresh Staging with a relatively small population. Release environment is a bit different, so I'll be validating how it behaves and if it's stable going forward. [h1]WORKSHOP QUALITY OF LIFE CHANGES[/h1] This month, the team has been working hard on some significant quality-of-life changes to the Rust Workshop. Although many of these changes are designed to make community skin artists' lives a little easier, they should also improve the visual quality of many in-game items! We've added previously missing Ambient Occlusion and Specular maps to all skinnable weapons, clothing, and deployables. These will automatically apply to existing skins that do not include their own custom textures for these map slots. We’ve also fixed the downloadable meshes in the Workshop so they now have correct position, scale, and rotation, along with more sensible pivots! A bunch of weapon-related issues have been resolved, including UV fixes on third-person models, properly displaying arrows on bows and crossbows, and adding third-person sights to the Double Barrel Shotgun. The Wood Storage Box and Large Wood Box now support transparency for interiors. We can't wait to see what the community comes up with here! We've also made a raft of improvements to the Workshop scene, including fixing items disappearing at a distance, implementing Time-of-Day pause and Skybox Rotate functionality, and — for the extremely adept skin artists — fixing an issue where normal maps were sometimes incorrectly displayed on skin submissions. [h1]PLAYER SERVER OCCLUSION[/h1] We last spoke about player server occlusion in the [url=https://rust.facepunch.com/news/crafting-update#playerSERVEROCCLUSION]Crafting Update news post[/url], in that post we stated our future plans were to ensure all servers are using server occlusion by default. We now believe the system is in the right position for this so starting this patch servers will have server occlusion enabled by default. If you are a server owner running a custom map that you don't think is suitable for server occlusion or running a server on older hardware, you may want to disable server occlusion, you can do that with the following startup parameters: [list] [*] -disable-server-occlusion, this parameter will ensure server occlusion is completely disabled. [*] -disable-server-occlusion-rocks, this parameter will skip including rocks in the occlusion grid bake, this is recommended if you're running older hardware but still want to make use of server occlusion as it can significantly increase initial grid generation time. [/list] [h1]TWITCH DROPS[/h1] [h2]Twitch Drops are back![/h2] Starting at today's update, until May 28th, we will have an array of general Rust drops for all to enjoy. These drops can be earned on [url=https://www.twitch.tv/directory/category/rust]any Rust channel[/url] that has drops enabled! These Drops are paying homage to our Community Official servers. [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/ashcoook/1b2911b1/td_39-blog-image.jpg[/img][/url] Don't forget to ensure you are synced over at [url=https://twitch.facepunch.com/]https://twitch.facepunch.com/[/url] And be vigilant of scams - Facepunch will never DM you about Twitch Drops. [i]Drops will end around midnight UTC on May 28th.[/i] [h1]48 HOUR FLASH SALE[/h1] [url=https://fcpn.ch/jusb][img]https://files.facepunch.com/Errn/1b2911b1/Flash-Sale%20-%20Branding%2016x9.png[/img][/url] To celebrate the release of this month's Jungle update, we're having a flash sale on Steam! Rust and all Steam DLC's will be 50% off until 18:00 BST / 10:00AM PT Get that new squad mate in by gifting them a [url=https://fcpn.ch/jusb]copy on Steam[/url].

Thursday, May 1, 2025

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The Rust Jungle update has a date, and you can test it right now

It might be one of the pioneers of the survival game boom, but Rust isn't resting on its laurels. Facepunch Studios' open-world multiplayer game is still routinely found in the Steam top ten to this day, where it thrives even in the face of continued Ark and Valheim updates along with newcomers such as Enshrouded and Once Human. Now, a new chapter is about to begin. Following the recent Primitive overhaul, it's time to head to a completely fresh region, as the Rust Jungle update transports us to a land of dense forests and tropical treasures.

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RELATED LINKS:
Rust update makes softcore mode easier, as the survival game teases a new biome
New Rust crafting update adds bee farms, new recipes, and more automation tools
New Rust Primitive update transforms the PC classic into a brutal medieval game

Friday, April 11, 2025

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EASTER 2025

[h1]EASTER HUNT[/h1] [h2]April 10th - April 24th, 2025[/h2] Starting today, every 24-38 in-game hours an Easter egg hunt will begin. You'll have 3 minutes to collect as many eggs as you can. The top 3 players are given special eggs as a reward. These eggs can be cracked open for various types of loot ranging from scrap all the way up to an M249 [img]https://files.facepunch.com/Alistair/04/14/269931/hunt.jpg[/img] If you don't make the podium, that's okay. The painted eggs you collect can be upgraded to Bronze eggs once you collect 10. If you collect 10 bronze eggs then you can upgrade to a silver egg, eventually all the way to gold! There are various items available to help you during your hunt. The Easter Basket will allow instant pickup of eggs and the Bunny Onesie and Ears will provide you with an advantage via Egg Vision. [h1]HORSE COSTUME[/h1] This year, we've added a new costume DLC attire, the Horse costume! The Horse costume is a lower body wearable item which can be crafted with cloth and wood. [url=https://store.steampowered.com/itemstore/252490/detail/10237/][img]https://files.facepunch.com/Alistair/107/04/2025/3F97/apr2025_easter_horsesuit_05.jpg[/img][/url] [url=https://store.steampowered.com/itemstore/252490/detail/10237/][img]https://files.facepunch.com/Alistair/103/04/2025/1R39/apr2025_easter_horsesuit_02_alt1.jpg[/img][/url] [url=https://store.steampowered.com/itemstore/252490/detail/10237/][img]https://files.facepunch.com/Alistair/107/04/2025/7Q47/apr2025_easter_horsesuit_04.jpg[/img][/url] The Horse costume comes in three variants and is only available for a limited time on the [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited]Rust item store[/url]. [h1]CARGO RUSTIGE EGG[/h1] This Easter, treat yourself and your base to a different kind of egg. Not one made of chocolate, but one made of some of the most sought-after elements. [img]https://files.facepunch.com/adamwilliamson/20250314/rustigeegg_06.jpg[/img] This easter Rustige Egg is aquatic-themed and features the Cargoship with an RHIB patrol boat. Available for a limited on the [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited]Rust item store[/url]. [h1]EASTER STORE[/h1] [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited][img]https://files.facepunch.com/Errn/1b1011b1/easterstore.png[/img][/url] [h1]CHICKEN COSTUME[/h1] Returning again this year is the Chicken Costume! the chicken costume is a lower body attire which can be crafted with cloth and wood. [img]https://files.facepunch.com/jacob/1b2111b1/lw06fdezjn.jpg[/img] You can find the clucking chicken costume in [url=https://store.steampowered.com/itemstore/252490/detail/10237/]Rust item store[/url].

Thursday, April 10, 2025

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In 'a bit of an experiment' Rust's latest update makes softcore mode even softer, and some changes may be brought over 'to the vanilla game in future'



Rust is, famously, an unforgiving affair, a survival game where someone murdering you and stealing everything you own is also known as 'Tuesday'. But Facepunch's open-world cruelty simulator does have at least one merciful bone in its emaciated, battle-scarred body. In 2021, Facepunch added a softcore mode, which mitigates some of the vanilla game's brutality with features like safe spawning zones and the ability to recover some of your loot upon death... Read more.

Sunday, April 6, 2025

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Rust update makes softcore mode easier, as the survival game teases a new biome

Survival games can often be a brutal place, and Rust is no exception. Steam's top dog in the open-world survival crafting genre has always been a hardcore, ruthless experience - or at least it was until 2021, when developer Facepunch Studios introduced softcore Rust. The alternative, more friendly mode offers a slightly less punishing way to enjoy the multiplayer game with its roughest edges sanded down. Now, the mode is getting an overhaul, alongside some bee improvements and additional quality-of-life upgrades across the board in the Rust April update.

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RELATED LINKS:
New Rust crafting update adds bee farms, new recipes, and more automation tools
New Rust Primitive update transforms the PC classic into a brutal medieval game
Rust sets a new Steam record after eleven years as giant medieval update looms

Friday, April 4, 2025

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SOFT REFRESH

[h1]DEPLOYABLE DEBRIS [SOFTCORE][/h1] A selection of deployable objects in your base will now leave behind a destroyed version when killed in the softcore game mode, allowing you to repair them to quickly get your base back up and running after a raid. When destroyed, these objects will drop 50% of their contents, the other 50% will be stored inside and accessible only by the player owners. [img]https://files.facepunch.com/Alistair/102/04/2025/1B08/softcore_deployablecorpses_01.jpg[/img] If the deployable is destroyed due to losing its ground, it will fall to the nearest position and won't be repairable on the spot. You can still pick it up with a hammer and repair it later at a repair bench. This new behaviour is enabled on: [list] [*] Large Wooden Box [*] Storage Barrels [*] Small Wooden Box [*] Coffin [*] Small Furnace [*] Electric Furnace [*] Locker [*] Tool Cupboard [*] Fridge [*] Vending Machine [*] All Workbenches [/list] [img]https://files.facepunch.com/Alistair/103/04/2025/6350/softcore_deployablecorpses_04.jpg[/img] [img]https://files.facepunch.com/Alistair/103/04/2025/8S61/softcore_deployablecorpses_02%20%281%29.jpg[/img] In the case of Tool Cupboards, the destroyed version will still provide building authorization in it's normal radius for 48 hours and can only be repaired by players that were authorized on it. Whilst this feature is only applied to the softcore game mode, it's a bit of an experiment, and we may bring it over to the vanilla game in future. [h1]RESPAWN CHANGES [SOFTCORE][/h1] The Reclaim Terminal at Outpost has been removed, and we don’t think you’ll miss it. In Softcore, if you die outside of a building privilege radius, you’ll now respawn with 50% of your inventory automatically. No more sprinting to Outpost, hoping your stuff didn’t get looted, and waiting around to reclaim your bits and pieces. The system is now faster, cleaner, and more forgiving. [img]https://files.facepunch.com/Alistair/102/04/2025/7S61/softcoreupdate_respawnchanges_04.jpg[/img] We’ve also improved how that 50% is calculated. Previously, it would just grab half of your item stacks, meaning you could end up keeping full stacks of low-value junk while losing all your meds or ammo. Now, it does what you'd expect: you keep 50% of your total count for stackables, which makes the whole thing a lot fairer and more predictable. This change should help reduce the friction after dying in the field while keeping the Softcore experience accessible for players who are still learning the ropes—or just trying to get back on their feet. [h1]UPKEEP TAX CHANGES [SOFTCORE][/h1] Softcore mode has higher upkeep rates for doors to discourage massive sprawling bases and encourage more raiding. Building blocks are unchanged. [img]https://files.facepunch.com/Alistair/102/04/2025/8Z54/softcoreUpdate_upkeeptax_05.jpg[/img] The difference is pretty significant: the average large base will now see door upkeep around 90%, compared to 30% in vanilla. Smaller, tighter bases won’t feel this as much, but sprawling honeycomb bunkers stuffed with doors will now come with a proper maintenance bill. The aim here is to discourage door mazes that sit untouched for weeks and make raiding more viable, even if you’re not rolling with a full zerg. You’ll still need to defend your loot, but you might have to think twice before slapping down that 38th garage door “just in case.” [h1]PVP DAMAGE [SOFTCORE][/h1] Softcore mode has always been about giving newer or more casual players a gentler way to ease into the brutality of Rust. With that in mind, we’ve made a change that should make early PvP feel a little less punishing: bullet damage from one player to another has been reduced by 25% in Softcore. [img]https://files.facepunch.com/paddy/20240905/rust_202409_ttk_heroimage.jpg[/img] The goal here is simple - give fights more breathing room. Instead of being instantly downed the moment someone spots you with a semi, you’ll have a bit more time to react, reposition, or even fight back. We want to encourage longer, scrappier engagements where you actually get to play the fight, not just die in it. [h1]SLEEPING BAG CHANGES [SOFTCORE][/h1] Sleeping Bags/Towels/Beds will now function slightly differently in softcore mode. When destroyed, they will be replaced with a new destroyed version that will still allow the player to respawn at that point one last time. [img]https://files.facepunch.com/Alistair/103/04/2025/4z81/apr2025_sleepingbagcorpses_03.jpg[/img] Once you respawn the bag will be destroyed. Bags in this state have a little skull icon next to them on the map/respawn screen. [h1]ADOBE WALL AND GATE[/h1] This month, we’re introducing the Adobe external wall and gate skin pack, now available from the [url=https://store.steampowered.com/itemstore/252490/detail/10220/]Rust store[/url]. The Adobe external wall and gate skin pack allows you to change the visuals of your external walls and gates. [img]https://files.facepunch.com/Alistair/103/04/2025/8z00/highwalls_adobe_04.jpg[/img] [img]https://files.facepunch.com/Alistair/103/04/2025/1381/highwalls_adobe_15.jpg[/img] [img]https://files.facepunch.com/Alistair/103/04/2025/9y20/highwalls_adobe_16.jpg[/img] You can use the Spray Can item to reskin your external walls. [h1]QUALITY OF LIFE CHANGES[/h1] [h3]Fridge Changes[/h3] Bota Bags and Honeycomb can now be placed in Fridges [h3]Easy Rug Deployment[/h3] Can now place rugs under already placed deployables [h3]Crossbow & Turret Arrows[/h3] All Crossbows and Bow Turrets now show if they're loaded + the type of arrow to other players [h3]More Unique Impact Details[/h3] More impact details are now rotated, and scaled randomly to increase uniqueness [h3]Hanging Banner[/h3] Hanging banner can now be placed at a greater distance allowing ease of placement [h3]Pole Banner[/h3] The pole banner can now be placed on construction [h1]BEE SYSTEM BALANCE & IMPROVEMENTS[/h1] A number of changes are now being rolled out to the Bee System to help balance and improve the overall experience. I'll start with the most important and work down. [h3]Bee Swarms[/h3] [list] [*] Now takes all clothing protection into consideration: This means that when the Bees sting you their damage is reduced according to all of your clothing, just like damage from any other sources. Hazmat suits still block all damage that comes from Bees. [*] [b]Swarms no longer directly stack on top of each other:[/b] When attacking someone with Bee Swarms you could pile on Bee Swarms and each Swarm would do its own damage. This meant 10 Bee Swarms would do 10x damage. Bee Swarms now do less and less damage with each swarm piled on top. [/list] [h3]Beehives[/h3] [img]https://files.facepunch.com/Alistair/102/04/2025/6g90/apr2025_beehive_climate_01.jpg[/img] [list] [*] [b]Adjustments:[/b] Beehives were creating too much Honeycomb in the Temperate Biome, this has now been rebalanced. [*] [b]Hostile Environments:[/b] Beehives now work properly in hostile environments. Remember to use heaters in the snow! [*] [b]Is Producing Honeycomb:[/b] Due to the slow fill up of the nucleus status bar: it was hard to know if your hive was producing Honeycomb or not. There's now an indicator at the bottom to make it more clear. [*] [b]Temperature Readout:[/b] it was hard to see what the temperature bar meant. It's now possible to see exactly what temperature is being read out. This should hopefully make it a bit more clear. [/list] A bunch of bug fixes and hardening of the Bee System rolls out with this patch. Hopefully everything is a bit more snappy. I hope you have all been having fun with the Bees! [h1]AREA OF EFFECT VOLUMES[/h1] In Rust it was always difficult to know what range a Sprinkler or Heater had. This change provides some visualisation for area of effects. This means you can see the area of effect of a Sprinkler, Heater, Shotgun Trap, Flame Turret, Igniter, Various Sensors etc. [img]https://files.facepunch.com/Alistair/103/04/2025/0657/apr2025_sprinklerheater_02.jpg[/img] This volume only gives a rough outline of where the object will affect and not exactly what objects will be affected, but it's a great start. As with anything: this can be disabled in the settings if you don't like it, and is entirely optional. [img]https://files.facepunch.com/Alistair/103/04/2025/2269/apr2025_sprinklerheater_03.jpg[/img] [h1]ABYSS PACK - NEW SUNKEN KNIFE[/h1] August 2023's [url=https://rust.facepunch.com/skins/abyss]Abyss Pack[/url] has been updated to now include a new free item! The Sunken Knife is a new addition that follows in the aesthetic of the rest of the damaged deep-water items found in the abyss. But don't worry, despite it's corrded form, it still functions fully as a sharp close combat weapon. [img]https://files.facepunch.com/paddy/20250314/rust_abysspack_sunkenknife_01.jpg[/img] If you already own the Abyss Pack, the new Sunken Knife skin will automatically be added as a skin option for the Combat Knife. [img]https://files.facepunch.com/paddy/20250320/rust_abysspack_sunkenknife_04.jpg[/img] You can get the pack on the Steam Item Store. For more information and all media, head [url=https://rust.facepunch.com/skins/abyss]here[/url]. [h1]PREMIUM SERVER UPDATE[/h1] It’s been just a few weeks since we launched [url=https://rust.facepunch.com/news/premium-servers]Premium Servers[/url], and we’re happy to report they’ve been a solid win. The goal was simple: create a more secure environment with less cheating by requiring a minimum $15 Steam inventory to join. So far, the results speak for themselves. According to our internal review, players on Premium Servers encounter cheaters around four times less often than those on regular servers. [img]https://files.facepunch.com/Alistair/105/03/2025/4y97/RustClient_FZFr8oSdQm.jpg[/img] Even with fewer Premium Servers running, their populations have stayed healthy, especially outside of peak hours, where they’ve occasionally outpaced non-premium servers. We’ll continue monitoring how these servers evolve and may adjust thresholds or requirements over time, but for now, we’re calling this launch a success. Thanks to everyone who jumped in early and helped make it work. If you're looking for a better experience, I highly recommend sticking with Premium. [h1]LINUX DEDICATED SERVER UPDATE[/h1] Last September [url=https://rust.facepunch.com/news/time-to-kill#Linuxdedicatedserverupdate]we announced[/url] that we will have to retire dedicated server support for Debian 10 / Ubuntu 18 soon. This change is now around the corner, so this is one last warning to all server owners and hosting providers to update their infrastructure accordingly. Our new minimum requirements will be Debian 11 / Ubuntu 20. [h1]CREATIVE MODE: NO FUEL/ALWAYS ON[/h1] I've added a way to make all fuel sources such as furnaces, candles, etc, work without fuel in creative mode. The following new commands can be used to toggle it for individual entity instances: [list] [*] toggleAlwaysOnAll - Toggles the mode for all supported entities on a server (admin only) [*] toggleAlwaysOn - Toggles the mode for the entity you are currently looking at [*] toggleAlwaysOnRadius - Toggles the mode for all entities in specified radius [/list] All these commands and features require creative mode to be enabled for the player or all players. I've also added the creative.AlwaysOnEnabled convar which needs to be enabled for the whole thing to work. When in this mode, some new item specific features help make the process smoother, such as torch holders spawning a torch item if the commands are used on empty torch holders and other items such as the candle now don't use up durability and can run forever. [h1]HACKERONE BUG BOUNTY PROGRAM[/h1] We've been testing [url=https://www.hackerone.com/]Hackerone[/url] for a good while now and have had some good experiences with it. For those that don't know, Hackerone allows reporting security vulnerabilities and exploits in exchange for a bug bounty as a win-win for both us and whoever submitted the report. In order to make this easier going forward, we've set up a [url=https://facepunch.com/security]dedicated security page[/url] on our website that makes submitting reports extremely easy, secure and straightforward. If you or someone you know are aware of something that fits our bug bounty program rules as laid out on our security page, please don't hesitate to submit a report via the link above. [h1]DISCORD SOCIAL INTEGRATION REWARD[/h1] [img]https://files.facepunch.com/ashcoook/1b0111b1/apr2025_discordtrophy_02.jpg[/img] In February, we rolled out a social integration layer to Rust, no more alt-tabbing - you can view, chat, invite, and add friends, all from right inside the game, all through Discord. The feedback for this has been fantastic and now we've partnered with Discord to provide players that sync their accounts with a reward - a Discord Trophy that is craftable and deployable in-game! Not linked your accounts yet? Head in game and sync your Steam and Discord friend with ease, right from the main menu! [h1]JUNGLE UPDATE TEASER[/h1] The Jungle Update is coming and approaching final development stages, and with it comes a brand new biome, new early-game weapons, and a whole cast of deadly new wildlife including crocodiles, snakes, and more. [img]https://files.facepunch.com/Alistair/103/04/2025/8537/jungleUpdate_teaser_tiger_01.jpg[/img] [img]https://files.facepunch.com/Alistair/103/04/2025/3a26/jungleUpdate_teaser_tiger_08.jpg[/img] [img]https://files.facepunch.com/Alistair/103/04/2025/2Q88/jungleUpdate_teaser_tiger_06.jpg[/img] We’re planning to kick off public testing early this month, so if you’re eager to get a first look (or first bite), keep an eye on our socials and Discord announcements for when testing begins. We'd love to hear your feedback. [h1]COMMAND LINE ARGUMENTS OVERRULE[/h1] Some server command-line arguments weren’t being applied correctly if conflicting values were already saved in server.cfg. We’ve now updated the server bootstrap process to reload command-line arguments after loading server.cfg, ensuring that command-line values always take precedence. If you're a server owner and running Rust on Linux or using a third-party server manager like Pterodactyl, we recommend reviewing your setup to make sure everything is working as expected. [h1]EASTER[/h1] On [i][b]April 10th at 19:00 BST[/b][/i] we'll be releasing an optional update to enable this years Easter events and releasing the Horse costume. During the Easter event every 24-38 hours in-game hours an Easter egg hunt will begin. You'll have 3 minutes to collect as many eggs as you can. The top 3 players are given special eggs as a reward. These eggs can be cracked open for various types of loot ranging from scrap all the way up to an M249!

Thursday, April 3, 2025

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PREMIUM SERVERS

Today at [url=https://logwork.com/countdown-5b4o]19:00 UTC[/url], we're issuing a mandatory update - We are rolling out Premium Servers, an experimental way to filter out cheat users and create a better experience for legit players. To access Premium Servers, your Rust Steam inventory must be valued at $15 or more. This includes items from the [url=https://store.steampowered.com/itemstore/252490/browse/?filter=All]Permanent Item Store[/url], such as building skins, décor packs, and hazmat skins, as well as any other [url= https://steamcommunity.com/market/search?appid=252490]tradable Rust items[/url] with an attached value. Currently we do not include Rust's standalone DLC such as Instruments, Sunburn and Voice Props packs (this may change in future). [img]https://files.facepunch.com/Alistair/105/03/2025/4y97/RustClient_FZFr8oSdQm.jpg[/img] We initially communicated a $20 threshold, but after analysing data from millions of accounts, we've settled on $15 as a more effective starting point. This is based on a comparison of banned accounts versus regular players, aiming to strike a balance between accessibility and cheat deterrence, although opting on the lower end. [list] [*] Premium Servers will only be visible if your account meets the $15 threshold. [*] Premium Servers will show a Premium (and clickable) Tag to provide details about eligibility. [*] This won’t stop every cheat user, but it’s an extra layer of friction against disposable cheat accounts. [*] Server owners can opt-in by enabling the following convar: "server.premium 1" [*] The $15 threshold may change over time, and we may introduce additional factors to refine premium status. [*] Depending on Steam traffic, brand new purchases may take up to 20 minutes to reflect onto the Premium Server authorization. [*] You can manually refresh or check your premium status by going to the server listings, clicking the premium server tag and clicking the refresh icon. [*] If you have premium status, it'll [url=https://files.facepunch.com/Alistair/113/03/2025/6E20/RustClient_jOV78XFHHW.png]display on your avatar[/url] on the menu menu [/list] If we encounter any abuse or exploitation of Premium servers or the market, user accounts will be banned. All trades of Rust skins are logged. [h1]SERVERS[/h1] There are currently several new freshly wiped official premium servers going live [url=https://logwork.com/countdown-5b4o]today at 19:00 UTC[/url]. To connect to these servers, you'll find them in the official server list or connect directly from the mainmenu, open the console by pressing F1 and typing "connect" followed by the IP or endpoint. For example, "[i]connect eupremium.rustopia.gg[/i]" or "[i]connect 79.137.98.213:28015[/i]" [h2]MONTHLY MAP WIPES:[/h2] [b]EU Facepunch[/b] [list] [*] EU Premium 1 - 79.137.98.213:28015 [*] EU Premium 2 - 79.137.98.146:28015 [*] EU Premium Small 1 - 79.137.98.146:28020 [*] EU Premium 3 - 79.137.98.117:28015 [*] EU Premium 4 - 79.137.98.117:28020 [/list] [b]EU East Facepunch[/b] [list] [*] EU East Premium 1 - 57.128.211.55:28015 [*] EU East Premium 2 - 57.128.211.53:28015 [*] EU East Premium Small 1 - 57.128.211.53:28020 [*] EU East Premium 3 - 57.128.211.54:28015 [*] EU East Premium 4 - 57.128.211.54:28020 [/list] [b]US West Facepunch[/b] [list] [*] US West Premium 1 - 148.113.198.88:28015 [*] US West Premium 2 - 148.113.198.86:28015 [*] US West Premium Small 1 148.113.198.86:28020 [*] US West Premium 3 - 148.113.198.87:28015 [*] US West Premium 4 - 148.113.198.87:28020 [/list] [b]US East Facepunch[/b] [list] [*] US East Premium 1 - 40.160.19.6:28015 [*] US East Premium 2 - 40.160.19.218:28015 [*] US East Premium Small 1 - 40.160.19.218:28020 [*] US East Premium 3 - 40.160.19.217:28015 [*] US East Premium 4 - 40.160.19.217:28020 [/list] [h2]WEEKLY MAP WIPES:[/h2] [b]US Community Officials[/b] [list] [*] us-medium.rusticated.com:28010 [*] us.premium.rplayrust.com [*] main.us-premium.moose.gg [/list] [b]EU Community Officials[/b] [list] [*] eu-medium.rusticated.com:28010 [*] eupremium.rustopia.gg [/list] [b]AU/Asia Community Officials[/b] [list] [*] aupremium.rustafied.com [*] premium.rustoria.asia [/list] [i]Community-run officials may have their own separate blueprint wipe schedules. We recommend seeking out their individual discords/website for specifics.[/i] [h1]LOOKING AHEAD[/h1] We will stress, this is an experiment, and we’ll be closely monitoring its impact. We will know more in the upcoming months if this is something we can expand upon and refine. We will also take this opportunity to also encourage everyone to set up and use [url=https://help.steampowered.com/en/faqs/view/7EFD-3CAE-64D3-1C31]Steam's mobile authenticator[/url]. It both protects your account from intruders, and also allows quicker Steam/Rust skin trades among friends.

Thursday, March 13, 2025

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Rust's crafting update gives the survival sim real-time food cooking and pies to rival Monster Hunter, but the tastiest treat is the ability to make and throw 'bee grenades'



Video gaming is currently in an arms race (or should that be 'farms race') to depict the most delectable virtual food possible. It’s a race variously led by the Yakuza series, Final Fantasy, and most recently, Monster Hunter: Wilds, which features a cheese naan so mouthwatering it caused a sales surge of dairy-filled bread products in Japan... Read more.

Sunday, March 9, 2025

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New Rust crafting update adds bee farms, new recipes, and more automation tools

More than a decade since it first launched in early access, the Rust crafting update has reaffirmed its status as one of the PC's most beloved survival games. Already outstripping long-time rivals such as Valheim and Ark, the new Rust update has pushed it into the top five most-played Steam games. Facepunch Studios has packed a whole slew of features, tools, and quality-of-life upgrades into the major March patch, from fresh crafting and cooking options to bees, automation improvements, and graphical tweaks. If you haven't been back in a while, or are considering starting, now is the time to play Rust.

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RELATED LINKS:
New Rust Primitive update transforms the PC classic into a brutal medieval game
Rust sets a new Steam record after eleven years as giant medieval update looms
The gigantic, classic survival game Rust is flying on Steam right now

Friday, March 7, 2025

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The Crafting Update

[previewyoutube=BGrxEguK0pY;full][/previewyoutube] [h1]COOKING WORKBENCH[/h1] The cooking workbench is a new deployable that allows you to cook up some new food recipes. Mixing table recipes can also be crafted here. [img]https://files.facepunch.com/paddy/20250227/cookingbench_01.jpg[/img] Many of the new items unlocked by the cooking workbench offer stat and modifier bonuses, so give them a taste! [img]https://files.facepunch.com/paddy/20250227/cookingbench_03.jpg[/img] [img]https://files.facepunch.com/paddy/20250227/cookingbench_02.jpg[/img] [img]https://files.facepunch.com/mattisaac/2025/February/meat_cooked_01.jpg[/img] Cooking food now has a visual model on all cooking deployables and cooks in real time. [h1]CHICKEN COOP[/h1] The Chicken Coop is a new deployable that lets you hatch and care for your own flock of Chickens. To get started, you’ll need to find an Egg from a chicken in the wild. Wild chickens have a chance to drop an egg every minute as long as a player is nearby. [img]https://files.facepunch.com/jarryd/1b0511b1/chickencoop_01.jpg[/img] Once you have an egg and build your coop, you can insert the egg and use the “Hatch” button to grow your first chicken. Each chicken has 4 stats - Hunger, Thirst, Love and Sunlight. HUnger and Thirst are pretty self explanatory, chickens will eat and drink from the item slots in the Chicken Coop. Love is satisfied by giving the chickens a little pat on the head every now and then, while Sunlight will be satisfied as long as your chicken coop is exposed to the sun. If these needs are met your chickens will gain health, whereas if they are neglected chickens will slowly start losing health and eventually dying. If your chickens are happy, they will start laying eggs in the Chicken Coop periodically. [h1]FOOD SPOILING[/h1] Meat based food items can now spoil over time, meaning you will need to store them in a Fridge or cook them before they become unusable. Raw meat will spoil after 6 hours, while cooked meat will spoil after 24 hours. The timer is reset when the meat is cooked and will be paused entirely as long as the meat is in a powered fridge. [img]https://files.facepunch.com/paddy/20250228/meat_spoiled_01.jpg[/img] Any item that can spoil will have a timer on its item information panel that tells you how long you have, as well as showing an icon if the item is being refrigerated and not in danger of spoiling. [h1]TRIANGLE PLANTER[/h1] [img]https://files.facepunch.com/paddy/20250221/triangleplanter_05.jpg[/img] To maximise the space in your farms, we’re releasing a new version of the planter that can fit on a triangle foundation or floor piece. You can plant 4 seeds in it at once and it has the same max soil saturation as the small planter (3000). We’ve also added a matching Railroad version of the planter that will be unlocked for owners of the Frontier DLC pack. To better support planter skins we’ve made the existing Railroad planter and the new Triangle version proper skins, so they won’t appear as standalone items in the crafting menu and will be compatible with the Spray Can. [img]https://files.facepunch.com/paddy/20250221/triangleplanter_frontier_02.jpg[/img] [h1]BEES[/h1] Bees are useful to players in a number of ways. They can be farmed or turned into weapons. [h2]Natural Beehives[/h2] First: you have to find a Beehive in the wild. They have a chance to create a home on an Oak Tree. [img]https://files.facepunch.com/paddy/20250226/rust_beehive_tree_01.jpg[/img] Next comes the harvesting, but don't expect them to take it lying down, once you destroy a hive the Bees will come. They can be a formidable opponent and can be countered by wearing a Hazmat Suit, throwing water over yourself, using a Flamethrower or using a Torch or another source of fire to prevent their attacks. [img]https://files.facepunch.com/paddy/20250226/rust_beehive_tree_03.jpg[/img] After collecting some Honeycomb: Extract the honey from it in your inventory. Honey is useful in a number of cooking recipies, as well as a food in its own right. It can also be sold to Bandit Camp for some extra scrap. [h2]Beehive[/h2] When creating honey there is a chance for a Beehive Nucleus to spawn. This is required for our next item: The Beehive. [img]https://files.facepunch.com/paddy/20250227/rust_beehive_deployable_01.jpg[/img] [img]https://files.facepunch.com/paddy/20250227/rust_beehive_deployable_03.jpg[/img] [img]https://files.facepunch.com/paddy/20250227/rust_beehive_deployable_05.jpg[/img] This is a player placed deployable that allows you to make Honeycomb. Place your Nucleus inside. Each Nucleus will slowly level up, going from Grade 3 -> Grade 1. Grade 1 Honeycomb is the best, and will net players the most Honeycomb over time. Remember your Hazmat Suit whilst you're harvesting the Comb! Beehives have a few stats you need to manage: [b]Being Outside, Humidity and Temperature. [/b] [list] [*] Beehives like to be Outside: this means that they have a few open air walls around them. [*] They don't like it when it rains: so keep them under shelter or have a fire running nearby, [*] They are fussy with temperature. Ensure you build in more Temperate areas or use heaters. [/list] [h2]Bee Grenade[/h2] Finally: We have the Bee Grenade. This is a new weapon that lets you create pesky Bee Swarms on demand. [img]https://files.facepunch.com/paddy/20250228/rust_beegrenade_01.jpg[/img] These thrown Swarms will slowly create up to 3 smaller Swarms to attack players in a nearby radius and operate the same as the Natural Beehive Swarms. Use a source of fire, water, wear a hazmat suit or run like the wind to get away. [img]https://files.facepunch.com/paddy/20250228/rust_beegrenade_firstperson_01.jpg[/img] [h1]PIES[/h1] Finally! There's a whole batch of new pie recipes ready to be cooked and devoured! [img]https://files.facepunch.com/paddy/20250227/pies_all_02.jpg[/img] [img]https://files.facepunch.com/paddy/20250227/pies_hero_01.jpg[/img] Each different pie has a unique stat or modifier bonus, so give them all a taste and find your favourite. [h1]ENGINEERING WORKBENCH[/h1] We're adding a brand new Engineering Workbench, a dedicated tech tree for water, electricity, and industrial systems. If you've ever wanted to take your base automation to the next level, this one's for you. [img]https://files.facepunch.com/Alistair/105/03/2025/9H21/ioworkbench_01.jpg[/img] The Engineering Workbench unlocks at Workbench Level 1, giving early access to basic circuits, water management, and industrial setups. As you progress, you'll be able to research and craft more advanced components, making it easier to set up automated factories, efficient electrical grids, and complex water systems. [h1]QOL CHANGES[/h1] [b]Drones[/b] Drone range increased to 600m from 300m and HP doubled. [b]Wood Armor[/b] Reduced crafting cost of wooden Armor [b]Meat's Back On The Menu[/b] All meat models have been replaced and many icons updated. [b]Hide genetic info[/b] Can now hide genetic info when looking at plants [b]Crafting Times[/b] Over 40 items have received a reduction in crafting times [b]Neon Signs Power[/b] Neon signs power usage halved [h1]PREMIUM SERVERS[/h1] Next week, we'll be rolling out Premium Servers, an experimental way to filter out cheat users and create a better experience for legit players. To access Premium Servers, your Rust Steam inventory must be valued at $15 or more. This includes items from the Permanent Store, such as building skins, décor packs, and hazmat skins, as well as any other tradable Rust items with an attached value. Currently we do not include Rust's standalone DLC such as Instruments, Sunburn and voice props packs (this may change in future). [img]https://files.facepunch.com/Alistair/105/03/2025/4y97/RustClient_FZFr8oSdQm.jpg[/img] We initially communicated a $20 threshold, but after analysing data from millions of accounts, we've settled on $15 as a more effective starting point. This is based on a comparison of banned accounts versus regular players, aiming to strike a balance between accessibility and cheat deterrence, although opting on the lower end. [list] [*] Premium Servers will only be visible if your account meets the $15 threshold. [*] Premium Servers will be ranked higher on the server listings against their non Premium server counterparts. [*] This won’t stop every cheat user, but it’s an extra layer of friction against disposable cheat accounts. [*] Server owners can opt-in by enabling the following convar: server.premium. [*] The $15 threshold may change over time, and we may introduce additional factors to refine premium status. [/list] I'd stress, this is an experiment, and we’ll be closely monitoring its impact. If you meet the requirements, you’ll see Premium Servers available in your list. If not, time to upgrade that inventory Premium Servers will go live, Thursday, March 13th. [h1]HOPPER[/h1] The Hopper is a new attachment that can be attached to a Large Wood Box or the Storage Barrels. When powered, this will suck up any dropped items in a small radius around the Hopper and deposit those items in the box. It also acts as a storage adaptor so you can connect industrial pipes directly to the box without needing an extra adaptor. [img]https://files.facepunch.com/paddy/20250221/hopper_01.jpg[/img] If a player or animal is killed while in range of the Hopper it will be sucked up and harvested, with the resulting meat, bones, animal fat, etc, deposited in the box. If a backpack is dropped in range of the Hopper it will be sucked up and unpacked. All of the above interactions require the Hopper to be able to see the item/corpse and not be obstructed by building blocks. [img]https://files.facepunch.com/paddy/20250221/hopper_corpse_01.jpg[/img] [h1]ITEM OWNERSHIP[/h1] Items now show the name of the player who created the item and how it was made when hovered over. This information allows you to piece together the story of where each item came from... or brag that you stole every weapon someone crafted! [img]https://files.facepunch.com/danieltyler/1b2611b1/rust_item_ownership_1080_jpgjpg.jpg[/img] Unlike the original version released back in the XP system, this version has a number of simplifications. Only unstackable items support ownership and there can only be a single owner per item. Items will retain the original ownership no matter how many times they change hands. [h1]ARMOR SLOTS[/h1] Several pieces of player crafted armor can now have armor slots . Armor inserts can be placed into these slots. There are several different types of armor inserts available, each providing different bonuses. [img]https://files.facepunch.com/paddy/20250227/rust_armourplates_tabletop_01.jpg[/img] Armor items can have 1-3 slots and you can mix and match the inserts that you choose to insert. Only player crafted armor can have slots. The number of slots an item has is randomised during crafting. You can increase your chances of crafting a piece with more slots by drinking a new Crafting Quality Potion. [h1]COSMETIC FLOWERS[/h1] Roses, orchids and sunflowers can now be found in the wild, picked and planted back at home. These flowers are cosmetic only and are not used in crafting. [img]https://files.facepunch.com/paddy/20250227/rust_flowers_potplants_05.jpg[/img] There's also a new plant pot item, for all your gardening needs. [img]https://files.facepunch.com/paddy/20250227/rust_flowers_potplants_06.jpg[/img] [h1]TEMPERATURE TEAS[/h1] The new cooling and warming teas can help make your life as a survivor much more comfortable. [img]https://files.facepunch.com/paddy/20250228/rust_temperaturetees_01.jpg[/img] Specially brewed to help fight the elements, they offer some much needed protection against the harsh environmental conditions found in Rust. [h1]BREAD & WHEAT[/h1] This month we have add in a brand new food item; Bread! [img]https://files.facepunch.com/paddy/20250228/bread_01.jpg[/img] Alongside this we have also included wheat plants for players to collect and grow themselves to be used in the baking of bread. [img]https://files.facepunch.com/paddy/20250228/wheat_crop_04.jpg[/img] [h1]TRAIN TUNNEL ALTITUDE[/h1] We've moved the underground train tunnels further up, closer to the terrain surface, in order to reduce the length of the elevators, staircases and rail transitions and make it significantly faster and easier to travel between the above ground world and the below ground world. To achieve this we raised the underwater terrain in any areas where the train tunnels are close to the surface, while leaving it low in all other areas. We've tested a lot of seeds to make sure we're not introducing any issues with this, but it's a big change that affects many aspects of the world generation, so we can never be 100% certain. If you notice any areas where the triggers from the underground train tunnels stick out of the terrain or any areas in the underground train tunnels where cliffs or rocks stick into the underground train tunnels, please report this together with a seed and the position on the map. [h1]PLAYER SERVER OCCLUSION[/h1] As part of our ongoing anticheat efforts we did our [url=https://x.com/Alistair_McF/status/1889016803659047272]initial rollout of our player server occlusion system[/url] to official servers where we identified a few major issues that have since been resolved. We are now in a position where we can confidently say the system is both functional and stable, and we can look forward to additional optimisations and improvements. As we continue to improve and iterate on this system we will continue to hinder the effectiveness of cheaters, primarily those using wallhacks (ESP), and while we fully acknowledge this is only one piece of the puzzle we believe it is a big piece. [h2]Optimisations and Improvements[/h2] We have some notable changes in testing that we expect to launch on wipe or in a follow-up server update, these include: [list] [*] Rocks and cliffs will be included as part of our occlusion grid bake, this will improve the overall effectiveness of the system and help mitigate those cheaters getting that edge [*] Optimisations to our line algorithm that we use to calculate the visibility between two players (which should boast notable performance improvements, especially on servers with larger player counts) [*] (For server owners) The occlusion grid generated on server startup will now be saved to a file, this results in faster subsequent startups as loading the grid from a file takes a fraction of a second compared to the minute(s) it can take to generate the grid [/list] [h2]Future Plans[/h2] This is just the start of our server-based networking occlusion goals as we continue to strive to ensure we maintain a fair and competitive environment for all players. We will be exploring more changes as the year progresses and you may see: [list] [*] Enabling player server occlusion on all servers by default (server owners can optionally disable) [*] Applying culling to players within monuments [*] Applying culling to players and entities contained within player bases [/list] [h1]GRAPHICS MENU UPDATE[/h1] The graphics menu has received an update, bringing a bunch of new preset quality levels and even a few new options. [img]https://files.facepunch.com/Alistair/106/03/2025/2G14/RustClient_Xzf482bhlM-min.png[/img] It's worth mentioning that there is no performance gain or loss as a result of these changes, they simply move us away from having to use the built in Unity quality settings. Several new options have been exposed and some pre-existing convar-only options have been added to the UI. It's also now much easier to quickly change between quality levels using the presets. [h1]SERVER PROFILER IMPROVEMENTS[/h1] [h2]Memory Tracking Improvements[/h2] Original Server Profiler released with barebones memory tracking support. I've spent a bit of time this month to expand it out to make it easier for server owners to diagnose problems with memory in either their mods or our systems. [img]https://files.facepunch.com/danielprihodko/1b2711b1/msedge_OgXeLWL76p.png[/img] [list] [*] Increased the amount of info gathered for allocation events - the type, the size and what was the method in which allocation has happened. [*] Profiler gathers whole-process working memory (how much memory is actively in use) and virtual memory set (how much memory OS allows to page out). See [url=https://learn.microsoft.com/en-us/windows/win32/api/psapi/ns-psapi-process_memory_counters_ex]Windows[/url]/[url=https://www.man7.org/linux/man-pages//man5/proc_pid_statm.5.html]Linux[/url] docs for specifics. [/list] [img]https://files.facepunch.com/danielprihodko/1b2711b1/NdC32OK6ww.png[/img] [list] [*] Server Profiler emits a graph and allocation track per thread. Those can be matched by the name [*] Main Thread graph resets every frame [/list] [img]https://files.facepunch.com/danielprihodko/1b2711b1/BNojwHMVao.png[/img] [list] [*] Server Profiler duplicates allocation events onto the Thread Execution track - this makes it easier to track down where memory consumption is coming from [/list] I've been using this internally and it has allowed me to identify a couple problem spots worth fixing. I hope this will be useful for server owners. [h2]Validated Linux Support[/h2] During the [url=https://rust.facepunch.com/news/primitive#ServerProfilerLinuxReducedOverhead]"Primitive" dev-blog[/url] I mentioned that Server Profiler should be able to run on most Linux distributions. Above memory changes caused profiler to need specific versions of runtime libraries, which are not available on every Linux distro. We've downgraded our build environment, and confirmed that the following distributions should work: [list] [*] Ubuntu 20.04 LTS and onwards [*] Debian 12 and onwards [/list] Other distros should work as well, but I haven't tested them directly. They should work if they have [b]GlibC 2.14[/b] or more recent versions available. As a note, if the Server Profiler can't start for what-ever reason then it'll just report an issue and let the server run as normal - no need to rush update your Linux environment if you don't need Server Profiler. [h2]Public Testing Feedback[/h2] The new version of the Server Profiler has been trialled out by a number of server owners, ranging from low pop unmodded to high pop modded servers. They've shared that the 500+ population servers are able to run with Server Profiler in the background(not actively recording) without performance degradation. From this public tests I've also got reports of Server Profiler failing to generate snapshots on high-pop servers from time to time - the patch fixes this issue. [h2]Future Plans[/h2] I think Server Profiler has reached a good point where it's features allow for basic investigation work. So I'd like to explore how can we make it more useful in general. I'd like to: [list] [*] Explore lifting 10 frame limit for snapshots (risky, as it can eat a lot of memory) [*] Explore continuous profiling mode - right now if there's an issue we need to manually catch it via RCon. But ideally the server should be able to track it's own state, and in case something abnormal is detected, it should automatically produce the record with vital info. [*] Expose method annotation filters, so server owners/modders can focus on areas they care about [/list] [h1]SERVER OPTIMIZATIONS, PART 1[/h1] [h2]Network Message Leak[/h2] [img]https://files.facepunch.com/danielprihodko/1b0411b1/lYUmOBMAfV.png[/img] As part of public testing of the Server Profiler's memory tracking, a high-pop community server has shared their performance snapshot during a "memory leak" scenario. The graph at the bottom revealed that our thread for decrypting messages suddenly started to allocate quite a lot - at a rate of about 10 MB/second. This was unexpected, as on our official servers we didn't see such behaviour. I've investigated and found a `gotcha` in the code of ConcurrentQueue that comes with Mono - it's now been fixed. [h2]Analytics Optimizations[/h2] [img]https://files.facepunch.com/danielprihodko/1b0411b1/msedge_je7lFAmxmu.png[/img] Another thing that popped out of Server Profiler's memory tracking feature is that our analytics processing logic can be hungry for memory. It was a surprise, considering we were using routines that were designated as non-allocating - but turns out formatting floats are a silent exception to that set. The above screenshot was taken on an official 110-player server, and it shows that analytics contributes to [b]15605[/b] allocations, totalling about 1 MB of garbage. I've removed the unexpected allocations around floats and around using async tasks to perform the upload. I'm hoping this'll reduce the pressure on Garbage Collection processes and trigger them less frequently on a high-pop server. [h2]Text Table Optimizations - Testing on Aux[/h2] Another unexpected source of slowness and allocations is Text Table - a utility class that allows to gather data and spit it out as a formatted table (or JSON), making it human-readable. This utility is used both by us internally, as well as modders externally. I recently saw this case during our internal server profiling - running server.playerlistpos on 200-person server: [img]https://files.facepunch.com/danielprihodko/1b0411b1/Vpq5B9dYAV.png[/img] Not only it allocates aggressively(2.7k allocations), it also ends up being slow - it took 5 milliseconds to process 200 players. I've rewritten the implementation to allow more efficiently working with Text Table - it now has a number of opt-in mechanism and hints you can give to speed up it's internal operations. I've additionally eliminated 99% of allocations we created during the process. Additionally, it still generates binary matching output, meaning it shouldn't* break any of existing processes/mods. I've updated the above playerlistpos routine to use all the options, and now it looks like this: [img]https://files.facepunch.com/danielprihodko/1b0411b1/LNCvLC2ypA.png[/img] It can handle 300 players at 0.8ms while only needing 18 allocations - a win on all fronts. *It's currently undergoing testing on the Aux branch to confirm I haven't actually missed anything. Depending how the testing goes, it'll either land in the next big update or during one of the fix patches. [h2]Batched Player Processing - Ongoing work[/h2] Majority of my time has been spent on prototyping a different way to process all the connected players to the server. Here's how it looks like now: [img]https://files.facepunch.com/danielprihodko/1b0411b1/u2X9Fo7jfK.png[/img] We spend about 19ms to process all 200 connected players in a server tick. Part of it is profiling overhead (there's a lot of data to record), but part of it is the amount of work we need to do. And we're also doing it in potentially-sub-optimal manner: [list] [*] First, player runs it's own water query to determine if it's underwater [*] Water queries in turn might run physics queries or might look into our acceleration structures [*] Then the player need to process tick state - this can either call physics queries or lookup memory in the game. [*] Then, after we processed tick state, we might want to gather analytics or other processing - this will require recaching player state, including water queries. [*] Now we also update Player Occlusion as part of the steps - so we have to do occlusion grid lookups. [/list] As you can see, each player is processed by calling individual, isolated routines(each different color on screenshot is a unique routine), each of which might need to work with different memory causing [url=https://en.wikipedia.org/wiki/Thrashing_(computer_science)]cache thrashing[/url] loosing us performance. Additionally, Unity has support for running physics queries in parallel, which we can't utilize if we run these checks sequentially. Lastly, there's a good number of workload that could be converted to Burst jobs and also parallelized - which we again can't utilize to full extent in the current architecture. My work is focused towards rewriting player processing logic to do all operations in batches(closer to ECS-style processing): [list] [*] Pack all state into compact arrays to reduce cache thrashing [*] Replace processing routines that work on single instances to work on sets of instances (water queries, for example) [*] If we do physics queries, organize them into parallel jobs [*] Convert managed code to Burst jobs that can work on batches. [/list] [img]https://files.facepunch.com/danielprihodko/1b0411b1/WtvDsbqAkj.png[/img] So far the results of my prototype showed that we lose about 18% of performance doing things the naive way - using full server demo recording of a 56 player server, the routine of batching water queries cost us 130 microseconds instead of 110 original. The good news is that we lost 18% before I started focusing on optimizing the logic, applying Burst processing and parallel jobs(section 4 is example, section 3 is candidate) and reducing data organization overhead(section 2). In my eyes, the prototype is successful as it shows that we gain access to heavy duty processing tools. I'm hoping to reach testing phase of batched water queries in the next patch cycle. [h1]NETWORK OPTIMIZATIONS[/h1] This month I pushed an optimization to reduce the amount of data saved to ProtoBuf (our networking protocol). This should significantly reduce the amount of bandwidth used by servers and also improve the networking qualify of players on low-end network connections. [h1]BUILD PRIVILEGE CALCULATION CHANGES[/h1] Another area of server performance we looked at this month was how we calculate if the player currently has the ability to build things. As you would expect this is something we check quite a lot (when building things, repairing things, when opening boxes, etc). This check is somewhat expensive as we need to do a physics query to find the nearest TC/Building Block and it will be more expensive in locations with lots of collision - like a dense base. [img]https://files.facepunch.com/danielprihodko/1b0511b1/55yqxGWuyj.png[/img] Last year we pushed some changes to limit how much information we were sending to clients to limit cheat effectiveness. This involved checking if a player had the ability to build before sending them privileged information (eg. what player is assigned to bags, RF device frequencies, Auto Turret auth lists, etc). This was successful, but we've now realised that this caused us to check the building privilege a lot more often. Entering the network range of a base with 20 Auto Turrets would trigger a separate build privilege check for every turret we needed to send. This resulted in up to 50ms of processing just to determine what information to send. We've resolved this in a few ways: [list] [*] In places where we definitely need to check the Building Privilege but we don't want to check too often, we can now define a minimum gap between when checks could run. Even a tiny time window (eg. 0.1ms) will resolve the repeated checks mentioned above. [*] If we can avoid checking Building Privilege, we do. Instead of sending the RF code of a Receiver when entering network range if a player has Privilege, we send it to the player when they open up the UI panel to modify it. This also results in less data being sent, so it's a win-win. [/list] Thanks to some server owners for providing bases using the copy+paste tool, we were able to do 1:1 checks to see what impact these changes had. One base that resulted in 50ms of server side processing time when a player triggers an RF receiver now only takes several ms. We believe we've resolved the most critical areas but we have further improvements that will be rolled out in hotfixes and next month to resolve some other problematic entities. [h1]COPY PASTE IMPROVEMENTS[/h1] When the CopyPaste commands were originally launched it stored the pastes on the server. This was a result of it's origins as an internal editor tool where the server would run locally, however in practice this required you to connect to the physical server and grab the file if you wanted to paste it on a different server. CopyPaste will now store pastes on your client. This makes it a lot easier for us to grab a base off a server and load it in the editor to test performance and/or bugs. It should also make it easier for admins & moderators to share bases with eachother. I've updated the [url=https://wiki.facepunch.com/rust/CopyPaste]wiki[/url] to reflect these changes. [h1]PHYSICS OPTIMIZATIONS[/h1] We've made some big improvements this month with our physics performance in a few areas, not all of which will be going out in this patch but should be rolling out in the update at least. [img]https://files.facepunch.com/danielprihodko/1b0511b1/qXXihA0tXL.png[/img] Previously when any physics queries were made that cared about terrain, we were required to do extra physics queries to determine whether we needed to account for holes in the terrain (cave entrances, tunnels, etc.). We've made some improvements that replaces the expensive additional physics query with an almost free check in the vast majority of cases, yielding a great improvement on server performance. [img]https://files.facepunch.com/danielprihodko/1b0511b1/GcWj7IWm5Y.png[/img] We've also made some changes to the way in which our trigger colliders are configured, which should massively reduce their impact on the physics tick. The saving from this was also significant, however it is initially disabled by default and we will roll it out slowly on our own servers post-wipe. This can be toggled with the [b]triggerbase.useexcludelayers[/b] convar if server owners would like to enable it themselves before we switch over the default settings. Coming up later, we also have some improvements that will greatly reduce the impact of vehicles on server performance. This will also be a big win for server performance, as it drastically reduces the overhead of inactive vehicles. [h1]FRONTIER BASE DECOR PACK UPDATE[/h1] With the release of the new [url=https://rust.facepunch.com/news/crafting-update#TrianglePlanter]Triangle Planter[/url] in this month's update, we've added a skin for it to fit the style the [url=https://rust.facepunch.com/buy/frontier]Frontier Base Decor Pack[/url] that released November 2023! If you already own the Frontier Base Decor Pack, the new Frontier Triangle Planter skin will automatically be added as a proper skin option for the Triangle Planter so it won’t appear as a standalone item in the crafting menu and will be compatible with the Spray Can. [img]https://files.facepunch.com/ashcoook/1b0511b1/Triangle%20Frontier%20Planter%20%281%29.png[/img] Check out some of the other items and variations in the [url=https://rust.facepunch.com/buy/frontier]Frontier Base Decor Pack[/url] below. Could they spruce up other areas of your base? [h1]DISCORD INTEGRATION[/h1] Last month, we rolled out a social integration layer to Rust, no more alt-tabbing - we've now made playing the game with your squad even easier - you can view, chat, invite, and add friends, all from right inside the game, all through Discord. Over the last month, we've improved the integration and have seen so many positive responses to the new addition. Not linked your account yet? Head in game and sync your Steam and Discord friend with ease, right from the main menu! [url=https://rust.facepunch.com/news/crafting-update]FULL BLOG HERE[/url]

Thursday, March 6, 2025

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COMMUNITY UPDATE 264

[h1]TETRIS IN RUST[/h1] Few months ago you may have seen a teaser for a giant GameBoy within Rust that you can actually play Tetris on. [url=https://www.youtube.com/@PhilieveRust]Philieve Rust[/url] has done it again! This is an electrical masterpiece and a must-see. [previewyoutube=G4EN2L4-yOI;full][/previewyoutube] He did a pretty amazing puzzle base for the [url=https://x.com/PhilieveRust/status/1844820167777476948]Charitable Rust event[/url] last fall which is also worth the watch! SPLENDID [h1]FURSTAID PET RESCUE FUNDRAISER[/h1] Recently Los Angeles, California experienced a terrible wildfire disaster. Resulted in many displaced families and lost pets. [url=https://www.twitch.tv/chrissytinafx]ChrissyTinaFx[/url], [url=https://www.twitch.tv/raynbirds]Raynbirds[/url], and [url=https://www.twitch.tv/valair]Valair[/url] got their heads together and hosted a [url=https://x.com/ChrissytinaFx/status/1885017926664937685]pet rescue fundraiser[/url] to help local animal shelters aid and foster displaced pets. [img]https://files.facepunch.com/Errn/1b1811b1/gallery.jpg[/img] They also teamed up with the [url=https://x.com/Art_of_Rust]Art of Rust[/url] community to paint people's pets in game! [img]https://files.facepunch.com/Errn/1b1811b1/Vix1.jpg[/img] [img]https://files.facepunch.com/Errn/1b1811b1/nshade1.jpg[/img] [img]https://files.facepunch.com/Errn/1b1811b1/monstera1.jpg[/img] [img]https://files.facepunch.com/Errn/1b1811b1/joji.jpg[/img] [img]https://files.facepunch.com/Errn/1b1811b1/davinci.png[/img] So many amazing artists that participated in this event! Many of which you can find on X [url=https://x.com/hashtag/rustfurstaid?src=hashtag_click]here[/url]. Oh, and Nightshade gave us a speedpaint! [previewyoutube=oL1Y59rFJtA;full][/previewyoutube] Overall they were able to raise over $9,000 for [url=https://tiltify.com/@chrissytinafx/rust-furst-aid?origin=dashboard]BestFriends.org[/url]. Well done everyone! [h1]HOW 2 ZERG[/h1] If you're into highly educational tutorials dripping with dark humor and sarcasm then you're going to love [url=https://www.youtube.com/@DirtyTrout]Dirty Trout[/url]! He normally edits for other creators but recently came out with his own banger. [previewyoutube=UBaS4i7vNsI;full][/previewyoutube] We're digging this out-of-norm video style and hope to see more! [h1]GLOBAL WARFARE 2 TEASER[/h1] Last summer [url=https://www.youtube.com/@FancyOrb]FancyOrb[/url] put together and hosted the [url=https://x.com/FancyOrb_/status/1805286214238384618]Global Warfare 2 event[/url]. Where the map was the real world and Rust players from all walks of life competed for territory standing. There were politics, betrayals, victories, and an amazing timeline. He's almost finished with the literal movie about the whole thing and offered up a teaser. Full-length coming soon! [previewyoutube=6Tk99AXWdu0;full][/previewyoutube] Global Warfare 3 when? [b][url=https://rust.facepunch.com/news/community-update-264]>>>FULL BLOG HERE<<<[/url][/b]

Thursday, February 20, 2025

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New Rust Primitive update transforms the PC classic into a brutal medieval game

Back before Palworld, Once Human, Ark, and even The Forest, Rust made its debut, taking inspiration from the likes of DayZ to create a survival game that has stood the test of time. Even now, it remains one of Steam's most-played, and it's just risen back up the Valve charts with the launch of its new update. Rust Primitive strips away all the late-game technology and fancy modern conveniences to capture an experience where the satisfying simplicity of the early game lasts forever.

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Rust sets a new Steam record after eleven years as giant medieval update looms
The gigantic, classic survival game Rust is flying on Steam right now
Getting around Rust just got a whole lot easier with this new update

Friday, February 7, 2025

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Rust goes medieval with the Primitive update: siege weapons, swords and shields, and maybe a few jewel-encrusted assault rifles



It's a great week for going medieval. Kingdom Come: Deliverance 2 crashed through Steam's gates on Tuesday, and now here comes survival sandbox Rust with its Primitive update. It's got swords, shields, bows and arrows, siege weapons, and a few mild anachronisms like jewel-encrusted assault rifles and electricity-powered autocrossbows... Read more.

Thursday, February 6, 2025

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PRIMITIVE

[previewyoutube=ctPXY2Ofm_M;full][/previewyoutube] [h1]PRIMITIVE GAMEMODE[/h1] The early game of Rust can be the most exciting, unfortunately players rush to fully automatic rifles as fast as possible to get an edge over their enemies. What if the early game could last forever....? The primitive mode brings us to a distant future where the knowledge of high tech items have been lost, leaving the inhabitants of the island only able to make basic items. [img]https://files.facepunch.com/paddy/20250128/rust_primupdate_teaser_armourset_01.jpg[/img] The following changes apply to the primitive game mode. Allowed Weapons [list] [*] Melee [*] Bow, Compound Bow, Crossbow, Mini Crossbow [*] Speargun [*] Eoka [*] Beancan Grenade, Molotov [*] Flashlight Attachment [*] Shields [/list] Restricted Armor [list] [*] Removed Facemask [*] Removed Metal Chest Plate [/list] Resources Changes [list] [*] Less Sulfur Nodes Spawn (50%) [*] Increased Tech Tree Tax (2x) [/list] Loot Changes [list] [*] Jackhammer & Chainsaw (loot only) [*] New travelling vendor trades [/list] Raiding Changes [list] [*] Removed All Rockets & C4 [*] Removed MLRS [/list] Building Changes [list] [*] Removed Metal Building Grade [*] Removed Armored Building Grade [*] Removed Armored Doors [*] Removed C4, Rockets & Explosive ammo [/list] World Modifications [list] [*] Removed Monuments (Oil Rig, Missile Silo, Excavator, Underwater Labs) [*] Removed Underground Train System [*] Removed Scientist NPCs (vendors remain) [*] Disabled Patrol Heli Event [*] Disabled Cargo Ship Event [*] Disabled Bradley APC [*] Increased Wild Horse Spawns (2x) [/list] Travel Changes [list] [*] Removed Helicopters (Minicopter, Scrap Transport Helicopter, Attack Helicopter) [/list] [h1]SIEGE WEAPONS[/h1] Introducing 4 new vehicles: the siege weapons! [img]https://files.facepunch.com/paddy/20250206/medieval_siegeweapons_lineup_01.jpg[/img] Designed for early game raiding, they're all craftable and deployable in the wilds. A great addition to your raiding and grubbing arsenal. In addition to the cost to craft, building them will require extra materials and a hammer [img]https://files.facepunch.com/paddy/20250206/catapult_build_thumb.jpg[/img] They are both available in the primitive and vanilla game modes, from the workbench level 2. [h1]CATAPULT[/h1] The catapult is capable of launching powerful projectiles with a large impact radius. [img]https://files.facepunch.com/paddy/20250203/medieval_catapult_02.jpg[/img] It comes with 3 new ammunition items: [list] [*] Scattershot: multiple rocks in a spread [*] Firebomb: ignites on impact, spreading flames [*] Propane Explosive Bomb: high-damage explosives, damages construction [/list] It can also launch players. Use at your own risk. [img]https://files.facepunch.com/paddy/20250206/catapult_ragdoll_thumb.jpg[/img] [h1]CATAPULT AMMO[/h1] You can also use the Firebomb and Propane bombs as a deployable raiding tool. Once deployed they will start to spark when they take any damage and explode after several seconds. When used in this way bombs will do less damage. [img]https://files.facepunch.com/paddy/20250205/medieval_catapult_ammo_02.jpg[/img] [img]https://files.facepunch.com/paddy/20250207/deployable_ammo_thumb.jpg[/img] [h1]SIEGE TOWER[/h1] The Siege Tower provides a new way to get into compounds, high open windows or help with a raid. As the heaviest Siege Weapon, these towers lack some mobility, but make up for it in strength. Like the other Siege Weapons: The Siege Tower can be towed by a horse, or pushed to get it into position. [img]https://files.facepunch.com/paddy/20250204/medieval_siegeTower_07.jpg[/img] Each tower is 3 levels tall, with a drawbridge on each level. Use the drawbridge to provide some protection as you assault a base. [img]https://files.facepunch.com/paddy/20250204/medieval_siegeTower_01.jpg[/img] [img]https://files.facepunch.com/paddy/20250204/medieval_siegeTower_02.jpg[/img] Each tower can have a door placed at the bottom for an added layer of security. [h1]BATTERING RAM[/h1] The battering ram is a heavy fuel-powered vehicle you can drive around. Its reinforced arm can be used to destroy wooden and stone constructions [img]https://files.facepunch.com/paddy/20250205/medieval_batteringram_03.jpg[/img] [img]https://files.facepunch.com/paddy/20250205/medieval_batteringram_01.jpg[/img] [img]https://files.facepunch.com/paddy/20250205/medieval_batteringram_02.jpg[/img] The ram takes damage with each hit and will need high-quality metal to stay operational. [h1]BALLISTA[/h1] The ballista is a massive, wheeled crossbow designed for long-range combat. It can be deployed on terrain and towed by horses. [img]https://files.facepunch.com/paddy/20250204/medieval_ballista_01.jpg[/img] [img]https://files.facepunch.com/paddy/20250204/medieval_ballista_02.jpg[/img] It can fire 4 new bolt items: [list] [*] Pitchfork Bolt: large sweeping projectile [*] Piercer Bolt: penetrates armored vehicles [*] Hammerhead Bolt: heavy and solid, deals damage to doors [*] Incendiary Bolt: ignites on impact, spreading flames [/list] [img]https://files.facepunch.com/paddy/20250204/medieval_ballista_ammo_01.jpg[/img] A stationary version is also available, which can be deployed within your base for defensive use. [h1]SHIELDS[/h1] Shields are a new backpack slot item that allows you handle frontal threats with ease. Simply equip the shield in your backpack slot and equip a compatible single handed weapon and the shield will automatically appear. [img]https://files.facepunch.com/paddy/20250203/rust_shields_01.jpg[/img] While holding a shield it takes over the function of RMB, so you won’t be able to aim down sights or throw weapons. Instead holding RMB will raise the shield in front of you, giving you more protection at the cost of reduced visibility and not being able to sprint. You can only hold a Shield up for 4 seconds before having to put it back down, this is shown via a small progress bar near the crosshair (similar to the Compound Bow). [img]https://files.facepunch.com/paddy/20250128/rust_primupdate_teaser_swordight_01.jpg[/img] There are 3 shield variants, each with a different damage block amount. This amount is the percentage of damage that the shield absorbs from any incoming attack, the remaining portion will be received by the player holding the shield. While equipped you’ll see a new shield durability bar appear above your health bar, any damage a shield takes is applied to its durability and once broken the shield will be unequipped. Items that are compatible with shields will mention this on their item information panel when selected. When not in use Shields will appear on your back, note that while they are on your back they provide no protection. You will need to equip the shield in order to block any attacks. [img]https://files.facepunch.com/paddy/20250203/rust_shields_03.jpg[/img] [h1]4 SHOT MINI CROSSBOW[/h1] In the spirit of a primitive mode, we wanted to add another arrow weapon. The Mini Crossbow is a fresh take on the Crossbow. Providing 4 shots in a rotating barrel, at the cost of some damage and range. [img]https://files.facepunch.com/paddy/20250203/rust_minicrossbow_hero_01.jpg[/img] [img]https://files.facepunch.com/paddy/20250203/rust_minicrossbow_firstperson_01.jpg[/img] [img]https://files.facepunch.com/paddy/20250203/rust_minicrossbow_tabletop_01.jpg[/img] The Mini Crossbow will not only be a great addition to the base game, but also the new primitive gamemode. [h1]HORSES[/h1] Horses have been completely overhauled and should feel much better to play with. [list] [*] They can now traverse most terrain types and monuments [*] New movement mechanics allow them to skid by pressing CTRL when galloping [*] They can swim, auto-avoid trees and be pulled when led [/list] [img]https://files.facepunch.com/paddy/20250204/rust_horseriding_01.jpg[/img] Horses can also tow siege weapons, including the catapult, siege tower, and ballista. [img]https://files.facepunch.com/paddy/20250204/rust_horsetowing.jpg[/img] Additionally, their impact on server performance has been massively improved. [h1]MEDIEVAL PACK DLC[/h1] This month, we’re introducing the new Medieval Pack DLC - a themed collection featuring 8 new items and skins consisting of the new Medieval Barricade, Knights Armour clothing skins, Medieval Large Wood Box skin, the Medieval Assault Rifle skin and Medieval skins for the Sheet Metal Door and Double Doors. The pack can be purchased from the [url=https://store.steampowered.com/itemstore/252490/]Rust Steam item store[/url]. [h2]Knight Armour Set[/h2] Arise a brave Knight with these chivalric skins for the Coffeecan Helmet, Roadsign Jacket and Roadsign Kilt. [img]https://files.facepunch.com/paddy/20250128/knightarmour_01.jpg[/img] [img]https://files.facepunch.com/paddy/20250130/medieval_knightArmour_tableTop_02.jpg[/img] [img]https://files.facepunch.com/paddy/20250130/medieval_knightArmourPose_02.jpg[/img] [h2]Medieval Barricade[/h2] Lay down this barricade to stave off the most ardent attackers, or augment the battlefield with its unique middle-age-themed visuals. Note that you will need to know the Barbed Wooden Barricade blueprint to craft this. [img]https://files.facepunch.com/paddy/20250130/medieval_barricade_01.jpg[/img] [img]https://files.facepunch.com/paddy/20250130/medieval_barricade_02.jpg[/img] [img]https://files.facepunch.com/paddy/20250130/medieval_barricade_04.jpg[/img] [h2]Medieval Assault Rifle[/h2] Kingmaker or Kingslayer - you call the shots with this resplendent relic. [img]https://files.facepunch.com/paddy/20250130/medieval_AR_01.jpg[/img] [img]https://files.facepunch.com/paddy/20250130/medieval_AR_05.jpg[/img] [img]https://files.facepunch.com/paddy/20250130/medieval_AR_08.jpg[/img] [h2]Medieval Large Wooden Box[/h2] Every Lord needs a sturdy coffer to store their spoils of war. Look no further than this stalwart companion. [img]https://files.facepunch.com/paddy/20250205/medieval_largeBox_05.jpg[/img] [img]https://files.facepunch.com/paddy/20250205/medieval_largeBox_04.jpg[/img] [img]https://files.facepunch.com/paddy/20250205/medieval_largeBox_02.jpg[/img] [h2]Medieval Sheet Metal Door & Double Door[/h2] Survey your lands from behind these imposing castle doors, uniquely adorned with spikes to keep the p̶e̶a̶s̶a̶n̶t̶s nakeds out. [img]https://files.facepunch.com/paddy/20250128/rust_medieval_metaldoor_skins_01.jpg[/img] [img]https://files.facepunch.com/paddy/20250128/rust_medieval_metaldoor_skins_06.jpg[/img] The pack can be purchased from the [url=https://store.steampowered.com/itemstore/252490/]Rust Steam item store[/url]. [h1]RAGDOLLS[/h1] Temporary player ragdolling has been added for bikes and horses. Taking large amounts of collision damage on bikes and horses will result in the player being flung from their seat and eventually getting back up (assuming they haven't died in the process). Players can also be flung from the saddle of a horse if it's had too much airtime or has slid too far. Horses will ragdoll in these cases as well. [img]https://files.facepunch.com/paddy/20250205/rust_horse_radgoll.jpg[/img] If you're unlucky enough to be used as ammunition for a catapult, you'll also ragdoll and are guaranteed to die on impact. Collision damage on bikes has been re-balanced with ragdolls in mind, with the aim of making it less likely to instantly die from hitting obstacles on a bike. [h1]FIRST PERSON ADMIN ESP[/h1] We've been slowly building up the feature set of our admin ESP system over the years, mostly due to the demands of various streaming events. This was restricted to using the debug/flying camera, it will now work as expected while in first person perspective spectating. Many server admins have asked for this to have better situational awareness while spectating players. It uses the same convars as the normal ESP system so you shouldn't need to do anything new. All of the existing convars will apply, this includes: [list] [*] ESPCanvas.MaxNameplates [*] ESPCanvas.OverrideMaxDisplayDistance [*] ESPCanvas.DisableOcclusionChecks [*] ESPCanvas.ShowHealth [*] ESPCanvas.ColourCodeTeams [*] ESPCanvas.UseRandomTeamColours [*] ESPCanvas.DisplayDistanceMultiplier [/list] If there are further improvements that would help in live spectating, please let us know! [h1]QUALITY OF LIFE CHANGES[/h1] [b]Pickup sleeping bags[/b] Players can now pick up any sleeping bag as long they are in TC range [b]IO Reskinning[/b] Can now reskin IO deployables with the spray can without disconnecting it entirely [b]Phone names[/b] Phones can now have names up to 30 characters long [b]Pumpkin Rolling[/b] Dropped pumpkins no longer roll indefinitely [b]Backpacks on Weapon Racks[/b] Backpacks and shields can now be used with weapon racks. [h1]SOCIAL INTEGRATIONS[/h1] We're rolling out a social integration layer to Rust this month, no more messing around with overlays or alt-tabbing - you can now view, chat, invite, and add friends, all from right inside the game. [img]https://files.facepunch.com/Alistair/106/02/2025/6T08/Rust_social_integrations_menu_1080_jpg%20%282%29.jpg[/img] Your Steam friends list will automatically sync up in-game. No setup required. Prefer using Discord? No problem! All you need to do is link your account, and your Discord friends will be right there, ready to connect. This way, you’ve got the best of both worlds. Give it a try, and as always, let us know what you think. [h1]TWITCH DROPS - HOME BREWED 2[/h1] [h2]Twitch Drops are back![/h2] And from more of our favourite creators on the rise that you should definitely start to recognize! Be sure to [url=https://twitch.facepunch.com/]sync up[/url] at to claim your Drops after watching these fantastic creators on Twitch. [img]https://files.facepunch.com/ashcoook/1b0511b1/td_38-blog-image.jpg[/img] [h1]SERVER PROFILER - LINUX & REDUCED OVERHEAD[/h1] [b]TL;DR - Shipping Linux binary; Server profiler should have less impact when idle and recording by gathering less data; if it fails to generate a snapshot, you can now export a debug binary snapshot and share it with us.[/b] [h2]Linux Support[/h2] This update will contain a library built for Linux environment. The library is a native recorder, so the interface (the "perfsnapshot" command) works the same. The library has been built on Ubuntu 24.04.1 via GCC 13.3 in C++20 mode and it depends on POSIX utilities (dlopen, dlsym) - so it should be accessible everywhere. [h2]Profiler Overhead[/h2] Since the first release of our internal profiler, we got the opportunity to test it in the real world conditions. My first tests were rough (could only capture 1-2 frames worth of data before ballooning to multiple gigabytes of data) and I got feedback from number of server owners that not only it doesn't produce snapshots in some situations, it also has idle overhead - just enabling profiler can have a 5-10fps on a high-pop server. I've spent some time this update cycle to to reduce this overhead, as in the current conditions it severely reduces the benefit we can get out of the tool. I've tackled it from a couple angles: [h2]Reduced how much Code we capture[/h2] The profiler works by annotating every code method that it encounters, wrapping it in a set of calls that dispatch to different Mono profilers. Comparatively, for complex and expensive methods these call are unnoticeable, but for small utility functions that do a trivial thing (change a bool, set a bit, append to a list, etc) the dispatching calls add massive overhead (we're talking 10x+ the cost of the utility function). Lastly, these dispatching calls are cheaper when the profiler is enabled, but not capturing - but they are still not free. Originally I set up a number of annotation filters to exclude some known and safe code (stuff from System.Collections.Generic namespace, for example), but it still left a lot of "fat" that we could trim. Here's the before and after of the changes affecting our player processing loop: [img]https://files.facepunch.com/danielprihodko/1b0311b1/msedge_em8WKclH6P.png[/img] [img]https://files.facepunch.com/danielprihodko/1b0311b1/msedge_LKtgyfNuqq.png[/img] As you can see there's much less of nested calls(reduced verticality), and instant calls (triangles, they take less than Perfetto is able to track) appear much earlier. This update we no longer capture: [list] [*] Hash functions [*] Casting & comparison operators [*] Property getters [*] UnityEngine.CoreModule related code [*] Enumerators [*] Anything Math related [*] Our internal collections (like BufferList) [*] Serialization code [/list] There's more, but hopefully you see the principle behind the choice - anything small, trivial or reliable gets ignored. This allowed us to massively reduce the amount of data we generate during capture - on staging server, we used to generate about [b]17MB of json per player[/b], after these changes it's gone down to [b]~0.5MB of json per player[/b]. This should also reduce the "idle" overhead, since there's much less "dispatch code" that's scattered around. [h2]Improved json generation logic[/h2] One of the quirks that we have to deal with profiler-gathered data is that it doesn't know where the frame begins and ends - it's just a stream of "method enter/exit" records + "frame end" record that happens somewhere deep in the managed callstack. And since we want to display the data in a per-frame organized matter, we need to scan this stream to figure out how to partition all records. Originally I implemented a less-efficient version of this because I assumed that there wouldn't be too much data to overwhlem this process. Since the previous section showed that I was wrong on the scale of data, I've also spent a bit of time to improve the export process - we now only need 2 whole-data-set scans to figure out frame grouping, instead of 3 originally, so using napkin-math, this gives us 33% export speedup. Additionally, I've received reports that profiler can fail to generate snapshots. There are a couple scenarios in the above frame-reconstruction logic that can cause it to fail, so for these cases I've added the option to dump a binary debug snapshot - just run "perfsnapshot 1", and you should see a ".bin.gz" in "/server//profiler/" folder. I'll be able to inspect it in our internal tool to see what am I missing: [img]https://files.facepunch.com/danielprihodko/1b0311b1/Unity_1WjQqGDVmc.png[/img] [h2]Future Plans[/h2] I've been using this tool on the daily to inspect the state of our Staging servers, and I'm hoping to do the same with our medium and high-pop release servers as well. To squeeze out the most, there are additional improvements that I'd like to pursue when the time allows: [list] [*] Continue trimming down on annotated functions - there's still plenty to reduce. [*] Need to expose the annotation filter to server owners - right now it's all hardcoded which is limiting [*] Need to expand allocation tracking - right now we just track how much we allocated on main thread. We could track allocated object types, and figure out a better way to display it on Perfetto. [*] Emit more metadata about the performance state - provide manual annotation tools to emit the scope of workload for our team, or to show cross-thread dependencies. [*] Explore automatic capture during frame spikes. [/list] [h1]WELLIPETS[/h1] [img]https://files.facepunch.com/kaantasan/1b3111b1/wellipets-x-rust%20-%20Now%20Redeemable.jpg[/img] The wait is over! The exclusive [url=https://wellipets.com/wellipets-x-rust]Rust x Wellipets[/url] wellington frog boots have started shipping, and codes for the in-game frog boot helmet are ready to redeem* from 11AM GMT on Friday 7th February. Thank you again to everyone for taking part in this special collaboration, and don't forget to redeem your codes [url=https://rust.facepunch.com/redeem/]here[/url]. [i]*[b]The digital item is complementary to the purchase and only redeemable for the PC version of Rust.[/b] A unique product key code will be sent after the delivery of your physical item. Should you wish to exchange sizes of the physical item, please refrain from submitting your digital keycode until you receive your exchanged sizes. Once the digital code is redeemed, you forfeit the right to return the physical item.[/i] [h1]48 HOUR FLASH SALE![/h1] To celebrate the release of this month's Primitive update, we're having a flash sale! For the next 48 hours, Rust and all Steam DLC's will be 50% off. Treat your new squad mate to a copy on [url=https://store.steampowered.com/app/252490/Rust/]Steam[/url].

Thursday, February 6, 2025

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LUNAR NEW YEAR 2025

[h1]LUNAR NEW YEAR[/h1] Happy Lunar New Year to everyone! This year, we celebrate the Year of the Snake. In Chinese culture, [b]the snake symbolises wisdom, intuition, and transformation[/b]—qualities that everyone playing can appreciate! To help you embrace the Lunar New Year spirit, we've stocked the Steam item store with a mix of new and returning Lunar New Year-themed items. [img]https://files.facepunch.com/Alistair/122/01/2025/7y26/LNY2025_Collection_01.jpg[/img] [h1]SNAKE MASK[/h1] Celebrate the Year of the Snake with Rust’s new Snake Mask! Inspired by the serpent’s elegance and wisdom in Chinese mythology, this intricately designed mask features vibrant scales and symbolizes transformation and resilience. [img]https://files.facepunch.com/paddy/20250122/lunarNewYear_snakeMask_05.jpg[/img] [img]https://files.facepunch.com/paddy/20250122/lunarNewYear_snakeMask_09.jpg[/img] The Snake Mask can be purchased on the [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited]Rust item store[/url]. [h1]WALL DIVIDERS[/h1] Enhance your base this Lunar New Year with 3 stunning Chinese-themed wall dividers! Featuring intricate patterns and traditional designs, these decorative pieces bring a touch of cultural elegance to your base. [img]https://files.facepunch.com/paddy/20250122/lunarNewYear_wallDivider_all_01.jpg[/img] The wall dividers are deployed into wall frames. [img]https://files.facepunch.com/paddy/20250122/lunarNewYear_wallDivider_03.jpg[/img] [img]https://files.facepunch.com/paddy/20250122/lunarNewYear_wallDivider_01.jpg[/img] The Wall dividers can be purchased on the [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited]Rust item store[/url]. [h1]LUNAR WALLPAPERS[/h1] Transform your base into a stylish New Lunar haven with these 7 wallpaper skins - these wallpapers bring the perfect Lunar New Year vibe to your base. [img]https://files.facepunch.com/paddy/20250122/LunarNewYear_wallpaper_bamboo_01.jpg[/img] [img]https://files.facepunch.com/paddy/20250122/LunarNewYear_wallpaper_cherryBlossom_01.jpg[/img] [img]https://files.facepunch.com/paddy/20250122/LunarNewYear_wallpaper_diamond_01.jpg[/img] [img]https://files.facepunch.com/paddy/20250122/LunarNewYear_wallpaper_lantern_03.jpg[/img] The Wallpapers can be purchased on the [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited]Rust item store[/url]. [h1]LUNAR STORE[/h1] In addition, we’ve added items back from previous Lunar New Years celebrations to the Steam item store. The New Year Gong, Dragon Door Knocker, and the Chinese Lantern are all now available with links to all of the items below: [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited][img]https://files.facepunch.com/Errn/1b2311b1/lunar%20store.png[/img][/url]

Thursday, January 23, 2025

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Rust sets a new Steam record after eleven years as giant medieval update looms

There are many fantastic survival games to choose from in 2025, from long-standing favorites such as Valheim and Ark to modern hits like Palworld, Once Human, and Sons of the Forest. But to this day, when I think of the genre, I think of Rust. Waking up naked on a beach and hitting trees with a rock is the purest distillation of the format, and it remains as strangely compelling as ever. As it passes its eleven-year anniversary, Rust is now the biggest it's ever been on Steam, and executive producer Alistair McFarlane thanks players for the record.

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Friday, January 3, 2025

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Rust peaks at 262k players


Rust has peaked at 262,284 concurrent players on 2 January 2025 which is 7 years after release.
View charts and more statistics on our website.

Thursday, January 2, 2025

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11 YEARS STRONG

[h1]11 YEARS[/h1] Servers are now wiped and Santa is packing up and clearing out the bodies, but we hope you enjoyed the Holiday Season. We're getting back to work after a couple of weeks off, which is why this blog is lighter than usual, but we're looking forward to the journey ahead in 2025! [previewyoutube=8sMb0v14x5s;full][/previewyoutube] At the end of last year, we celebrated Rust's 11th anniversary, marking an incredible journey. The game continues to experience year-over-year growth, which is quite remarkable for being 11 years old. Rust is now bigger than ever! This year, we saw: [list] [*] Over 325 million game sessions [*] Over 40 million hours played [*] Over 5.5 million unique players [/list] Here's a recap of some of the major updates we did last year: [h2][url=https://rust.facepunch.com/news/world_update_2]World Update 2.0[/url][/h2] [*] This HUGE update completely changed the world and added many new unique points of interest around the world [h2][url=https://rust.facepunch.com/news/road-renegades]Road Renegades[/url][/h2] [*] Added new forms of transport, bicycles and motorbikes [h2][url=https://rust.facepunch.com/news/bags-to-riches/]Bags To Riches[/url][/h2] [*] Finally added backpacks allowing players to carry more items and added the metal detector item [h2][url=https://rust.facepunch.com/news/waves-of-change]Waves Of Change[/url][/h2] [*] Updated the cargoship and helicopter events, additionally overhauled the Harbors [h2][url=https://rust.facepunch.com/news/lighting-the-way]Lighting The Way[/url][/h2] [*] Allows players to see and navigate at night, we add a small illumination area around the player [h2][url=https://rust.facepunch.com/news/seismicshift]Seismic Shift[/url][/h2] [*] Added a new item which will send notifications to your phone if an explosion is detected [h2]Quality Of Life[/h2] [*] Over 300 QOL changes from saving codelocks to floating items [h2]New Weapons[/h2] [*] Added 5 new weapons, the minigun, military flame thrower, SKS, High Calibre Revolver, Handmade SMG Alongside a metric ton of improvements and bug fixes. Rust continues to be a labour of love from all of us at Facepunch, and we couldn't have done it without your passion and feedback. Thank you for your continued support, be it playing the game, telling friends, and engaging and communicating with us. We've very much enjoyed everything we've worked on for the game this year. [h1]LOOKING FORWARD[/h1] What’s in store for 2025? Consistency! Continued guaranteed monthly updates on the first Thursday of every month, alongside regular fixes, quality-of-life enhancements, improvements, and exciting holiday events. [h2]Next Month[/h2] On February 6th, we'll release the Primitive update. The update will be one of the most impactful updates to date in changing the dynamics of early-game raiding and combat by introducing siege vehicles, primitive weapons, shields, and a dedicated game mode. [img]https://files.facepunch.com/Alistair/119/12/2024/7n79/rust_primupdate_teaser_swordight_01.jpg[/img] The Primitive update represents a time in Rust where the already scarce technology and the usual homemade armaments and ammunition have been depleted from Rust's current setting, forcing survivors to fashion crude weapons with less sophisticated methods of attack and defence. The Siege Tower can be used to climb over exterior walls while players remain in cover. And it can be pushed or horse-drawn and has several floors, with extendable drawbridges that double up as shutters. [img]https://files.facepunch.com/ashcoook/1b1911b1/rust_primupdate_teaser_armourset_01.jpg[/img] The Catapult will be a projectile launcher for longer distances that can utilise multiple projectiles such as boulders, radioactive barrels, and propane tank IEDs. While it does have wheels, its size makes it something that a vehicle or horse will have to help you move it towards your next target. The Ballista is a combination of a catapult and a large crossbow which was highly accurate given the heft of its projectiles. And in Rust, those features remain with the Ballista also having multiple ammo types, being able to do heavy damage to people, doors, and vehicles. Finally, the Battering Ram will be another addition that is driveable like a traditional vehicle, with a triggerable ram that damages building blocks in a radius. [img]https://files.facepunch.com/ashcoook/1b1911b1/rust_primupdate_teaser_ballista_01.jpg[/img] As well as these new weapons and vehicles, we have been working on a variety of shields, a 4 shot mini-crossbow, and updates to melee damages and ranges. With this comes some improvements to horses, including their ability to tow the new siege weapons, and new skins to customise your primitive approach to gameplay and expression. [img]https://files.facepunch.com/ashcoook/1b1911b1/rust_primupdate_teaser_swordight_02_alt.jpg[/img] Can't wait till February? Rust Staging Aux2 branch is publicly playable, allowing everyone to test and give feedback. [h2]Forwards[/h2] Alongside next month's Primitive update, we have a ton of content currently in development, and if you're keeping an eye on our commits page, you'll already know some of what's on the way. This year, you can expect to see Cooking 2.0 bringing many changes to food management and unique buffs to foods, a Jungle biome featuring dangerous animals such as crocodiles and tigers, and changes to softcore and hardcore game modes. Outlined above is skimming the surface of only a few key features. We have a lot more planned. [h2]But what about?[/h2] [b]Performance?[/b] Performance is always an ongoing process. We're constantly adding and improving new features monthly, often hidden in changelogs. There is no magic button to increase performance. Instead, it is a slow process of small gains. We hired several people over the past couple of months whose sole job is focused on performance-related tasks, these are positions which never existed before, we never had staff dedicated to performance full-time, they're getting to grips with the Rust project and are already hard at work identifying and fixing issues. A recent example is Daniel's [url=https://rust.facepunch.com/news/polish-and-progress#BuiltinServerProfiler]server profiler[/url]. We'll continue to share news on performance in our monthly development blogs. [b]Old Content?[/b] As like with prior years we've set aside multiple months in our internal roadmap of light or no content. These gaps are deliberate to allow us to be versatile and adaptive to community feedback, have time to focus and address old content and improve recent content. We have a lot we can keep building upon, not all content we add to Rust is supposed to become meta, but rather adding yet another way of achieving a goal. [b]Cheating?[/b] Repeating the words of last year's blog: Anticheat is a hugely complex topic. We work closely with Epic Games' Easy Anti-cheat, to aid in detecting and banning cheaters in Rust. We don't disclose what we do and don't do when it comes to anti-cheat for good reason. The more information we disclose publicly, the more it can assist cheaters and cheat developers to circumvent measures, it's a huge cat-and-mouse game. One of the best anti-cheat measures is obscurity. The fewer people know what EAC and we are doing, the better. This comes with the drawback of not communicating enough, on the outside, it appears we're doing nothing. Almost every month, we're shipping improvements or fixing/restricting cheat features. We've fixed several high-priority exploits upon discovery or disclosure within hours through hotfixes we don't note publicly. EAC sometimes pushes several improvements weekly, which are applied when you start the game. We continue to promise to you is we're actively monitoring and combating cheaters daily. Our internal systems keep improving, as do EAC. In past blogs I talked about server-side player culling, if a player is behind a hill and you can't see them, don't network the player to disrupt ESP cheat features. We're slowly iterating this and have tested it on live servers, we're working on getting this to the most performant state possible to work on mid-high population servers. Another feature we're exploring and want your feedback on it, is a form of premium servers. The overwhelming number of cheaters banned have Rust Steam inventory valued at below $20. A large number of long-term regular players have Rust Steam inventories of over $20. If we used this as a gate to entry for some servers, it would mean these servers would see considerably fewer cheat-related players, is this something you want? Would you play on these servers? We're still collecting data to determine the exact barrier to entry. The reason for looking at Rust's Steam Inventory price, in short, is because it's a metric that can't be spoofed and gamed easily, unlike game data. The big negative here is servers rely on a steady flow of players, new and old; this gate could have a net negative impact on the server's population and, thus, the overall gameplay experience - we'd love to hear your thoughts. [b]This year:[/b] [list] [*] We've taken down over 1300 cheats-related media on social platforms. [*] 290,000+ bans applied [*] 57,000+ Temporary [*] 233,000+ Permanent [*] The majority of cheaters have been removed from the game in less than 12 hours of playtime [*] This has lowered this to 10 hours of playtime in the last 3-months [*] 12,617,47 Cheat reports received [*] 1,200,000~ cheating reports received on Facepunch servers [/list] [h1]11 YEARS OF RUST IN NUMBERS[/h1] While we celebrated a fantastic 2024 for the game, we realise a lot of what we've achieved boils down to 11 years of passion from the team. And passion from the community. It's not always easy to put that into words, but we've managed to put it into numbers below. Take a look at what you've helped us achieve over the last 11 years! [img]https://files.facepunch.com/ashcook/1b2011b1/Rust11%20Stats.png[/img] [h1]THE LAST DAYS OF RUSTMAS[/h1] Twitch Drops! Hurry! Yes, Santa has packed up and cleared out, but there are still a few days left to claim free rewards for watching creators on Twitch! All you need to do is check out anyone streaming Rust on Twitch by [b]Monday 6th of January[/b], and you can bag yourself some sweet Christmas-themed Twitch Drops to make sure you and your base look jubilant all year round if Christmas is more than just a holiday to you! [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/ashcoook/1b1311b1/twitch-drops-37_rustmas_blog.jpg[/img][/url]

Thursday, January 2, 2025

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SEASON'S BEATINGS

[h1]HAPPY HOLIDAYS![/h1] From everyone at Facepunch, we'd like to wish you a Merry Christmas and a Happy New Year! The Christmas Event is once again live! [img]https://files.facepunch.com/ashcoook/1b1311b1/rust_xmas2024_snowball_01%20%281%29.jpg[/img] If you're new to the island, here's what you can expect: As you play, you will start to hear the distinct sound of jingle bells. As soon as you do, leave the warm comfort of your base and start looking for your gifts! [list] [*] Two gifts are spawned per player, in a radius of about 40m from you. [*] Run up and bash open your present to receive your Christmas gift. [*] They come in three sizes: small, medium, and large. But if you have enough small presents stashed, you can 'trade up' to a medium or large gift. [*] The contents of each present varies, but you'll find a mix of resources, weapons, and Christmas candy. [/list] [img]https://files.facepunch.com/ashcoook/1b1311b1/xmas2020_santasleigh.jpg[/img] This year, you'll still be able to find Santa hats and reindeer antlers, both of which can be worn and provide a decent amount of protection. And the lickable candy cane club is back! As well as two types of stockings. If you hang a stocking inside your base when the jingle bells ring, the stocking will fill up with loot whether you've been good or not - no coal here! The larger stocking has a higher chance for better items and both last around 5-10 refills. [img]https://files.facepunch.com/ashcoook/1b1311b1/rust_xmas_tree_01.jpg[/img] The advent calendar also returns and is a craftable deployable, available to everyone during the Christmas event. Once placed, you can claim an in-game surprise once every in-real-life day from the 16th of December. [img]https://files.facepunch.com/ashcoook/1b1311b1/xmas_adventcalendar.jpg[/img] The Christmas event ends on [b]January 2nd @ 19:00GMT / 14:00EST[/b] Make it a December to remember! [h1]RUSTMAS STORE[/h1] We have brought some items from previous years, now purchasable from the [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited]Rust Item Store[/url]. Since last year the festive garland pack now includes a double door garland. If you've already purchased this pack, you'll now be able to craft this item. [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited][img]https://files.facepunch.com/Errn/1b1611b1/store.png[/img][/url] [h1]RUSTMAS BASE DECORATION CONTEST[/h1] We are excited to announce that the annual Rustmas Base Decorating Competition is back for 2024's festive period! We're looking for the best Christmassy base that Rust has ever seen! [img]https://files.facepunch.com/ashcoook/1b1311b1/xmas2020_tree.jpg[/img] [h2]Winner[/h2] £120 worth of skins of their choosing, and two Rust DLC/Items. [h2]Runner up[/h2] £75 worth of skins of their choosing, and one Rust DLC/Item. [h2]How To Submit[/h2] Once you’ve completed decorating your base, be sure to take 3-4 screenshots or a video walkthrough (MTV Cribs style) and upload them to X/Twitter, using the hashtag #Rustmas2024 The winner and runner up will be announced from Rust's Official X/Twitter account on January 13th. Please make sure you are following the Rust X/Twitter account so we can DM you if you win. [i]If we do not get a response within 1 week of the winner announcement, a new winner will be chosen.[/i] [h2]Evaluation[/h2] Submissions will be judged based on the following: Creativity Design Judging will be performed by Facepunch Staff. Bonus points if you remove the UI and your graphics are set higher than 1 :) [h2]Terms[/h2] [i]This competition is run by Facepunch Studios LTD. The competition [b]ends on January 2nd 2025 23:59UTC[/b]. No more than three entries per person. The winner and runner-up will be selected based on which Facepunch thinks is the most original/creative and any decisions Facepunch makes will be final. The winner and runner up must claim their prizes within one month of the closing date (which Facepunch may exchange for an alternative of the same or greater value). Our terms of service apply to any content you make for the competition: https://facepunch.com/legal. Winning entries must pick items from the Rust marketplace with market value.[/i] [h1]RUSTMAS TWITCH DROPS[/h1] It doesn't matter if you've been naughty or nice this year, as part of our ongoing commitment to creators on Twitch, we're pleased to unveil Drops on Rustmas! All you need to do is check out anyone streaming Rust this festive period, and you can bag yourself some sweet Christmas themed Twitch Drops to make sure you and your base look jubilant this December and January. [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/ashcoook/1b1311b1/twitch-drops-37_rustmas_blog.jpg[/img][/url] As usual, don't forget to [url=https://twitch.facepunch.com/]sync your Twitch and Steam accounts here[/url]. And remember; Facepunch will never contact you about Drops or access to any of your accounts. Stay frosty! [h1]ICE SCULPTURES[/h1] Over the last few months, we've been hard at work on a new decorative features for your base. You've probably seen bits about Ice Sculptures floating about on YouTube, Twitter, and Reddit, and maybe you've even had a quick play with it on the Staging Branch, and we were really looking forward to releasing it in time for Christmas, however, we've decided to postpone the release of the Ice Sculpture DLC. This was due to concerns about the quality of what will be achievable to carve by players while it's in its current state. And due to it being a paid DLC item, we want to ensure its value and not leave players disappointed. The plan is to continue experimenting with it until we're happy, and we may look at releasing it in a different carvable material at some point next year, if it fits. [h1]2024 REAP - RUST TURNS 11![/h1] This month marks Rust's 11th anniversary! Thank you to our incredible community for yet another spectacular year of farming, raiding, and roleplaying! With all the work we've done to consistantly release new content this year, we have seen record player counts, as well as massive increases in viewership of our Twitch events, and now more than ever, we're seeing even more ways that you all enjoy playing Rust on lots of other platforms too. So we thought we'd share some highlights from 2024 to remind ourselves of the significant changes we've brought to the world of Rust this year. And to remind ourselves that we couldn't have done it without you, the players and creators. [previewyoutube=8sMb0v14x5s;full][/previewyoutube] Don't forget, to celebrate this monumental milestone, and as a thank you for your support this year, Rust is 50% off until January 2nd! And all DLCs are 40% off! Get it here or tell your new duo partner about the discount: [url=https://fcpn.ch/r11yt]https://fcpn.ch/r11yt[/url]

Monday, December 16, 2024

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POLISH AND PROGRESS

[h1]RUST'S 11TH BIRTHDAY CELEBRATIONS[/h1] We can't believe it either. It feels like just yesterday that we were celebrating 10 years of Rust, getting emotional over our [url=https://youtu.be/y95DhDZgjhs]recap video[/url], but it is true - Rust turns 11 years old on Wednesday the 11th of December! It's been another incredible year for Rust, with record player numbers, Twitch events, and monthly content updates bringing some of the most significant changes to the world of Rust in the past 11 years. [img]https://files.facepunch.com/paddy/20241202/rust_bday11_cake_01.jpg[/img] Here are just some of the key gameplay additions we've delivered as we look back on 2024: [list] [*] World Update [*] Backpacks [*] Tutorial Island [*] Digital Clock [*] Night Light [*] Harbour Monument Rework [*] Cargo Ship Docking [*] Minigun + Flamethrower [*] Seismic Sensor [*] Handcuffs + Prisoner Hood [*] Motorbikes + Pedal Bikes [*] Travelling Vendor [*] Tin Can Alarm [*] Metal Detector [*] Wallpaper [*] GCO Attachement [*] Hand-held Diver Propulsion Vehicle [*] Refreshed Divesites [*] Radtown [*] Radioactive Water [*] T1 SMG + T3 SKS [*] ...and much more! [/list] To celebrate Rust turning 11, next week, you'll find a cake and balloons in-game. And your friends can enjoy [url=https://store.steampowered.com/app/252490?utm_source=blog_campaign=r11_medium=blog][b]40% off Rust[/b][/url] for 10 days, starting on Monday! On behalf of everyone at Facepunch, we'd like to thank you for a great 2024. In January, we'll release a full end-of-year blog in which we'll discuss how 2024 has gone, with highlights, learnings, and our plans for 2025. [h1]QUALITY OF LIFE CHANGES[/h1] [h3]Peacekeeper Turret Hostile Indicator[/h3] A turret icon now appears next to the usual hostile indicator when you are hostile and near a peace keeper auto turret. [h3]Workcart Storage[/h3] A small box has been added to all Workcarts so you can store that extra loot. [h3]Waterpump Depth Change[/h3] Waterpumps now work with a smaller depth of water, perfect for the new rivers. [h3]Propane Tank Stack Size[/h3] Propane tanks can now stack up to 20. [h3]Dropbox Input Increase[/h3] Increased to 4 input slots. [h3]Junkpile Despawn[/h3] Junkpiles will now be eligible to despawn after they are partially looted. [h3]Fridge Storage[/h3] Fridge storage increased to 48 slots [h3]Homing Missiles[/h3] Homing missiles have been added to Bradley and attack helicopter loot crates [h1]WOLF PACKS BALANCING[/h1] We spent this month bug fixing and improving the counter-plays to the wolves, as we want them to feel challenging but not unfair. [h2]The problems[/h2] Using fire against wolf sometimes felt less impactful than expected, especially when wanting to avoid the fight. Even though wolves wouldn't attack as long as you kept distance and a lit torch, they would [b]follow for a very long time[/b]. This was especially aggravating when driving wolves away from your corpse to get back your loot, but then having them still follow you and potentially cause a death spiral. Furthermore, when jumping on an elevated position to escape the wolf, it would ignore the lit torch and rush to jump up. The wolf could do very fast [b]huge jumps[/b] sometimes up to your base's roof. The jump motion also looked weightless and not really believable. Another problem was [b]packs of 4+ wolves[/b]. They didn't appear all the time, but players that had to face them had a really hard time. Even though packs never spawn with more than 4 wolves, they could sometimes merge. That's because wolves always come to investigate when their hear a howl, even if it comes from a wolf that does not belong to their pack. Once the player shot a wolf or they got close enough, wolves would give up stalking and [b]weave at high speed[/b] towards their prey. For players that only had a bow, this made it hard to land more than one or two shot as the pack of wolves closed the gap. And once enough wolves were in melee range, while it was possible to prevent a single one of them from attacking thanks to hit stun, you easily got overwhelmed. Lastly it felt harder than it should have been to crouch and sneak around wolf packs, forcing players to take very long detours if they didn't want to fight. [h2]Closing words[/h2] You can find more details about how we addressed those issues in the patch notes at the bottom of the page. Congrats to the players who found some of the hidden features that could be used to get the upper hand on wolves! [h1]ELECTRICITY QOL[/h1] [h3]Tesla Coil[/h3] Reduced tesla coil maximum power usage from 35 to 25 (no difference in time to kill) [h3]Storage Monitor[/h3] Added a passthrough slot to the Storage Monitor [h3]Elevators speed[/h3] Increased speed of player placed elevators by 50% [h3]Battery full charge indicator[/h3] Added an output slot for when your battery is fully charged [h1]MODULAR CAR RADIOS[/h1] Modular car radios are now in Rust! [img]https://files.facepunch.com/paddy/20241129/rust_car_radio_01.jpg[/img] This means that you can now craft a radio to place in your modular car for 120 metal fragments if you own the [url=https://store.steampowered.com/app/1670430/Rust__Voice_Props_Pack/]Voice Props Pack[/url]. Simply craft the radio and then deploy it onto the cockpit of your modular vehicle. The radio will only be operational whilst the car engine is switched on. Once the radio is deployed, anyone will be able to interact with it. Anyone with authorisation to the vehicle will be able to pick up the radio with a building hammer. The radio comes with all the same built-in and internet streamed radio stations you find in the Boom Box [h1]HELICOPTER SHREDDING[/h1] Purchased Helicopters can now be picked up by the magnet crane and shredded at Junkyard. You will receive Scrap based on the helicopter type and it's current health (50% health = 50% of the Scrap). [img]https://files.facepunch.com/paddy/20241202/helicopter_shredding_01.jpg[/img] [list] [*] Minicopter - 200 Scrap [*] Scrap Transport Helicopter - 300 Scrap [*] Attack Helicopter - 500 Scrap [/list] Stolen a helicopter from your neighbours? Why not destroy the evidence and get paid at the same time! [h1]UPGRADABLE HIGH EXTERNAL WALLS & GATES[/h1] Wooden high external walls and gates can now be upgraded to their stone versions via the hammer context manner, similar to regular building blocks. [img]https://files.facepunch.com/paddy/20241204/highwallupgrade_01.jpg[/img] Additionally, high external walls now craft in batches of three. The stone high external walls requiring 1 sheet metal per craft. The stone high external gate has also been adjusted to require 1 sheet metal and only 3 gears, with its crafting cost reduced to 4000 wood/stone (down from 4500) for improved inventory management. [h1]VENDING MACHINE STATISTICS[/h1] You are now able to see a bunch of statistics about your vending machine. This includes: [list] [*] Transaction History [*] Highest Revenue Items [*] Best Sold Items [/list] You can browse these stats in a wide variety of timescales: from the last 30 minutes to all-time. Some 'long term stats' are also available (all anonymous), these are: [list] [*] [b]Total Sale[/b]s: The total number of items purchased from the vending machine [*] [b]Total Unique Customers[/b]: The total number of individual customers who have made a purchase [*] T[b]otal Repeat Customers[/b]: The total number of instances where existing customers have returned to make additional purchases. [*] Best Customer: The customer who has made the most purchases (total count of their transactions) [/list] These stats are processed on the Serverside then communicated to clients. Here are a few Server Convars to help server owners: [b]vendingmachine.max_returned[/b] - Specifies the maximum number of entries to return when fetching purchase history or aggregated stats (e.g., best-sold items, most revenue-generating items, etc) [b]vendingmachine.max_processed[/b] - Limits the maximum number of sales records to process when performing operations like filtering or aggregating data, even if more records are available [b]vendingmachine.max_history[/b] - Defines the maximum number of purchase records that the vending machine will store in memory (on Serverside) before removing older entries to make space for new ones Server owners can also run: [b] vendingmachine.clearallvendinghistory[/b] and [b]vendingmachine.clearallvendingcustomerhistory[/b] to clear all Vending Machine stats and long term stats respectively. [h1]LEGACY SHELTER REVOKE[/h1] Once you placed your Legacy Shelter, it was possible to die and then be unable to place another. When placing down another shelter, your first one is now destroyed. [img]https://files.facepunch.com/paddy/20231204/legacyshelter_01.jpg[/img] There's one trade off: Shelters now take a few seconds to place (just like high external walls). This gives enough time to warn you that your old Shelter is going to be destroyed, as well as preventing them from being used in PVP. [h1]VARIABLE ZOOM SCOPE[/h1] The 16x scope was significantly under-used considering it's intended to be military loot. This seemed to come down to it being too high of a zoom. [img]https://files.facepunch.com/Errn/1b0511b1/chrome_QSQxVFr7df.png[/img] This scope has now been renamed to the "variable zoom scope" and supports 3 zoom levels: 4x, 8x & 16x. This makes it better than both of the old scopes combined & adds in a new zoom for quick target acquisition. The default keybinds are 'Page Up' to increase zoom and 'Page Down' to decrease zoom, however I fully expect more experienced players to rebind these. Try scroll wheel (if you aren't using it to switch weapons) or mouse 3 & mouse 4 (if those aren't already bound). [img]https://files.facepunch.com/paddy/20241205/optionsmenu_zoomcontrols.jpg[/img] [h1]SCRAP EXCHANGE VENDOR CHANGES[/h1] Now that we've reached a point where we are happy with the [url=https://rust.facepunch.com/news/road-renegades#dynamicvendorpricing]dynamic pricing behaviour[/url] when purchasing items with Scrap, we've decided to apply the same logic to items being sold for Scrap. Starting this month, you will notice that items that you sell to NPC vending machines for Scrap have a dynamic price applied to them. It will start the wipe with 50% less value per item sold, and can increase to an extra 100% value per item sold if no items are sold. [img]https://files.facepunch.com/paddy/20220331/peacekeepers_01.jpg[/img] This will hopefully make it more valuable to sell items as a wipe goes on. As with the previous changes, we'll be monitoring these and making changes as needed. [h1]UNDERWATER VISIBILITY[/h1] We recently tweaked this, but your feedback made it clear there was further room for improvement. So we did just that. Underwater visibility is now nearly doubled, allowing players to see further and more clearly underwater. [img]https://files.facepunch.com/paddy/20241003/rust_worldUpdate_diveSite_01.jpg[/img] Additionally, we've slightly increased the depth of water players can sink to before the oxygen level starts to tick down. During swimming, you are now less likely to drown to high waves. [h1]RISKY LANDMINE DISARMING[/h1] Landmines now have a 15% chance to explode when being disarmed by another player, so be careful when clearing out minefields! This was always meant to be the intended gameplay behaviour for landmines, but I discovered an old bug that prevented this from working as intended. [img]https://files.facepunch.com/paddy/20241126/rust_landmine_disarm_01.jpg[/img] [h1]NODE SPARKLE CHANGES[/h1] We've slightly modified the behaviour when hitting nodes this month. Nodes will no longer show a sparkle before they are hit for the first time, once they are hit the sparkle will appear underneath the first hit. This first hit is considered a sparkle hit and will reward the appropriate amount of resources, so it's a very slight buff to ore collecting. We did this for a few reasons: [list] [*] This brings their behaviour in line with the tree X marker minigame [*] Finding the sparkle at first was slightly awkward, this feels smoother [*] Each sparkle was a networked entity that had to be streamed in and out as the player moves around [*] We had a sparkle per node in the world, so an average server will now have around 4.5k less entities in the world [/list] While I was at it I made some slight memory improvements so each node will take up less client and server memory. [h1]QUEUE IMPROVEMENTS[/h1] While looking at collecting some data around queues, we decided to do a few minor improvements to the queue system. Up until now, the client was unaware of being in a queue, it was simply using server messaging to show the queue. Now the client knows when it has entered and exited a server queue, and can act accordingly. We now display Steam rich presence for waiting in a queue and connecting to a server. This also opens us up to do more client side related queue features in the future. [img]https://files.facepunch.com/paddy/20241203/WaitingInQueue.png[/img] The other change to queues we made impacts modded server owners specifically. The queue messaging system was being leverage by modded servers to implement loading screen messages via a plugin. These loading screen messages would often fight with the client messaging, and generally didn't look great. As a nice compromise, we've implemented the ability to change the "menu tip" message displayed in the loading screen. This can allow modded server owners to implement their own tips that may be more relevant for the particular game mode and changes specific to the server. To keep things backwards compatible, the same network message sent before will continue to work with one caveat. [h3]// Old[/h3] var net = Net.sv.StartWrite(); net.PacketID(Message.Type.Message); net.String("Top Text"); net.String("Bottom Text"); net.Send(new SendInfo(conn)); [h3]// New[/h3] var net = Net.sv.StartWrite(); net.PacketID(Message.Type.Message); net.String("Bolt"); net.String("This server has instant craft!"); net.Send(new SendInfo(conn)); [img]https://files.facepunch.com/paddy/20241203/loadingscreen_custommessage.jpg[/img] Instead of having top and bottom text, you can change the menu tip icon displayed. Existing loading screen plugins will continue to function, but won't display a top message as that field is now used for an icon. A list of available icons names has been published on our [url=https://github.com/Facepunch/Rust.Community/blob/master/Icons.cs]Community GitHub repository[/url]. [h3]Only servers clearly listed in the modded section may utilize this feature.[/h3] [h1]RCON SECURITY ENHANCEMENTS[/h1] Another one for all the server owners out there. We've started updating the security around RCON. The server will output very prominent warning messages if you're using an insecure RCON password. In some cases, the RCON server will fail to start if the password is bad enough (i.e. "password" or "changeme") We've also added some safeguards against brute force attacks. Now when a RCON client attempts to connect with a bad password, after 5 attempts the IP address will be banned for 5 minutes. These values are all configurable through a number of new convars. There are also a few convar commands that allow you to permanently ban both IP addresses and networks. [list] [*] rcon.banduration (default: 300) Number of seconds to apply to any automated ban. [*] rcon.maxpasswordfailures (default: 5) Number of failed password attempts before applying a temp ban [*] rcon.logfailedattempts (default: true) Debug.Log all the various failed password / ban connects. Defaults to true, but large servers may want to disable due to spam [*] rcon.permanentbanfailedips (default: false) Permanently ban IPs that exceed the failed password threshold [*] rcon.ban_ip Permanently bans an IP or network [*] rcon.unban_ip Removes an IP or network ban from both the permanent bans, and any temporary bans/attempts [*] rcon.print_rcon_failed_logins Prints out the table of attempted logins that failed and if they resulted in a ban or not [*] rcon.clear_rcon_failed_logins Removes all of the temporary failed login history/bans (does not remove permanent bans of any kind) [*] rcon.print_rcon_bans List the permanent IP/network bans [/list] [h1]NATIVE ARM64 HARDWARE SUPPORT[/h1] We've been waiting for a while for all of our third party software to natively support ARM64 hardware. This has now finally come to fruition and as the first platform to test this on, we've switched the Mac version of the game to use our native ARM64 build on Apple Silicon hardware. At the moment, Intel hardware is still supported on Mac as well and remains unaffected by this change. If this works out well, we will investigate native ARM64 support for other platforms in the future. The next most important one would likely be to natively run on ARM64 hardware in Windows laptops, but we are still waiting for some third party software to fully support this, so this will stretch a good amount into the next year at least. [h1]BUILT-IN SERVER PROFILER[/h1] Up to recently we've been focusing on server performance health via tracking aggregating performance telemetry. It allowed us to have a general overview of a server's performance from birds eye view. There are point where high-level overview is not sufficient to identify where exactly slow-downs are coming from. This past month I've been working on a built-in profiler for the server. If used, it allows us to see all the code that is executed for a particular frame - allowing us to see more detail about what & how things are going wrong. [img]https://files.facepunch.com/danielprihodko/1b0211b1/VLSYR7Arpk.png[/img] With this, we can now combine our high-level telemetry as an "hotspot-warning" system, while using the built-in profiler will allow us to investigate what those hotspot consist of and which parts are the most worthwhile to optimize. This will help guide our efforts in optimizing the server performance while also validating that we have successfully optimized a particular block of logic. The profiler comes with an extra benefit: this feature is going to be available for public use. Any server owner will be able to trigger it and take a look at the data. You'll be able to see both what vanilla server does, as well as if there's anything that Mods are actively doing. [h3]How to Generate a snapshot[/h3] [i][b]Note 1[/b]: This is currently only available for servers hosted on Windows machines. Linux support is next to come.[/i] [img]https://files.facepunch.com/danielprihodko/1b0411b1/jCm3Ix8EAJ.png[/img] [list] [*] First, the feature needs to be activated when starting the server. You must launch the server executable with `[b]-enableProfiler[/b]` [*] Once the server boots up, you can run the following console command: `[b]profile.perfsnapshot [delay] [name] [frames][/b]` (all parameters are optional) [*] [b]delay[/b] is in seconds, by default set to 15 [*] [b]name[/b] is the name of the snapshot file, by default is "Profile" [*] [b]frames[/b] is the number of frames to includes in the snapshot - default is 10, has a max of 10 [*] Once the delay expires (you'll see messages in global chat), it will record the requested number of frames, generate and compress a snapshot - you will find it in /server//profiler/.json.gz [/list] [i][b]Note 2[/b]: if something goes wrong during generation the file won't be created(youl'l can it in server log file). I'll be continuing iterating on the profiler, so I'll iron out any left-overs.[/i] [i][b]Note 3[/b]: Taking a snapshot causes server to take a performance hit for a couple seconds. Make sure to give enough delay to avoid disturbing the server population too much. When not taking a snapshot, the impact is none/unnoticeable.[/i] [h3]Exploring The Snapshot[/h3] You can extract the compressed snapshot using any utility that understands GZip (Windows11 explorer, 7zip). The snapshot uses [url=https://docs.google.com/document/d/1CvAClvFfyA5R-PhYUmn5OOQtYMH4h6I0nSsKchNAySU/preview?tab=t.0#heading=h.yr4qxyxotyw]Google Event Format[/url], so you can use any tool to view it. For example, I've been [url=https://ui.perfetto.dev/]Perfetto UI[/url] to visualize the data - just drag and drop the json into the view and you can start exploring. [h1]TWITCH RIVALS IS BACK![/h1] [img]https://files.facepunch.com/lewis/1b0311b121/tr5_image2.jpg[/img] That's right, Twitch Rivals - Team Battle V is almost here! Starting Monday 9th of December and finishing Friday 13th, up to 150 Twitch creators from around the world will compete in our yearly global Rust PvP competitive event, with a prize pool of $100,000! Last year's event saw some incredible plays from some rather understated competitors so be sure to tune in every day at [b]1900 GMT / 1400 EST[/b] to watch as tensions rise and the teams find their feet while they gather their resources, build to protect themselves, then raid, loot, and fight it out to be crowned victorious! This year's Captains include Team Battle IV's winning team captain, Blooprint, as well as Oilrats, NoraExplorer, Willjum, and more! Full schedule and teams list from Twitch [url=https://schedule.twitchrivals.com/events/rust-team-battle-v-on-twitch-rivals-lkKoK]here[/url]. As usual, there are some incredible looking Twitch Drops available to collect by watching the competitors, and by tuning in to the official competition [url=https://www.twitch.tv/twitchrivals]broadcast from Twitch Rivals[/url]. Sync your accounts and find links to all channels at [url=https://twitch.facepunch.com/]twitch.facepunch.com[/url]. And don't forget, there are generic Twitch themed Drops that you can grab by [url=https://www.twitch.tv/directory/category/rust]watching your favourite creator on Twitch[/url] not participating in the event too! As always, we'd like to thank [url=https://rustoria.co/]Rustoria[/url] for working with us and Twitch to make this event possible. [img]https://files.facepunch.com/Errn/1b0411b1/twitch-drops-36_Team-Battles-V_blog.jpg[/img] [h1]MAP MAKING & MODDING PREFABS[/h1] We've added more prefabs for the mapping and modding community this month. [img]https://files.facepunch.com/paddy/20241112/woodpanel_tiledcubes_preview.jpg[/img] Below is a list of the additions and changes: [list] [*] Additional concrete, charcoal, gravel, ceiling, roof and plaster tiled cube prefabs [*] Coloured wood panel tiled cube prefabs (pictured above) [*] Road and tarmac tiled cube prefabs [*] Cold and heat volume variants (low, med, high) [*] Radiation cube volumes - minimal, low, medium and high rad levels [*] Toxic/radiation water cube + cylinder prefabs [*] Admin spawnable invisible 3x3 cube + wall [*] Static xmas light string prefab [*] Static fire prefabs [*] Static spraycan decals [*] Birthday cake prefabs (from previous years) [*] Invisible static PressButton [*] Fixes for material changes to glowing cubes and glass cubes [/list] [h1]CHRISTMAS[/h1] We'll release a mandatory update at [b]19:00 UTC on December 16th[/b] to enable this year's festivities. [img]https://files.facepunch.com/paddy/20221206/gingerbreadmen_header_01.jpg[/img] [img]https://files.facepunch.com/paddy/20211215/xmas_town.jpg[/img]

Thursday, December 5, 2024

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ARMED AND ANIMATED

[h1]T1 HANDMADE SMG[/h1] This month we're adding new weapons, firstly filling a gap in the weapon lineup, the Handmade SMG is unlockable near the end of the T1 tech tree. [img]https://files.facepunch.com/paddy/20241107/rust_t1smg_inspect_01.jpg[/img] [img]https://files.facepunch.com/paddy/20241107/rust_t1smg_workbench_01.jpg[/img] [img]https://files.facepunch.com/paddy/20241107/rust_t1smg_workbench_02.jpg[/img] While it lacks accuracy and raw damage, it compensates for this with sheer volume, letting players unleash a hail of bullets. Skilled survivors can use it to stay competitive by timing their attacks and positioning themselves carefully, allowing for surprise bursts against better-equipped foes. [h1]SKS[/h1] Unlockable at the start of the T3 tech tree, the SKS bridges the gap between the SAR and the M39. This mid-tier powerhouse combines punchy damage with accuracy, making it a reliable pick for players who want a no-nonsense rifle with solid range and stopping power. The SKS delivers balanced performance with a kick that seasoned survivors will appreciate. [img]https://files.facepunch.com/paddy/20240430/SKS_hero_01.jpg[/img] [img]https://files.facepunch.com/paddy/20240430/SKS_hero_03.jpg[/img] [img]https://files.facepunch.com/paddy/20240430/SKS_hero_04.jpg[/img] [h1]IMPROVED WOLF AI[/h1] Hello I'm Maverick! I recently joined Facepunch to work full-time on the AI and it's been a blast so far. This month we're releasing the first step of a major AI overhaul. We're starting small by just updating the wolf, but long-term the goal is to update scientists and all other animals. [img]https://files.facepunch.com/paddy/20241106/rust_november_wolves_03.jpg[/img] [h2]The why[/h2] The current wolf feels a bit like a landmine: if you're walking around and you didn't see it or hear its footsteps, you die. That issue is of course amplified in the pitch black night. Since wolves runs faster than players, once spotted your only options are to try to kill it before it kills you, or jump out of reach if possible. Since the wolf charges in a straight line, you don't really have to aim and if you have a nailgun or better it's just a matter of unloading the magazine as fast as you can. Assuming you spotted the wolf before it spotted you, hunting it was not really engaging. When shot from a distance wolves don't charge and just flee very far away, often forcing you to engage in a long hike to get its loot. The result of this is that the wolf was either frustratingly hard to handle, or trivial, with no in between. This motivated us to reshape the wolf into something that would pose a challenge that feels fair, and can be tackled in multiple ways. [img]https://files.facepunch.com/paddy/20241106/rust_november_wolves_01.jpg[/img] [h2]The how[/h2] I could write an exhaustive list of all the new behaviors, but I think it'll be way more fun for you to experiment and I'm confident the community will find even the cool hidden ones. Forget everything you know about the old wolves and just try out stuff that seems like it should work! [h1]QUALITY OF LIFE CHANGES[/h1] [h3]IO Arrows[/h3] New arrows that show input/outputs when looking at IO deployables [h3]Floating objects drift down rivers[/h3] Corpses, Boogie Boards, Boats now float down rivers [h3]Hear player voices over CCTV[/h3] Listen in on the group taking Oil Rig [h3]Disable Monument CCTV[/h3] Can now damage monument CCTV cameras to disable them for 5 minutes [h3]Copy Paste IDs in F7 menu[/h3] Easily get a player's ID when using the Report menu [h3]Add vendor NPC's to all Water Wells[/h3] Every Water Well variant now has killable vendor [h1]GESTURE PACK DLC[/h1] This month we've added more ways for players to communicate and express themselves with the introduction of our first gesture pack - available now on Rust's permanent item store. [img]https://files.facepunch.com/paddy/20241104/gesturepack_hero_01.jpg[/img] The pack includes 8 new gestures: [list] [*] Rock Paper Scissors (Mini-game) [*] Loser / L Hand [*] Knuckle Crack [*] No-No / Wagging Finger [*] Cut Throat [*] Shush [*] Watching You [*] Finger Gun [/list] NOTE: You'll need to assign the gestures to a slot on the gesture wheel via our new gesture wheel customisation on the main menu under Options > Gestures (learn more below) [h3]Rock Paper Scissors[/h3] Included in the pack is our first ever gesture minigame; Rock Paper Scissors. Trying to decide which teammate does the next farming run? Or who gets to use the L96? Now you can settle the score with a round of Rock Paper Scissors. [img]https://files.facepunch.com/paddy/20241106/rust_gesturepack_rps_01.jpg[/img] To play, select Rock Paper Scissors from the gesture wheel then wait for an opponent to interact with you to start the minigame. (Note: you'll need to assign the gesture to a new slot via the main menu for it to appear on the gesture wheel) Once a 2nd player joins, you'll be prompted with UI to choose a hand/option to play - use the numerical keys on your keyboard to make a selection of either rock, paper or scissors. Both you and your opponent will have 10 seconds to make a choice; If the timer runs out or a player moves too far away, the mini-game will end. After selections are made by both parties, each player will "shoot" simultaneously on the count of three to determine a win, lose or draw result. We look forward to seeing how you all use the minigame - our plan is to add similar interactive gestures in the near future. [h1]GESTURE WHEEL CUSTOMISATION[/h1] In order to support the new gesture pack we’ve added the ability to customise your gesture wheel this month, as well as adding a new wheel so you can access double the gestures. You’ll find this in the Options > Gestures menu. Customising your wheel is straightforward from this menu. Simply click on a slot to change what gesture is assigned, or use RMB to clear a slot. You can access the second wheel via the arrows at the top, and use E/Q to switch between gesture wheels in-game. [img]https://files.facepunch.com/paddy/20241105/gesturewheel_menuoption.jpg[/img] We’re just exposing two wheels as even with the new gestures you won’t be able to fill them up, but we’ve now got the system built so we can add more wheels as we release more gestures down the line. [h1]RADIOACTIVE WATER BUFF[/h1] The introduction of Radioactive Water last month was pretty weak. We felt it needed a buff to bring it in line with the original vision. [img]https://files.facepunch.com/paddy/20240928/rust_radwater_sprinkler_01.jpg[/img] Here are the changes to Radioactive Water: [list] [*] We have increased the radiation amount from sprinklers by 70% [*] We have increased the radiation amount from splashes by 40% [/list] This makes Radioactive Water the counter against full kits that it should be. [h1]MIXING TABLE IMPROVEMENTS[/h1] This month I added some nice QOL improvements for the mixing table. [list] [*] You can now click a recipe to add the required ingredients to the mixing table inventory, in the correct slots. [*] Repeat clicking will stack the additional ingredients required to produce another of the same item. [*] Shift-clicking will add the ingredients for the maximum number of items you can afford to produce. [*] The recipe names of recipes you cannot afford to produce are now also greyed out, making it much quicker to see what you can currently create. [/list] Finally, I made some minor performance and memory improvements for the mixing table UI. [h1]ANTICHEAT UPDATE[/h1] Since our last anti-cheat update back in July, we have applied an additional 91,676 bans, 19,398 of these were temporary, and the remaining were permanent bans. Here's the breakdown per patch: World Update 2.0 - October [list] [*] 22,473 permanent bans [*] 6,735 temporary bans [*] 113,580 reports [/list] Time To Kill - September [list] [*] 14,885 permanent bans [*] 5,294 temporary bans [*] 77,871 reports [/list] Stay Alert - August [list] [*] 22,827 permanent bans [*] 1,386 temporary bans [*] 105,031 reports [/list] Road Renegades - July [list] [*] 12,093 permanent bans [*] 5,983 temporary bans [*] 102,764 reports [/list] [h2]Notes[/h2] [list] [*] Patch-specific report data is only from Facepunch Official servers due to data reliability originating from non-official servers, the total number of reports across all server since July is 5.3 million. [*] Bans that were later reverted are excluded from these metrics. [*] Bans are placed for multiple reasons. The numbers above do not strictly reflect only cheat-related bans, but cheat-related bans make up the vast majority of bans. [*] A single player can receive multiple bans, for example, if a user is temporarily banned and then later switched to a permanent ban, this is counted as 2 bans in the above metrics [/list]. The above is to provide context and transparency, not to state we're doing a good job, there is much more to be done in this area, and we are continuing to work on it. [h2]Next[/h2] In July, I talked about server-side player culling, if a player is behind a hill and you can't see them, don't network the player. We feel we've done all we can in internal testing and will now roll out this change slowly across all official servers starting this month. We teamed up with a third party to handle takedowns on our behalf. One of the core objectives is aimed at cheat-related material. The takedowns will be made at the request of Facepunch staff after manual review. There is no automation, and there is no room for innocent content to be taken down. [list] [*] We've taken down over 1200 cheats-related media on social platforms. [*] We're working continuing to work on several other legal fronts to disrupt cheaters. [/list] [h1]COPY PASTE[/h1] Copy Paste is a new admin tool that allows server admins to copy, paste & save bases! This opens up a number of new workflows such as allowing admins to submit a copy of a base when they are submitting a bug report. It also will speed up testing on staging, allowing you to paste platforms with every item you need to test new content. If you are interested, head over to the [url=https://wiki.facepunch.com/rust/CopyPaste]wiki page[/url] to learn how to use it! [h1]TWITCH DROPS - RUST KINGDOMS RETURNS[/h1] Rust Kingdoms returns! The ultimate battle for control begins this Friday on [url=https://www.twitch.tv/directory/category/rust]Twitch[/url]! Watch live as some of the biggest creators both in and out of the Rust scene stake their claim for the throne, through serving/defying their masters, picking battles carefully, or risking all their rewards - who will rule the kingdom by Sunday 17th? [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/Errn/1b0611b1/twitch-drops-35_rustkingdoms_blog.jpg[/img][/url] Don't miss out on lots of epic Twitch Drops too! You can sync your account at any time [url=https://twitch.facepunch.com/]here[/url]. [h1]FLASH SALE - 40% OFF RUST THIS WEEKEND[/h1] [img]https://files.facepunch.com/ashcoook/1b0711b1/rust-november-sale_16x9.png[/img] In case you or your friends missed the World Update 2.0 sale, the game is now 40% off again for this weekend! This also includes all [url=https://store.steampowered.com/dlc/252490/Rust/]standalone DLC[/url] on the Steam store Head on over to [url=https://store.steampowered.com/dlc/252490/Rust/]Steam[/url] to take advantage of this 48 hour sale, just in time for this month's wipe and the latest patch update. [h1]FACEPUNCH SERVERS[/h1] Many official Facepunch servers, especially those in Eastern and Western Europe and Eastern US, have been upgraded to new, higher-performance hardware. This long-awaited upgrade should significantly improve stability in these regions during peak time. Some servers also received a slight increase in their max player capacities. Following this update, you may find that your favourite Facepunch server is no longer on your favourites list. To find it, please use the search bar in-game and, if needed, enable the "show empty servers" option. Upgrades for other regions will be rolled out in the coming weeks. All blueprints have been transferred, so no progress has been lost.

Thursday, November 7, 2024

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HALLOWEEN 2024

[h1]HAPPY HALLOWEEN![/h1] The yearly Halloween event is now enabled! [img]https://files.facepunch.com/paddy/20201023/halloween_ghostsheets.jpg[/img] Once roughly every two in-game days, the Candy Hunt event will begin. You'll have 3 minutes to collect as much candy as you can, then top 3 players are given special loot bags as a reward. These candies and loot bags can be opened for various types of loot, ranging from scrap, all the way up to an M249! If you don't make the podium, that's okay. The candies you collect can be upgraded for better loot! This year's Halloween event will run until [b]November 7th[/b]. [h1]HERE BE MONSTERS[/h1] Wondering what to do with all those body parts you've collected? Build your own monster! To start putting together your morbid creation, first, you must slay the scarecrows and mummies that roam the lands. Once you've collected a head, torso, and legs, craft yourself a Frankenstein's table and place the body parts within it. [img]https://files.facepunch.com/paddy/20211026/monstertable_wakeup.jpg[/img] Awaken your new pet monster and control it by pressing "P". The monster will follow your orders without question. It'll follow you around the map, defend you if attacked and help slay foes you wish to attack. [img]https://files.facepunch.com/paddy/20211026/frankenstein_lab_close.jpg[/img] If you're having trouble accessing the pet menu or already have a key bound to "P" then use the following console command: bind X +pets or open the in-game controls menu. [h1]THE RIFTS OPEN[/h1] Cultists are said to have been opening portals across the island, while others believe it's a Cobalt experiment code-named R.U.I.N gone horribly wrong. Not much is known about these portals - what they do or where they go, but only a few brave souls have entered through and made it back alive. [img]https://files.facepunch.com/Errn/1b2811b1/dungeonportal_01.jpg[/img] Do you dare to enter the rift? Server owners can adjust the portal count using the [i]halloweendungeon.population[/i] convar. [h1]CURSED ARTICLES[/h1] This year, we've added three Halloween-themed items - one purchasable, and two free. [h2]MASKS[/h2] Frankenstein and Mummy masks [img]https://files.facepunch.com/paddy/20241024/rust_halloween_masks_02.jpg[/img] [img]https://files.facepunch.com/paddy/20241024/rust_halloween_masks_03.jpg[/img] [img]https://files.facepunch.com/paddy/20241024/rust_halloween_masks_01.jpg[/img] [h2]DRACULA CAPE + MASK[/h2] Dracula cape & mask can be found on the [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited]limited item store[/url]. [img]https://files.facepunch.com/paddy/20231021/halloween_dracula_01.jpg[/img]

Monday, October 28, 2024

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THE WORLD UPDATE 2.0

[previewyoutube=l9smd22_sC4;full][/previewyoutube] [h1]RADTOWN[/h1] One of the emblematic locations from legacy Rust makes a comeback: Radtown. [img]https://files.facepunch.com/paddy/20240928/rust_worldUpdate_radtown_35.jpg[/img] We turned this monument from a bunch of blocky garage buildings, into a refreshed new gameplay space. We tried to preserve the proportions and purpose of each location while opening up new paths and adding way to improve the flow of movement and cover throughout. [h2]Exteriors[/h2] [img]https://files.facepunch.com/paddy/20240928/rust_worldUpdate_radtown_28.jpg[/img] [img]https://files.facepunch.com/paddy/20240928/rust_worldUpdate_radtown_31.jpg[/img] [img]https://files.facepunch.com/paddy/20240928/rust_worldUpdate_radtown_15.jpg[/img] [h2]Interiors[/h2] [img]https://files.facepunch.com/paddy/20240928/rust_worldUpdate_radtown_11.jpg[/img] [img]https://files.facepunch.com/paddy/20240928/rust_worldUpdate_radtown_50.jpg[/img] [img]https://files.facepunch.com/paddy/20240928/rust_worldUpdate_radtown_48.jpg[/img] [h1]CLIFFS[/h1] We have completely reworked all cliffs in the game. The new cliffs come in two types, tall coastal cliffs placed close to the ocean and sloped inland cliffs covering hills and mountains. A lot of effort was made into making them not only look realistic, but also easy to traverse. You can run up the inland cliffs with ease, while the coastal cliffs can be scaled by jumping on the rocky ledges and protrusions. [img]https://files.facepunch.com/paddy/20241002/rust_worldUpdate_cliffs02_03.jpg[/img] [img]https://files.facepunch.com/paddy/20241002/rust_worldUpdate_cliffs02_02.jpg[/img] In addition we have added many new coastal rocks close to the shore to further spice up the world. [img]https://files.facepunch.com/paddy/20241002/rust_worldUpdate_cliffs02_11_alt1.jpg[/img] [img]https://files.facepunch.com/paddy/20240905/rust_worldupdate_preview_18.jpg[/img] [h1]REVAMPED ROCK FORMATIONS[/h1] We have completely revamped all large rock formations in the game and decided to bring back some of the old fan favorites. [img]https://files.facepunch.com/paddy/20241002/rust_worldUpdate_rocks02_10.jpg[/img] Formations such as the god rock, anvil rock and arch rock all return to the game. Completely new rock formations have been added and some of them even spawn off shore allowing for more base building possibilities than ever before. [img]https://files.facepunch.com/paddy/20241002/rust_worldUpdate_rocks_02.jpg[/img] [img]https://files.facepunch.com/paddy/20241002/rust_worldUpdate_rocks_08.jpg[/img] [h1]UNIQUE ENVIRONMENTS[/h1] In Rust, you will now find several different canyons, lakes, and oasis of various sizes in each procedurally generated map. Canyons, Lakes, and Oases – each offering a fresh way to play with their own pros and cons. Canyons provide narrow pathways for ambushes but can be risky to navigate. Lakes create opportunities for resource gathering and farming but leave you vulnerable in open water. Oases are lush safe havens with valuable resources but will become hotspots for fierce competition. [h2]Canyons[/h2] These towering landscapes offer fresh opportunities for ambushes and base building. While the narrow pathways and steep drops make for thrilling combat and strategic locations. [img]https://files.facepunch.com/paddy/20240905/rust_worldupdate_preview_24.jpg[/img] Canyons can be rich in resources, but don't get too greedy and get caught out. [h2]Lakes[/h2] These scenic water bodies add a new twist to the gameplay, offering great spots for fishing, resource gathering, farming and base-building by the shore. However, the open water leaves you exposed to attacks, and swimming can slow you down when trying to make a quick escape. [img]https://files.facepunch.com/paddy/20240928/rust_worldUpdate_lakes_07.jpg[/img] [h2]Oasis[/h2] These rare paradises amidst the harsh desert. These lush areas are perfect for setting up base, gathering, farming, and finding vital resources like water. But be warned: Oases will attract other players looking to take advantage of these havens. [img]https://files.facepunch.com/paddy/20240928/rust_worldUpdate_oasis_10.jpg[/img] [h1]RIVERS[/h1] Rivers are now longer, flow more naturally, and widen the longer they get. This as well as the new unique environments required a larger water system overhaul to support different water types at any altitude. [img]https://files.facepunch.com/paddy/20241002/rust_worldUpdate_rivers02_09.jpg[/img] The ocean is now fully culled underneath the terrain, and lakes no longer stretch beyond their boundaries. Overall, it's a much more robust and future proof system. https://files.facepunch.com/paddy/20241002/rust_worldUpdate_rivers02_11.jpg [h1]HIGH CALIBER REVOLVER[/h1] The High Caliber Revolver is a hand-crafted, single-action revolver that uses 5.56 ammo. Built for precise, long-range shots rather than rapid fire, it demands a steady hand for maximum accuracy. Its slower fire rate reflects the single-action design, but the power and precision make each shot count. [img]https://files.facepunch.com/paddy/20241003/rust_highcaliberrevolver_tabletop_01.jpg[/img] [img]https://files.facepunch.com/paddy/20241003/rust_highcaliberrevolver_tabletop_06.jpg[/img] Unlockable at a Tier 2 workbench, the High Caliber is for survivors who prioritize accuracy and impact over speed. [h1]LEGACY WOOD PILE[/h1] Welcome back wood piles! These will spawn in the snow, and temperate biomes. [img]https://files.facepunch.com/paddy/20240917/legacy_woodpile_01.jpg[/img] They function just like our traditional ore piles, but for wood! Harvestable with a rock, hatchet or chainsaw. A great source of wood early in the game to start off your Rust journey. [h1]DIVE SITES[/h1] [h2]Ocean Wreck Buoys[/h2] We’ve remodelled the old floating bottle indicators on the surface of dive sites into more solid buoys. They are much more visible which will help with finding dive sites. [img]https://files.facepunch.com/paddy/20240919/rust_worldUpdate_buoy_01.jpg[/img] [h2]Dive Sites[/h2] The Dive Sites themselves have been refreshed this month, with an entirely new set of three possible options replacing the old sites. All sites now spawn the same amount of loot (6 crates). Each site has new unique environment art and topology. [img]https://files.facepunch.com/paddy/20241003/rust_worldUpdate_diveSite_01.jpg[/img] [h2]Flora and Fauna[/h2] Alongside the new Buoys and Dive Sites, we've overhauled the underwater foliage with a graphical update, and tweaked the visuals on fish so they behave more naturally. You might even find a couple of other critters down there. [img]https://files.facepunch.com/paddy/20241003/rust_worldUpdate_diveSite_07.jpg[/img] [img]https://files.facepunch.com/paddy/20241003/rust_worldUpdate_diveSite_04.jpg[/img] [h1]DIVER PROPULSION VEHICLE (DPV)[/h1] We've added small new handheld dive vehicle this month. The DPV can be crafted and kept in your inventory until you need it. [img]https://files.facepunch.com/paddy/20241003/rust_dpv_01.jpg[/img] It's then used like so: [list] [*] Select it and deploy it into any water that's at least 1 metre deep [*] Interact with the fuel tank and add some low grade fuel [*] "Mount" it to hold onto the handles and drive it around [/list] [img]https://files.facepunch.com/paddy/20241003/rust_dpv_03.jpg[/img] Using the DPV, you can travel underwater significantly faster than you could by swimming. Once you're done with it, simply dismount and pick it up. Fuel will automatically be removed and added to your inventory, or dropped if you don't have any space. Note: Currently players will need to manually remove fuel before picking up the DPV. This will be corrected in a hotfix asap [img]https://files.facepunch.com/paddy/20241003/rust_dpv_04.jpg[/img] [h1]WATER WELL UPDATE[/h1] Waterwells aren’t exactly the most popular monument in Rust, so this month we decided to make them a little more interesting. You will now find a new vendor at some NPC’s that can offer a random selection of teas and farming equipment that shuffles every X minutes. [img]https://files.facepunch.com/paddy/20240924/rust_waterwell_NPC_02.jpg[/img] What’s special about this NPC is that this is the first vendor that is available in non safe zones. This means they can be killed! If that happens they will respawn after a while, but that won’t trigger the vendor to refresh or have any loot so there’s no real purpose. Try and be nice! [img]https://files.facepunch.com/paddy/20240924/waterWell_foodcache_01.jpg[/img] You will also find a new food cache with basic teas and high quality food items, and some planters that are automatically filled with random plants periodically. These plants have a high priority of having good genes, so they’re a great way to give your farm base a quick boost. [img]https://files.facepunch.com/paddy/20240924/waterWell_planter_01.jpg[/img] [img]https://files.facepunch.com/paddy/20240924/waterWell_planter_02.jpg[/img] [h1]RADIOACTIVE WATER[/h1] We've added a new gameplay feature to the world: Radioactive Water! This is available at two locations in the new Radtown monument. Players will be able to harvest it with any regular water container, be it: a bota bag, water jug or the tanker module for vehicles. [img]https://files.facepunch.com/paddy/20240928/rust_worldUpdate_radtown_38.jpg[/img] Radioactive Water has a few properties: splashing it on plants will instantly kill them, splashing it on players (via throwing your water from a container, or via a sprinkler) will irradiate them. Carrying a large amount of it in your inventory will damage you, and finally looting a players body will irradiate you if there's enough radioactive water in their inventory. These properties make Radioactive Water a great choice for a number of things: from instantly resetting your farm, to being a great counter to those players raiding you in full gear. [img]https://files.facepunch.com/paddy/20240928/rust_radwater_splash_01.jpg[/img] The backend work done on Radioactive Water opens up a number of gameplay possibilities in the future as any item (in code) can now be marked as Radioactive. [img]https://files.facepunch.com/paddy/20240928/rust_radwater_sprinkler_01.jpg[/img] We can't wait to see what creations you come up with! [h1]FRONTIERSMAN PACK[/h1] This month we're introducing a new addition to Rust's permanent store, the Frontiersman Pack. The pack includes three items: Frontier Hazmat Suit, Frontier Hatchet, Blunderbuss [img]https://files.facepunch.com/paddy/20240924/rust_frontiersman_hero_01.jpg[/img] [img]https://files.facepunch.com/paddy/20240924/rust_frontiersman_pack_collection_01.jpg[/img] [h2]Frontiersman hazmat suit[/h2] The Frontiersman Hazmat is a handcrafted survival suit, built for those who brave the wilderness. Forged from durable felt and leather, it’s designed to shield its wearer from the harsh weather, unseen enemies, and the dangers of the wild. The Frontiersman suit is a hazmat replacement skin that can be applied while crafting the hazmat or skinned using the repair table. The Frontiersman suit offers no in-game bonuses. [img]https://files.facepunch.com/paddy/20240928/rust_frontiersman_hero_07.jpg[/img] [img]https://files.facepunch.com/paddy/20240928/rust_frontiersman_hero_21.jpg[/img] [h2]Blunderbuss[/h2] The Blunderbuss is a handcrafted, frontier-inspired shotgun that brings a classic, rugged aesthetic to the Double Barrel. This skin reimagines the weapon, turning it into a more traditional tool of survival from a bygone era [img]https://files.facepunch.com/paddy/20240928/rust_frontiersman_pack_blunderbuss_03.jpg[/img] [h2]Frontier Hatchet[/h2] Inspired by the traditional tomahawk, featuring a rugged design with several charms attached. This unique skin transforms the hatchet into a symbol of frontier survival. [img]https://files.facepunch.com/paddy/20240928/rust_frontiersman_pack_hatchet_01.jpg[/img] Available now on the item store. [h1]WALLPAPER CHANGES[/h1] Based on your feedback following last month’s wallpaper release, you can now place wallpapers on building block hardsides, but only inside your base! Any exposed hardside wallpaper will be removed by the next decay tick. [h1]QUALITY OF LIFE CHANGES[/h1] [h3]Spray Can Improvements[/h3] Spray Can will now remember the shipping container colour through deaths and restarts [h3]Note World Model[/h3] Note World Model Added [h3]Underwater Visibility[/h3] Underwater visibility improved, allowing for enhanced long-distance sight [h3]Repair Bench[/h3] The repair bench now displays icons alongside text for repair costs. [h1]CHARITABLE RUST 2024 - TWITCH DROPS[/h1] [h2]October 12th - October 19th![/h2] Join us and [url=https://www.rustafied.com/]Rustafied[/url] for the annual [url=https://www.charitablerust.com/]Charitable Rust[/url]! The main event takes place on October 12th from 11:00AM EDT until 11:00PM EDT On [url=https://www.twitch.tv/rustafied]Rustafied's Twitch channel[/url]. Tune in for tons of mini games, talent shows, and some of your favorite creators battling it out in [url=https://rustreborn.gg/]Rust Reborn's[/url] Bedwars! Check out the full schedule [url=https://www.charitablerust.com/schedule]here[/url]. There will be 4 store items this year. Proceeds go toward the [url=https://www.directrelief.org/]Direct Relief[/url] Charity. These store items will be account bound. Meaning, you will not be able to sell or trade them once purchased. [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/Errn/1b2711b1/charitablerust_34-blog-image.jpg[/img][/url] You will be able to collect all the Twitch drops for the remainder of the week on [url=https://www.twitch.tv/directory/category/rust]any Rust stream[/url] with drops enabled! [h1]WORLD UPDATE 2.0 SALE - 40% OFF RUST[/h1]. To celebrate the release of The World Update 2.0, Rust is now 40% off until October 8th! Whether you want to role play, survive as a solo, find a new duo partner, or finally join your friend's clan, The World Update 2.0 is here to bring a fresh new feel to Rust for you to explore! Or why not use The World Update 2.0 sale to gift Rust to that friend that would make a good survival partner? There’s no better time to jump in to build, explore, raid, and survive with legacy items returning, new weapons and a hazmat, a new monument, AND the newly tuned terrain! [url=https://bit.ly/4dvRiCi]Head over to Steam to save 40%[/url] [h1]MAP MAKER WARNING[/h1] If you're a map maker, please note that next month, we'll be removing the old rock and cliff assets from the game. Map makers should update their maps with the new rock assets to maintain compatibility. The reason we're removing the old assets is to ensure we're keeping the game running as optimal as possible and not needlessly loading unused assets into memory.

Thursday, October 3, 2024

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TIME TO KILL

[h1]DIGITAL CLOCK[/h1] Meet the Digital Clock, a new craftable item, a simple but powerful addition to your base's electrical setup. [img]https://files.facepunch.com/paddy/20240823/digital_clock_02.jpg[/img] When powered, it displays the current server time [olist] [*] Consumes 1 power [*] Available at the Tier 2 Workbench [*] Craftable for 100 Metal Fragments [/olist] The clock also allows you to set up alarms. When an alarm goes off, the power will pass through, allowing you to trigger any sort of circuit inside your base at specific times. Whether you want to automate your farms, activate traps, or control lighting systems, you can set up to five alarms simultaneously. [h1]GCO WEAPON ATTACHMENT[/h1] A powerful new cutting-edge experimental weapon attachment for those who crave more damage and speed in their shots. The Gas Compression Overdrive attachment boosts projectile damage and velocity, allowing you to hit harder. [img]https://files.facepunch.com/paddy/20240905/rust_202409_ttk_heroimage.jpg[/img] However, this extra power comes with trade-offs, a slower fire rate and increased recoil. If you can handle the extra kick, this attachment is maybe for you. The GCO attachment works on the following weapons: Thompson, SAR, SAP, M92, M39 and the Custom SMG. [h1]WALLPAPERS[/h1] This month, we're adding wallpapers, a new way to decorate your base's interior. [img] https://files.facepunch.com/paddy/20240828/rust_wallpaper_placement_01.jpg[/img] Wallpapers can only be applied to the interior side of your walls. Purely visual, they don't provide any additional protection, are easy to remove and won't interfere with the deployment of any other items. [list] [*] Default blueprint [*] Crafting cost: 10 cloth for 2 pieces of wallpaper [*] Includes 'Vintage' default skin in 4 colours - blue, red, green and yellow [/list] [img]https://files.facepunch.com/paddy/20240903/rust_wallpaper_defaultskins_02.jpg[/img] Just like other deployable items, wallpapers can be skinned during crafting, in a repair bench or after being deployed using the spray can. [h2]Wallpaper Starter Pack[/h2] In addition to the 4 wallpapers skins unlocked by default, you can purchase the [url=https://store.steampowered.com/itemstore/252490/detail/10265/]Wallpaper Starter Pack[/url] which features 22 extra wallpaper skins for styling your base. [img]https://files.facepunch.com/paddy/20240903/rust_wallpaper_starterpack_collection.jpg[/img] Skins included in the wallpaper starter pack, as pictured above: [list] [*] Clouds [*] Yellow Stripe [*] Blue Diamond [*] Fleur (3 variants) [*] Retro (3 variants) [*] Subway (2 variants) [*] Geometric (2 variants) [*] Polka Dots (3 variants) [*] Wainscotting (3 variants) [*] Venetian Plaster (3 variants) [/list] [img]https://files.facepunch.com/paddy/20240903/rust_wallpaper_subway_01.jpg[/img] [img]https://files.facepunch.com/paddy/20240903/rust_wallpaper_gallery_11.jpg[/img] [img]https://files.facepunch.com/paddy/20240903/rust_wallpaper_gallery_02.jpg[/img] [img]https://files.facepunch.com/paddy/20240903/rust_wallpaper_gallery_06.jpg[/img] The Wallpaper Starter Pack is available for purchase in-game or through the [url=https://store.steampowered.com/itemstore/252490/detail/10265/]Steam's item store[/url]. [h1]COLOURBLIND ACCESSIBILITY[/h1] As part of my Hackweek last month, I explored some ways we can make playing Rust more accessible for players that experience different forms of colour blindness. Colour blindness is experienced by up to 8% of men and 0.5% of women, so it likely affects a good portion of our player base. We’ve tried to identify problematic areas in the game world, as well as in our UI, and then make those colours configurable so every player can customise the look of their game to meet their needs. Since colour blindness comes in many forms, we’ve exposed each option individually as well as some presets that we think will help for more common forms of the condition. [img]https://files.facepunch.com/paddy/20240829/rust_accessibility_colours_menu.jpg[/img] We’ve exposed the following options: [list] [*] Tree marker colours [*] Health Bar colour [*] Hunger Bar colour [*] Hydration Bar colour [*] Team Name tag colour [*] Enemy Name tag colour [*] Ally Name tag colour (eg. marked friendly in the contacts system) [*] Monument blocked colour (the new radius that appears when building close to a monument) [*] Mushroom colour [/list] [img]https://files.facepunch.com/paddy/20240829/rust_accessibility_colours_treemarker.jpg[/img] [img]https://files.facepunch.com/paddy/20240829/rust_accessibility_colours_mushrooms.jpg[/img] We also adjusted the contrast of the icons in the Hunger/Health/Hydration bar to make them stand out a bit more when in snowy/very bright regions. Please get in touch if we’ve missed a colour you find problematic to see, or if there are other accessibility options you think could help make playing Rust more comfortable. You can contact us via the F7 report menu, or opening a new [url=https://support.facepunchstudios.com/hc/en-us/requests/new]Support ticket[/url]. [h1]TUNNEL NETWORK VISIBILITY LAYER[/h1] Way, way back in the ancient times of [url=https://rust.facepunch.com/news/the-big-qol-update#Separatenetworkgroupsfortunnels]December 2022[/url], we shipped a feature that allowed us to separate the above ground and below ground networking groups, improving client performance and reducing network traffic. Unfortunately, we had to disable it pretty quickly on launch as we discovered an edge case where a small number of elevators that started in the above ground layer and ended in the below ground layer would teleport players into a void. To resolve this, we needed to rework how elevators functioned internally. This work has finally been completed, so we’re re-enabling the feature this month. Fingers crossed the feature sticks this time! This change should be invisible to players and offer better performance. [h1]ERRORS QOL[/h1] I think it was time to say goodbye to this debug gibberish spammed in chat everytime you try to build anything. [img]https://files.facepunch.com/Flavien/fzm2QugDAJs1Jwm0.png[/img] These errors have been moved from the chat to toast messages, which are just as responsive and most importantly, visible to players playing with the chat disabled. We wanted to reduce the confusion by making these errors more specific, when possible. The common "Cannot build in this area" now becomes "Blocked by X", mentioning the name of the entity blocking you. It works with deployables, vehicles, building blocks and players. [img]https://files.facepunch.com/Errn/1b0511b1/chrome_ldKRORzVav.jpg[/img] The infamous "Too close from another building" error message will now be "Too close to X". It will also briefly highlight the building block in question. When trying to upgrade a building block, you'll now get a clear explanation of what exactly is preventing the upgrade. We've also re-ordered the message priority of a few common deployables. So you now get "Must be placed on a construction" instead of "Not enough space" message when trying to place a bed on the terrain for example. A new convar has been added if you prefer to keep the error messages in chat: [olist] [*] client.errortoasts_in_chat [/olist] [h1]LOCALIZATION[/h1] A lot of effort has been put into improving Rust's localization this month. [list] [*] Most of the UI screens are now displaying right-to-left languages correctly [*] Many screens with truncated texts have been fixed [*] Unlocalized texts have been addressed [/list] This is ongoing work, it's not finished yet, and more improvements are planned for the coming months. Thanks to everyone contributing to Rust localization, dedicating their time to make the game more accessible to non-English speakers. [h1]WORLD UPDATE PLAYTEST[/h1] Today, we're opening Rust Staging - [b]Aux02 beta branch[/b] for public testing to gather feedback and bug testing ahead of next month's world update release, which is one, if not the most significant updates, this year. The World Update aims to address many long-standing community requests surrounding the world. The update will revamp cliffs, rivers, dive sites, and add new, unique environmental areas such as canyons, lakes, and desert oases. Additionally, some throwbacks to Legacy Rust by bringing back an updated Radtown monument and Legacy Wood Piles. [img]https://files.facepunch.com/paddy/20240905/rust_worldupdate_preview_02.jpg[/img] [img]https://files.facepunch.com/paddy/20240905/rust_worldupdate_preview_25.jpg[/img] [img]https://files.facepunch.com/paddy/20240905/rust_worldupdate_preview_20.jpg[/img] There is plenty more to look forward to with a new weapon, the high-calibre revolver, new Hazmat skin, and so much more. We're excited about this world update and want your feedback to allow us to adjust and tweak as necessary. As a note of caution, everything on the branch is subject to change, and map wipes will happen at irregular intervals over the month. The world update will be released on October 3rd. [h2]How to access[/h2] To access the playtest, please follow the steps below: [list] [*] On Steam download Rust - Staging Branch [*] Right-click Rust - Staging Branch on your Steam library, and select Properties [*] Navigate to "Betas" tab [*] Next to "Beta Participation" select "aux02 - upandcoming" [*] Steam will begin to download and apply the update [*] Open Rust - Staging Branch via Steam and play [/list] [h2]How to give feedback[/h2] To give direct feedback in-game, press F7 and fill out the form, additionally, you can [url=https://discord.gg/rust]join our Discord[/url] and discuss the changes in the channel "staging-aux2" [h2]Mappers[/h2] An unfortunate side effect of this revamp is that new assets will be added, and old assets will be removed. This will cause some instability for custom maps and map makers, one example is the older cliff and rock formations will be removed. We'll post updates on the exact changes in community mapping Discords and our social media closer to release. [h1]TWITCH RIVALS : BASE INVADERS[/h1] [img]https://files.facepunch.com/ashcoook/1b0411b1/td_33-blog-image.jpg[/img] [h2]Buckle up! Base Invaders is back![/h2] This Tuesday, tune in from 8PM BST // 3PM EST as *20* teams of 5 battle it out for up to $1000 per player for the winning team, from a $50,000 prize pool! With a 20x gather rate and teams only being allowed one base and one Tool Cupboard at a time, players need to score points with kills, by controlling hard points, or by destroying enemy Tool Cupboards and more! The teams feature a range of PvP community favourites, as well as creators from our recent Home-Brewed event, and more! For the full list of teams and rules head [url=https://schedule.twitchrivals.com/events/rust-base-invaders-rNZMg]here[/url]. [h2]Heads up: [/h2] The exclusive hoodie and pants Twitch Drops for the Twitch Rivals stream will only be live for roughly 5 hours on Tuesday the 10th of September, on the [url=https://www.twitch.tv/twitchrivals/]Twitch Rivals official channel[/url]. The rest of the Twitch Drops will be available from the start of the event until Sunday 15th. Don't forget to sync your Twitch and Steam accounts at [url=https://www.twitch.facepunch.com/]Twitch.Facepunch.com[/url]! And remember - Facepunch will never DM you about Twitch Drops or giveaways. Beware of any fake websites and scams! [h1]WELLIPETS X RUST[/h1] Wellipets’ iconic Frog Boots were added to Rust as a gift for players who owned the game while it was in Early Access between 2013-2018 - as a thanks for supporting us while we took the game from its very humble and janky beginnings, to becoming what it is today. [img]https://files.facepunch.com/paddy/20240823/rust_wellipets_heroimage_01.jpg[/img] And now, we've officially partnered with Wellipets to unite both the digital and physical world - An IRL Frog Wellington Boot in original Rust colours (one green, one black), and an exclusive in-game Frog Boot Helmet if you buy the Rust edition of the boots. Executed in black and Batrachian green and contrasted with their hallmark yellow eyes, these wellington boots boast a distinctive colour combination, both as a legacy Rust item, and now a real, practical but fashionable item. They feature a ladder grip outsole to provide improved traction during wet weather and are decorated with hand painted details at the logo and mouth. [img]https://files.facepunch.com/paddy/20240823/rust_wellipets_hat_01.jpg[/img] Every physical pair comes with a key to unlock the new in-game item, once shipped. The boots are expected to start shipping at the end of November. Discover the story and pre-order your pair here: [url=https://wellipets.com/wellipets-x-rust]https://wellipets.com/wellipets-x-rust[/url] [h1]MODDING API BREAK[/h1] Heya! My name is Daniel, I'm a new member of the Rust development team - I've joined about a month ago. My primary objective is to work on Performance and it's various facets for Rust. I'm hoping to be posting about the ongoing work in the future. In the coming update, I've made some changes to code that we'll be shipping that will break some mods that rely on our internal object pooling utility, [b]Facepunch.Pool[/b]. If you're the owner of one of these mods that see errors around invalid use of "Pool.Free", then you should try switching to "Pool.FreeUnmanaged", and if that still doesn't work, then "Pool.FreeUnsafe"(in last case if you're using FreeUnsafe with a collection, make sure to clear it). I'm making this breaking change because our old API were unsafe and allowed for memory leaks and bugs. Instead, I've introduced a couple replacements that aim to be stricter and as a result safer. Pool.Free is now 3 separate methods: [list] [*] Pool.Free where T : Pool.IPooled or a couple collections with T : IPooled. Calls Clear() and optionally returns each element back to Pool [*] Pool.FreeUnmanaged where T is a collection of non-IPooled-implementing types. Calls Clear() or an equivalent [*] Pool.FreeUnsafe for any T, just returns it back to pool [/list] The following methods are marked obsolete and will be removed when October Update lands or have been removed: [list] [*] Pool.GetList - obsolete [*] Pool.FreeList - obsolete [*] Pool.FreeListAndItems - obsolete [*] Pool.FreeMemoryStream - obsolete [*] Pool.ClearList - obsolete [*] Pool.FreeDynamic - removed [/list] [h1]LINUX DEDICATED SERVER UPDATE[/h1] Our dedicated server builds on Linux currently support Debian 10 / Ubuntu 18 or later. Due to third party software we rely on slowly removing support for these platforms, we will soon be forced to change the minimum requirement for our Linux dedicated server builds to Debian 11 / Ubuntu 20 or later. If you're hosting your own server or offer managed servers to your clients, please update to Debian 11 / Ubuntu 20 or later as soon as possible.

Thursday, September 5, 2024

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STAY ALERT

[h1]TIN CAN ALARM[/h1] This month, we're adding the Tin Can Alarm, a new primitive trap made from hanging tin cans. [img]https://files.facepunch.com/paddy/20240729/tincan_alarm_02_1080p.jpg[/img] [img]https://files.facepunch.com/paddy/20240729/tincan_alarm_06_1080p.jpg[/img] Crossing its wire will trigger the trap and cause a loud clatter, alerting anyone nearby to your presence. You can deploy it anywhere from your base to inside monuments. Use it strategically to cover access points and defend your positions. [h1]REPLICATED BUSH SOUNDS[/h1] This month, we are changing how the classic bush rustle sounds work. Bush sounds will now be audible to players around you. Just like with footsteps, you now need to take care of when you make noise in bushes. Going slower through a bush makes a quieter sound than when running through it. [img]https://files.facepunch.com/paddy/20240731/bush_sounds_01.jpg[/img] This change will also cause the rustles made in hot air balloon tarps to be audible to players nearby, and operates in the same way as the bushes. [h1]UNDERWATER ITEMS[/h1] [img]https://files.facepunch.com/Errn/1b3011b1/chrome_6klbgq2xDw.png[/img] Dropped items that end up in bodies of water will now sink more realistically instead of just dropping like they are still falling through air. As well as slowing down and getting shifted around by currents they will also emit some bubbles as they move and when they hit the ocean floor. This should make finding these items a little bit easier. [h1]ZIPLINE IMPROVEMENTS[/h1] We’ve made several changes to the powerline zipline system this month to make it a bit more pleasant to use. [list] [*] Ziplines will now pick the furthest possible destination instead of the closest [*] We’ve increased the maximum length a zipline can run from 150m to 185m [*] Ziplines can now terminate at a higher point on the powerline structure and will pick these higher destinations when possible, reducing the amount of climbing required to continue the zipline. [*] You can no longer get dismounted by trees when on a zipline. We already had several systems in place to prevent trees spawning in zipline paths, but it still happened very rarely. [/list] These changes should result in longer, higher ziplines that are safer to use. [h1]NPC VENDOR PRICE CHANGES[/h1] After looking over the data from last months wipe, it was clear that the dynamic vendor pricing system wasn’t operating as well as it could have. It tended to drop to 50% off all items relatively quickly in the wipe. We’ve made a couple of changes this month: [list] [*] Price changes now operate in real time rather than based on in-game time. This should be more understandable and will work correctly on servers that manipulate in-game time. [*] Price changes now take place every 5 real time hours. Last month the prices changed every 15 minutes in real time by default, so this will make the prices change much more slowly. [/list] As usual we’ll keep an eye on this and make changes going forwards. [h1]QUALITY OF LIFE CHANGES[/h1] [h3]Trains break barricades[/h3] Trains can break through barricades that are deployed too close to the tracks. [h3]Bike fast turns[/h3] Hold the Crouch key while driving to perform a faster turn [h3]Sidecar bike physics[/h3] Sidecar bikes now drive more like regular motorbikes. [h3]Horse terrain holes[/h3] Horses can now enter terrain holes - Train tunnels, the launch site ramp etc. [h3]Fire mode switch[/h3] Switching your gun firemode will now play a sound. [h3]Storage Adaptors collision[/h3] Can now walk through Storage Adaptors attached to boxes. [h3]Hurt screen overlay toggle[/h3] Can now turn off the blood on screen when getting hurt. [h3]Saved code lock input[/h3] The last entered code is now saved between sessions. [h1]SHOCKBYTE X RUST - PARTNERED SERVER HOSTING[/h1] We're extremely excited to be partnering with [url=https://shockbyte.com/partner/SBRUST]Shockbyte[/url] for managed server hosting rental! [url=https://shockbyte.com/partner/SBRUST][img]https://files.facepunch.com/ashcook/1b1811b1/Artboard%201.png[/img][/url] After seeing their work with the Minecraft community, and hearing great things from existing Rust users, we've decided to partner with them in an official capacity - endorsing their stability and reliability. You can enjoy full file access, full customization, and oxide support. [url=https://shockbyte.com/partner/SBRUST][img]https://files.facepunch.com/paddy/20240726/shockbyte_toolcupboard_01.jpg[/img][/url] [h2]Promotional Offer[/h2] As part of the promo, [b]new customers[/b] can receive an in-game Tool Cupboard skin [url=https://shockbyte.com/partner/SBRUST]by renting a server of any tier[/url]! Once your new server is delivered Shockbyte will send you information about how to get your sweet freebie! [img]https://files.facepunch.com/paddy/20240726/shockbyte_toolcupboard_05.jpg[/img] [img]https://files.facepunch.com/paddy/20240726/shockbyte_toolcupboard_06.jpg[/img] [img]https://files.facepunch.com/paddy/20240726/shockbyte_toolcupboard_08.jpg[/img] [h3]Here's Shockbyte's story so far:[/h3] [i]"Born from a passion for multiplayer gaming in March 2013, Shockbyte has become a leading provider of game server hosting. Over the past decade, our team of dedicated gamers has delivered reliable multiplayer servers worldwide to over 700 thousand customers. Since October 2019, we have supported the Rust community, continuously improving our services based on feedback. Our mission is to simplify game server hosting, allowing absolutely anyone to create their own multiplayer community with ease. With a growing network of global locations, comprehensive DDOS protection, and a commitment to 100% uptime, Shockbyte has become a trusted provider for Rust communities. We understand the complexities of server hosting and are beyond thrilled to now offer our expertise in a partnered capacity with Facepunch. We believe this is the most exciting era for gaming and are proud to provide community-driven hosting opportunities. By harnessing player feedback we’ve recently completely revamped the hosting experience and we’re extremely excited to be soon rolling out this new modern experience alongside our partnership with Rust. Our top-tier global hardware and robust DDOS protection ensure the Rust community receives only the best multiplayer support. At Shockbyte, our focus is on delivering an enjoyable online experience, committed to innovation and excellence."[/i] We look forward to hearing about your experiences with their servers and you can get the skin by signing up to any level of hosting through [url=https://shockbyte.com/partner/SBRUST]this link[/url] or use the button on the in-game menu!! [h1]TWITCH DROPS![/h1] Here we go again! We have worked in a group of your favorite Twitch Streamers and Youtubers that you might recognize! [h2]August 8th - August 18th, 2024[/h2] [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/Errn/1b0111b1/td_33-blog-image.jpg[/img][/url] Be sure you get synced up at [url=https://twitch.facepunch.com/]https://twitch.facepunch.com/[/url] so you don't miss out!

Thursday, August 1, 2024

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COMMUNITY UPDATE 262

[h1]FACEPUNCH'S 15TH BIRTHDAY![/h1] [img]https://files.facepunch.com/ashcook/1b1211b1/fp_15%20-%2050OFF%20-16x9.png[/img] [h2]Happy Birthday to us![/h2] Facepunch officially turned 15 not too long ago and we wanted to celebrate the occasion by making all of our games 50% off - including Rust and all Rust DLCs! You can get your discounts on all Facepunch games through the [url=https://store.steampowered.com/developer/facepunch]Steam store[/url]. Rewind to 2009, when Garry, released Garry's Mod: a sandbox game with no rules, from a mod, to officially listing it on Steam. No objectives, just pure, unadulterated freedom. Want to create a giant robot out of bathtubs? Go for it. Fancy launching a thousand explosive barrels into the sky? Why not! Garry's Mod was, and still is, the ultimate playground for gamers with a wild imagination. Fast forward to 2013, and we began work on Rust. This isn’t just any survival game; it’s a brutal, post-apocalyptic showdown where you start with nothing but a rock and a dream. Gathering resources, building shelters, forging alliances—or betraying them—Rust has taken survival gaming to a whole new level. It's a place where the only rule is: trust no one, but have fun trying. And now, in 2024, we're working on our biggest update for Rust yet, with more Twitch events planned, and even more cool things to come to the game for all types of players. There has never been a better time to play Rust. [h1]LOOTROOM 3D PRINTS[/h1] [url=https://lootroom.com/collections/rust-general][img]https://files.facepunch.com/ashcook/1b1511b1/rust_x_lootroom_announcement-compressed.jpg[/img][/url] [h2]It's Official - You Can Now Get Licensed 3D Printed Rust Items! [/h2] After years of watching from the side lines, we're proud to officially announce that we've partnered with [url=https://lootroom.com/collections/all]Lootroom[/url]! Lootroom are now our partner for fully licensed 3D printed guns and more. So we're now working closer with them, providing this lovely and dedicated team with in-game assets to ensure that they continue to deliver high quality products to Rust fans. [u][b]Here's Lootroom's story:[/b][/u] [i]"It's mid-2018 and during an exciting Rust weekend with good friends, we kept joking about the fact that furnaces in Rust always have to be running. This gave rise to the desire to have a small real Rust furnace on the desk - as a reminder of this great wipe. It didn't take long and it became clear: a 3D printer was needed! The test phase went well and we were so impressed with the result that we published the furnace on various platforms and received a lot of positive feedback. When the first purchase requests came in, we knew that the whole thing had potential and that there were many Rust enthusiasts around the world who shared our interest in IRL loot. After some preparation, a first small online store was created and the perfect name with the necessary domains was also found - Lootroom. Initially, our store only consisted of the furnace in various sizes, followed by the Eoka and the P2. But after countless requests, the Rust AK default was added in May 2020 after a slight delay due to Covid-19 - a real monster compared to the smaller products we had previously offered. For us, this also involved a learning and conversion process, as our previous way of working was geared towards the smaller items. For example, we needed new shipping boxes.[/i] [img]https://files.facepunch.com/ashcook/1b1511b1/2.jpg[/img] [i]Lone Design, the online store for Rust server plugins, became aware of us quite early on and we were also able to offer our products there - and thus reach even more Rust players. At the same time, we also set up a successful Etsy store and have since broken the magic mark of 1k sales and 100k turnover. As we became better known, we received more and more requests for different skins and other irl loot. We created internal ranking lists with the most requested items, which we then gradually worked through. Over the years, we have continuously expanded our store and now stock more than 70 different Rust items. A special milestone was achieved in September 2021: together with one of the most successful Rust content creators ever - Blooprint - we had his Blooprint SAR on offer for a limited time. The demand was overwhelming and it gave us great pleasure to see how much gamers around the world celebrated our products. [img]https://files.facepunch.com/Errn/1b1511b1/PXL_20230106_191127996.PORTRAIT.jpg[/img] We invested in more and more modern 3D printers, a new online presence and founded the official Lootroom GmbH in September 2022, based in Nuremberg, Germany. We now operate more than 20 3D printers that print IRL loot almost continuously. Our factory is streamed live on Twitch, Kick and YouTube to give anyone interested an insight into the creation process. Naturally, we prioritize the quality of our handmade products while also maintaining a consistent stock to ensure prompt shipping. Customer service and engagement with the Rust community are equally important to us. We have already shipped to over 45 countries around the world and look forward to every new customer that we can make happy with our IRL Loot. We put a lot of passion into our unique products. All of this now leads to the possibility to offer our products as officially licensed Rust IRL loot. We are very hyped and incredibly excited to be working with our friends at Facepunch."[/i] [img]https://files.facepunch.com/ashcook/1b1511b1/28.jpg[/img] Please go and show them some love, and place an order for your favourite weapon or prop. They look fantastic as decorative items and we have many around the office and a few of us even have them up in our homes! [h1]TWITCH DROPS[/h1] [h2]FancyOrb's Global Warfare 2![/h2] [url=https://x.com/FancyOrb_/status/1805286214238384618]FancyOrb's[/url] Global Warfare is soon here, with all your favorite creators will be involved with [url=https://twitch.facepunch.com/]Twitch drops[/url]! [url=https://twitch.facepunch.com/#drops][img]https://files.facepunch.com/Errn/1b0411b1/td_33-blog-image%20-rvsd.jpg[/img][/url] Drops will be available across the [url=https://www.twitch.tv/directory/category/rust]entire Rust category on Twitch[/url]. Be sure to get synced at [url=https://twitch.facepunch.com/connect]https://twitch.facepunch.com/connect[/url] to claim your skins! [h1]LEGO RUST[/h1] [url=https://www.reddit.com/r/playrust/comments/1dnejt6/i_made_3_rust_lego_sets_as_presents_for_my/]Reddit user ABRISSBIRNE27[/url] showing off some epic Rust themed lego sets they made with rebrickable. Wonder if we could convince Lego to do something official? [img]https://files.facepunch.com/Errn/1b1511b1/b6jd16oo2j8d1.jpg[/img] [img]https://files.facepunch.com/Errn/1b1511b1/gzzxp6bm2j8d1.jpg[/img] [h1]YOUTOOZ[/h1] We're starting to see everyone's [url=https://youtooz.com/collections/rust]Youtooz[/url] figures reach their new homes and we're curious, do you keep yours in the box or do you let them out in the open? [img]https://files.facepunch.com/ashcook/1b1511b1/IMG_8282.jpg[/img] And where in your base are you placing your in-game items? We loved working on these with Youtooz and we can't wait to show you what else we've got cooking up with them... [img]https://files.facepunch.com/ashcook/1b1511b1/20240715_101744.jpg[/img] The limited edition run of the Heavy Scientist and the Hazmat figures ends soon - [url=https://youtooz.com/collections/rust]get yours here![/url] And don't forget to tag [url=https://x.com/playrust]@playrust[/url] and [url=https://x.com/youtooz]@youtooz[/url] in your pics! SHOW ME THE STUFF! If you made something cool or saw something cool, reach out! Tag me on [url=https://twitter.com/ErrnieGerrn]X[/url] or u/ErrnieGerrn [url=https://www.reddit.com/r/playrust/]Reddit[/url]. Cover image by [url=https://www.instagram.com/magoos_rust_art/]Magoo[/url]! [url=https://rust.facepunch.com/news/community-update-262]FULL BLOG HERE[/url]

Tuesday, July 16, 2024

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Rust Early Access review: one year on

Rust - Facepunch Studios' multiplayer survival sandbox - has changed significantly in the year it's been on Steam Early Access. After several months of incredible sales and gradually increasing content, Facepunch did the unthinkable: they scrapped everything. Deciding the code base for Rust was unworkable, the studio rebuilt the entire game from scratch in a new engine. New Rust looks and feels both different and familiar: like returning to your dreary university city after it's had a multi-million government investment.

I don't like it.

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RELATED LINKS:
Rust Commands - most useful console admin list 2024
The gigantic, classic survival game Rust is flying on Steam right now
Getting around Rust just got a whole lot easier with this new update

Tuesday, July 9, 2024

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The gigantic, classic survival game Rust is flying on Steam right now

It's strange. When you think of the PC games that have defined the last decade, Rust, originally designed by GMod and Half-Life community legend Garry Newman, doesn't normally spring to mind. At its conception, the enormous survival game served as an alternative to DayZ. Later, as developer Facepunch rebuilt and reshaped the idea, Rust started to have more in common with Stalker. Now, 11 years since its alpha release, it's something entirely of its own, a surreal, often slapstick world where everything can kill you. One of the most enduringly popular games of the last decade, Rust is currently enjoying a resurgence on Steam - and deservedly so.

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RELATED LINKS:
Rust Commands - most useful console admin list 2024
Getting around Rust just got a whole lot easier with this new update
Rust dev finally adds highly requested backpacks, says pets are coming

Tuesday, July 9, 2024

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Getting around Rust just got a whole lot easier with this new update

It's been ten years since Rust first appeared on the scene as an early access title. Ten years of players raiding each other, killing with abandon, and struggling to survive to the next day. There are few games so loathed and loved by its playerbase as this, with even the most effusive praise wrapped in warnings about how it'll bring misery too. Hopefully the world of Rust just got a little more pleasant in one way with new transport options that'll make your next journey into the wilderness a bit quicker.

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RELATED LINKS:
Rust dev finally adds highly requested backpacks, says pets are coming
Rust 2 confirmed, but it "definitely won't be a Unity game"
The best Rust servers 2024

Thursday, July 4, 2024

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ROAD RENEGADES

[previewyoutube=pDb_ukRu2Us;full][/previewyoutube] [h1]MOTORBIKES[/h1] [img]https://files.facepunch.com/paddy/20240703/motorbike_riding_01.jpg[/img] Motorbikes can now be found at several monument locations. One is a single-person bike and one has a sidecar as well, where a second player can sit and use weapons. These are relatively fast and nimble vehicles, useful for quickly traversing the map using low grade fuel. If damaged, they can be repaired with a small amount of Metal Fragments. [img]https://files.facepunch.com/paddy/20240701/motorbike_01.jpg[/img] [img]https://files.facepunch.com/paddy/20240703/motorbike_05.jpg[/img] [img]https://files.facepunch.com/paddy/20240703/sidecar_01.jpg[/img] [h1]BICYCLES[/h1] Bicycles can now be found across the map on roadsides, and also at several monuments. The standard bike takes one player, but a three-wheeled variant allows a second player to sit and shoot from the rear. [img]https://files.facepunch.com/paddy/20240701/bicyles_riding_01.jpg[/img] The bicycles aren't as fast or strong as the new motorbikes, but they're easier to acquire, and they don't use any fuel. Instead, they slowly consume your own food and water levels. [img]https://files.facepunch.com/paddy/20240701/trike_01.jpg[/img] Holding Sprint while biking will have the driver stand up and give you a bit more temporary power and speed. Sprint mode will also automatically engage if you're struggling up a hill. This feature wears out after a few seconds and needs time to recharge. [h1]HANDCUFFS AND PRISONER HOOD[/h1] Take your enemies captive with the new Handcuff and Prisoner Hood items! [img]https://files.facepunch.com/paddy/20240625/handcuffs_prisonerhood_01.jpg[/img] Use the Handcuffs on a surrendering (friendly gesture) or downed player to take them prisoner - restricting their inventory, belt, use and interact options. Handcuffed players can be pushed around and forced into vehicles and other mountables. [img]https://files.facepunch.com/paddy/20240702/handcuffs_firstperson_01.jpg[/img] Place the new Prisoner Hood on your victim to block their vision and disable their map access, preventing them from seeing where you are taking them. [img]https://files.facepunch.com/paddy/20240703/prisoner_cuffed_01.jpg[/img] Handcuffed players can hold their attack button to progress the unlock minigame. Fill the progress bar and the Handcuffs break, releasing you! Unlock progress is tied to the Handcuff item condition so that you can always eventually get free - but being damaged or pushed will temporarily interrupt your breakout attempt! Additionally, performing the friendly gesture - at any time - lets other players inspect your full inventory and modify your belt - a great way to show you're not a threat or hiding something valuable! [h1]TRAVELLING VENDOR[/h1] We've added a brand new event! The Travelling Vendor. The vendor will spawn naturally on maps with ring roads (4000+) and traverse the roads. [img]https://files.facepunch.com/paddy/20240702/vendor_roadside_01.jpg[/img] The vendor sells a selection of wares: from basic building materials to some of the best items in the game. Each time the vendor spawns a random selection of items are chosen to sell, along with a different price each time. If you're lucky, the vendor will decide to sell something at a discount, so keep an eye out! To get the vendor to stop just run up to it, but don't stand blocking its way for too long or you will be ignored. It can't wait on you forever! It doesn't take too kindly to gunfire or selling to hostiles so make sure you're on your best behaviour. I want to say a huge thanks to the Rust Discord Community for their incredible work in helping debug and improve the vendor. [h1]QUALITY OF LIFE CHANGES[/h1] [b]Ceiling Light Wiring[/b] Ceiling lights IO points are now easier to target [b]Improved Barricade Placement[/b] Can now place barricades on rocks and dirt roads [h1]DYNAMIC VENDOR PRICING[/h1] To introduce a little more variety into the NPC vending system, this month we have introduced a change that increases or decreases the sale price of items purchased with scrap based on that item’s popularity. The way it works is we now keep a running total of the average number of items sold every 6 in-game hours. Every 6 hours if the number sold is less than the average then the price of the item will drop by 5% for the next 6 hours (down to a minimum of 50%). If the number of items sold has increased above the average then its price will be increased by 10% (to a maximum of 100% extra, or twice the price). We will be starting prices at 200% so they will likely drop for a while before settling to the “market” price. [img]https://files.facepunch.com/jarryd/1b0311b1/dynamic_pricing_1.jpg[/img] An example of the logic: [list] [*] The average amount of SAM sites purchased in a 6 hour window is 150, and the current price has no increases or decreases. [*] At the end of a 6 hour window we check and see that 155 SAM sites have been purchased. [*] Since the average has gone up, we raise the price by 10%. [*] Since the price is now more expensive, sales drop to 120 over the next 6 hours. [*] Since this is below the average we then drop the price by 5%, which results in a 5% price increase in total. [/list] You can see the current discount and price when looking at an item on the map or in-person, the price displayed is the final price and there’s a small indicator that communicates what the current price change is and what that item’s initial price was. You can easily tell at a glance what items are cheap and what items are expensive, as well as how much they’ve changed price to make informed purchasing decisions. We’ve only applied this to sales where the currency paid is scrap - vending machines that offer scrap in exchange for items (fish market, resource exchange, etc) are unaffected. This will also not apply to player created vending machines. Why are we making this change? We believe the NPC vending meta can be shaken up a bit and this seems like a fairer change than us just arbitrarily changing a bunch of prices across the board. This way the prices will increase and decrease based on player behaviour and will vary from server to server. As usual we’ll monitor how this goes over the next month and make changes as necessary. [h1]FURTHER MEMORY IMPROVEMENTS[/h1] Building on last month's work to reduce the overall number of objects in Rust to save memory, this month we are rolling out even more improvements. We applied the same principle (reducing the number of objects by combining them when possible) but at the project level, so that most assets are already combined and streamlined in the build and don’t need to be processed when starting the game up. The streamlining process we use here is even more aggressive and results in even greater memory savings while also reducing time spent processing assets. As well as these optimisations, we’re going to be making last month's renderer improvements now enabled by default. We believe this approach combined with last month's improvements has resulted in about a gigabyte of reduced memory usage on a fresh server. This was a huge effort as it involved manually modifying hundreds of assets across the entire game. Thanks to the valiant efforts of our QA team we’ve identified many cases where slight unintentional material and colour changes occurred but it’s possible some more snuck through into the release so please let us know if you see anything that looks incorrect! Just like last month, we have more improvements in the pipeline for next month including memory improvements to monument foliage and a new process for loading monuments that will hopefully reduce loading times and further reduce memory usage. [h1]UNDERWATER VISIBILITY[/h1] Underwater visibility has been messed up for a while now. It was an unintended consequence of us rewriting the way we shade things underwater, to make it more flexible. That low visibility has now been fixed, but we might continue to tweak it some more in subsequent patches. [h1]ANTI-CHEAT UPDATE[/h1] Since our last [url=https://rust.facepunch.com/news/waves-of-change#AnticheatUpdate]anti-cheat update back in April[/url], we have banned an additional 65,181 accounts, 10,297 of these were temporary, and the remaining 54,884 were permanent bans. Here's the breakdown per patch: [h3]June - Seismic Shift:[/h3] [list] [*] 14,949 permanent bans [*] 5,898 temporary bans (86.39% of which were automated) [*] 117,554 reports [/list] [h3]May - Meta Madness:[/h3] [list] [*] 19,876 permanent bans [*] 2,755 temporary bans (91.80% of which were automated), [*] 111,094 reports [/list] [h3]April - Waves of Change:[/h3] [list] [*] 20,059 permanent bans [*] 1,644 temporary bans (94.67% of which were automated) [*] 96,473 reports [/list] [h2]NOTES[/h2] [list] [*] Patch-specific report data is only from Facepunch Official servers due to data reliability originating from non-official servers, the total number of reports across all server since April is 3,645,165. [*] Bans that were later reverted are excluded from these metrics. [*] Bans are placed for multiple reasons. The numbers above do not strictly reflect only cheat-related bans, but cheat-related bans make up the vast majority of bans. [*] A single player can receive multiple bans, for example, if a user is temporarily banned and then later switched to a permanent ban, this is counted as 2 bans in the above metrics. [*] Over the last 31-days, we've had 1,751,457 unique players, and close to half a million daily active players. Using the metrics above, it could be interpreted that 1.2% of the player base are cheaters, it's very common for cheaters to use many accounts over the course of the month. Cheaters often receive an account suspension, get another account, receive another ban, rinse and repeat inflating the true number. [/list] The above is to provide context and transparency, not to state we're doing a good job, there is much more to be done in this area, and we are continuing to work on it. [h2]NEXT[/h2] In the [url=https://rust.facepunch.com/news/waves-of-change#AnticheatUpdate]last anti-cheat blog update[/url], I discussed how we've limited the information cheaters can read and abuse from network data, such as knowing players health and buried stash locations, authorization lists from turrets and tool cupboards. The holy grail would be not networking nearby players and items you can't see. If a player is behind a hill and you can't see them, don't network the player. If a tool cupboard is inside a base, don't network the tool cupboard. This is server occlusion, and it's difficult to get perfect. We're currently experimenting with this and hope to do a slow rollout over the coming months, pending further internal testing. Additionally, we're currently working on many experimental features to disrupt cheats, some of these changes are nearly completion and will be deployed Soon™. Last month, we teamed up with a third party to handle takedowns on our behalf. One of the core objectives is aimed at cheat-related material. The takedowns will be made at the request of Facepunch staff after manual review. There is no automation, and there is no room for innocent content to be taken down. [list] [*] In the past 30 days, we've taken down over 300 cheats-related media on social platforms [*] We're working on several other legal fronts, which are too early to discuss [/list] The next anticheat update will be in November [h1]CREATIVE MODE[/h1] Creative mode is a new set of native tools Paddy and I have added which allows players to freely build, place and experiment without needing additional plugins. You can enable creative mode for everyone on your server using the server convar "creative.allUsers" or enable it just for a specific player using “creative.toggleCreativeModeUser PLAYERNAME”. Once enabled, there are several convars you can enable which overrides standard build and placement restrictions: [list] [*] [b]creative.freeRepair[/b] - allows resource free repairs and bypass the repair cooldown [*] [b]creative.freeBuild[/b] - makes all building blocks free and adds the option to spawn blocks in a specific grade. Also allows the Hammer to upgrade and downgrade blocks for free. [*] [b]creative.freePlacement[/b] - removes most placement restrictions when deploying objects. Will allow building in building blocked zones, in other TC zones and when intersecting other objects. [*] [b]creative.unlimitedIO[/b] - allows an unlimited amount of line points and raises the distance limit when wiring IO entities to 200m. Also adds an invisible colour option in the colour wheel. [/list] This was originally made to help our Media team more efficiently build and film content, but we also see this being helpful for QA purposes as well. Hopefully you find it helpful too! [h1]TWITCH DROPS - JULY 26-AUG 2ND[/h1] [url=https://x.com/FancyOrb_/status/1805286214238384618]FancyOrb's[/url] Global Warfare event takes place and all your favorite creators will be involved [url=https://twitch.facepunch.com/]with Twitch drops[/url]! [url=https://twitch.facepunch.com/#drops][img]https://files.facepunch.com/Errn/1b0411b1/td_33-blog-image%20-rvsd.jpg[/img][/url] Drops will be available across the entire [url=https://www.twitch.tv/directory/category/rust]Rust category on Twitch[/url]. Be sure to get synced at [url=https://twitch.facepunch.com/connect]https://twitch.facepunch.com/connect[/url] to claim your skins!

Thursday, July 4, 2024

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COMMUNITY UPDATE 261

[h1]EPIC DESK MOUSEPAD CREATOR COLLABS[/h1] [url=https://epicdesk.shop/collections/rust-live-collaborations][img]https://files.facepunch.com/Errn/1b1911b1/epicdeskbanner.png[/img][/url] We're back with some amazing [url=https://x.com/epicdeskshop]EpicDesk[/url] creator collabs for giant mousepads! [h2]BLOOPRINT[/h2] [url=https://epicdesk.shop/collections/rust-live-collaborations/products/bearbeneaththestars][img]https://files.facepunch.com/Errn/1b1911b1/blooprint4.jpg[/img][/url] [url=https://epicdesk.shop/collections/rust-live-collaborations/products/blooprint-fragments-from-the-past-limited-edition-content-creator-collaboration-xl-rust-gaming-mouse-pad-copy-copy][img]https://files.facepunch.com/Errn/1b1911b1/blooprint1.jpg[/img][/url] [h2]SEBBYK[/h2] [url=https://epicdesk.shop/collections/rust-live-collaborations/products/ecoraid][img]https://files.facepunch.com/Errn/1b1911b1/DSC03140.jpg[/img][/url] [url=https://epicdesk.shop/collections/rust-live-collaborations/products/flameraid][img]https://files.facepunch.com/Errn/1b1911b1/DSC03115.jpg[/img][/url] [h2]OILRATS[/h2] [url=https://epicdesk.shop/collections/rust-live-collaborations/products/oilrats-to-be-feared-limited-edition-content-creator-collaboration-xl-rust-gaming-mouse-pad-deskmat][img]https://files.facepunch.com/Errn/1b1911b1/oilrats1.jpg[/img][/url] To order [url=https://epicdesk.shop/collections/rust-live-collaborations]check out their website[/url] as each of these deskpad campaigns have different end dates and shipping dates! They are ALL limited editions. Once they end they are gone forever! [h1]SAVE THE DATE![/h1] Coming Late July [url=https://x.com/FancyOrb_]FancyOrb[/url] is bringing you Rust Global Warfare 2! You won't want to miss this! There will be [url=https://twitch.facepunch.com/]Twitch drops[/url] and all your favorite creators involved. [img]https://files.facepunch.com/Errn/1b1911b1/GlobalWarfarePoster.png[/img] If you're a creator and you want to be involved with this event join the [url=https://discord.com/invite/fancyorb]FancyOrb Discord[/url] for updates and how to sign up! [h1]CHARITABLE RUST[/h1] [url=https://www.charitablerust.com/]Charitable Rust[/url] isn't until October, however, if you are a skin artist and would like to be involved with designing charity items for the Item store or Twitch Drops - pay attention over the next few weeks! [img]https://files.facepunch.com/Errn/1b2411b1/1234.jpg[/img] Skin contest is slated to take place for the entire month of July! [h2]Contest Rules[/h2] [olist] [*] Use [b]#CR2024[/b] as official contest tag in Steam workshop. [*] No re-uploading old or previously submitted skins. [*] Do not steal or use any copyrighted or otherwise trademarked content. [*] Must be 100% original work (can work with others if all are listed on workshop page). [*] Must follow all basic workshop submission rules and standards. [*] If using the charity’s logo, it cannot be used on any weapon skins. Only Charitable Rust logo may be used on weapon skins. [*] Submissions must be high quality and Hi-Res, normals properly done/baked. [*] Cannot contain offensive or sexual content. [*] Limit of 5 skin submissions per creator. [*] Skins must be submitted by midnight (23:59) PST July 31, 2024. [/olist] More info, rules, regulations, and branding assets can be found here: [url=https://www.charitablerust.com/skins]https://www.charitablerust.com/skins[/url] [h1]HELK SHRINE[/h1] [url=https://x.com/HedgesnVideos]Hedge[/url], [url=https://x.com/monsterarust]Monstera[/url], [url=https://x.com/RustDavinci]daVinci[/url], and a few others from the Art community made this googley-eyed glory shrine of our savior Helkus Maximus. [img]https://files.facepunch.com/Errn/1b2411b1/GO8ium6WEAATrPy.jpg[/img] [img]https://files.facepunch.com/Errn/1b2411b1/GO8jC80WMAAU0ag.jpg[/img] [img]https://files.facepunch.com/Errn/1b2411b1/GO8jCNlWAAENdjk.jpg[/img] It's probably best if we don't ask too many questions. [h1]OH, PORGIE.[/h1] I'm just going to leave this here... [previewyoutube=Xc5EFUSjNZ8;full][/previewyoutube] [h1]SHOW ME THE STUFF![/h1] If you made something cool or saw something cool, reach out! Tag me on X or u/ErrnieGerrn [url=https://www.reddit.com/r/playrust/]Reddit[/url]. Cover image by [url=https://x.com/Furthi01]Furthi[/url]

Monday, June 24, 2024

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SEISMIC SHIFT

[h1]SEISMIC SENSOR[/h1] This month we're adding the Seismic Sensor, a new electricity-powered deployable. [img]https://files.facepunch.com/paddy/20240604/seismic_sensor_01.jpg[/img] When powered, it will listen for nearby explosions and send a power signal when detecting any. [list] [*] You can configure its range from 1 to 30 meters (one foundation = 3 meters) [*] It will output a different power value depending on the type of explosion detected [/list] A non-exhaustive list of power values from explosives: [list] [*] 1 power = F1 Grenade, Beancan [*] 2 power = Explosive ammo, Satchel [*] 3 power = C4, Rocket [/list] The idea is to let you detect and trigger circuits when you're being raided. Alarms, traps... the possibilities are infinite, we're excited to see what you will come up with! [h1]BARRICADE PLACEMENT[/h1] Traditionally, we blocked all forms of building inside Monuments. This made sense back in the day when Monuments were small in size and number, but over the years, the amount of land they take up has increased significantly. We want to reward players who pick a strategic location during a fight, but it's hard to pick a good location when you're in an empty field! This is why barricades can now be placed on the terrain around Monuments. This allows you to take cover as you enter and exit monuments, as well as take cover inside the open fields inside Monuments. Applies to: [list] [*] Wood barricade [*] Stone barricade [*] Concrete barricade [*] Sandbags [/list] Remember: Monument Structures, Concrete, and Roads still block barricades at this time. Decay and melee protection has been adjusted to account for more relaxed placement [list] [*] 15 minute decay [*] 8-10 hits with melee [/list] [h1]SEE DEPLOY GUIDE OF TEAMMATES[/h1] Behold the ability to see [b]what[/b] your teammate is placing and [b]where[/b] it will be placed! This should clear up the exact location your teammate(s) are shouting while trying to build. By default, it only will show your teammate's deploy guides when you are building. This can be changed via the options menu to 'Always Show' or to be disabled. [img]https://files.facepunch.com/jakerich/9akOLgQAp9isH5ko/bJ7gtouGI889dipM.png[/img] [h1]VISUAL FEEDBACK FOR BUILDING BLOCKED[/h1] When allowing barricades to be placed into Monuments we realized... it's not that clear where the building blocked of Monuments actually starts! You will now see a red outline around the edge of monuments. [img]https://files.facepunch.com/paddy/20240604/monument_buildblock_supermarket.jpg[/img] This can be toggled in the options menu. Server owners can disable it via a convar if conflicts with custom Monuments. Monument building radius We also took the opportunity to adjust the building blocked size of some Monuments. [h3]Larger[/h3] [list] [*] Gas Station [*] Lighthouse [*] Mining Outpost [*] Super Market [/list] [h3]Slightly Larger[/h3] [list] [*] Dome [*] Launch Site [/list] [h3]Smaller[/h3] [list] [*] Arctic Research Base [/list] [h1]QUALITY OF LIFE CHANGES[/h1] [h3]Faster Code Locks[/h3] Once a code is set, the "last used" button is much faster at entering the code [h3]Bone Fertiliser[/h3] Bone fragments can now be used in a composter to create fertiliser [h3]Faster Window Crafting[/h3] Window glass, shutters and bars now craft in 15s instead of 30s [h3]Skin Names[/h3] See the name of skins at the Repair Bench, and a link to get them [h3]Helicopter Handbrake[/h3] Idle helicopters no longer drift down slopes [h3]Reduced Speed Penalty[/h3] Horse armour doesn't slow your horse as much [h3]Salvaged Hammer Buff[/h3] +100% damage against deployables [h3]Mixing Table Ammo Recipes[/h3] Added HV Ammo & Incendiary Ammo to mixing table [h3]Industrial Conveyor UI[/h3] Easier to search and setup industrial conveyors [h3]Block Explosives In TCs[/h3] Prevent players from stashing their explosives in TCs [h3]Hammer UI Consistency[/h3] Hammer always shows all options to reduce misclicks [h3]Reduce F15 Volume[/h3] Reduce volume of F15 by 50% to reduce strain on ears [h3]LOD Improvements[/h3] Fixed monument prefabs appearing invisible from far [h3]Planter Autofill[/h3] Hold Sprint to auto plant all held seeds in a single planter [h3]Vendor Attachments[/h3] Able to see the attachments on weapons for sale in vending machines [h3]Chainsaw hit radius[/h3] Adjusted the chainsaw hit radius to make it easier to hit the trees' X mark [h1]INSTANT REJOIN[/h1] While a queue is better than nothing (who remembers the days of spamming reconnect?), we want to avoid players getting stuck in a queue at all: [b]especially[/b] when it's due to a crash. We have made a few changes to allow players recently kicked from any server to skip the queue. [list] [*] Holds your spot [*] 5 minutes max [*] Any type of disconnect (kick, internet outage, crash, alt + f4) [/list] [img]https://files.facepunch.com/jakerich/JACKvhgkPd032as6/FtnXqjohP1OLNlHr.png[/img] [h1]WIRE SLACK[/h1] When using the wire tool, you can now adjust the amount of slack in your wire using your mouse wheel while holding LEFT SHIFT. It's purely visual, it doesn't change anything gameplay-wise, and it also works with hoses and Christmas lights! [h1]PAINTING IMPROVEMENTS[/h1] I worked on a bunch of improvements for sign painting this month based on community feedback. There's a mix of QoL and bug fixes, but they should all improve your painting experience! [h3]Changes[/h3] [list] [*] Made the painting UI follow your UI scale option [*] Added a convar to switch which side the painting UI is on (paint.leftsided) [*] Increased the maximum brush size to 100 (was 32) [*] Fixed brush sizes below 2 drawing nothing sometimes [*] Fixed drawn brushes overlapping within the same stroke [*]Fixed weird color blending behavior for the softest brush [*]Fixed portrait and landscape frames using an incorrect aspect ratio paint texture (no more squishing and export inconsistency) [/list] [olist] [*] This makes painting behave more like other apps [*] Fixes low opacity values not actually actually being low because the brushes overlap [/olist] [h1]ELECTRICITY QOL[/h1] [h3]Medium battery size[/h3] Reduced medium battery size by ~15%, now fits under half walls [h3]Tesla Coil & Igniter healing[/h3] Tesla Coils and Igniters are now healed by your tool cupboard overtime [h3]Electrical Furnace[/h3] Now automatically turned ON or OFF depending on whether they have power [h3]SAM Site[/h3] Added a new input to switch your SAM Site targeting mode using electricity [h3]Solar Panel[/h3] Solar panels no longer take conditional damage when picked up [h3]Wiring near vehicles[/h3] Vehicles no longer prevent you from wiring components [h1]FISHING CHANGES[/h1] We’re making several fishing changes this month to try and shake up the broader fishing meta. Our current issue is that it’s quite trivial to endlessly produce fish from a safe zone, then converting that fish to scrap. It’s not the fastest way to earn scrap but it is pretty reliable. Our intention with the range of fish available to catch was always that you would work your way up the chain - catch a sardine, use that to catch a trout, use that to catch a shark. By allowing raw fish meat to be used as a bait you could easily gut one fish and catch dozens more fish with that meat, which could then be converted into even more fish. To break this loop, this month raw fish meat is now only worth 0.5 bait (and can be used in stacks of 3) - whole fish can (and should) be used as bait but you now run the risk of losing that fish when casting out. The idea is to introduce a risk/reward mechanic. Do you cash out with your current trout catch or do you put them on line and go for the sharks? [img]https://files.facepunch.com/jarryd/1b3111b1/fish1.jpg[/img] To balance out this reduction in bait, we’ve made several other forms of bait more useful. Several bait types can now be “stacked” - if a fish requires 5 bait to be caught and you stack two Worms worth 2.5 each, you can now catch that fish. This behaviour is applied across worms, grubs, berries and small fish, making these baits more viable. We’ve also increased the bait value of human meat (1 -> 3), bear meat (5 -> 10) and wolf meat (5-> 10). The stack amount can be seen next to the bait value when selecting the item in your inventory. The Survival Fish Trap became a bit neglected after we introduced the Fishing Rod, so this month we’ve adjusted it to make it more relevant. The trap now uses the same underlying fish/bait system as the rod, meaning you can catch different fish in different water sources as well as catch better fish based on the bait provided. The only mechanical difference between these two fish sources is that the trap cannot catch the same fish as it has used as bait and the trap has a 50% chance to lose the bait without catching the fish. [h1]TECH TREE COMBINING[/h1] In order to save some space in bases, I’ve modified the Tech Tree menu to now allow you to browse and unlock techs from lower Tech Trees (eg. Access T1 techs from a T2 bench, access T1 and T2 trees from a T3 bench). Use the tabs in the top left of the screen to switch between available tech trees. The workbench tax from last month's update is applied based on the Tech Tree level, so there will be no scrap cost changes as a result of this change. The tech tree also now opens immediately when accessing the workbench, saving you a click. [h1]RENDERER MEMORY SAVINGS[/h1] In hack week this month, I explored ways to reduce our memory usage, an area that is a real priority for us this year. While a lot of my experiments weren’t workable, one did actually end up saving several hundred megabytes of memory for very little cost, so it’s shipping as disabled by default this month. A renderer in this case is simply a thing that is visible to the player - a crate, a rock, part of a structure, etc. Importantly for performance each renderer has LODs (Level of Detail) - lower quality versions of each renderer that we switch to based on the distance to the players perspective. In Unity each of these LODs typically lives on a child object of a master parent object, so Barrel01 will have a child Barrel01_LOD0, Barrel01_LOD1, etc that we switch to. What I discovered during hack week is that in a proc gen map of 4.5k size, we can have upwards of 1.3 million objects in the world, each of these objects has some overhead (we need to store its position, rotation, what the object does, etc). In a renderers case, for every single renderer we had 3-5 child objects, one for each LOD level. I realised that in most cases each LOD object was just sharing a duplicate of all the information except for a different model, so I modified the system to detect when this happens and consolidate all needed information into a single object, then delete the child objects. By applying this to every renderer in the world, I was able to delete 385 thousand objects from the world, which had a combined memory saving of 484mb - pretty significant! This combination process is run every time the game is launched, we’re currently working on a change to make most of these modifications before we build the game, which should yield further savings next month. Due to how risky this change is (deleting 385 thousand objects has had some unintended side effects that we’ve now fixed), we’re shipping this new feature off by default, but we’ll monitor it’s usage through the month and likely turn it on by default sometime next month. The convar is [b]graphics.collapseRendererLOD[/b] and you’ll need to restart your game after turning it on or off. Let us know how it goes for you! tldr: 400k less objects 500mb less RAM [h1]HORSE IMPROVEMENTS[/h1] It would be amiss to say horses have not had their share of issues over the last few months. So following community feedback I looked into a solution that would resolve the difficulties players have had with horse navigation. Alongside some minor adjustments to prevent horses from getting stuck and preventing unnecessary stamina depletion, I introduced the ability for horses to walk backwards. This seemed like the most logical approach to alleviate horses getting stuck and should be an overall improvement to navigation. [h1]CINEMATIC ENTITIES[/h1] I've added a few more cinematic entities this month for Rust creators to use in their video and image projects. These can be spawned by server owners/admins and can be hidden via console with pre-assigned group numbers. The new additions include: [list] [*] More spot and point light (red/blue/green variants) [*] Unlit backdrops and cyc walls (green/blue/black/white/grey variants) [*] Flags/cutters (small/medium/large variants) [/list] [img]https://files.facepunch.com/paddy/20240606/cinematicentities.jpg[/img] [h3]Visibility Commands[/h3] Cinematic entities assigned to different groups which allows them to hidden if desired. Use the command [b]cinematicentity.hideobjects[/b] followed by group numbers to hide them. Cinematic entities are now assigned to specific group numbers which allows them to be hidden if desired. Use the command cinematicentity.hideobjects followed by one or more group numbers to set their visibility to hidden. The groups are setup like so: [list] [*] 0 = nothing (makes all entities visible) [*] 1 = lighting [*] 2 = backdrops [*] 3 = props [*] 4 = misc (flags/cutters) [/list] You can hide one or multiple groups in the same command line - for example: [b]cinematicentity.hideobjects 1[/b] - Hides lighting only (keeps light effect but hides the mesh) [b]cinematicentity.hideobjects 1 2[/b] - Hides both lighting and backdrop meshes [b]cinematicentity.hideobjects 0[/b] - Shows/un-hides all cinematic entities You can also hide cinematic entity groups in demos with [b]cinematicentity.demohideobjects[/b] followed by the same group numbers above. To revert to the visiblity of the entities back to their original states from the demo recording, use [b]cinematicentity.removedemooverride[/b] [h1]TWITCH DROPS[/h1] [h3]Join us for the Bellum Redemption event June 10th-17th![/h3] There will be Twitch drops so be sure you [url=https://twitch.facepunch.com/]get synced[/url]! [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/Errn/1b0511b1/td_30-blog-image-compressed.jpg[/img][/url] Please be aware of scams. Facepunch will never contact you. Only ever use our official website. [url=https://twitch.facepunch.com/]https://twitch.facepunch.com/[/url] [h1]TURRET INTERFACE VISUAL FEEDBACK[/h1] Turret interference has been effective at preventing players from surrounding their base in 100s of turrets, however it lacked feedback on how exactly to stay under the limit. Turret interference will now be shown while holding a wire tool and looking at a turret. [img]https://files.facepunch.com/jakerich/OHVgmTUjvRYIUL9j/mN2KF4USXcBeSoYQ.png[/img] It will also be shown in the hotbar while building. [img]https://files.facepunch.com/jakerich/PK0KSOsp0ATe00ck/OjJYB1ItRs5NKLRr.png[/img] While this is accurate most of the time keep in mind this only counts turrets you are authed on (it ignores enemy turrets). This mismatch is required to prevent players from holding a turret and seeing how many turrets are inside an enemy's base. [url=https://rust.facepunch.com/news/seismicshift]FULL DEVBLOG HERE[/url]

Thursday, June 6, 2024

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META MADNESS

[h1]AIMCONE REDUCTION[/h1] Any movement in rust would modify your baseline Aimcone so that shots taken while in motion were somewhat inaccurate. This was supposed to discourage "running and gunning". The problem with this is that *any* kind of motion while in a firefight puts you at a disadvantage (minor dodging) and increases the amount of RNG experienced by the player. [img]https://files.facepunch.com/paddy/20220601/pvp_raid_05.jpg[/img] What I've done is reduced this penalty to zero to start, and blend it up to the full amount after 4 rapid fire shots. This means is you can now strafe and dodge while tap firing and not experience a huge aiming penalty, however full auto will be penalized. I've also adjusted the Aimcone curve modifiers for a few weapons so that more shots have a higher probability of landing closer to the center. This has been applied to the Custom SMG, SAP and LR300. [h1]WEAPON + ATTACHMENT UPDATES[/h1] Weapon mods have received some love this month. [h3]BURST MOD[/h3] The duration between bursts while using the burst mod has been significantly reduced to 2x firerate instead of 3x firerate. [h3]HOLOSIGHT[/h3] The holosight mesh has had its edges thinned so that less of your vision is obscured while using it. This is a stopgap until we produce a new model for it. I've also fixed the Holosight reticle being affected by motion blur. [h3]MUZZLE BRAKE & BOOST[/h3] Both the muzzle brake and muzzle boost have had their negatives reduced, they now have less damage reduction and less damage falloff and should prove to be far more useful. [h3]LR300 TWEAKS[/h3] In addition, I've made some changes to the recoil, damage fall off, bullet velocity, and burst mode of the LR300. This should now be the best in class AR. Everything subject to change. [h1]SAFEZONE RECYCLERS[/h1] Starting today, Recyclers in safezones have been nerfed. Their cycle time has been increased to 8 seconds and they now yield 80% of what they used to. This is the price you now must pay for safety. [img]https://files.facepunch.com/paddy/20240502/rust_recyclers_safezone_01.jpg[/img] However, the recyclers found at monuments have the same cycle time as before but now yield 120%! This is to reward players taking the risk out in the open. [img]https://files.facepunch.com/paddy/20240502/rust_recyclers_radtown_01.jpg[/img] While I am aware that a great many keyboards may be smashed as the death screen fades in over the droning hum of the active recycler, I still have hope this helps usher in a new era of roaming and monument combat. [h1]SALE SALE SALE![/h1] Some great items were not used because they were way too expensive. To that end I've made the following changes: [list] [*] [b]HV Ammo[/b] - Gunpowder cost reduced significantly, and the yield per craft increased to match non HV ammo. [*] [b]Torpedos[/b] - Craft yield increased from 3 to 5. [*] [b]Incendiary Rockets[/b] - The cost has been drastically reduced and their damage + flame spread increased. [*] [b]Drones[/b] - Tech trash is no longer a requirement for drones. [*] [b]HMLMG[/b] - Gear cost has been reduced. [/list] [h1]EXTERNAL STRUCTURE CHANGES[/h1] Large External Gates and Walls now require the player to stand still for 1.5 seconds when placing, making them less useful for immediate PvP encounters in the wild. We felt that being able to place down such large structures in a short amount of time felt at odds with our style of combat that rewards situational awareness and environmental tactics. [img]https://files.facepunch.com/paddy/20240501/rust_highexternalwall_deploy.jpg[/img] [h2]WOODEN BARRICADE RESIZE[/h2] [img]https://files.facepunch.com/Errn/1b0111b1/rust_woodenbarricade_cover_double.jpg[/img] To fill the void left by the external wall changes regarding dynamic cover during PvP, we have doubled the size of the deployable wooden barricade. The wooden barricade remains instantly deployable and provides a moderate amount of cover on-demand without being overpowered or polluting the landscape with large, unsightly deployable. This is without a doubt a large shift to PvP, we'll be monitoring these changes carefully [h1]BRADLEY CHANGES[/h1] Some further tweaks to the Bradley this month. Scientists now spawn in stages, based on the Bradley's health, and there's some Heavy scientists thrown in the mix now, too. [list] [*] At 80% health, 2 scientists will spawn [*] At 60% health, 4 more will spawn [*] At 40% health, 6 final scientists will spawn [/list] [img]https://files.facepunch.com/paddy/20240405/bradleyscientists_01.jpg[/img] There's also been some tweaks to make some of the Scientists more aggressive and use varying attack angles. [h1]DOOR CONTROLLER[/h1] You can now use door controllers without worrying about raiders abusing them to open your doors! This is accomplished by unpairing door controllers once your TC is destroyed & requiring code lock authorization for pairing. They also are much easier to setup as they can now be placed just like code locks. This should reduce the pain of constantly opening and closing the doors of your base... especially when your teammates tend to leave them open. [img]https://files.facepunch.com/paddy/20240502/rust_doorcontroller_wiring.jpg[/img] [list] [*] Now deployable on doors like code locks [*] Automatically paired when placed [*] Added 2 new side inputs : 'Open' and 'Close' [*] Unpaired when the associated tool cupboard is destroyed [/list] We also carried on improving electricity by adjusting components and fixing various bugs this month. Thanks again to the community for reporting bugs and suggesting ideas. The full change log of each component can be read in the [url=https://rust.facepunch.com/news/meta-madness#ElectricityChangelog]section at the bottom of the blog[/url]. [h1]PATROL HELICOPTER CHANGES[/h1] We know the latest helicopter changes had some mixed feedback, so we've revised them. No go zones should feel a lot more fair, and most major bugs experienced with heli since the last update are now patched. [img]https://files.facepunch.com/paddy/20240402/patrolhelicopter_trainyard_01.jpg[/img] [list] [*] [b]Monument Crashing[/b] - the helicopter will now attempt to crash at a nearby monument on death. It won't crash at monuments with safe zones: outpost, fishing village, etc. This can be disabled by server owners via: [b]patrolhelicopterai.monument_crashing[/b] [*] [b]Flee Behavior[/b] - heli would previously flee when it sometimes didn't mean to. Damage to start a flee has been tweaked, ensuring a flee every time you quickly remove 30% of its overall HP. [*] [b]Numerous Fixes & Improvements[/b] - heli will now properly target you on boats, cargo, trains and other moving entities. Targeting fixes and performance improvements have been made throughout the code. More legacy bugs: such as heli not exploding immediately on impact with certain terrain are also fixed. [/list] [h1]LAUNCH SITE LOOT[/h1] The Launch site loot had received an overhaul. Before, the loot inside the main building shared the same respawn group as the rest of the launch site, meaning loot inside the main building was never guaranteed. Loot had a chance to spawn elsewhere at the monument, which felt discouraging when completing the puzzle and running the main building. [img]https://files.facepunch.com/paddy/20240502/rust_launchsite_loot_01.jpg[/img] The main site building now has a dedicated respawn group, which guarantees 23 loot crates when the puzzle resets. Additionally, more loot now spawns throughout the monument. [h1]UNDERWATER IMPROVEMENTS[/h1] Underwater vision has been improved substantially. You can now see much farther when using goggles and even more so when viewing out a submarine porthole. In addition, the surface accuracy of submarine torpedoes has been vastly improved and torpedoes were made cheaper to produce by way of an increased craft yield. Lastly, the duo submarine fires torpedoes slightly faster than the solo. [h1]BUILDING QOL[/h1] [h3]Tool Cupboard Auth Friend[/h3] Can authorize other players on a tool cupbard [h3]Demolish High Walls[/h3] Can demolish high walls & gates for 10min after placement [h3]Fixed High Wall Snapping[/h3] Hold SHIFT to disable snapping [h3]Foundation Placement[/h3] Fixed foundation placement under roofs & floors [h3]Foundation Debris[/h3] Foundations now drop debris [h3]Floor Debris[/h3] Floors now drop debris [h1]TECH TREE CHANGES[/h1] We’re making some changes to how the Tech Tree works to try and incentivise new styles of play. Starting this month you will notice that the T2 and T3 workbench tech trees now have a tax rate applied to them which will increase the cost of unlocking items. We’re starting this at 10% for T2 and 20% for T3. This cost increase only applies to unlocking via the Tech Tree, researching items via the Research Table is unchanged. [img]https://files.facepunch.com/paddy/20211201/workbenches.jpg[/img] Our thinking behind this is that we feel the Tech Tree progression path has become a little stale and needs to be shaken up, but we don’t want to lose the advantages that the Tech Tree brought to progression - making difficult to find blueprints attainable in a way that felt fair and not as at the mercy of RNG. While there are a number of avenues we can use to try and make both forms of progression feel more balanced this feels like a simple and understandable starting point. As with all of our changes we’ll be closing a close eye on this and will likely make further changes in the future. [h1]CARGO SHIP CHANGES[/h1] It’s been great to see the reception to last month's Cargo Ship/harbor update, we hope you’ve all enjoyed some very (very) intense firefights. Based on the feedback we received we’re making a couple of changes this month: [list] [*] The Cargo Ship will now dock at both harbors (if they exist) on a map before leaving. Note that any containers that have already been placed on a ship will be deleted when it starts its approach to the next harbor. [*] You can now mouse over the ship on the map to see if it has already docked. [*] The containers that are spawned to be placed on the Cargo Ship will now be spawned when it starts its approach (about 100m away from the harbor) rather than when the ship arrives at its dock, giving you more time to hide in the containers. [*] The container spawn points have been mildly tweaked so that all of the containers should be accessible, although you might need to do some climbing. [/list] We hope these changes make the event a bit more understandable at a glance as well as make the combat encounters more interesting. [h3]VIEWMODEL RENDERERS[/h3] Since implementing a dedicated viewmodel renderer system back in [url=https://rust.facepunch.com/news/gestures-update#ViewmodelJitterFix]April 2021[/url], all of our viewmodels have been split between the old and new system. The primary stumbling blocks were viewmodels with lots of particle effects and lights (torches, flamethrowers, etc). While we covered most of the high impact cases of viewmodel jittering by supporting guns (how often do you use the birthday cake on oil rig?) we’ve been wanting to consolidate everything for a while. This month we’ve updated all of the viewmodels to use the new renderer so they should appear smooth and jitter free regardless of where you are in the world. The affected viewmodels: [olist] [*] Both flamethrowers [*] Water Bucket [*] Beancan Grenade [*] Molotov Cocktail [*] Flashlight [*] Birthday Cake [*] Garry’s Mod Toolgun [*] Poker playing cards [*] Lunar New Year spear [*] Minigun [*] Paddle [/olist] You should see no visible changes if it's all working correctly. [h1]AI PERFORMANCE FIXES[/h1] I've investigated and addressed a couple of AI performance issues that were causing the AI to take longer to process than necessary, especially on servers that have been running for a while. This should help with AI server performance across the board. [h1]EFFECTS PERFORMANCE[/h1] After noticing occasional framedrops during gunfights, I've spent some time investigating the issue and found out that our impact effects prefab warmup wasn't working as intended. All impact effects are now warmed up correctly during loading times. This should drastically reduce the stuttering when spawning a big amount of effects prefab for the first time (e.g when a fight starts and bullets start flying). This has a very little if no impact on loading times. [h1]MAP UPLOADING[/h1] Procedural maps are now automatically uploaded from game servers to our backend so players can just download them instead of generating them when they first join the server. This should significantly reduce the time it takes to join a server for the first time after it wipes. It may also reduce the number of players seeing "Rust is not responding" popups while joining servers for the first time. [h1]HARMONY 2[/h1] Harmony is Rust's built-in modding platform shipped with the server. It powers modding frameworks like Oxide & Carbon, as well as standalone mods. We upgraded from Harmony 1.2 -> Harmony 2.3 which brings us up to date with the latest features & additional stability. This requires mod authors to recompile their Harmony mods. Fortunately the majority of mods only need to change a single line. [b]Before[/b] using Harmony; [b]After[/b] using HarmonyLib; Players shouldn't need to worry as the majority of large servers already started updating their mods before the update went live. Server owners please keep an eye out for mod updates as every Harmony Mod will needed to be updated. [h1]ELECTRICITY CHANGELOG[/h1] [b]Tesla Coil, Igniter[/b] To stop them from self-destructing, they are now disabled upon reaching <10% of their max health. No longer take damage when picked up [b]Electrical Branch[/b] Reduced minimum branch out power from 2 to 1 [b]Button[/b] Reduced press time from 5s to 1s [b]Storage Monitor[/b] Will now recognize partial stack changes and pass power through when removing or adding a items to a stack [b]Splitter[/b] Fixed power distribution issue when not all outputs were used [b]Memory Cell[/b] Fixed side inputs triggerable by 0 power circuits [b]Timer Switch[/b] Fixed an issue where its side input was triggered inconsistently by circuits update (e.g: industrial conveyor updating its state) [b]Counter[/b] When set to 'Show Passthrough', it now displays its passthrough even if nothing is connected to its output No longer requires a connection to its output to display its passthrough when set to 'Show Passthrough' [b]RF Receiver[/b] Updated recipe: - Metal Fragments 100 → 150 - Tech Trash 1 → 0 [b]RF Broadcaster[/b] Updated recipe: - Metal Fragments 100 → 150 - Tech Trash 1 → 0 [b]RF Transmitter[/b] Updated recipe: - HQM 5 → Metal Fragments 100 - Tech Trash 1 → 0 [b]RF Pager[/b] Updated recipe: - Metal Fragments 50 → 100 - Tech Trash 1 → 0 [b]AND, OR, XOR Switch[/b] No longer emit light when unpowered [b]Industrial Conveyor[/b] Can be placed upside down again [b]Industrial Light[/b] No longer referred as Simple Light when looking at IO connection handles [b]Smart Switch[/b] No longer referred as Switch when looking at IO connection handles

Thursday, May 2, 2024

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COMMUNITY UPDATE 260

[h1]RUSTIC REEF AMUSEMENT PARK[/h1] Last blog I showcased many of the big-hitters in the Rust Creative Arts community. This month they have literally combined forces to play together for an entire month and managed to make a giant amusement park on the water! I present to you: Rustic Reef [img]https://files.facepunch.com/Errn/1b2311b1/20240324121018_1.png[/img] [img]https://files.facepunch.com/Errn/1b2311b1/20240324131122_1.png[/img] [img]https://files.facepunch.com/Errn/1b2311b1/20240323105433_1.jpg[/img] From a life size DDR game, to a roller coaster. They even managed to mimic a ferris wheel. The masterminds behind this project are: [url=https://www.youtube.com/@rustdavinci]DaVinci[/url], [url=https://www.youtube.com/@PhilieveRust]Philieve[/url], [url=https://www.youtube.com/@MonsteraRust]Monstera[/url], and [url=https://www.youtube.com/@Silverfox0093]Silverfox[/url]. Philieve breaks down who's doing what and how the whole project came about. [previewyoutube=Ng1TyclaCrc;full][/previewyoutube] DaVinci gives us the scenic tour! [previewyoutube=TmGvLtbPRcU;full][/previewyoutube] And pyromaniac Silverfox shows off his firework skills. [previewyoutube=FQSRQbYEE4A;full][/previewyoutube] I'll try and do a better job of giving you all a heads up next time they do a project like this so people can experience it in real time! Absolute legends. [h1]ROCK - BOXING CHAMPION[/h1] Who is the greatest rock fighter in Rust? Can a "nobody" defeat the Rock - Boxing World Champion? [previewyoutube=LHDREMSAUSQ;full][/previewyoutube] [h1]COUNTING SARS[/h1] [url=https://www.youtube.com/@baldingbus]Balding Bus[/url] brings us a real toe-tapper Rust parody music video! [previewyoutube=qooQfjkb7vM;full][/previewyoutube] [h1]IRL RUST ELECTRICAL[/h1] Our friend over at [url=https://www.youtube.com/@Real-Game]Real & Game[/url] has outdone himself once again. Made an entire Rust electrical setup IRL. [previewyoutube=PeR3eClqTjE;full][/previewyoutube] [h1]TWITCH DROPS[/h1] Soon™ [h1]SHOW ME THE STUFF![/h1] If you made something cool or saw something cool, reach out! Tag me on [url=https://twitter.com/ErrnieGerrn]X[/url] or u/ErrnieGerrn [url=https://www.reddit.com/r/playrust/]Reddit[/url].

Thursday, April 25, 2024

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WAVES OF CHANGE

[h1]CARGO SHIP DOCKING[/h1] We’ve given both Harbors a fresh coat of paint this month, with a significant amount of visual and gameplay changes. These changes support the new Cargo Ship docking process, which allows the ship to adjust it's course and dock with the harbor. [img]https://files.facepunch.com/paddy/20240404/harbor_refresh_01.jpg[/img] [img]https://files.facepunch.com/paddy/20240404/harbor_refresh_03.jpg[/img] [img]https://files.facepunch.com/paddy/20240404/harbor_refresh_06.jpg[/img] Each harbor has a new island that can be reached by crossing a rotating bridge, floating containers or a daring set of jumps across cranes. This island becomes a stronghold once the Cargo Ship docks as it becomes sheltered from the rest of the harbor. [img]https://files.facepunch.com/paddy/20240404/harbor_refresh_08.jpg[/img] The ship will pick the first harbor it passes to dock and will only dock once. Once docked, the cranes in the Harbor will spring into life and move several containers from the docks onto the deck of the ship. These containers have openable doors and can be hidden in, so they present a new way to smuggle aboard the ship and another threat for players already on the ship to contend with. These containers will be deposited in locations that are generally above the deck, in some cases by several meters. This should present an interesting tactical situation when attacking the ship as well as defending it. We’ve also added two ship doors above the water line that allow access to the lower interior level of the ship and provide additional ways to board or traverse the monument while the ship is docked. [img]https://files.facepunch.com/paddy/20240404/harbor_refresh_10.jpg[/img] By default the Cargo Ship replenishes it's loot every 10 minutes - up to 3 times. When the ship docks at the harbor it will attempt to trigger one of those loot refreshes, although if all three have already happened it will be unable to spawn any more loot. The Cargo Ship horn will sound 60 seconds prior to it's departure - once you hear that horn it's time to get moving or you might end up back out at sea. We think these changes combined will lead to Cargo Ship being a much more contested PvP environment for groups of all sizes. We're also interested to see how a traditionally lower intensity monument like the Harbors adjust to periodic bouts of high intensity action. [h1]OILRIGS[/h1] The Oilrigs receive an upgrade this month, with an underwater access. This new way to get onto the Oilrig will add a path into both structures Level 3 floors. This provides a different, and possibly safer way into the monument. It is also a way to counter the players on board by short circuiting the docks at the rigs water line. [img]https://files.facepunch.com/paddy/20240403/oilrig_tube_01.jpg[/img] [img]https://files.facepunch.com/paddy/20240403/oilrig_tube_02.jpg[/img] [img]https://files.facepunch.com/paddy/20240403/oilrig_tube_03.jpg[/img] [img]https://files.facepunch.com/paddy/20240403/oilrig_tube_04.jpg[/img] [img]https://files.facepunch.com/paddy/20240403/oilrig_tube_05.jpg[/img] [img]https://files.facepunch.com/paddy/20240403/oilrig_tube_06.jpg[/img] The extra rooms inside see the addition of a CCTV desk that allows you to observe in place the camera feeds of the monument. [h1]MINIGUN[/h1] The iconic minigun has been added to the game which is used by the Heavy Scientists. It takes a moment to spin up, but when it does, it unleashes a massive amount of ammunition, making targets much easier to hit. [img]https://files.facepunch.com/paddy/20240405/minigun_oilrig.jpg[/img] It's a rare drop useable by players and you must be at a workbench level 2 to add ammunition to it as it cannot be reloaded in the field. It also takes 1.5 seconds to spin up and lowers your movement speed while the spin is engaged. [h1]RETRO TOOL CUPBOARD[/h1] We're thrilled to announce Rust's first-ever tool cupboard DLC skin! The Retro Tool Cupboard can be crafted as usual using the skin picker or applied to an existing Tool Cupboard using the Spray can item. [img]https://files.facepunch.com/paddy/20240402/toolcupboar_retro_01_alt1.jpg[/img] The Retro Tool Cupboard monitors display live information such as upkeep time, resources, and the number of blocks used to calculate upkeep costs. However, the data is only visible on the monitors when authorized. [img]https://files.facepunch.com/paddy/20240402/toolcupboar_retro_08.jpg[/img] The Retro Tool cupboard doesn't require power, the lower half of the Retro Tool Cupboard behind the glass panel displays current inventory upkeep amounts and tools. [img]https://files.facepunch.com/paddy/20240402/toolcupboar_retro_05.jpg[/img] [img]https://files.facepunch.com/paddy/20240402/toolcupboar_retro_02.jpg[/img] When approaching the Retro Tool cupboard design, we felt aesthetics were critical. The tool cupboard is the heart of any base and should be instantly recognizable. [img]https://files.facepunch.com/paddy/20240402/toolcupboar_retro_10_alt1.jpg[/img] You can purchase Retro Tool cupboard skin in-game or at [url=https://store.steampowered.com/itemstore/252490/]Steam's item store[/url]. [h1]MILITARY FLAMETHROWER[/h1] In addition to the minigun, the Heavy Scientists have had their arsenal upgraded with a new, military tier flamethrower. This weapon deals massive damage to targets up to 12 meters away and creates walls of fire - which can be used for area denial. [img]https://files.facepunch.com/helkus/1b0311b1/Unity_pvGuUT044U.jpg[/img] I've also modified how flamethrowers deal damage to players making them an extremely effective PvP weapon. [h1]PATROL HELICOPTER IMPROVEMENTS[/h1] The patrol helicopter was one of the largest banks of 'older' code still in the game. It's stood up well, but there were a bunch of fixes and improvements that needed to happen. Let's start with the improvements. [h3]Orbital Strafing/Strafing Changes[/h3] The regular helicopter attack strafe was getting pretty old. It followed a regular pattern and most of our values were fixed internally. This has been changed. During an attack run the helicopter will randomise a bunch of values, including: rocket amount, drop off distance, turn speed etc. These are relatively minor adjustments, but they should help make each new fight with the helicopter feel a little more fresh. We also added a new attack phase in the strafing run. The helicopter will turn, begin orbiting your position and pummel you with rockets from all directions. This will randomly happen after each strafe. It's super fun to play, and helps bring back the excitement and danger of taking heli. [img]https://files.facepunch.com/paddy/20240402/patrolhelicopter_trainyard_01.jpg[/img] [h3]Aggro Improvements[/h3] A new 'zones' feature has been introduced. These are invisible to the player. When a player damages heli a zone is updated/created and the zone is assigned a score. This score is based on how much damage heli has taken from that specific zone. Heli will now seek out targets based on zones and damage scores rather than the perceived randomness of before. When there are minimal players and by extension - minimal zones. Heli will work similarly to before, but when more zones are introduced heli will prioritise attacking the people that are attacking it, in a more controlled and deliberate manner. You are still free pickings to the side gunners, but your house shouldn't be blasted anymore in the confusion. [h3]No-Go Zones[/h3] When taking heli, the basic principle is to get, and keep aggro. No-Go zones make this a little more difficult, and now encourage some movement when taking heli. When a zone performs enough damage to heli too quickly, then that zone is marked as a no-go zone. Heli will flee the area, and attempt to avoid it as best as it can. This is to encourage heli to get out of areas that are going to kill it too quickly. Encouraging bigger groups to chase, build defenses as they go and bring more PVP to the whole map. [h3]Bug Fixes/Changes[/h3] A bunch of legacy bugs that existed with heli are now patched. These include being stuck on targets, disappearing mid-fight, not exploding in the ocean, as well as a bunch of proxy issues that were fixed by the aggro adjustments. Other adjustments have also been made to how heli patrols work, and you should see it moving around a bit more now, rather than just sticking to the monuments. [h3]Server Convars[/h3] [list] [*] [b]patrolhelicopterai.use_danger_zones[/b] - this will enable/disable the no go and aggro zones. When turned off, the helicopter will largely behave the way it used to with target picking and aggression. [*] [b]patrolhelicopterai.flee_damage_percentage[/b] - this sets the required percentage of damage done to heli in order for it to flee and create a no-go zone. A value of 1 or over will effectively disable no go zones and stop the flee mechanic. [/list] It will no doubt need some further revisions and changes after this release. Keep us updated on how your heli takes go. Have fun! [h1]ELECTRICITY[/h1] This month we are taking care of our fellow electricians! Bug fixes, quality of life improvements, and major changes are coming to electricity. [h3]CHANGES[/h3] First of all, we removed any power requirements from all logic gates. Being creative and adding logic to your circuits won't be at the expense of acquiring a linear or exponential amount of power any more. While being a great quality of life for master electricians, we also believe that removing this pain point will increase the use of electricity in general. [img]https://files.facepunch.com/Flavien/2024/04/elec_comps.png[/img] Therefore, the following components won't require power or drain batteries anymore: [list] [*] Splitter [*] Electrical Branch [*] Blocker [*] Root Combiner [*] Memory Cell [*] RAND Switch [*] XOR Switch [*] AND Switch [*] OR Switch [*] Timer [*] Switch [*] Smart Switch [*] Counter [*] Pressure Pad [*] Button [/list] Any other active components like turrets, sensors, lights, etc.. remain unchanged and will still need power to function. [h3]BUG FIXES[/h3] These power limitations were also overly amplified by a multitude of power drain bugs and unintended behaviors that we worked on fixing. Here are the most important ones: [list] [*] Fixed AND, & OR gates draining batteries on both sides instead of only the side with the highest power input [*] Fixed auxiliary inputs/outputs draining power unnecessarily [*] Fixed memory cell draining battery on both sides instead of from the active output [*] Prevent electrical branch from draining power when nothing is connected to its branch out side [*] Fixed unpowered components draining batteries, much more common now that branches do not waste power anymore [/list] [h3]QUALITY OF LIFE[/h3] Along these changes, we worked on improving how you deploy electrical components: Fixed the differences between the deploy guide and the actual position where your component is placed Components are now aligned to walls and won't rotate based on your view angle You can now align your components together when deploying them on walls by holding [b]left shift[/b] This applies to all electricity, industrial and fluid items. We're planning on extending it to any type of deployable in the future. [h3]NEXT STEPS[/h3] There as more fixes and improvements that didn't make it into this patch. Expect more in the coming months, including plans to rework some components and extending their functionalities. Many thanks to our electricians community for pointing out bugs and suggesting ideas. [h2]FULL CHANGELOG[/h2] [h3]Splitter[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 [list] [*] Now distributes power evenly across all outputs and add any remaining power to the earliest outputs, ensuring no power loss [/list] [h3]Electrical Branch[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 [list] [*] Won't drain any power when nothing is connected to its left side [/list] [h3]Blocker[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 [h3]Root Combiner[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 [h3]Memory Cell[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 [list] [*] Fixed draining battery on both sides instead of from the active output [*] Fixed power passthrough being shown on both outputs instead of on the active one [*] Side inputs won’t drain power any more [/list] [h3]RAND Switch[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 [list] [*] Now passes power when ON and blocks power when OFF [*] Now resets to OFF [/list] [h3]XOR Switch[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 [h3]AND Switch[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 [list] [*] Fixed batteries getting drained when only one side is powered [/list] [h3]OR Switch[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 [list] [*] Fixed batteries getting drained on both sides instead of only the side with the highest power input (if both input have the same power, the first input is chosen by default) [/list] [h3]Timer[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 [list] [*] Side inputs won’t drain power any more [*] Now configurable when unpowered [/list] [h3]Switch[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 [list] [*] Fixed aux inputs draining power [*] Fixed aux inputs passing power through [*] Fixed red LED not showing up when receiving power but toggled off [/list] [h3]Counter[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 Max target number: 100 -> 999 [list] [*] Side inputs won’t drain power any more [*] Fixed power passing power through when under their target value [/list] [h3]Pressure Pad[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 [list] [*] Fixed blocking power passthrough for a bit when triggered [/list] [h3]Button[/h3] Power Consumption: 1 -> 0 Active Usage: 1 -> 0 [h3]Laser Detector[/h3] [list] [*] Now deployable on any surface angle [*] Tweaked handles position to make it easier to wire [/list] [h3]Ceiling Light[/h3] [list] [*] Fixed being powerable using only 1 power instead of 2 [/list] [h3]Flasher Light[/h3] [list] [*] Restored blue material emission when ON [*] Tweaked handles position to make it easier to wire [/list] [h3]Reactive Target[/h3] [list] [*] Now resets itself automatically only after being knocked down [*] Won't generate and pulse 1 power when lowered manually [*] When both lower and reset inputs are powered, the one with the highest power takes over [/list] [h3]Industrial Conveyor[/h3] [list] [*] Fixed aux output passing 1 power regardless of the current energy [/list] [h3]Industrial Crafter[/h3] [list] [*] Now drains 1 power correctly when ON [/list] [h3]Small Generator[/h3] [list] [*] Aux inputs won’t drain any power any more [/list] [h1]ANTI-CHEAT UPDATE[/h1] At the beginning of the year, In the development blog Surviving a Decade, I mentioned, "This year we're dedicating more resources into anti-cheat than ever", this is a commitment we're dedicated to, and I want to share more information about what we've been up too. Over the past couple of months, we have slowly eliminated or limiting information leaks which cheaters abuse to aid them in several ways. For example, players health, Tool Cupboards and turret authorization lists could be read in the network data, allowing cheaters to use and gain a further unfair advantage. These are now fixed. In continuing efforts to battle cheaters and clean up many long-standing issues, especially around information leaks, buried stashes are no longer networked, meaning cheaters will no longer know where stashes are buried. There is much more to be done in this area, and we are working on it. Expanding the support team size over the past year has allowed us to get more support staff focusing on anti-cheat, which includes going in-game and dealing with and disrupting cheaters directly based on player reports. Some staff over the coming months will be dedicated solely to anti-cheat measures full-time. This isn't limited to Facepunch servers, but across the board. In addition to the above, we've deployed some stricter measures surrounding anti-cheating, eliminated several priority exploits, and will deploy further measures soon. In the last month: [list] [*] 26,954 bans have been applied [*] 22,542 of which were permanent [*] 4,412 of which were temporary [*] 949,422 cheating reports received [*] 90.8% of bans were applied automatically [/list] [list] [*] Since the 1st January 2024: [*] 84,753 bans have been applied [*] 71,371 of which were permanent [*] 13,382 of which were temporary [*] 3,116,133 cheating reports received [*] 92.9% of bans were applied automatically [/list] Based on fiscal quarters: [list] [*] 72,849 bans applied in 2023 Q1 [*] 65,608 bans applied in 2023 Q2 [*] 81,682 bans applied in 2023 Q3 [*] 55,672 bans applied in 2023 Q4 [*] 81,084 bans applied in 2024 Q1 [/list] Notes [list] [*] Bans are placed for multiple reasons, the numbers above do not strictly reflect only cheat-related bans, but cheat-related bans do make up the vast majority of bans. [*] A single player can receive multiple bans, for example, if a user is temporarily banned and then later switched to a permanent ban, this is counted as 2 bans in the above metrics. [/list] [h1]BRADLEY SCIENTISTS[/h1] The Bradley has some new passengers this month! Scientists can now deploy from the Bradley to help defend it with some extra firepower. [img]https://files.facepunch.com/paddy/20240405/bradleyscientists_01.jpg[/img] This applies to both the Launch Site Bradley and the Bradley that spawns along roads at the end of the month. [h1]IMPROVEMENTS & FIXES HIGHLIGHTS[/h1] [h3]Seed Sack World Model[/h3] Added new seed world model [h3]Mushroom World Model[/h3] Added mushroom world model [h3]Monument CCTV Station[/h3] New dedicated CCTV station within monuments [h1]SRV DNS SUPPORT[/h1] I added support for SRV DNS record to Rust. This means you can now create nice domain names for your servers without needing to specify the port (or be forced into the default port). I also used this added information to improve the favorites list. Servers that have a working DNS record set up would save the domain name when favoriting so that favorites should never break as long as the domain name is pointing to the right place. More information on how to set this up is [url=https://wiki.facepunch.com/rust/dns-records]on the wiki[/url]. [h1]PING ESTIMATION[/h1] If you have searched for new servers in the browser you probably noticed the large amount of fake ping: it's impossible to have 30ms ping to both a US and EU server. This is a side effect of certain forms of DDOS protection and has forced us to create a custom system to estimate ping rather than use steam's ping value. [img]https://files.facepunch.com/jakerich/Oq1zIOPb3DPBpoQV/KqDt7UAGyQz5R0oT.png[/img] There is a new checkbox below "Use Cache" called "Estimate Ping". We will enable this by default in the future once we confirm the estimated values are more accurate than the existing ones. [url=https://rust.facepunch.com/news/waves-of-change][h3]FULL BLOG POST[/h3][/url]

Thursday, April 4, 2024

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You can now play an acoustic guitar in Rust

Rust's developers sneaked the game's first musical instrument into an update released over the Easter weekend. You can now find an acoustic guitar in the survivalist wasteland, letting you strum out a solo between hunting naked men.

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The best Rust servers 2024

Tuesday, March 26, 2024

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EASTER 2024

[h1]EGG HUNT[/h1] For the next week, every 24-38 hours in-game hours an Easter egg hunt will begin. You'll have 3 minutes to collect as many eggs as you can. The top 3 players are given special eggs as a reward. These eggs can be cracked open for various types of loot ranging from scrap all the way up to an M249! [img]https://files.facepunch.com/Alistair/04/14/269931/hunt.jpg[/img] If you don't make the podium, that's okay. The painted eggs you collect can be upgraded to Bronze eggs once you collect 10. If you collect 10 bronze eggs then you can upgrade to a silver egg, eventually all the way to gold! There are various items available to help you during your hunt. The Easter Basket will allow instant pickup of eggs and the Bunny Onesie and Ears will provide you with an advantage via Egg Vision. Have fun! [h1]CHICKEN COSTUME[/h1] This year we've added a new costume DLC attire, the chicken costume! The chicken costume is a lower body attire which can be crafted with cloth and wood. [img]https://files.facepunch.com/jacob/1b2111b1/lw06fdezjn.jpg[/img] You can find the clucking chicken costume in [url=https://store.steampowered.com/itemstore/252490/detail/10237/]Rust item store[/url] along witht he rest of our [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited]Seasonal items[/url]!

Thursday, March 21, 2024

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LIGHTING THE WAY

[h1]TUTORIAL ISLAND[/h1] [img]https://files.facepunch.com/Errn/1b0711b1/rust_tutorial_island_001.jpg[/img] A common story we hear from new players is that they have seen their friends/Twitch Streamer/YouTuber playing Rust, so they pick up the game and then bounce off it due to how harsh and unforgiving the new player experience can be. This month’s Tutorial Island is our attempt to provide new players with a safe environment to learn the basic controls and mechanics of Rust before being set loose in the main game with other players. [img]https://files.facepunch.com/paddy/20240306/rust_tutorial_island_gameplay_003.jpg?1[/img] Everyone will be prompted to start the tutorial when they first spawn this month, if you’re a long term player feel free to decline the tutorial and we won’t ask you about it again. Once the player starts the Tutorial, they will be respawned on a dedicated island where an NPC will guide them through the first half hour of gameplay. This island is tightly controlled and cannot be reached by other players. Throughout this process players will learn some key concepts: [list] [*] Basic movement [*] Crafting [*] Building bases [*] Upgrading bases [*] Respawning [*] Basic combat [*] Resources [*] Looting containers [*] Cooking [*] Using Furnaces [*] Workbenches [*] Using a vehicle [/list] This obviously isn’t an exhaustive list of everything there is to learn in Rust, but we feel like this is a good starting point for a new player. Our guiding principle when designing this sequence has been - if a player emulates exactly what they did on the Tutorial Island once they get into the main game, will they have a fighting chance? [img]https://files.facepunch.com/paddy/20240306/rust_tutorial_island_gameplay_010.jpg?1[/img] [img]https://files.facepunch.com/paddy/20240306/rust_tutorial_island_gameplay_021.jpg?1[/img] The tutorial itself should take less than 30 minutes if you’re familiar with general FPS controls and concepts, likely around an hour if you are not a regular FPS player. Once complete you will be dropped off into the main game with the same resources as any other player - completing the Tutorial Island does not give you any advantages in regular gameplay. For server owners running mods that change core gameplay features, you may find that parts of the tutorial don’t work or maybe showing the tutorial isn’t appropriate for your server (minigame servers for instance). You can control whether the tutorial is active via the “[i][b]server.tutorialEnabled[/b][/i]” convar - [u]it's false by default[/u]. While false players won't be prompted to start the tutorial on your server and they will not be able to manually start the tutorial. We’ve added a server tag to help players find and filter servers by their tutorial compatibility, add “tut” to your server tags to advertise your tutorial compatibility. Brand new players will have this filter on when they first use the server browser. [h1]VENDOR UI REFRESH[/h1] Our outdated tooltip popup for checking vendor stock urgently needed an upgrade. It felt out of place when compared with the marketplace UI. Thus, a plan was devised to merge both into a single unified system. This update will be rolled out in two parts, with this being part one. This first part fully replaces the old blue tooltip popup with an interface that's clearer, more user-friendly, and scalable. Now, it's easy to understand what you're purchasing and how much is costs. Overall, this first pass on the vendor UI provides a great foundation to expand on. [h3]New Single Vendor Interface[/h3] Items are now displayed clearly with the cost and stock counts easily visible. [img]https://files.facepunch.com/ianhenderson/1b0711b1/RustClient_Mfw0L7f6KT.jpg[/img] [h3]New Multi Vendor Interface[/h3] Accordions are used to hold vendors with large amounts of listings. This keeps everything easy to read, whilst still giving users flexibility to add a bunch of listings. [img]https://files.facepunch.com/ianhenderson/1b0711b1/RustClient_pEu65yL25G.jpg[/img] While working on this, we noticed some QOL issues with finding items before purchasing. The marketplace offers useful features like search and filtering that the standard map doesn't have. It would be great to have these abilities everywhere. Part two will unify the marketplace UI with the new vendor UI. You will still have to travel to the marketplace to buy things via drone, but the actual underlying UI will be merged together. This will provide the same search/filtering functionalities as enjoyed at the marketplace to the regular map vendor UI, whilst bringing the improved style and ease of use of this new vendor UI to the marketplace. [h1]NIGHTLIGHT[/h1] Today, I'm addressing an issue we often hear about from the Rust community. Navigating the game during nighttime. While the night cycle is a cruicial element of the rust gameplay loop, it can be a literal stumbling block not seeing what's directly ahead. The problem of "gamma hacking" (where players unfairly enhance their night vision by tweaking monitor settings), has been a thorn in our side, necessitating a pitch-black darkness (RGB 0,0,0) to counteract such exploits. [img]https://files.facepunch.com/paddy/20240306/nightlight_002.jpg?1[/img] To that end I've come up with the "Nightlight" feature. Basically it's a shader that subtly illuminates a small radius around the player, mimicking the effect of natural moon light. This localized lighting ensures that while you can see just enough to navigate at night, the vast darkness beyond remains dark. Distant pixels are kept at absolute darkness (RGB 0,0,0), effectively rendering gamma hacking useless for spotting far-off threats or resources. ( beyond a few meters) [img]https://files.facepunch.com/paddy/20240306/nightlight_003.jpg?1[/img] We believe this approach strikes a good balance, enhancing the night experience without compromising fair play. I hope it helps! [h1]IMPROVEMENTS & FIXES HIGHLIGHTS[/h1] [h3]Rangefinder[/h3] Rangefinder added to binoculars [h3]Attack Helicopter Flare[/h3] Attack helicopter flares now take 30 seconds to reload [h3]Safe Metal Detecting[/h3] Metal detectors no longer able to find loot in safezones [h3]Attire Conflict[/h3] Visual feedback when switching attire conflict [h1]ITEM STORE UI UPDATE[/h1] This month, we’ve made improvements to the store interface. These changes are part of a UI overhaul for the menu screen that we’re currently working through. One of the main improvements is adding in a custom view for each of the general store items, giving a better look at what an item looks like or what is contained within a pack. For example, the Abyss pack, we now show a cut-down version of the trailer, the items contained within the pack in a 3D turntable, media and a bit of information about the pack. These changes are aimed at improving the experience of using the store, more transparency in regards to what you’re potentially purchasing, and improving it from a visual point of view too. [h3]Store Interface[/h3] Re-designed view, with improvements in regards to scaling and legibility of the items. [img]https://files.facepunch.com/lewis/1b0411b1/20240304111711_1.jpg?1[/img] [h3]Store Item Model[/h3] We've improved the interface for the model that appears when you tap on an item. A new key addition being an animated 3D version of the skin. [img]https://files.facepunch.com/lewis/1b0411b1/20240304111729_1.jpg?1[/img] [h3]General Store Model[/h3] We've added a new view for each general store item. Some of these include cut-down trailers, items contained within as a 3D turntable as well as media and general information about the item. These new views hopefully give a better understanding of what you're getting in the purchase. [img]https://files.facepunch.com/lewis/1b0411b1/20240304112341_1.jpg?1[/img] [img]https://files.facepunch.com/lewis/1b0411b1/20240304120833_1.jpg?1[/img] [h1]HAPIS & OBSERVER ISLAND RETIREMENT[/h1] Hapis Island and Observer Island custom maps are being retired today from Facepunch servers. Observer Island was first released in November by community members CollapsedOrange and wheatleymf and Hapis Island was brought back to celebrate 10 years of Rust. If you're a server owner and wish to host your own Hapis or Observer Island, you can check them out at the following links: [list] [*] [url=https://lone.design/product/observer-island/]Observer Island - Lone Design[/url] [*] [url=https://lone.design/product/original-hapis-island-2018-remake/]Hapis Island - Lone design[/url] [/list] What's the future for custom maps? We're going to continue working with our amazing map-maker community and highlight and host custom maps. If you would like to start making your own map, check out [url=https://wiki.facepunch.com/rust/Map_Editors]Rust's wiki[/url]. [h1]RUST X DAYZ Bundle - Pioneer Survival sale[/h1] [img]https://files.facepunch.com/Errn/1b0711b1/RustZ.png[/img] Rust and DayZ have teamed up for a bundle featuring both games at 40% off! The Pioneer Survival Pack on Steam features both titles at 40% off from March 7th 6PM GMT to March 14th 6PM GMT. Both DayZ and Rust celebrated their 10th anniversaries in December, with in-game events, limited items, and Twitch Rivals competitions, marking many years of updates, changes, and content to the games that have kept them thriving with old and new players alike. DayZ, with its realistic post-apocalyptic world, has evolved far beyond its origins as a hardcore survival mod. It now stands as a deeply immersive experience that continually draws in players with its intricate blend of survival mechanics, open-world exploration, and player-driven narratives, all while fostering a strong and passionate community. Rust has transformed from a mere survival game to a global phenomenon. There’s always something interesting or dangerous (or both) happening on the island, captivating all kinds of players with its unique blend of challenges, creativity, ways to play, and community spirit. [url=https://store.steampowered.com/bundle/38847/Pioneer_Survival_Pack/utm_source=steamblog]Head here[/url] to grab both games now! [h1]EASTER UPDATE[/h1] On [b]March 21st at 19:00 GMT[/b] we'll be releasing an optional update to enable this years Easter events and releasing the Chicken costume. During the Easter event every 24-38 hours in-game hours an Easter egg hunt will begin. You'll have 3 minutes to collect as many eggs as you can. The top 3 players are given special eggs as a reward. These eggs can be cracked open for various types of loot ranging from scrap all the way up to an M249!

Thursday, March 7, 2024

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COMMUNITY UPDATE 259

[h1]ART, ART, AND MORE ART![/h1] Some old and some new. Few names in the art scene you all might recognize! This is our rust art appreciation post. We love you!! [url=https://twitter.com/monsterarust]Monstera[/url] gracing us with awesomeness. Definitely someone to tag into your next Rust event if you like having your base decorated! These were collabs with Rust daVinci. [img]https://files.facepunch.com/Errn/1b2611b1/GGE5hi8XQAAZw4A.jpg[/img] [img]https://files.facepunch.com/Errn/1b2611b1/GGE5jQ1WwAA50zT.jpg[/img] Who doesn't love a good timelapse! 10 years of Rust. [previewyoutube=dThToWGefPs;full][/previewyoutube] Something from [url=https://twitter.com/RustDavinci]the man himself[/url]. [img]https://files.facepunch.com/Errn/1b2611b1/GBCARNlWwAAY5tg.png[/img] This art gallery though... [previewyoutube=0aWR7eY8xOo;full][/previewyoutube] This is an oldie but goodie from [url=https://twitter.com/TimTardashian_]TimTardashian[/url] from Charitable Rust last fall! [img]https://files.facepunch.com/Errn/1b2611b1/F8eCFUhXcAA-UL7.jpg[/img] Annnd then there's this lil guy. [img]https://files.facepunch.com/Errn/1b2611b1/GGPeZrxXkAApbo3.png[/img] [h1]GLOBAL STATS[/h1] Periodically we gather a metric ton of stats and put them into these very digestible graphics. You all recycle a lot of rope! [img]https://files.facepunch.com/Errn/1b2711b1/ri_Recycling-Feb.png[/img] [img]https://files.facepunch.com/Errn/1b2711b1/ri_missions-Feb.png[/img] [img]https://files.facepunch.com/Errn/1b2711b1/ri_currency-Feb.png[/img] [img]https://files.facepunch.com/Errn/1b2711b1/ri_building-Feb.png[/img] [img]https://files.facepunch.com/Errn/1b2711b1/ri_Body%20hits-Feb.png[/img] Stay tuned for the next round! [h1]GIANT CALCULATOR[/h1] Ok [url=https://www.youtube.com/@PhilieveRust]Philieve Rust[/url] did this mind blowing project to showcase how crazy you can get with the electrical system in Rust. He made a HUGE calculator and explains how he did it! [previewyoutube=3zyyJ8y91xk;full][/previewyoutube] [h1]CREATOR PROGRAM[/h1] Did you know we have a creator program? There are some eligibility requirements and if you don't qualify just yet please do apply in the future! [url=https://facepunch.com/creators][img]https://files.facepunch.com/Errn/1b2711b1/FP_CreatorsProgram_Twitter_1.png[/img][/url] [list] [*] Minimum of 50 or more concurrent viewers on livestreams for 30 days OR 8000 average views on video content in the past 30 days with a subscriber count of 5000 or more while playing Facepunch games. [*] Facepunch games are an active part of your channel. [*] Adhered to our [url=https://facepunch.com/legal/tos]TOS[/url] and [url=https://facepunch.com/legal/code-of-conduct]Code of Conduct[/url]. [*] An engaged, active audience that you interact with regularly [*] Have been creating content for the last 3 months consistently [*] Age 16+ [/list] [url=https://facepunch.com/creators]Check out our website[/url] and fill out an application with all your creator channels and socials. If eligible, you'll receive an invite! [h1]SHOW ME THE STUFF![/h1] If you made something cool or saw something cool, reach out! Tag me on [url=https://twitter.com/ErrnieGerrn]X[/url] or u/ErrnieGerrn [url=https://www.reddit.com/r/playrust/]Reddit[/url]. Cover image by [url=https://twitter.com/monsterarust]MonsteraRust[/url]!

Tuesday, February 27, 2024

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LUNAR NEW YEAR 2024

[h1]LUNAR NEW YEAR[/h1] Happy Lunar New Year to everyone! This year, we celebrate the Year of the Dragon. In Chinese culture, the dragon is a symbol of courage, power, and majesty. And to help everyone get in the spirit, we have added both new and old Lunar New Year items to the Steam item store. But don't forget to decorate your bases with trees (symbolizing wealth and good luck) and wearing this year's lucky colours (yellow and red)! [img]https://files.facepunch.com/paddy/20240207/rust_lunar2024_hero_01.jpg[/img] [h1]SPEAR[/h1] Prim locked? This magnificent Chinese spear is for the fearless primitive warriors of Rust. This spear is a skin replacement for the wooden spear. Crafted with precision and adorned with intricate engravings, this weapon is not just a tool for battle. It's a work of art that tells a story of power and elegance. [img]https://files.facepunch.com/paddy/20240207/rust_lunar2024_spear_01.jpg[/img] [img]https://files.facepunch.com/paddy/20240207/rust_lunar2024_spear_04.jpg[/img] [h1]ROCKET LAUNCHER[/h1] To celebrate the Year of the Dragon, we have created a beautiful dragon themed rocket launcher with both unique visuals and sound effects. Differing from Western culture, the Dragon in Chinese mythology is auspicious and supreme. Dragons have the great power to control weather elements, but most importantly, soar through the skies - much like your ejecting rockets. [img]https://files.facepunch.com/paddy/20240207/rust_lunar2024_rocketlauncher_01.jpg[/img] [img]https://files.facepunch.com/paddy/20240207/rust_lunar2024_rocketlauncher_03.jpg[/img] The dragon rocket launcher is a reskin of the rocket launcher. [h1]NEW YEAR STORE ITEMS[/h1] There's a variety of community-made Lunar New Year items on the [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited]Steam store[/url] as well!

Thursday, February 8, 2024

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BAGS TO RICHES

[previewyoutube=hqPFJQPsKwc;full][/previewyoutube] [h1]BACKPACKS[/h1] Backpacks have been one of Rust's most highly requested additions for several years, and what is a survival game without backpacks? This month, we're excited to bring you the small and large backpack, allowing players to carry more loot. [img]https://files.facepunch.com/paddy/20240129/rust_backpacks_hero_01.jpg[/img] Inventory space has become more scarce as more items have been added to Rust over the years. [h2]Small Backpack[/h2] [img]https://files.facepunch.com/paddy/20240131/rust_backpacks_04.jpg[/img] The small handmade backpack provides 12 slots & can be crafted for 50 cloth and five sewing kits at a T1 workbench. It is a default blueprint and will take 30 seconds to craft. [h2]Large Backback[/h2] [img]https://files.facepunch.com/paddy/20240131/rust_backpacks_06.jpg[/img] The military-grade backpack carries a whopping 28 storage slots and is uncraftable, found in military loot. [h2]How To Use[/h2] Both are worn in the backpack slot and drop off your character on death. They can be looted on the ground (be careful if dropping one in a safe zone!) or from inside your own inventory. They take 3 seconds to pickup off the ground and despawn slower when filled with valuable items (up to 2 hours). Currently, there are no negative effects from using a backpack. [h1]NEW PLAYER REMAINS BACKPACK[/h1] To help differentiate regular player remains from the new backpack models we’ve given the player remains a visual refresh. This new model has a new open and closed visual state so you can tell at a glance if a bag has been opened by anyone. There is also some visual debris around an opened bag if the bag has more than 3 items in it. [img]https://files.facepunch.com/paddy/20240129/rust_playerdeathremains_01.jpg[/img] [h1]METAL DETECTOR[/h1] The new metal detector allows you to find metal objects hidden beneath the ground. [img]https://files.facepunch.com/paddy/20240130/rust_metaldetector_01.jpg[/img] Use the green lights to find the general area of an object, then when the green lights are all fully lit, hold the right mouse button to start sweeping the ground more closely and illuminate the yellow lights. When all the yellow lights are also lit up, a flag will be placed. Dig this flag up with any melee tool and grab your treasure! Different areas of the world will yield different types of loot, for example, what you may find on the beach will be different than what you find at the roadside or fields. [h1]WEAPON CHANGES[/h1] I've modified the animations for the SAP/SAR and they should feel a bit less floaty and more snappy when reloading and aiming. I've also reduced the additional recoil added while moving when using the SAP. Over the coming months I plan to take a look at each and every weapon and do another pass at balancing them. This means timings, handling, recoil, and aimcone. I'm not saying the changes will be drastic but I'm aware there are elements that need changing. Stay tuned. [h1]IMPROVEMENTS & FIXES HIGHLIGHTS[/h1] [h3]Legacy Shelter Limit[/h3] Players can now only have one shelter placed at any one time [h3]Safezone Warning[/h3] When attempting to log out in a safe zone a warning now appears [h3]Compass Death Marker[/h3] Death marker now appears on the compass UI [h3]Repair Cost Fix[/h3] Some deployables such as the autoturret were unintentionally expensive to repair, this is now fixed. [h3]Rotate Doors[/h3] Doors, hatches and embrasures can now be rotated while being deployed using R [h3]Ripe Ripeness[/h3] Increased all plants ripe stage duration from 4h to 14h [h1]MILDER SCREEN POST PROCESSING[/h1] A recurring community comment is the on-screen hurt, cold, warm and radioactive post-processing is hash, it impacts the screen too much. To address the comments we have made the post-processing more mild. [img]https://files.facepunch.com/Alistair/101/02/2024/7r18/side%20by%20side%201-min%281%29.png[/img] [img]https://files.facepunch.com/Alistair/101/02/2024/6701/side%20by%20side%202-min.png[/img] Above are a few examples, you can find more [url=https://commits.facepunch.com/469306]here[/url]. [h1]REDUCING SERVER SIDE ENTITY COUNTS[/h1] As mentioned in our [url=https://rust.facepunch.com/news/surviving-a-decade#LookingForward]start of the year blog post[/url], memory usage is a key area of concern this year. One aspect I’ve been looking at lately is entity counts. Anything that gets networked in a Rust server is an entity, so every tree, building block, player, vehicle, etc. What might seem counterintuitive is that many Items in your inventory are also entities, specifically an entity we call a Planner. This is the blue sheet your player visually equips when they are deploying something (eg. a sleeping bag). Any Item that can be deployed in your inventory will have a corresponding Planner entity. This entity is created when the item is created, and will exist on the server (typically in the players hands or at the world origin if they are in a container) until that item is used or destroyed. We need this entity as it handles all the logistics of spawning the deployed version of the item. To illustrate how many entities this creates we looked a list of entities on Facepunch EU2 towards the end of the November wipe last year. Out of 362,299 entities, 32,455 of them were Planners and are the largest count of entity (the next largest was Walls at 26,015). Since Planners are technically only needed when the player has the item equipped on their belt, this is a big waste of memory and processing time as well as needlessly bloating server save files. This month we’ve rolled out a change that will only spawn a Planner for these Items once the Item is in a players inventory, then delete the entity when it is moved back into an inventory. This should dramatically cut down on the number of entities taking up memory for no real reason. We also applied this change to Syringes and Bandages, specifically because these item types also don’t need an Entity if they aren’t in the players inventory and are often stored in large quantities (5,769 and 1,206 respectively in the above EU2 sample). Syringes in particular have been a performance bottleneck for the Industrial system due to the need to create and destroy an Entity every time the item is moved, so this change should have flow on server performance improvements there as well. We think this change should reduce entity counts on the server by roughly 6-9% but we’ll be monitoring the results over time. [h1]INDUSTRIAL PERFORMANCE[/h1] We received reports from several servers this month with Industrial performance issues. After investigating we found some extremely complex conveyor systems moving large amounts of Syringes as the culprit. The above changes to Entity counts will largely solve the issue, but I’ve also added a new convar (Server.industrialTransferStrictTimeLimits) to better handle time budgeting in these situations. While the Industrial system is time budgeted per frame (eg. Only process three conveyors per frame) it struggled if one conveyor took an excessive amount of time (eg. One conveyor takes 15x the allocated budget). This new convar will allow the conveyor system to stop half way through a transfer if it is taking too long. Crucially it will then resume the transfer from where it left off on the next tick, so the final results should be the same, they may just take longer in real time. From the players perspective, this may result in conveyors splitting things in unintuitive ways (eg. a conveyor splitting into three boxes might do 2 on the first tick, then the last one on the last tick) but it should eventually produce the same result. Therefore we’d recommend turning this on selectively if a server is experiencing Industrial performance issues. As well as this new convar some general performance optimisations were made, so things should be a little faster across the board in the Industrial system. [h1]MEMORY OPTIMIZATIONS[/h1] Despite having some guards in place, asset memory can easily run ouf of control. We keep adding awesome new content and, unfortunately, it keeps increasing our memory footprint. In order to be able to sustain this rate of content expansion, memory usage has to be low and stable, regardless of world complexity. Until we can implement more aggressive and effective streaming, every once in a while we have to sit down and look at what we missed and make the necessary corrections. On this update we nuked almost 3 GB of memory usage in shader assets, plus a few hundred MB on textures and meshes. This is a bit of a soft start, in regards to textures and meshes, but we expect to reduce memory usge by a few more gigabytes in the coming months. We do care about memory and performance, and we're actively working on it. This is just the first stage of many that will target not only improve memory usage but also frame rate. [h1]IMPROVED TEXTURE QUALITY[/h1] Modern games universally depend on asset compression to maximize the efficient utilization of available system memory. To justify the efforts invested in compression, developers often turn to lossy techniques, which, particularly in the realm of textures, frequently lead to a compromise in image quality. Rust was long overdue for a texture quality review. Below is a before and after. [img]https://files.facepunch.com/Alistair/130/01/2024/5T31/texture_quality.jpg[/img] The improvement in detail and color fidelity can be striking in some cases (right). This is an ugly texture but it's a good example of how compression can ruin a high frequency image. Regions of pixels get merged together and color shifts slightly (left). Texture compression was being used quite aggressively and, after tweaking some settings, we were able to significantly improve image quality without sacrificing memory. In the end, because a lot of textures had untapped potential for savings, we actually ended up saving runtime memory, at the cost of disk space, while still improving overall image quality. [h1]TEAM MARKERS WITH NV GOGGLES[/h1] These were quite mis-aligned while wearing NV Goggles, especially near the screen edges, where they would sometimes float above seemingly nothing. This has now been fixed. [h1]IMPROVED DOOR/GATE VEHICLE BEHAVIOR[/h1] Doors and Gates have been cancelling their open/close animation when hitting a vehicle since Modular Cars were introduced, however that would sometimes lead to cases where the animation cancelling would crush vehicles if they hit the Door/Gate from the opposite side. This has been improved this month and colliding with an animated Door/Gate in the direction that it is moving will no longer cause the animation to cancel. This should lead to less cars getting crushed.

Thursday, February 1, 2024

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Rust dev finally adds highly requested backpacks, says pets are coming

Rust isn't going to die out any time soon, after going strong for well over a decade now. Facepunch Studios' unique multiplayer survival game has all the essentials to make for a challenging, chaotic experience and will only continue to have more fun features as the developer now reveals a variety of other upcoming additions to Rust's content. Fans have asked for both backpacks and pets for a while now, and we now know we'll see both drop in updates.

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Thursday, January 4, 2024

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SURVIVING A DECADE

[h1]10 YEARS OF RUST[/h1] Servers are now wiped and Santa is packing up and clearing out the bodies, but we hope you enjoyed the Holiday Season. We're getting back to work after a couple of weeks off, which is why this blog is lighter than usual, but we're looking forward to the journey ahead in 2024! This year, we celebrated Rust's 10th Birthday, which has been an incredible journey. Rust is continuing to see year-on-year growth and for a 10 year old game, that's a rather impressive feat. At a glance, here are some key gameplay features we added in 2023: [list] [*] Industrial system [*] Drones [*] RF Detonated C4 [*] Security Camera [*] Player controlled turrets [*] Pings [*] Double horse saddle [*] Missile silo monument [*] Wipe event [*] Building skins [*] Sleeping bag limits [*] Building upgrade effects [*] Water refresh [*] Tugboat [*] Ferry Terminal monument [*] Wounded info [*] Chat emoji [*] Attack helicopter [*] Homing missile launcher [*] Parachutes [*] Armored hot-air balloon [*] Above and below rail linking [*] Underground train signals [*] M4 shotgun [/list] Alongside a metric ton of improvements. Rust continues to be a labour of love from all of us at Facepunch, and we couldn't have done it without your passion and feedback. Rust has evolved around player feedback. It's not the game we initially set out to develop, but it's a game we're incredibly proud and passionate about to keep developing. Thank you for being an integral part of this incredible journey, we look forward to delivering updates for the years to come. [img]https://files.facepunch.com/Alistair/101/01/2024/8X88/A_1M5fjc.jpeg[/img] If you're interested in learning more about Rust's history or a further look back at 2023, you can view the [url=https://rust.facepunch.com/rust10]timeline[/url] here: [url=https://rust.facepunch.com/rust10]https://rust.facepunch.com/rust10[/url] [h1]MOVING FORWARD[/h1] What can you expect from us in 2024? More of the same! Guaranteed monthly updates every first Thursday of the month, along with frequent fixes, quality of life changes, improvements and holiday events. [h2]Next Month[/h2] On February 1st, we'll release the backpack update. Backpacks will be a new craftable attire, allowing the player to carry more items. [img]https://files.facepunch.com/Alistair/101/01/2024/2h12/RustClient_5ddZwDq1tL.jpg[/img] Can't wait till February? Backpacks will be publicly playable on Staging next week, allowing everyone to test and give feedback. Next month we'll also limit the number of shelters players can have placed at any one time. [h2]Forwards[/h2] We have a ton of content currently in development, and if you're keeping an eye on our [url=https://commits.facepunch.com/r/rust_reboot]commits page[/url], you'll already know some of them. This year, you can expect to see new and revamped monuments such as the compound, a tutorial system for new players, motorcycles, revamped server listings UI, new weapons. A hot topic we see is improving the world and the environment. We have multiple patches lined up in 2024 to improve the world, creating unique buildable areas such as canyons and lakes and improving rivers. Procedurally generated caves, additionally, we'll be exploring and improving cliffs and rock formations. We also plan to address the defender's advantage of sea-based monuments and events like the cargo ship. We are to rework the harbours, and the cargoship will soon dock with the harbours. Outlined above is skimming the surface of only a few key features. We have a lot more planned. [h2]But what about?[/h2] [h3]Performance?[/h3] Performance is always an ongoing process. We're constantly adding and improving new features monthly, often hidden in changelogs. There is no magic button to increase performance. Instead, it is a slow process of small gains. Our immediate attention is on bringing memory usage down, which can provide a more stable and consistent FPS experience for some users. We've already got several improvements ready for internal testing and hopefully release in the coming month or two. This year, we'll be bringing onboard new hires with a strong focus on performance. We'll continue to share news on performance in our monthly development blogs. [h3]Global Rendering?[/h3] We first announced Global networked bases in September. Global rendering aimed to reduce bases popping in, significantly increase the view distance of player structures and reduce some performance overhead when rendering bases. Immediately we ran into some issues, applied fixes, re-released, and ran into further problems, this process repeated a few times and then went into development limbo. It was clear to us that we pushed this out too soon, with a lack of internal testing. We're making time over the next two months to thoroughly test and evaluate global rendering with the hope of releasing it publically again in March. [h3]Pets?[/h3] If you follow our public commits page, you'll know we worked on pets for several months and suddenly stopped. For several reasons, we halted this project, and it will not be released this year. Our goal is still to have pets in Rust, but we have several obstacles to overcome first. We're currently [url=https://facepunch.com/careers/game-ai-programmer]hiring a game AI programmer[/url] to join the Rust team to help improve our AI and eventually assist in pets development. [h3]Nexus?[/h3] Again, if you follow our public commits, you'll have seen the Nexus system. What is the Nexus system? In short, the Nexus system allows us to cluster servers together and enable players to travel from server to server to server using flight and boats, effectively linking an unlimited amount of servers, creating an environment where you can interact with tens of thousands, if not hundreds of thousands of players and explore multiple maps without the need to move servers permanently. Nexus opens many doors to us, for example, dedicated arctic maps and maps with advanced AI and high-yielding resource maps but with a dangerous environment. We don't plan for Nexus to replace the current existing server format as you play currently, but rather an optional new way to play Rust if you wish if you choose to do so. We plan to release Nexus in 2024 when ready, but much work is still ahead of us. [h3]Night times?[/h3] Another hot topic within the community, for years between 2015-2019, we experimented with brighter nights. Whatever we tried, we saw many players using third-party tools to gamma boost to see at night and gain an unfair advantage over other players. It's a complex issue to address, if we increase light levels at night, we'll reopen old lessons which we know did not work in the past. Night time acts as a natural time for players to take a break, craft, build or use the cover of darkness to move loot or harvest resources, we want to retain this and allow players to use darkness to their advantage with the use of night vision and light sources. We do agree that being unable to see entirely at night and unable to navigate around is not a good or fun experience, and we plan to revisit the subject early this year. The aim of the change is to allow players to navigate around at night more easily, if you want to PvP at night, then flashlights and night vision are still a must-have. [h3]Anti-cheat?[/h3] A hugely complex topic. We work closely with Epic Games' Easy Anti-cheat, to aid in detecting and banning cheaters in Rust. We don't disclose what we do and don't do when it comes to anti-cheat for good reason. The more information we disclose publicly, the more it can assist cheaters and cheat developers to circumvent measures, it's a huge cat-and-mouse game. One of the best anti-cheat measures is obscurity. The fewer people know what EAC and we are doing, the better. This comes with the drawback of not communicating enough, on the outside, it appears we're doing nothing. Almost every month, we're shipping improvements or fixing/restricting cheat features. We've fixed several high-priority exploits upon discovery or disclosure within hours through hotfixes we don't note publicly. EAC sometimes pushes several improvements weekly, which are applied when you start the game. Our promise to you is we're actively monitoring and combating cheaters daily. Our internal systems keep improving, as do EAC. Last year, we overdoubled our support team to aid in player support issues, which included anti-cheat matters. This year we're dedicating more resources into anti cheat than ever and exploring some more radical measures. [h3]Old Content?[/h3] We've set aside multiple months in our internal roadmap of light or no content. These gaps are deliberate to allow us to be versatile and adaptive to community feedback, time to focus and address old content, and improve recent content. We have a lot we can keep building upon, not all content we add to Rust is supposed to become meta, but rather adding yet another way of achieving a goal. At a quick glance, here are just some of the changes ahead: [list] [*] Older monument reworks and improvements [*] Continue experimenting and making meta changes to gunplay [*] Softcore game mode Improvements [*] Hardcore game mode experimenting [*] Experimenting with progression [*] Improvements to AI [*] Improvements to events such as the patrol helicopter, Launch site APC and Cargoship [*] World environment [*] Underwater exploration [*] Missions [*] Using our data analytics to identify less commonly used items and balancing [*] Experimenting with new ways/events to encourage players to engage with PvP [/list] [h1]IMPROVEMENTS & FIXES HIGHLIGHTS[/h1] [h3]Ragdolls Improvements[/h3] Several server-side ragdolls improvements and fixes following last months changes [h3]Map Focus Hotkey[/h3] Pressing F now focuses the players position when the map is open [h3]Scrolling Item Descriptions[/h3] Long item descriptions now scroll [h1]TRUST IN RUST - TWITCH DROPS[/h1] We're excited to announce that [url=https://www.twitch.tv/hjune]hJune[/url] has teamed up with [url=https://rustoria.co/]Rustoria[/url] again for the next Trust in Rust tournament on Saturday, January 13th. Trust in Rust will be raising money for cancer research this year. [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/Alistair/104/01/2024/4f67/td_round28-trustinrust.jpg[/img][/url] [img]https://files.facepunch.com/Alistair/101/01/2024/6L48/GCoWeMMaUAAn0o3.jpeg[/img] [h3]There will be Twitch drops![/h3] Some exclusives for the event and general drops you can earn from your favourite creator channels. [h3]This is a charity event![/h3] Proceeds from exclusive store skins sales and event [url=https://tiltify.com/+trust-in-rust-4/trust-in-rust-5]donations go to Cancer Research[/url]. Cancer Research is the world's leading independent cancer charity dedicated to saving lives through research, influence and information.

Thursday, January 4, 2024

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The Labor of Love Award - Final Voting

Thank you to everyone that nominated Rust into the final round of voting for the Steam Awards! Voting is simple - you can vote for us above in the Labor of Love category. We need you to do it! But it just so happens that over the last two weeks, we’ve been celebrating 10 years of Rust. Here's a recap of the last 10 years of development, community, and more - it brought a tear to our eyes! [previewyoutube=y95DhDZgjhs;full][/previewyoutube] We’ve seen an unprecedented amount of new and returning players, and the community is now bigger and more engaged than ever before. With teams working around the clock, on almost every continent, we still continue to spend every day monitoring, maintaining, and nurturing the game. And we release monthly updates - without fail - delivering new content, lore, plus regular Twitch drops, and seasonal events. [img]{STEAM_CLAN_IMAGE}/5377070/0edc63c615723535950f5eb51cf721b640e448ce.jpg[/img] We had many kind words about all the work we put into Rust and it was clear to many that over the past 10 years, the game has transformed from a mere survival game to a global phenomenon, captivating all kinds of players with its unique blend of challenges, creativity, ways to play, and community spirit. From groundbreaking procedural generation, to some of the most intense player interactions, Rust stands out as a testament to our creativity and we feel, the creativity within the wider gaming industry. [img]{STEAM_CLAN_IMAGE}/5377070/6ef96a75ddc2a2f9419965dcf10db8732950d52d.png[/img] Recall those heart-pounding moments when survival meant outsmarting both the environment and other players. Rust's innovative gameplay has set the standard for emergent storytelling and PvP in the gaming world. [img]{STEAM_CLAN_IMAGE}/5377070/5843131bc5e06117cc4de014963ba57378b9e949.png[/img] Rust's journey wouldn't be as remarkable without its vibrant and engaged community from all over the world. We, the developers at Facepunch Studios have continually embraced player feedback, ensuring that the game evolves with the input and creativity of its dedicated and growing player base. In the last 10 years, the game has undergone some huge changes, including graphic, physics, and engine updates and rebuilds, all because we’ve wanted to make Rust what it is, and what it could be. [img]{STEAM_CLAN_IMAGE}/5377070/16d13a319484896e13791c85ac7e4e36efffd7aa.jpg[/img] Why vote for Rust? Let's take Rust to new heights! Winning the Labor of Love Steam Award would be the perfect way to honour Rust's incredible journey and the passionate community that has been an integral part of it. [img]{STEAM_CLAN_IMAGE}/5377070/f6370914aeb9a33a036cb26748056534f4d62e04.jpg[/img] How to Vote: Make Your Voice Heard! Voting for Rust in the Steam Awards is quick and easy. Here's a step-by-step guide: Visit the Steam Awards Page: Head over to the Steam Awards page on Steam. Select the "Labor of Love" Category: Find the "Labor of Love" category, a perfect fit for Rust's emphasis on our commitment to the community and collaboration. Cast Your Vote for Rust: Click on Rust to cast your vote and show your support for the game that has defined a decade of survival FPS. As we celebrate Rust's 10th anniversary this month, let's unite and propel the game to new heights for many more years to come! Vote for Rust! ːsteamthumbsupː

Thursday, December 21, 2023

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MERRY RUSTMAS!

[h1]MERRY CHRISTMAS & HAPPY HOLIDAYS![/h1] From everyone at Facepunch, we'd all like to wish you a Merry Christmas and happy holidays to everyone! Rust and its DLC packs are currently on sale till the end of January with up to 50% off. The Christmas Event is once again live! If you haven't been around for this before, here's what you can expect: Every once in a while you will hear the sound of jingle bells. Run outside and look for a gift! Two gifts are spawned per player, in a radius of about 40m from where you are standing. Run up and bash it open to receive your Christmas presents. They come in three sizes: small, medium, and large. If you have enough small presents stashed, you can "trade up" to a medium or large. The contents of each present vary, but you'll find a mix of resources, weapons, and candy. [img]https://files.facepunch.com/paddy/20201218/xmas2020_giftboxes.jpg[/img] Once again, you will be able to find Santa hats and reindeer antlers, both of which can be worn and provide a decent amount of protection. There’s also a lickable candy cane club, and two types of stockings. If you hang a stocking inside your base when the jingle bells ring the stocking will fill up with loot. The larger stocking has a higher chance for better items and both last around 5-10 refills. [img]https://files.facepunch.com/paddy/20201218/xmas2020_santasleigh.jpg[/img] The advent calendar is a craftable deployable available to everyone during the Christmas event. Once placed you can claim an in-game surprise once every in-real-life day from the 16th of December. [img]https://files.facepunch.com/paddy/20211215/xmas_adventcalendar.jpg[/img] The Christmas event ends on January 4th @ 19:00GMT Have fun! [h1]GINGERBREAD CAKE MINES[/h1] Run, run fast as you can, the gingerbread men are coming! Gingerbread houses have mysteriously started appearing throughout the world, leading to an underground dungeon, smelling a little like grandma's baking, but be careful, it's not going to be a cakewalk if you enter! [img]https://files.facepunch.com/paddy/20221206/gingerbreadmen_header_01.jpg[/img] [img]https://files.facepunch.com/paddy/20221208/xmasmines_entrance_01.jpg[/img] [img]https://files.facepunch.com/paddy/20221216/caketunnels_02.jpg[/img] Server owners can adjust the portal count using the [b]xmasdungeon.xmaspopulation[/b] convar. [h1]RUSTMAS STORE ITEMS[/h1] We have brought some items from previous years, now purchasable from the Rust Item Store. Since last year the festive garland pack now includes a double door garland. If you've already purchased this pack, you'll now be able to craft this item. [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited][img]https://files.facepunch.com/Errn/1b1511b1/store2023.png[/img][/url] [h1]TWITCHMAS[/h1] This year, we've teamed up with Twitch to celebrate this festive season. To commemorate this landmark partnership, we're dropping winter-themed items, as seen below. [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/Alistair/111/12/2023/0o19/4B2SjsZ5.jpeg[/img][/url] Learn more at twitch.facepunch.com [h1]RUSTMAS BASE DECORATION CONTEST[/h1] We are excited to announce the annual Rustmas base decorating competition is back! We're looking for the best festive base Rust has ever seen! [img]https://files.facepunch.com/errn/1b1411b1/image%20%283%29.png[/img] [h2]Winner[/h2] £120 worth of skins of their choosing and two Rust DLC/Items. [h2]Runner up[/h2] £75 worth of skins of their choosing and one Rust DLC/Item. [h2]How To Submit[/h2] Once you’ve completed decorating your base, take some screenshots or video and upload them to X/Twitter using the hashtag [url=https://twitter.com/hashtag/Rustmas2023]#Rustmas2023[/url] The winner and runner up will be announced from [url=https://twitter.com/playrust]Rust's Official X/Twitter account[/url] on January 12th. Please also be following the Rust Twitter so we can DM you. If we do not get a response within 1 week of the winner announcement a new winner will be chosen. [h2]Evaluation[/h2] Submissions will be judged based on the following: [list] [*] Creativity [*] Design [/list] Judging will be performed by Facepunch Staff. Bonus points if you remove the UI and your graphics are set higher than 1 :) [h3]Terms[/h3] This competition is run by Facepunch Studios Lt. The competition ends on [b]January 4th 2024 23:59UTC[/b]. No more than three entries per person. The winner and runner-up will be selected based on which Facepunch thinks is the most original/creative and any decisions Facepunch makes will be final. The winner and runner up must claim their prizes within one month of the closing date (which Facepunch may exchange for an alternative of the same or greater value). Our terms of service apply to any content you make for the competition: https://facepunch.com/legal. Winning entries must pick items from the Rust marketplace with market value.

Saturday, December 16, 2023

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10 YEARS OF RUST

[h1]RUST 10TH ANNIVERSARY[/h1] [previewyoutube=y95DhDZgjhs;full][/previewyoutube] This month marks Rust's 10th birthday. We’ll celebrate from today till the 16th of December with in-game birthday cake, hats, throwbacks and some new items. Rust has undergone significant evolution since its launch in 2013. It initially began within the Unity Engine 4, playable in a web browser. Later, a standalone version launched on Steam early access, the beginning of which is now known to most as Rust Legacy. With rocky foundations, a complete overhaul was done to what we have today, known as Rust reboot, or just Rust nowadays. Over the past ten years, Rust has sold over 16 million copies (not counting console). Rust Legacy 2013 [img]https://files.facepunch.com/Alistair/106/12/2023/8j73/59dc97fe534c22706b625619cb2ec6867553d321.jpg[/img] Rust exceeded everyone's expectations and has grown yearly for ten years. We have delivered monthly updates for ten years straight, as we continue to expand the Rust development team, we have no plans to stop providing you with guaranteed monthly updates. Rust Reboot 2015 [img]https://files.facepunch.com/Alistair/107/12/2023/2n13/d20d177fe4242bcd178065a6c7bdb257f2b6c637.png[/img] Below are some exciting metrics we've achieved over the past 10 years. [img]https://files.facepunch.com/Alistair/107/12/2023/6c20/Q8DexdRx.jpeg[/img] If you're interested in learning more about Rust's history, you can view the timeline here: [url=https://rust.facepunch.com/rust10]https://rust.facepunch.com/rust10[/url] On behalf of everyone at Facepunch Studios, we'd like to wish you a Happy Holidays. In the January end-of-years blog, we'll discuss how 2023 has gone, what we've achieved, what we learned, and our upcoming plans for 2024. [h1]PINATA[/h1] Take your best shot at the new Pinata deployable, available to be crafted for 500 wood. Destroying the Pinata will drop a random selection of goodies, remember to share with your teammates. [img]https://files.facepunch.com/paddy/20231208/pinata_01_alt.jpg[/img] [img]https://files.facepunch.com/paddy/20231208/pinata_02.jpg[/img] [h1]CONFETTI CANNON[/h1] Mark the occasion with the Confetti Cannon! Simply light the fuse and sit back while the confetti rains down. [img]https://files.facepunch.com/paddy/20231208/confetticanon_01.jpg[/img] [h1]LEGACY WOOD SHELTER[/h1] Remember those first few hours of Legacy Rust? Farming resources for your first big base, and needing a place to call home in the meantime? The shelter was the answer. Now it's back! [img]https://files.facepunch.com/paddy/20231204/legacyshelter_01.jpg[/img] The shelter comes with an included door, key lock and even a small radius of building privilege! The perfect start to your Rust journey. [img]https://files.facepunch.com/paddy/20231204/legacyshelter_03.jpg[/img] Shelters will decay naturally, provided the door isn't interacted with (by someone with a key or ownership of the shelter) at least once a day. Make sure you keep using your shelter in order to keep it! Shelters placed within a tool cupboard radius will use TC upkeep as normal. They can also be repaired with the hammer, the same as any other deployable. Hello! I'm Ian, the new Gameplay Programmer! I remember cowering in my shelter back in 2013 Rust. It's incredible knowing I'm giving new players the same experience I had back in the day by bringing Vincent's awesome model to life. I can't wait to bring you more in the future. [h1]LEGACY BOW DLC[/h1] The legacy bow is a limited-time only store item which is only purchasable during the month of December. This bow skin pays homage to the first-ever bow model in Rust. [img]https://files.facepunch.com/paddy/20231207/legacybow_01.jpg[/img] [h1]LEGACY WOOD BUILDING SKIN[/h1] Available now from the [url=https://store.steampowered.com/itemstore/252490/detail/10225/]Rust store[/url] is the new Legacy Wood building skin, the first Wood building skin. Owning this skin will allow you to change the visuals of your wood tier base. [img]https://files.facepunch.com/paddy/20231204/frontier_buildingskin_01.jpg[/img] This skin is for sale at the Steam store. To use, simply equip your hammer tool, display the wheel, and enable building skins. This should reveal the skin's wheel on which you may choose Legacy Wood upgrade. [img]https://files.facepunch.com/paddy/20231204/frontier_buildingskin_05.jpg[/img] [img]https://files.facepunch.com/paddy/20231204/frontier_buildingskin_15.jpg[/img] [img]https://files.facepunch.com/paddy/20231204/frontier_buildingskin_04.jpg[/img] [img]https://files.facepunch.com/paddy/20231204/frontier_buildingskin_12.jpg[/img] [h1]M4 SHOTGUN[/h1] The M4 shotgun was first introduced way back in Rust Legacy in 2013. To celebrate 10 years of Rust, we've decided to revive it. The M4 is an uncraftable military-grade shotgun; unlike other shotguns, the M4 has a much stronger range attack. [img]https://files.facepunch.com/paddy/20231207/legacyshotgun_01.jpg[/img] The M4 shotgun is a rare drop in high-end loot crates. [h1]LEGACY FURNACE[/h1] The Legacy Furnace is a free skin for the furnace based on the original model from 2013. [img]https://files.facepunch.com/paddy/20231207/legacyfurnace_01.jpg[/img] To earn the Legacy Furnace, simply play for 3+ hours during the month of December. The furnace will be automatically issued to your Steam Inventory to use! [img]https://files.facepunch.com/Errn/1b0611b1/Rust10_LegacyFurnace.png[/img] Fun Fact - The original furnace was made of starter rocks copied and pasted together in the shape of a furnace. [img]https://files.facepunch.com/Alistair/107/12/2023/7s00/Legacy%20Furnace.jpg[/img] [h1]UPDATED PAINT UI[/h1] The paint UI has been in need of an overhaul for a while and that's what it got this patch! Not only does it look way better than before, it also has a lot of new features and improvements. [img]https://files.facepunch.com/Alistair/104/12/2023/0s19/kZkySWXVDk.png[/img] [h3]New features:[/h3] [list] [*] Eraser tool for all types of signs [*] Colour picker tool [*] Made the brush size and opacity options sliders (instead of buttons) [*] Added a brush spacing option as a slider [*] Added a more natural looking paint brush [*] Added two air brush types [*] Button to reset the camera to face the object straight on [*] Button to switch the preview lighting on or off (removes glare at some angles) [*] Allow chatting while in the painting UI, with a button to hide it [*] Bound Ctrl+S to the save button [*] Added a button to download the image currently being edited to your desktop [/list] [h3]Now have bindable convars for controlling the tool and brush options while painting[/h3] [list] [*] [b]paint.selectedtool[/b] lets you set the current tool (as a number starting from 0, wrapping around at the end) [*] [b]paint.selectedbrush[/b] lets you set the current brush [*] [b]paint.brushsize[/b] sets the brush size slider [*] [b]paint.brushspacing[/b] sets the brush spacing slider [*] [b]paint.brushopacity[/b] sets the brush opacity slider [*] Note: These function as convars so binds like "bind L meta.add paint.selectedtool 1" will switch to the next tool [*] Note: You may need to re-open the paint UI after adding a bind when the paint UI is open [/list] [h3]Improvements:[/h3] [list] [*] Fixed ugly UI, made it easier for us to maintain the three different types of paint UIs [*] Added canvas scaler so UI isn't tiny at large resolutions [*] Fixed gap visible between preview and right UI at some resolutions [*] Clicks on top of UI will now never paint on the sign [*] Added tooltips to all buttons so it is clear what they do [*] Optimized 2D painting implementation so long, quick strokes don't kill framerate [/list] [h1]SHADOW INTENSITY POLISH[/h1] The Contact Shadow option has been in the Experimental section for some years now. I believe the main reason for this is related to a very obvious over-darkening of Grass/Foliage shadows. Foliage materials have a shadow intensity option that allows artists to control penumbra darkness, making it a bit more realistic. Contact Shadows, basically, ignore that parameter. Last month, I decided to go over it and fix the problem, while tweaking and optimizing the effect in the process. [img]https://files.facepunch.com/Alistair/106/12/2023/2871/contact-shadow-intensity.jpg[/img] It should now look a lot more seamless when toggling on/off, respecting shadow intensity while still grounding the grass. [h1]HAPIS ISLAND[/h1] Continuing with the theme of throwbacks to celebrate Rust's 10th Birthday, you've asked, we've listened, [b]Hapis Island is back[/b].. again! This map version is community-made and based on the 2018 version. If there's one thing the Rust community doesn't lack, it is passion. [img]https://files.facepunch.com/Alistair/107/12/2023/7J95/hapis_08.jpg[/img] We plan to host Hapis Island until March 2024. [img]https://files.facepunch.com/Alistair/107/12/2023/6P51/hapis_04.jpg[/img] We're hosting two servers of Hapis Island across different regions. These can be found in the official server list by searching "Hapis" US - 54.39.130.95:28015 EU - 51.210.222.218:28015 [h1]IMPROVED RAGDOLL BEHAVIOUR[/h1] Player ragdolls - the floppy state a player's body enters after being killed - have been revamped this month. They can now collide with all vehicles in the game (trains, cars, boats, helicopters etc), where previously they simply fell through. Issues with ragdolls stretching out unnaturally have also been eliminated. If you ever saw a corpse where the interaction wasn't lined up with the visible ragdoll, that's fixed too. [h3]Old Behaviour[/h3] When a player died, a corpse entity used to spawn that was basically just a pelvis-sized collider, which was physically simulated on the server. The position of that "corpse" would sync with every client. On the client side, a separate "ragdoll" object would spawn, that was a whole visible person with a full set of physically simulated limbs. That ragdoll was attached to the server-side-simulated corpse basically by a tight spring. The corpse object controlled the actual loot interaction. Essentially the intention was: [list] [*] Let the client do the work of simulating a whole body. We don't really care how their arms and legs are positioned, on the server. If it's different between clients, also don't care. [*] Keep the loot interaction consistent between clients by simulating just that part on the server. [*] Keep the (client-side) ragdoll and the (server-side) corpse together with the spring. [/list] In reality, things were not perfect: [list] [*] If a player died somewhere like the top of a wall, the corpse might fall down but not the ragdoll, or vice versa. Since the collision setup was quite different between (server-side) corpse and (client-side) ragdoll - only the pelvis area matched - this was relatively common. The result would be a mismatched position between corpse and ragdoll, sometimes putting the interaction in a strange place. [*] The client-side ragdoll joints really did not like working with the pelvis position data that was coming from the server. If movement was sudden, rather than just ending up in the wrong place, the ragdoll would sometimes stretch out unnaturally. [*] If a ragdoll was on a moving vehicle, things were especially bad, to the point that we couldn't enable ragdoll collision with vehicles at all. Things would happen like a ragdoll dangling under a scrap heli because it had fallen out but the "corpse" hadn't. [*] This was exacerbated by the fact that the client-side ragdoll physics simulation didn't work well with the fact that the vehicle was being moved on the server, rather than simulating on the client like the ragdoll was. Although the physics did work, they acted like the surface had zero friction, so the ragdoll would tend to slide around while the server-side corpse wanted to stay put - and the spring kept trying keep them together. [/list] [h3]New Behaviour[/h3] My first instinct for the simplest fix was to try just locking the ragdoll to the corpse, rather than using a spring. That would force them to stay together. Unfortunately locking the pelvis to a position that was coming from the server, whilst simulating all the connected joints on the client, made the physics system very unhappy. Trying Unity tricks like using 'rigidbody.MovePosition' versus '.position', projection on or off, more solver iterations etc didn't really help. The limbs would really want to stay where they were while the pelvis pulled them around, and you'd just end up with a horrifying stretched-out ragdoll instead of one that was simply in the wrong place. Plus the limbs still had some of the old problems, like the zero-friction-on-vehicles issue. The pelvis also didn't always simulate well for a full body, since it didn't have any of the connected torso/legs/arms/head, so it'd try to go places the full body didn't want to go. The spring allowed for that kind of leeway, but a fixed connection didn't. So ragdoll-on-vehicle support was going to require either writing a custom physics solution for simulating the limbs on the client plus making something better for the pelvis simulation on the server side, or moving the whole ragdoll simulation to the server. Ultimately the custom physics solution was going to require most of the same work that a fully server-simulated ragdoll was, on top of being difficult to code on my own in a way that came out superior to what Unity has already managed with 7,700 employees. So server-side ragdolls was the winner. The new ragdolls work like this: [list] [*] A corpse spawns on the server, and that corpse is a fully simulated ragdoll with limbs etc. [*] The base position of that corpse syncs to the client like it did before, but now the limbs also sync, in an efficient way that's packed into a couple of 32-bit integers. [*] The client no longer has a ragdoll object that's separate from the corpse. The corpse is the ragdoll, and it's simulated only on the server. [/list] That basically eliminates all the problems at once, apart from the performance cost on the server of simulating more than it did before. To handle that, I've made sure that ragdolls stop simulating as soon as they've settled down, including when they're on a moving vehicle. Overall the performance cost on the server is low, and behaviour is much improved. [h3]Reverting[/h3] If anything does go wrong, there is a new 'serversideragdolls` console command that can be set true or false. It's now true by default, but setting it to false will immediately revert to the old system. [h1]IMPROVEMENTS & FIXES HIGHLIGHTS[/h1] [h3]Industrial Pipe Colors[/h3] Added teal, orange, pink & purple [h3]Sprinkler Water Fix[/h3] Fix sprinklers wasting up to 40% of water (4 or 9 planters) [h3]Fixed Tugboat FPS[/h3] Tugboats were rarely causing a large FPS drop when coming into range [h3]Car Lift Pickup[/h3] The car lift can now be picked up when not in use [h3]Hot Air Balloon[/h3] Fixed Players falling out of the hot air balloon [h3]Heli Crate Remodel[/h3] Updated patrol heli crate [h3]Fixed Explosive Ammo Splash[/h3] In some situations, explosive ammo was not correctly applying splash damage [h3]Square Sun[/h3] Did you ever notice the sun was square sometimes? No? Well, it's fixed [h3]Controls Search[/h3] Added a search box to the binds sections of the options menu [h3]Drone ID[/h3] Drones now show their ID inside the player's inventory [h3]Ore Harvesting[/h3] Ore collection tools now have a slightly further attack, no longer have to duck/crouch to harvest [h3]Bandage Revive[/h3] You can now revive players by using a bandage on them, restoring a small amount of health [h1]OIL RIG RADIATION[/h1] Exactly 1 year ago we increased the respawn delay of oil rigs from 30min -> 1 hour. We noticed something strange though... the monument was sometimes taking hours (plural!) to refresh. After looking into it we realized some players were staying on Oil Rig & blocking the respawn for a number of reasons; ranging from farming resources to siting afk in vents to grief the monument. Radiation will now appear on oil rig 30 minutes after the hacked crate unlocks. It will apply low but consistent radiation (regardless of what armor you are wearing) forcing players to leave oil rig after the event is over. We also resolved the issue of players leaving a single item inside the hacked crate to keep the crate's map marker on the map when it was "empty". To communicate this new change with radiation there are multiple danger indicators when it starts: [img]https://files.facepunch.com/jakerich/KeB0juo4XYzOPpFX/RustClient_jTBjsq2Zzq.jpg[/img] [img]https://files.facepunch.com/jakerich/dtPy32YkZGHloTBB/paintdotnet_j7Ql7GqyeM.jpg[/img] Note: that the alarm sound has changed what danger is signifies: it has changed from "heavy scientists incoming" to "radiation starting". These changes should ensure the Oil Rig event keeps refreshing & you always have loot to fight over. [h1]END OF YEAR RETIREMENTS[/h1] As the year ends, we look back at what has and hasn't worked well, we have decided to make the following changes: [h3]Hardcore[/h3] Hardcore was released in August 2022, a game mode aimed towards veteran players, with creature comforts such as safe zones, team systems and maps disabled. Since its release, hardcore has seen a declining player base, and we feel now is the right time to retire Hardcore from official servers. It was an exciting game mode for us to experiment with, but we missed the mark on its implementation. We have collected a lot of community feedback for if and when we choose to revamp this gamemode in 2024. Hardcore can still be enabled on community servers. [h3]Barren[/h3] Barren was introduced as a map to cater for the low-end system and before the introduction of custom maps. We've made some advancements in performance since, regular community use of custom maps, and declined user base on Barren servers, we feel now is the right time to retire Barren. We also think Barren looks ugly and not a good representation of Rust. [h1]CHRISTMAS UPDATE[/h1] On December 16th at 19:00GMT / 14:00 EST, we'll be releasing an optional server and client update to enable the Xmas event and some festive features! [img]https://files.facepunch.com/paddy/20201218/xmas2020_tree.jpg[/img] [h1]TWITCH SUPPORT A STREAMER[/h1] Beginning December 7th till December 31st 2023 we will be hosting our very first [url=https://rust.facepunch.com/support-a-streamer]Twitch - Support a Streamer Campaign[/url]! [url=https://rust.facepunch.com/support-a-streamer][img]https://files.facepunch.com/Errn/1b2111b1/SaS-1280x720%20_%20Campaign%20Key%20Art.png[/img][/url] During this period anyone that purchases 2 (two) subscriptions from any participating Rust Streamer will earn an exclusive Creator Computer Station to use in game! Participation is open to any Partner or Affiliate on Twitch, streaming Rust. There are some qualifications and steps involved to [url=https://rust.facepunch.com/redeem]redeem[/url] the Creator Computer station please inquire the FAQs on our website for more info! [url=https://rust.facepunch.com/support-a-streamer]https://rust.facepunch.com/support-a-streamer[/url] [h1]TWITCH RIVALS[/h1] On [b]December 11th at 8:00 pm GMT[/b] a team of 150 well-known Twitch creators from around the world will compete in this massive global Rust competition, taking place over 5 days with a prize pool worth $100k. [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/Alistair/106/12/2023/0N07/rZ-xbTyQ.jpeg[/img][/url] During the Twitch Rivals event, Rust Twitch drops will be enabled for 5 days from selected participating channels, and well-known streamers such as hJune, Welyn, Willjum, Panpots, Buddha, DisguisedToast, Mendo and many more. We'd like to thank Rustoria for working with us and Twitch to make this event possible. Learn more about this event at [url=https://schedule.twitchrivals.com/events/rust-team-battle-iii-days-1-5-VLJYN]Twitch Rivals[/url] Learn more about drops at [url=http://twitch.facepunch.com/]twitch.facepunch.com[/url] [h1]RUST INSIGHTS[/h1] Another monthly round-up of data that we've captured in the last 30 days. We've got a lot of data at hand but we're trying to pick out the more interesting bits to share. The data shown below is only from Facepunch official servers, we eliminate data from community-run servers to ensure accuracy within the data we share. [img]https://files.facepunch.com/lewis/1b0611b1/ri_blueprints-Nov.jpg[/img] [img]https://files.facepunch.com/lewis/1b0611b1/ri_Body%20hits-Nov.jpg[/img] [img]https://files.facepunch.com/lewis/1b0611b1/ri_crates-Nov_1.jpg[/img] [img]https://files.facepunch.com/lewis/1b0611b1/ri_hits-per-gun-Nov.jpg[/img] [img]https://files.facepunch.com/lewis/1b0611b1/ri_missions-Nov.jpg[/img] [img]https://files.facepunch.com/lewis/1b0611b1/ri_weapon-highlight-Nov.jpg[/img]

Thursday, December 7, 2023

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COMMUNITY UPDATE 258

[h1]STEAM AWARDS[/h1] Rust's 10th Anniversary is coming up and we would love nothing more than for all you loyal Rust players to nominate for us in the Steam Awards - [b]Labor of Love[/b]! [url=https://store.steampowered.com/steamawards/nominations/][img]https://files.facepunch.com/Errn/1b2011b1/Labor%20of%20Love%202023%20-%20800x450.png[/img][/url] In the last 10 years, the game has undergone some huge changes, including graphic, physics, and engine updates and rebuilds, all because we’ve wanted to make Rust what it is, and what it could be. But what has really blown us away is the great milestones that have been achieved within the community such as: [list] [*] Regularly being in Steam’s top 10 most played games [*] 350+ content updates [*] 16,000,000+ copies sold. [*] $1,703,923+ raised for multiple charities [*] 960,000,000+ hours watched on Twitch [*] 244,000+ peak player count [*] 75,000,000+ Twitch drops claimed [*] 151,000+ peak player average per month [*] 124,000+ Steam workshop items posted [/list] [url=https://store.steampowered.com/steamawards/nominations/][img]https://files.facepunch.com/Errn/1b2011b1/Steam_Awards_2023_LABOR_OF_LOVE_loc_flat.png[/img][/url] If you feel we are deserving of your vote, we'd love for you to give Rust yours in this category and we have no plans to stop crafting and refining our rewarding and multi-purpose game any time soon! And stay tuned for Rust 10th anniversary celebrations! [h1]SUPPORT A STREAMER CAMPAIGN[/h1] Beginning December 7th till December 31st 2023 we will be hosting our very first [url=https://rust.facepunch.com/support-a-streamer]Twitch Support a Streamer Campaign[/url]! [url=https://rust.facepunch.com/support-a-streamer][img]https://files.facepunch.com/Errn/1b2111b1/SaS-1280x720%20_%20Campaign%20Key%20Art.png[/img][/url] During this period anyone that purchases 2 (two) subscriptions from any participating Rust Streamer will earn an exclusive Creator Computer Station to use in game! This functions just like the current computer station, but in style. Keep an eye on our socials and the official website for more details and who you can watch to get the creator computer station! More info & FAQs: [url=https://rust.facepunch.com/support-a-streamer]https://rust.facepunch.com/support-a-streamer[/url] [h1]BLOOPRINT 2M SUBSCRIBERS[/h1] Well well well ...he did it! [url=https://www.youtube.com/@Blooprint]Bloorprint[/url] hit 2 MILLION subscribers. I do believe this makes him the highest subscribed Rust channel to date? Please do correct me if I'm wrong. [url=https://twitter.com/blooprintgames/status/1698225528602513881][img]https://files.facepunch.com/Errn/1b2211b1/bloox.png[/img][/url] With his great achievement he's also created what he calls his "magnum opus". A nearly 4 hour masterpiece to commemorate the long road that got him here. Settle in, grab some popcorn, and give this man some of your time (and a thumbs up). [previewyoutube=OaB2UmARfMY;full][/previewyoutube] Congratz Bloo, we're proud of you! [h1]COBALT - THE DESCENT[/h1] Another long-time coming project [url=https://www.youtube.com/@SyntheticKill]SyntheticKill[/url] as been working on is out! Tons of cameos in this one including yours truly as the Exposition Commentator. [previewyoutube=msxCfa-k0cw;full][/previewyoutube] Had a few hitches a long the way with ever-changing Rust development causing some delays in his cinematics but we got there! Is this how YOU saw Rust lore happening? [h1]FANCYORB'S GLOBAL WARFARE[/h1] Alright so as many of you may know [url=https://www.youtube.com/@FancyOrb]FancyOrb[/url] did a huge event this summer involving tons of creators and their pals to do a [url=https://twitter.com/FancyOrb_/status/1671578749941293060]Global Warfare event[/url]. The map was a replica of earth in its entirety. Every region was battling to maintain control of their territory and take control of others. Blood was shed, politics were fierce, and treaties were undermined. This epic story FancyOrb narrated shows exactly how events unfolded. 300% worth the watch! [previewyoutube=uN9D9m1wRgM;full][/previewyoutube] This event will take place again next summer even bigger and better. Stay tuned! [h1]IF RUST WAS AN ACTION MOVIE[/h1] [url=https://www.youtube.com/@dyldip]Dyl Dip[/url] make this cute little action cinematic short! [url=https://twitter.com/dyl_dip/status/1708503738137104869][img]https://files.facepunch.com/Errn/1b2211b1/dylshort.png[/img][/url] Is this where we call Vin Diesel? [h1]SHOW ME THE STUFF![/h1] If you made something cool or saw something cool, reach out! Tag me on the [url=https://twitter.com/ErrnieGerrn]Twitterverse[/url] or u/ErrnieGerrn [url=https://www.reddit.com/r/playrust/]Reddit[/url]. Cover image by [url=https://www.youtube.com/@AlphaRustScience]Alpha[/url]!

Monday, November 27, 2023

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Vote for Rust in the Steam Awards!

The Steam Awards are once again upon us and this year, we’d really appreciate getting your nomination for Rust in the `Labor of Love` category, as our big baby turns 10 years old this December! [img]{STEAM_CLAN_IMAGE}/5377070/5ad05904713480222264165703309241e5fbb871.png[/img] The Labour of Love award perfectly describes our past ten years of development as: With teams working around the clock, on almost every continent, we still continue to spend every day monitoring, maintaining, and nurturing the game. And we release monthly updates - without fail - delivering new content, lore, plus regular Twitch drops, and more. [img]{STEAM_CLAN_IMAGE}/5377070/0edc63c615723535950f5eb51cf721b640e448ce.jpg[/img] We provide regular updates on our efforts to ensure the community are aware of what’s happening in game and behind the scenes - plus, we have brought in a range of new mechanics, skins, monuments, landscapes and graphical and gameplay improvements - with many of these also monitored and improved on post-release. [img]{STEAM_CLAN_IMAGE}/5377070/0175bdbada57122c9dcd09e1c83c81938ddcd62a.jpg[/img] [img]{STEAM_CLAN_IMAGE}/5377070/16d13a319484896e13791c85ac7e4e36efffd7aa.jpg[/img] We listen to the Rust community and use their feedback to influence balancing and fixes that have encouraged all sorts of innovations within the game. Each month sees us constantly impressed by what the community can create and exploit. [img]{STEAM_CLAN_IMAGE}/5377070/f97ec03d69e5374ecfdf4a29c4eb23e65700f576.jpg[/img] [img]{STEAM_CLAN_IMAGE}/5377070/0a1e608c32d4b72fce95b1c7c48fd0fd238aabee.png[/img] And looking at just the last 12 months, we’ve brought players tug boats, helicopters, drones, parachutes, train linking, decorative items, storage, and more. [img]{STEAM_CLAN_IMAGE}/5377070/384509623d5de8e38e7dde5a7d1d75c89feab204.jpg[/img] [img]{STEAM_CLAN_IMAGE}/5377070/f6370914aeb9a33a036cb26748056534f4d62e04.jpg[/img] In the last 10 years, the game has undergone some huge changes, including graphic, physics, and engine updates and rebuilds, all because we’ve wanted to make Rust what it is, and what it could be. But what has really blown us away is the great milestones that have been achieved within the community such as: [list] [*] Regularly being in Steam’s top 10 most played games [*] 350+ content updates [*] 16,000,000+ copies sold. [*] $1,703,923+ raised for multiple charities [*] 960,000,000+ hours watched on Twitch [*] 244,000+ peak player count [*] 75,000,000+ Twitch drops claimed [*] 151,000+ peak player average per month [*] 124,000+ Steam workshop items posted [*] 1,054,000+ Community followers [*] 980,000+ Steam reviews [*] 7,200,000+ Twitch followers [*] 353,000+ X Followers [*] 12,400,000+ YouTube views [*] 160,000+ YouTube subscribers [/list] If you feel we are deserving of your vote, we'd love for you to give Rust yours in this category and we have no plans to stop crafting and refining our rewarding and multi-purpose game any time soon! And stay tuned for Rust 10th anniversary celebrations!

Tuesday, November 21, 2023

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Adele made her kid a Rust costume for Halloween, though 'can't say he really loved it'



Grammy-winning British singer-songwriter Adele is currently in the middle of a multi-year Las Vegas residency at Caesars Palace. "Weekends with Adele" runs until 2024, and the idea came about after the artist found herself fed-up with the touring life but still wishing to perform in more intimate settings where she can talk to the audience a whole bunch. Which is why she's now in PC Gamer, because it turns out her son's a Rust nut... Read more.

Wednesday, November 8, 2023

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COUPLING THE RAILS

[h1]ABOVE AND BELOW RAIL LINKING[/h1] [img]https://files.facepunch.com/paddy/20231102/railroadlink_01.jpg[/img] This month we are finally connecting the above-ground rail network with the underground. While playing on servers with a world size of at least 4250, you will find one or two rail tunnels allowing you to seamlessly travel between the underground and above-ground networks. To do it, simply take a train inside one of the tunnels, drive it down a short slope and you will be inside the underground network. All wagon types are fully compatible with both networks regardless of their length allowing for new gameplay opportunities. To top it off, we also made some visual tweaks to the network that fix light leaking issues in small areas like the stairwells, as well as made some other minor tweaks and fixes. [img]https://files.facepunch.com/paddy/20231102/railroadlink_03.jpg[/img] [h1]UNDERGROUND TRAIN SIGNALS[/h1] [img]https://files.facepunch.com/paddy/20231102/train_lightsignal_red.jpg[/img] For a while now we've had signal lights in the underground train tunnels, but they were always off. They're now fully functional and can be used to see what's up ahead. - A green light means the block is clear. - A red light means the block has something in it - a train or a barricade. - A yellow light means the next block has something in it, so you can get prepared. A "block" is the section between two train signals. If there's no next signal, it's the rest of the track, either to the end of the line or the next 500m if it's further than that to the end of the line. [img]https://files.facepunch.com/BillB/1b0111b1/trainline_graphic.png[/img] [h1]WIRE TOOL RECONNECT[/h1] Not only did we couple the rails this update: we also allowed you to re-couple your wires! If you have done electrical before, you know the pain of unequipping a wire tool and having to re-run the wire from the top to bottom of your base all over again. (or yelling for a teammate to place a root combiner quickly!) [url=https://files.facepunch.com/paddy/20231031/wiretool_reconnect_02.mp4]Short demonstration here[/url]. Note: If a teammate blocks industrial with a wall as you have your wire tool holstered it will resume right before the industrial pipe is blocked. We also added the ability to reconnect existing wires to avoid rerunning them through the base. This speeds up redesigning circuits and will make reconnecting long wires significantly easier. Use right click to reconnect, hold right click to disconnect & clear wire. [h1]ITEMS ON VEHICLES[/h1] Dropped items no longer fall through vehicles. You can now drop items on trains, cars, boats, helicopters etc and they'll collide properly. [img]https://files.facepunch.com/paddy/20231102/vehicle_itemdrops_boat.jpg[/img] Dropped items do have some mass, so they can weigh vehicles down a bit if there are a lot of them. But you can still fly a scrap heli load of stuff across the map. [h1]FRONTIER BASE DECOR PACK[/h1] [previewyoutube=UmtRnb-B7fM;full][/previewyoutube] New this month is the Frontier base decor pack DLC, a wild western-themed collection featuring ten new items and 17 variants. The pack can be bought from the Rust Steam item store or in-game. [h3]Fish Trophy[/h3] Put your best catch on display for the world (or at least your teammates) with the Fish Trophy! Simply insert a fish to make it appear on the mount. Try interacting with the mounted fish to get a peek into the life of a fish in Rust. [img]https://files.facepunch.com/paddy/20231101/decordlc_fishtrophy_01.jpg[/img] [h3]Hunting Trophy[/h3] Caught something a bit too big for the Fish Trophy? The Small and Large Hunting Trophies allow you to stuff and mount the heads of your foes. To get started you’ll need to use the new Skinning Knife to harvest a corpse, this will result in a special Head item that can be mounted. The Large Trophy can display a Shark, Bear, Boar, Wolf, Polar Bear, Horse and Stag head. The Small Trophy can display either a Chicken or Humanoid head. When harvesting a player or NPC, the head clothing worn by that person will be displayed on the mounted trophy. Once a Trophy is mounted you can mount extra matching heads onto the stand, this will be tracked and displayed along with the name of the creature or player. [img]https://files.facepunch.com/paddy/20231101/decordlc_huntingtrophy_01.jpg[/img] [img]https://files.facepunch.com/paddy/20231101/decordlc_huntingtrophy_05.jpg[/img] [h3]Wooden Frontier Bar Doors[/h3] Make a stylish entrance with the Wooden Frontier Bar Doors. These can be installed into a Wall Frame and operate like a regular Double Door except your player opens the doors like a gunslinger walking into a saloon. You can also open the radial menu to access the kick option, giving you even more style when opening the doors. [img]https://files.facepunch.com/paddy/20231101/decordlc_bardoors_01.jpg[/img] [h3]Wanted Poster[/h3] Look your enemies in the eye, all the time, even in your own base with the Wanted Poster. You can interact with a deployed wanted poster to assign a player to it, this will put the players mugshot and name on the poster. You can select from any player in your contacts (any status) or from your friends list. The Wanted Poster comes with 3 additional skins with different styles and sizes. [img]https://files.facepunch.com/paddy/20231101/decordlc_wantedposters_01.jpg[/img] [h3]Torch Holder[/h3] Don’t throw out your starting Torch yet, now you can put it in this fancy holder to provide some quick illumination in your base. Once you insert a Torch you can interact with it to Ignite/Extinguish it and it will react to any nearby Igniters or sources of water (Water Buckets, Water Guns, Sprinklers, etc). The Torch Holder works the same with all Torch skins, even the Abyss Torch. A mounted lit Torch will decay at the same rate as it would if held in a player's hands and will break eventually. [img]https://files.facepunch.com/paddy/20231102/decordlc_torchholder_01.jpg[/img] [h3]Rocking Chair[/h3] Had your fill of dull, lifeless chairs? Ditch the mundane and embrace the spirit of the frontier with the Rocking Chair. It's the quintessential piece for the player who appreciates both comfort and aesthetics. This chair marries practicality with a touch of rustic charm. Movable with your inputs, it's a remarkable blend of both function and form, ideal for your base. Just make sure you don't act like a gunslinger whilst seated! [img]https://files.facepunch.com/paddy/20231101/decordlc_rockingchair_01.jpg[/img] [h3]Frontier Planters[/h3] Now you can grow your crops in style! Whether you want to grow corn or hemp in a disused minecart, an abandoned bathtub or a hand-crafted rail road planter, the new planters will allow you to plant 2,3 and 9 of your favourite berry seeds. Give your hemp farms that wild western look with the new frontier planters! [img]https://files.facepunch.com/paddy/20231101/decordlc_planter_minecart_01.jpg[/img] [img]https://files.facepunch.com/paddy/20231101/decordlc_planter_bathtub_01.jpg[/img] [img]https://files.facepunch.com/paddy/20231101/decordlc_planter_railroad_01.jpg[/img] [h3]Single Item Weapon Racks[/h3] Short on space? The three new single item weapon racks let you mount and proudly display your favourite or most essential items. Place them somewhere convenient and easy to grab! [img]https://files.facepunch.com/paddy/20231101/decordlc_singleweaponrack_01.jpg[/img] [h3]Storage Barrel[/h3] Two new storage items, the vertical and horizontal storage barrels. [img]https://files.facepunch.com/paddy/20231101/decordlc_storagebarrel_01.jpg[/img] [h1]IMPROVEMENT FIXES & HIGHLIGHTS[/h1] [h3]Water Catchers[/h3] Water catchers now fill even faster following last months changes [h3]Jackhammer Repair[/h3] The jackhammer can now be repaired inside the workbench for free [h3]Jackhammer Refill[/h3] Jackhammer can now be refilled in the repair bench for free [h3]Planter Pickup[/h3] Planters can now be picked up with a hammer [h3]Repair Bench Auto Skinning[/h3] Autoskin items by holding shift while right clicking into repair bench [h3]Saddlebags[/h3] Increased slots per horse saddlebag from 6 to 12 [h1]OBSERVER ISLAND[/h1] Observer Island is a 4K-sized custom map created by community members CollapsedOrange and wheatleymf. Observer Island features custom mountains, road/train bridges, train tunnels, unique monuments, arch rocks, a unique map layout, and manually sculpted cliff formations. The goal of this map is to encompass all the elements of vanilla Rust while expanding upon them with new features, making map exploration more engaging. It also aims to refresh vanilla gameplay with new building locations, unique map layout, and various other enhancements, including some secrets. [img]https://files.facepunch.com/Alistair/131/10/2023/2x05/observer-island-mapguide.png[/img] CollapsedOrange and wheatleymf dedicated time to experimenting with ideas frequently suggested by players for procedural maps. As you explore, you'll notice custom caves, mountains, large forest areas, several underwater monuments, and arch rocks that allow you to build inside them, just like in the old, simpler days. [img]https://files.facepunch.com/Alistair/131/10/2023/8E78/2023-10-23-122858.normal.png[/img] In addition to the new map features, lots of effort has gone into building custom monuments. While some are relatively simple, others are far more complicated. They might even lead to a well-hidden secret monument… [img]https://files.facepunch.com/Alistair/131/10/2023/3r20/2023-10-19-012352.normal.nohud.png[/img] [img]https://files.facepunch.com/Alistair/131/10/2023/3i93/2023-10-23-122359.normal.png[/img] It’s worth mentioning that this is not “new Hapis”. But instead a unique map layout with its own features, so you can always come back to this map if you ever feel tired of procedural maps. We had fun making it, and we hope you will enjoy it too. Please let us know what you think about this map! [h3]Servers[/h3] How to play? EU - connect 195.60.166.70:28020 US - connect 216.39.240.158:28015 For server owners, since this is a custom map made by the community, this map will be available for purchase from November 9th in the [url=https://lone.design/]lone.design[/url] store. This will include a full map, related plugins and permanent access to all future updates.

Thursday, November 2, 2023

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COMMUNITY UPDATE 257

[h1]SPOOKY SCENES[/h1] [url=https://www.youtube.com/@rustdavinci]Rust daVinci[/url] blessed us with a walkthrough of their Halloween town on the [url=https://methodgames.github.io/roleplay/]Method Games RP server[/url]. Village will be up till Nov. 2nd if anyone wants to check it out! [previewyoutube=ATOnfb7hu8E;full][/previewyoutube] [h1]BREAST CANCER CHARITY[/h1] [h3]October 27th-29th[/h3] Some of our most badass babes in Rust are getting together to do a [url=https://www.bcrf.org/]Breast Cancer Research[/url] fundraiser this weekend! Tune into [url=http://www.twitch.tv/beccasomething]BeccaSomething[/url], [url=http://www.twitch.tv/muydala]MuyDala[/url], [url=http://www.twitch.tv/jennifer]Jennifer[/url], [url=https://www.twitch.tv/peachieeo]Peachieeo[/url], [url=http://www.twitch.tv/Terpsicat]Terpsicat[/url] & many more to watch some chaos and donate to the cause! There will be tons of giveaways including VIP/Queue Bypass to many of your favorite community Rust servers along with some Official Rust DLC items. [url= https://donate.tiltify.com/@beccasomething/uterust-for-bcrf/][img]https://files.facepunch.com/Errn/1b2511b1/F9D3QAYWgAANH11.jpg[/img][/url] Support these awesome ladies by tuning in and [url=https://donate.tiltify.com/@beccasomething/uterust-for-bcrf/]donating[/url] to the cause! [h1]PROJECT LAZARUS[/h1] Providing some signal boost for the upcoming [url=https://theprojectlazarus.com/]Project Lazarus[/url] event! Event participants are invite only but if you're interested in getting involved check out their [url=https://discord.com/invite/lazarus]discord[/url] for more information. [previewyoutube=J9olpYQCqrY;full][/previewyoutube] [h1]IBIZA RUST[/h1] [url=https://www.reddit.com/r/playrust/comments/17cv467/my_solo_base_on_rustopia_is_still_alive_party/]u/ReptarKitawa[/url] made this super rad party base on Rustopia US Large. Gives me Ibiza Party vibes and looks like a great time! Last I checked it was still alive too if you want to stop by and have some fun! [img]https://files.facepunch.com/Errn/1b2511b1/ywa238c4phvb1.jpg[/img] [img]https://files.facepunch.com/Errn/1b2511b1/yiux2nphohvb1.jpg[/img] [img]https://files.facepunch.com/Errn/1b2511b1/ikqzn4m6phvb1%201.jpg[/img] [img]https://files.facepunch.com/Errn/1b2511b1/as1hva76phvb1%201.jpg[/img] [img]https://files.facepunch.com/Errn/1b2511b1/zivh3h97phvb1.jpg[/img] [h1]SHOW ME THE STUFF![/h1] If you made something cool or saw something cool, reach out! Tag me on the [url=https://twitter.com/ErrnieGerrn]Twitterverse[/url] or u/ErrnieGerrn [url=https://www.reddit.com/r/playrust/]Reddit[/url]. Cover image by [url=https://twitter.com/lostdoesart]LostDoesArt[/url]! [url=https://rust.facepunch.com/news/community-update-257]Full Blog Here[/url]

Thursday, October 26, 2023

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HAPPY HALLOWEEN

[h1]HAPPY HALLOWEEN![/h1] The Halloween events are now enabled! Once roughly every two in-game days, a candy hunt event will begin. You'll have 3 minutes to collect as many candies as you can. The top 3 players are given special loot bags as a reward. These candies and loot bags can be opened for various types of loot ranging from scrap all the way up to an M249! If you don't make the podium, that's okay. The candies you collect can be upgraded for better loot. [img]https://files.facepunch.com/paddy/20211026/halloween_ghostsheet.jpg[/img] There are various items available to help you during your hunt. The Pumpkin Bucket will allow instant pickup of candies and the Scarecrow Wrap and Ghost Costume will provide you with an advantage via Candy Vision. [img]https://files.facepunch.com/paddy/20201026/halloween_scarecrow.jpg[/img] The Halloween event will run until November 2nd. Have fun! [h1]GRHRRR..[/h1] What to do with all them body parts? Let's build a monster! To start building your own monster, first, you must slay scarecrows and mummies that roam the lands. Once you've collected a head, torso and legs, craft yourself a Frankenstein's table and place the body parts within the table. [img]https://files.facepunch.com/paddy/20211026/frankenstein_hauntedhouse.jpg[/img] Awaken your new pet monster and control it by pressing "P". [img]https://files.facepunch.com/paddy/20211026/monstertable_wakeup.jpg[/img] The monster will follow your orders without question. It'll follow you around the map, defend you if attacked and help slay foes you wish to attack. [img]https://files.facepunch.com/paddy/20211026/monstertable_tier3.jpg[/img] If you're having trouble accessing the pet menu or already have a key bound to "P" then use the following console command: bind X +pets or open the in-game controls menu. [h1]THE RIFTS[/h1] Cultists are said to have been opening portals throughout the world, others believe it's a Cobalt experiment code-named R.U.I.N gone horribly wrong. Not much is known about these portals or what they do, only a few chads have entered and made it back alive. [img]https://files.facepunch.com/paddy/20221020/dungeonportal_01.jpg[/img] Do you dare to enter? [img]https://files.facepunch.com/paddy/20231020/halloween_dungeons_01.jpg[/img] Server owners can adjust the portal count using the [i]halloweendungeon.population[/i] convar. [h1]NEW HALLOWEEN ITEMS[/h1] This year we've added three new Halloween-themed items, one purchasable and two free. [h3]Dracula Mask & Cape[/h3] Purchasable this year is the Dracula mask. The mask offers early-game head protection and requires ten pieces of cloth to craft. [img]https://files.facepunch.com/paddy/20231021/halloween_dracula_01.jpg[/img] The cape is a robustly thick outer garment that provides superior protection to the wearer. Capes can be found on the corpses of the undead. [h3]Wooden Stake[/h3] A stake adorned with unique properties makes it able to release the soul of undead creatures with a single strike and yield extra loot from their remains. [img]https://files.facepunch.com/paddy/20231019/halloween_vampirestake_01.jpg[/img] Stakes can be found on the corpses of the undead. [h1]HALLOWEEN COMPETITION[/h1] We're excited to announce Rust's second pumpkin carving competition! Using Rust's in-game carvable pumpkin item, carve a design worthy of pleasing the horrid creatures at Facepunch. [img]https://files.facepunch.com/paddy/20211027/pumkin_carving_04.jpg[/img] [h3]Winner[/h3] £250 worth of skins of their choosing. [h3]Runner up[/h3] £125 worth of skins of their choosing. [h3]How To Submit[/h3] Once you’ve carved your best and scariest pumpkin design, take a screenshot and upload the image to X, formally known as Twitter, [url=https://twitter.com/playrust]tag us[/url] & use the hashtag [url=https://twitter.com/hashtag/RustHalloween2023]#RustHalloween2023[/url] The winner and runner-up will be announced from [url=https://twitter.com/playrust]Rust's official Twitter[/url] account on November 8th. [h3]Evaluation[/h3] Submissions will be judged based on the following: [list] [*] Creativity [*] Design (Not required to be Halloween themed) [/list] Judging will be performed by Facepunch Staff. [h3]Terms[/h3] This competition is run by Facepunch Studios Lt. The competition ends on [b]November 5th 2023 23:59UTC[/b]. No more than three entries per person. The winner and runner-up will be selected based on which pumpkin carving Facepunch thinks is the most original/creative, and any decisions Facepunch makes will be final. The winner and runner-up must claim their prizes within one month of the closing date (which Facepunch may exchange for an alternative of the same or greater value). Our terms of service apply to any content you make for the competition: https://facepunch.com/legal. Winning entries must pick items from the Rust marketplace with market value. Designs uploaded or aided using third-party applications will be disqualified. [h1]HALLOWEEN ITEMS[/h1] Last years Halloween items have been raised from the dead, head over to the [url=Last years Halloween items have been raised from the dead, head over to the Rust item store.]Rust item store[/url]. [url=https://store.steampowered.com/itemstore/252490/browse/?filter=Limited][img]https://files.facepunch.com/Errn/1b2311b1/d23c1c4c9e616c530abcc84343dfdafa.png[/img][/url] [h3]Hockey Facemask[/h3] Hide your facial deformities with this creepy hockey mask. [img]https://files.facepunch.com/paddy/20221020/hockeymask_01.jpg[/img] The Hockey Facemask skin is a reskin of the Metal Facemask. [h3]Cultist Deer Torch[/h3] The Cultists must have dropped this while opening the portals throughout the world. [img]https://files.facepunch.com/paddy/20221020/cultistdeertorch_01.jpg[/img] The Cultist Deer Torch is a reskin of the starter torch. Once the torch skin is selected or crafted, you'll respawn with this skin. [h3]Baseball Bat[/h3] It wouldn't be a zombie apocalypse without hitting zombies in the head with a baseball bat! [img]https://files.facepunch.com/paddy/20221020/baseballbat_01.jpg[/img] The Baseball bat is a reskin of the mace melee weapon. There is also a bunch of Halloween themed skins on the [url=https://store.steampowered.com/itemstore/252490/browse/?filter=all]Rust Item Store[/url]!

Monday, October 23, 2023

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SOLID FOUNDATIONS

[h1]TURRET INTERFACING[/h1] A common complaint we have been hearing for a very long time as the over-use and abuse of turrets. To combat this we've added "Turret Interference" Basically this means that only a certain amount of turrets (sentry.maxinterference) can be active in any particular area ( sentry.interferenceradius). subsequently activated turrets will emit a blue electrical glow and fail to acquire any targets. [img]https://files.facepunch.com/paddy/20230301/rc_auto_turret_01.jpg[/img] There is no hard limit on the number of turrets you can deploy, only a limit on the number of turrets to be activated at any one time within 40m. For example, you may choose to enable 12 of your outdoor turrets but keep your indoor turrets disabled or you can set up smart circuits to detect players and power up turrets when needed. Hopefully this addresses some of the concerns we've been hearing regarding this issue, and we plan to iterate and improve, we'll be watching the feedback. [h1]SMG BALANCE[/h1] While SMGs are not intended to be used in long range engagements, some of the clips sent to us are a little out there. [img]https://files.facepunch.com/paddy/20211201/rust_mp5_table_1080p.jpg[/img] I've reduced the aimcone on SMGs slightly so that more rounds will land in the center during sustained fire. I've also given the MP5 a bit of a buff, it'll deal slightly more damage and have less bullet drop. The burst mode has also been improved, yielding higher accuracy and less recoil. [h1]QOL IMPROVEMENTS & FIXES HIGHLIGHTS[/h1] [h3]Updated TC Layout[/h3] TC contents and tools are now one page with +1 tool slot [h3]Vehicle Dismount Settings[/h3] Adjust how long it takes to dismount a vehicle per type (Ground/Air/Aquatic/Horse) [h3]Toggle Vending Machines[/h3] Can now hide Vending Machines from the map view [h3]Bad Weather[/h3] Higher chance of rain, storms and fog [h3]Water Catchers[/h3] Water catchers now fill much faster when it rains, even faster in stormy weather [h3]Small Battery[/h3] Small Battery now outputs more power and has a higher capacity [h3]Underwater Visibility[/h3] Underwater is now slightly brighter [h3]Tug Boat Player Respawn[/h3] Players are now unable to respawn on Tug boats if too close to water monuments [h3]Workbench Radius[/h3] Workbench radius has been slightly increased, allowing crafting from further away [h1]BRUTALIST BUILDING SKIN[/h1] Available now from the Rust store is the new brutalist building skin which allows you to change the visuals of your stone base. [img]https://files.facepunch.com/Alistair/101/10/2023/9l99/brutalist_buildingskin_001.jpg[/img] This skin is for sale at the Steam store. To use, simply equip your hammer tool, display the wheel, and enable building skins. This should reveal the skin's wheel on which you may choose Brutalist upgrade. [img]https://files.facepunch.com/Alistair/101/10/2023/5g55/brutalist_buildingskin_006.jpg[/img] [img]https://files.facepunch.com/Alistair/101/10/2023/8130/brutalist_buildingskin_004.jpg[/img] [img]https://files.facepunch.com/Alistair/101/10/2023/2Z52/brutalist_buildingskin_007.jpg[/img] [h1]HOMING MISSILE LAUNCHER SCOPE[/h1] In the last update we released the Homing Missile Launcher, and some keen-eyed players probably noticed the sleek digital scope attached to it. We're now happy to announce that this scope is fully functional, and allows for a full ADS view as you doom your whirly-twirly foes. [img]https://files.facepunch.com/Alistair/104/10/2023/7h69/RustClient_gAzoa7j1Nn.jpg[/img] [h1]UNITY 2021 LST SERVER UPDATE[/h1] Last month, we rolled out a Unity engine update for the server. After prolonged monitoring, we're confident to say the upgrade has resolved several long-standing server crashes dating as far back as 2019. While most server crashes and stalls are resolved, we have identified another AI-related stall we're investigating. Overall, servers should now be more stable. [h1]GLOBAL NETWORKED BASES...AGAIN?[/h1] Last month we launched Global Networked Bases as an experimental feature... and disabled it 4 hours into wipe. Despite monitoring for a week on staging, it still managed to DDOS servers and make bases invisible on certain hardware! Although all known issues have been resolved, this feature is still considered experimental and disabled by default. If you want to give it a whirl, look for "Global Rendering" in the options menu & remember to restart your game after enabling or disabling it! [img]https://files.facepunch.com/jakerich/1b0511b1/1TqWCqVOEFiYjSTY.jpg[/img] [h1]CACHED BROWSER[/h1] Tired of waiting 60+ sec for your favourite server to show up? Try enabling the "Use Cache" button & click "Refresh" to load all servers instantly! Note: although this should be an improvement over steam's server browser, it is still considered experimental and disabled by default. [img]https://files.facepunch.com/jakerich/K0b23QSKAxOaTh6S/RustClient_asqhrIJLUp.jpg[/img] [h1]RUST INSIGHTS - SEPT 2023[/h1] Another monthly round-up of data that we've captured in the last 30 days. We've got a lot of data at hand but we're trying to pick out the more interesting bits to share. The data shown below is only from Facepunch official servers, we eliminate data from community-run servers to ensure accuracy within the data we share. [img]https://files.facepunch.com/lewis/1b0411b1/ri_gameplay.png[/img] [img]https://files.facepunch.com/lewis/1b0411b1/ri_techtree.png[/img] [img]https://files.facepunch.com/lewis/1b0411b1/ri_repaired.png[/img] [img]https://files.facepunch.com/lewis/1b0411b1/ri_missions.png[/img] [img]https://files.facepunch.com/lewis/1b0411b1/ri_hits-per-gun.png[/img] [img]https://files.facepunch.com/lewis/1b0411b1/ri_weapon-highlight.png[/img] [h1]HALLOWEEN UPDATE[/h1] On [b]October 23rd at 19:00BST / 14:00 EST[/b], we'll release a mandatory server and client update to enable some new spooky features! Server owners, please remember this date. [h1]CHARITABLE RUST 2023 - WATER[/h1] [img]https://files.facepunch.com/Errn/1b0211b1/charitable_rust-alt-1920x1080.png[/img] [b]October 12th - October 19th[/b] Watch your favorite streamers and earn Twitch drops all week. Make sure to get synced! [url=https://twitch.facepunch.com/]https://twitch.facepunch.com/[/url] [h2]Main Event![/h2] [b]October 14th & 15th[/b] Tune into the official [url=https://www.twitch.tv/rustafied]Rustafied channel[/url] for the main event filled with mini games, art contests, talent shows, and more! [h2]Special Charity Store Items[/h2] All week we will have unique charitable items up on the item store. These items are exclusive to the event and account-bound. Proceeds from these store purchases go to [url=https://www.charitywater.org/]charity: water[/url]! [h2]Get Involved![/h2] Want to donate? Full event and participation info can be found at [url=https://www.charitablerust.com/]https://www.charitablerust.com/[/url] Keep an eye on our socials for more info in the upcoming weeks. [previewyoutube=9sNgCMphhKI;full][/previewyoutube] [h2][url=https://rust.facepunch.com/news/solid-foundations]Full changelog here.[/url][/h2]

Thursday, October 5, 2023

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COMMUNITY UPDATE 256

[h1]CHARITABLE RUST 2023 - WATER[/h1] [previewyoutube=9sNgCMphhKI;full][/previewyoutube] [h2]Twitch Drops![/h2] [h3]October 12th - October 19th[/h3] Watch your favorite streamers and earn Twitch drops all week. Make sure to get synced! https://twitch.facepunch.com/ [h2]Main Event![/h2] [h3]October 14th & 15th[/h3] Tune into the official [url=https://www.twitch.tv/rustafied]Rustafied channel[/url] for the main event filled with mini games, art contests, talent shows, and more! [h2]Special Charity Store Items[/h2] All week we will have unique charitable items up on the item store. These items are exclusive to the event and account-bound. Proceeds from these store purchases go to charity: water! [h2]Get Involved![/h2] Are you a content creator wanting to participate and help fund the charity? Want to donate? Full event and participation info can be found at https://www.charitablerust.com/ Keep an eye on our socials for more info in the upcoming weeks. [h1]IN GAME ART[/h1] I'm a sucker for a good speedpainting and the community did not disappoint this month. [url=https://www.youtube.com/@rustdavinci]Rust daVinci[/url] bringing us a dramatic black and white. [previewyoutube=IfWPhYofxsk;full][/previewyoutube] [url=https://www.youtube.com/@MonsteraRust]MonsteraRust[/url] captured a couple of divers and a birb. [previewyoutube=nemJhmTi_zk;full][/previewyoutube] [h1]RUST MINIATURES[/h1] [url=https://www.reddit.com/user/Smecken/]u/Smecken[/url] has been working on an entire Rust miniature set. Base, accessories, minicopter, the works! Been [url=https://www.reddit.com/r/playrust/comments/16l7tnm/challenge_accepted/]challenged[/url] with getting the entire thing completed in 2 months. We'll follow up with this project! [img]https://files.facepunch.com/Errn/1b2211b1/gatild18xuob1.jpg[/img] [img]https://files.facepunch.com/Errn/1b2211b1/jajro339xuob1.jpg[/img] [img]https://files.facepunch.com/Errn/1b2211b1/53pxl7u8xuob1.jpg[/img] [img]https://files.facepunch.com/Errn/1b2211b1/67rl76o8xuob1.jpg[/img] [h1]TWITCH HIGHLIGHTS[/h1] Going to keep it real. Steam does not let us embed Twitch clips. If you want to see some funny Twitch moments [url=https://rust.facepunch.com/news/community-update-256#TWITCHHIGHLIGHTS]head over to our blog[/url] for a better viewing experience :) [h1]SHOW ME THE STUFF![/h1] If you made something cool or saw something cool, reach out! Tag me on the [url=https://twitter.com/ErrnieGerrn]Twitterverse[/url] or u/ErrnieGerrn [url=https://www.reddit.com/r/playrust/]Reddit[/url]. Cover image by [url=https://www.youtube.com/@AlphaRustScience]Alpha[/url]!

Friday, September 22, 2023

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Rust 2 confirmed, but it "definitely won't be a Unity game"

Rust is truly a timeless survival game, bringing friends from all over the globe together as they struggle to make a base and thrive through the harsh multiplayer world. Garry Newman, the founder of Facepunch Studios, is best known for his work on games like Rust and other Steam classics such as Garry's Mod. Rust was created using the Unity engine, one that recently sparked controversy among developers due to its upcoming pay-per-install system. Newman responds to the matter himself, where he also mentions Rust 2.

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The best Rust servers 2023
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Rust's May update sees the survival game go nuclear

Wednesday, September 13, 2023

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Garry of Garry's mod says 'Unity can get f*cked' and in-passing mentions Rust 2



Yesterday Unity announced big changes to its pricing system that, among other things, will see developers charged on a per-install basis once certain thresholds are met. Developers are up in arms about this and not shy about cutting the crap: Tom Francis, the developer of Heat Signature and a PC Gamer alumnus, described the change as "an astonishing scumbag move.".. Read more.

Wednesday, September 13, 2023

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Rust adds attack helicopters, homing missiles to blow up attack helicopters, parachutes to escape exploding attack helicopters



I remember the first time I played Rust. I was bare-ass naked, carrying a stick, and utterly without a clue. Eager for help, I approached a guy in a cabin, in as non-threatening a manner as you could reasonably expect from a dishevelled nudist waving a tree branch around. There was a misunderstanding—which is to say that he told me to leave or he was going to shoot me in the face, and I didn't understand that he was serious—and then he shot me in the face. That was then, and this is now—and now there are attack helicopters... Read more.

Thursday, September 7, 2023

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AIRBORNE

[previewyoutube=gTKll4bk968;full][/previewyoutube] [h1]ATTACK HELICOPTER[/h1] [img]https://files.facepunch.com/paddy/20230904/attackheli_airfield_01.jpg[/img] The Attack Helicopter is now available to purchase from the Air Wolf store at Bandit Camp for 2250 scrap. [h3]Gunner[/h3] The main special feature of this helicopter is the gunner seat. On the front is a turret similar to the deployable autoturret, where you can equip a gun and ammo. At the side pods, rockets can be loaded in - HV and incendiary type only. The gunner can then aim and shoot both of these while a pilot flies the heli. Simply interact with the gunner monitor and start blasting! [b]Fire1[/b] [left mouse button] will shoot the turret and [b]Fire2[/b] [right mouse button] launches rockets. [img]https://files.facepunch.com/paddy/20230906/attackheli_gunner_monitor_01.jpg[/img] If the gunner has flares ready in his or her inventory belt, those can also be held and manually thrown to deflect any oncoming homing rockets from the new homing rocket launcher - this is a new feature for passengers in all Rust helicopter types, not just the attack helicopter. [h3]Pilot[/h3] The pilot is the driver, but can also fire rockets (left mouse button by default), albeit without the handy exact-point-of-impact guide that the gunner gets. [img]https://files.facepunch.com/paddy/20230906/attackheli_rockets_01.jpg[/img] Standard flares can also be loaded into the rocket storage area along with rockets, and the pilot can fire them out (right mouse button). The attack helicopter is fast and powerful when armed, but it was still be taken down with a well-aimed rocket. [h1]HOMING MISSILE LAUNCHER[/h1] The Homing Missile Launcher is a new craftable addition to your armoury that allows you to more efficiently fight flying targets while out and about. To get started simply load a Homing Missile into the Launcher and start aiming at a flying target. You’ll notice a lock-on bar will start filling in. Once locked on you can fire, but be sure to keep aiming at the target or the missile will fly off course. Changing weapon or reloading will also disrupt the targeting. [img]https://files.facepunch.com/paddy/20230904/homingrocketlauncher_01.jpg[/img] From a pilot's perspective, there are a few tools at your disposal to evade these new threats. You will hear a warning lock audio indicator in every helicopter when a missile is fired at you. The simplest tactic is just taking evasive manoeuvres - the missile lock requires a direct line of sight so getting something solid between you and the launcher should keep you safe. If that’s not possible, flares are your next best bet. Any passenger can throw Flares to disrupt any incoming missiles. The Attack Helicopter also has a dedicated Flare button that can launch flares via the secondary attack button (RMB by default). The NPC piloted Patrol Helicopter has also been upgraded with Flare functionality, it will automatically fire Flares when a missile is launched at it. The Homing Missile Launcher requires a Workbench Level 2 and can be crafted for 20 HQM, 3 Metal Pipes, 1 Tech Trash and 1 CCTV Camera. Homing Missiles require a Workbench Level 2, and two missiles can be crafted for 3 Metal Pipes, 200 Gun Powder and 1 Tech Trash. [img]https://files.facepunch.com/paddy/20230907/homingrocketlauncher_aim_01.jpg[/img] [h1]PARACHUTES[/h1] [img]https://files.facepunch.com/paddy/20230904/parachute_temp_03.jpg[/img] The parachute is a new craftable item that allows you to slow your fall from great heights, as well as travel silently over long distances. Once you’ve acquired one, you will need to equip it in the new dedicated backpack slot on your character’s clothing bar. Once equipped you’ll be able to press Space while falling through the air to deploy the parachute, slowing your descent and allowing you to manoeuvre your way through the sky. Your movement keys can help you manoeuvre while in mid-air, allowing you to tilt forwards to fly faster, back to slow down and left and right to turn. You can use weapons while flying, but doing so will prevent you from steering. Simply holster your weapon again to regain steering controls. Your flight can end either via you hitting something solid or cutting your lines with the Dismount key. After your flight an unpacked version of the parachute will drop in front of you, to use the parachute again you’ll need to hold the pickup key for 8 seconds to pick it up again. Each use will lower the condition of your parachute by 20% and a parachute will become harder to control as it loses condition. A damaged parachute will fall faster and fly forwards slower. At extreme damage levels you could still take fall damage when landing the parachute. If you hit something solid you can take damage based on your speed, up to 80HP at top speeds. The additional slot in your inventory has been added to the locker interface so you can store parachutes with loadout kits. Parachutes are a special new type of clothing that can be equipped alongside full-body clothing like Hazmats. Parachutes can be targeted by SAM sites, Auto Turrets and players on the ground while in mid-air. You can craft Parachutes at a Tier 2 Workbench for 2 Tarps, 2 Sewing Kits and 50 Cloth. [h1]ARMORED HOT HAIR BALLOON[/h1] [img]https://files.facepunch.com/paddy/20230904/armoredhab_wide_01.jpg[/img] The hot air balloon can now be upgraded with a new armor upgrade. Equipping the armor will boost the overall health of the balloon whilst also providing additional cover and protection. The new armor upgrade can be purchased at the Bandit Camp vehicle parts vendor. [img]https://files.facepunch.com/paddy/20230904/armoredhab_01.jpg[/img] [img]https://files.facepunch.com/paddy/20230904/armoredhab_02.jpg[/img] [h1]GLOBAL NETWORKED BASES[/h1] You normally only see bases ~300m away. Get ready: this feature cranks up the view distance of player structures up to 1500m away! In the past, SAM sites could appear out of nowhere, only becoming visible after the missiles are headed your way. You should now be able to spot SAM sites & enemy bases long before you come in range! This doesn't just benefit you in the air. While on the ground you can scout roof camping towers & big bases before you are in danger. You will notice the world feels much alive with evidence of player activity all around you. I know you're thinking "Won't this cause performance issues?". Well, turns out the new rendering system is significantly more efficient than unity's normal one. The majority of computation is on the GPU which allows us to keep performance parity while rendering 25x the amount of bases. This also sets the stage for additional performance improvements in the future. This feature is currently disabled by default as it required a lot of changes. Look for "Global Rendering" in the option menu to enable it. [img]https://files.facepunch.com/jakerich/1b0511b1/1TqWCqVOEFiYjSTY.jpg[/img] [h1]WEAPON RACKS[/h1] [img]https://files.facepunch.com/paddy/20230904/weaponracks_010.jpg[/img] The [b]Weapons Rack Pack[/b] is now available from the [url=https://store.steampowered.com/itemstore/252490/detail/10223/]Rust item store[/url]. Weapon racks introduce a quick, versatile and functional weapon and tool storage solution. With a Weapon Rack, you can efficiently organize, store and display your tools and weapons like a true survivor. [img]https://files.facepunch.com/paddy/20230904/weaponracks_anamorphic_010.jpg[/img] [img]https://files.facepunch.com/paddy/20230904/weaponracks_anamorphic_018.jpg[/img] The weapons rack pack lets the player craft three different sized wall-mounted weapon racks and a single floor storage solution. [img]https://files.facepunch.com/paddy/20230904/weaponracks_005.jpg[/img] If you missed last month's community blog, [url=https://rust.facepunch.com/news/community-update-255#IRLWEAPONRACKS]check out the real-life Rust weapons rack[/url]. [h1]IMPROVEMENTS & FIXES HIGHLIGHTS[/h1] [h3]Pumpjack & Quarry[/h3] Pumpjack & Quarry model have received a refresh [h3]Hot Air Balloon Fuel[/h3] The Hot Air Balloon now uses slightly less fuel [h3]Furnace Skin Glow[/h3] Furance glow was broken, it's now fixed and improved [h3]Fluid Switch & Pump[/h3] The Fluid switch and Pump now stack in the inventory [h3]Non-learnable blueprints[/h3] Improved UI to clearly feedback certain blueprints that cannot be learnt [h3]Hot Air Balloon Decay[/h3] When hot air balloons become stuck, they'll decay much faster [h1]END OF THE WORLD[/h1] When players drove vehicles to the edges of the world and went out of bounds, we killed the player and vehicles, This wasn't great as we gave no feedback for when this was about to happen. Now vehicles are unable to leave the map bounds - we now apply a force on the boat/aircraft, making it impossible to escape. Additionally, boats, if left unattended/idle for 2 hours, will begin to be forced back to shore gradually. [h1]WINDOWS 8.1 SUPPORT DISCONTINUED[/h1] From October 28th, Rust will no longer support Windows 8.1. As technology continually evolves, so do our system requirements. In January 2024, [url=https://support.microsoft.com/en-us/windows/windows-8-1-support-ended-on-january-10-2023-3cfd4cde-f611-496a-8057-923fba401e93]Microsoft will officially discontinue Windows 8.1 support[/url], no further security updates and software updates will be made available. We highly recommend that users currently running Windows 8.1 consider upgrading their operating system to a more recent version, such as Windows 10 or newer, to ensure optimal performance, security, and compatibility with future updates. [h1]TWITCH DROPS[/h1] From September 7th-14th we will be having a Twitch Drops event featuring some of your favorite creators. [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/Errn/1b0611b1/td24_blog_image.jpg[/img][/url] Get your watch time in! Be sure to get synced at [url=https://twitch.facepunch.com/]twitch.facepunch.com[/url] so you can successfully claim your drops. [h1]RUST INSIGHTS[/h1] Recently we implemented a dashboard that gathers data constantly on how Rust is played. We have information on all kinds of things ranging from how much wood is harvested to what the most used gun is. Something we want to get better at is showcasing some of that data. So going forward we're going to try and have a retrospective of interesting data from the last wipe. The data shown below is only from official servers, we have eliminated data from community-run servers to ensure accuracy within the data we share. [img]https://files.facepunch.com/lewis/1b0711b1/ri_blueprints.png[/img] [img]https://files.facepunch.com/lewis/1b0711b1/ri_techtree.png[/img] [img]https://files.facepunch.com/lewis/1b0711b1/ri_combat.png[/img] [img]https://files.facepunch.com/lewis/1b0711b1/ri_weapon-highlight.png[/img] [img]https://files.facepunch.com/lewis/1b0711b1/ri_building.png[/img] [img]https://files.facepunch.com/lewis/1b0711b1/ri_gathering.png[/img] We'll try and vary the content as much as possible, so next month you might see other different types of information featured. Let us know what type of data you'd like us to share.

Thursday, September 7, 2023

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COMMUNITY UPDATE 255

[h1][url=https://rust.facepunch.com/news/community-update-255#TWITCHDROPS]TWITCH DROPS[/url][/h1] [h2]Save The date![/h2] [b]September 7th-14th[/b] we will be having a Twitch Drops event featuring some of your favorite creators. [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/Errn/1b1711b1/drops.png[/img][/url] More details on this coming soon, watch our socials in the upcoming weeks! Be sure to get synced at [url=https://twitch.facepunch.com/connect]twitch.facepunch.com[/url] so you can successfully claim your drops. [h1][url=https://rust.facepunch.com/news/community-update-255#CHARITABLERUSTSKINCONTEST]CHARITABLE RUST SKIN CONTEST[/url][/h1] [img]https://files.facepunch.com/Errn/1b1711b1/charitable.jpg[/img] [url=https://www.charitablerust.com/]Charitable Rust[/url] is right around the corner (October 14th) and with that comes another set of Twitch drops and store items all going towards charity! [url=https://www.rustafied.com/]Rustafied[/url] is hosting a [url=https://www.charitablerust.com/skins]community skin contest[/url] for this event. There are rules and parameters in there, please read them! :) [h3]Contest Rules[/h3] [list] [*] Use [b]#CR2023[/b] as official contest tag in Steam workshop. [*] No re-uploading old or previously submitted skins. [*] Do not steal or use any copyrighted or otherwise trademarked content. [*] Must be 100% original work (can work with others if all are listed on workshop page). [*] Must follow all basic workshop submission rules and standards. [*] If using the charity’s logo, it cannot be used on any weapon skins. Only Charitable Rust logo may be used on weapon skins. [*] Submissions must be high quality and Hi-Res, normals properly done/baked. [*] Cannot contain offensive or sexual content. [*] Don’t forget upload limit for the amount of skins you may submit. [/list] Entry deadline is August 29th! [h1][url=https://rust.facepunch.com/news/community-update-255#REDDITINSIGHTS]REDDIT INSIGHTS[/url][/h1] [url=https://www.reddit.com/user/renan0803/]u/renan0803[/url] has had a [url=https://www.reddit.com/r/playrust/comments/14ttsv8/rust_insights_2023_results/]Rust Insights[/url] project going on for a while. They collected player insight data from a slew of [url=https://www.reddit.com/r/playrust/]r/playrust[/url] Reddit users and compiled it into a bunch of readable statistics! We did tweak the original a bit to make it more blog-friendly but you can still see it [url=https://www.reddit.com/r/playrust/comments/14ttsv8/rust_insights_2023_results/]here[/url]. [img]https://files.facepunch.com/Errn/1b1711b1/RI_HowDoYouPlay.png[/img] [img]https://files.facepunch.com/Errn/1b1711b1/RI_GroupSize.png[/img] [img]https://files.facepunch.com/Errn/1b1711b1/RI_Technology.png[/img] [img]https://files.facepunch.com/Errn/1b1711b1/RI_MonumentsScrap.png[/img] [img]https://files.facepunch.com/Errn/1b1711b1/RI_FutureWants.png[/img] Very cool to see in this format. Keep an eye out for the next rendition if you'd like to partake in future surveys! [h1][url=https://rust.facepunch.com/news/community-update-255#IRLWEAPONRACKS]IRL WEAPON RACKS[/url][/h1] No sooner did this hit the staging (beta) announcements and our friend over at [url=https://www.youtube.com/@Real-Game]Real & Game[/url] made some IRL weapon racks in what felt like a few days. [img]https://files.facepunch.com/Errn/1b2111b1/IMG_20230730_231157.jpg[/img] [img]https://files.facepunch.com/Errn/1b2111b1/IMG_20230730_231103.jpg[/img] [url=]https://files.facepunch.com/Errn/1b2111b1/IMG_20230730_231100.jpg[/url] [img]https://files.facepunch.com/Errn/1b2111b1/IMG_20230730_231054.jpg[/img] He also recorded his whole process. This is pretty impressive! [previewyoutube=LvA4WBlS2QA;full][/previewyoutube] Drilled all 600 holes by hand. [h1][url=https://rust.facepunch.com/news/community-update-255#WEEDFARMERS]WEED FARMERS[/url][/h1] We have another banger from the [url=https://www.youtube.com/@WeedFarmers]Weed Farmers[/url]! Bandit Camp is the promiseland. [previewyoutube=xa9W1ssD4t8;full][/previewyoutube] SHOW ME THE STUFF! If you made something cool or saw something cool, reach out! Tag me on the [url=https://twitter.com/ErrnieGerrn]Twitterverse[/url] or u/ErrnieGerrn [url=https://www.reddit.com/r/playrust/]Reddit[/url].

Tuesday, August 22, 2023

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WOUNDED

[h1]WOUNDED INFORMATION[/h1] I've changed the wounded UI so that it now displays additional information relating to your wounded status. It will now tell you the probability of recovery as well as how many seconds are left until recovery/death. [img]https://files.facepunch.com/paddy/20230803/wounded_ui_update.jpg[/img] Remember: Maintaining full water and food will grant you a higher probability of recovery, and a large medkit in your belt will grant 100% chance of recovery. [h1]CHAT EMOJI[/h1] [img]https://files.facepunch.com/Errn/1b0311b1/emoji.jpg[/img] Chat Emoji is a new feature this month that allows you to express yourself in some new ways. You can access the new list of emoji’s via the emoji button on the right of the chat. From there you can search for a specific emoji as well as change the current selected skin tone for all of your emoji’s. You can also type a : into the regular chat box and start typing to get an autocomplete that you can navigate with the arrow keys and Enter. [img]https://files.facepunch.com/Errn/1b0311b1/emoji2.jpg[/img] In addition to the animated emoji’s you can also use the internal item name to create an emoji using the item icon (eg. :wood:). [img]https://files.facepunch.com/Errn/1b0311b1/emoji1.png[/img] Server owners can also create their own emoji's for use on their servers, placing 256px png or jpg images in the "serveremoji" folder in their root directory will automatically expose those emoji for use by players on the server. Emoji's are not currently compatible with chat in Rust+ although we’re planning on exploring this in the future. [h1]BRICK BUILDING SKIN[/h1] Available now from the [url=https://store.steampowered.com/itemstore/252490/detail/10223/]Rust store[/url] is the new brick-building skin which allows you to change the visuals of your stone base. This skin is for sale at the Steam store. To use, simply equip your hammer tool, display the wheel, enable building skins, this should reveal the skin's wheel on which you may choose brick style upgrade. [img]https://files.facepunch.com/paddy/20230731/buildingskin_brick_01.jpg[/img] [img]https://files.facepunch.com/paddy/20230731/buildingskin_brick_02.jpg[/img] [img]https://files.facepunch.com/paddy/20230731/buildingskin_brick_03.jpg[/img] [img]https://files.facepunch.com/paddy/20230731/buildingskin_brick_05.jpg[/img] [img]https://files.facepunch.com/paddy/20230731/buildingskin_brick_06.jpg[/img] [h1]IMPROVEMENTS & FIXES HIGHLIGHTS[/h1] [h3]Server Crash Loot[/h3] Crafting queue items are no longer lost if a server unexpectedly shuts down [h3]World Models Stack Size[/h3] Some world models now reflect the amount dropped. [h3]57 Art Bug Fixes[/h3] 57 Art Bug Fixes, see the change log for full details [h1]BURST MODULE IMPROVEMENTS[/h1] Burst modules have been buffed. While using a weapon with a burst module, The time between each shot in the burst has been reduced, and the overall recoil felt by the user has been decreased. In addition, aim cone has been reduced, resulting in a much more accurate and viable fire mode.

Thursday, August 3, 2023

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COMMUNITY UPDATE 254

[h1]RUSTOPIA INVITATIONAL[/h1] [h2]July 29th-30th[/h2] [url=https://rustopia.events/][img]https://files.facepunch.com/Errn/1b2611b1/DiscordHeader.png[/img][/url] [url=https://rustopia.events/]Rustopia Invitational Tournament[/url] is this weekend and they boosting up the [url=https://www.projecthope.org/protecting-mental-health/]Project Hope[/url] charity! Project Hope is expanding access to mental health care for health workers, refugees, new mothers, and communities around the world. Catch all your favorite content creators battling it out this Saturday & Sunday! [url=https://rustopia.events/teams/][img]https://files.facepunch.com/Errn/1b2711b1/F13nGpEWAAAWyjS.jpg[/img][/url] The [url=https://rustopia.events/tournament-details/]Rustopia Invitational[/url] is a point-based event that rewards players and teams for individual kills on other players and team-based events. The event will be split up into three separate stages to allow for the best gameplay and pacing. [list] [*] The first day will be gathering resources and PvP-styled events. [*] The second and final day will be primarily raiding other teams for their points [/list] Here is a brief overview of the Rustopia Invitational server: [list] [*] Team Limit of 12 – No allies or cross-teaming (this includes merge raids) [*] 3x Boosted Gather and Resource Rate [*] There is a 75-minute – 2-minute day and night cycle [*] Advanced Team Sharing (Auto auth to TCs, Codelocks, Turrets etc.) [*] Boosted loot tables (better barrels and boxes) [/list] [url=https://www.twitch.tv/ray__c]RayC[/url] will be casting the event and most of the team captains will be streaming it as well! If you'd like to be a part of this event you can help by [url=https://donate.tiltify.com/+rustopia-events/rustopia-invitational]donating[/url] to Project Hope! [h1]SHARK BAIT[/h1] [url=https://www.youtube.com/@AlphaRustScience]Alpha[/url] brings us another amazing cinematic short. JAWS [previewyoutube=c3N0XBTB2yQ;full][/previewyoutube] Cover image by Alpha as well! [h1]I WANT IT THAT WAY[/h1] I'm just going to leave this here. [previewyoutube=zZs_rYiBFKA;full][/previewyoutube] What a bop. [h1]TWITCH HIGHLIGHTS[/h1] [url=https://clips.twitch.tv/ManlyGlutenFreeLatteSaltBae-Tehw1yNxeXWbiO9u]Riqqeloff[/url] is shooting fish in a [strike]barrel[/strike] scrappy. [url=https://clips.twitch.tv/TriumphantScaryAlfalfaDatSheffy--5x6QD1rY-DliRHg]JENCEEEENAAAAAA[/url] [url=https://clips.twitch.tv/CarefulGleamingBottleSoonerLater-a6rbgI0L4Xd5xgHS]Poor Bloo[/url] ...lol [h1]LOOTROOM[/h1] Last week [url=https://lootroom.com/]Lootroom[/url] teased us with a tweet of an [url=https://twitter.com/lootroom/status/1682794357563244544]IRL Gamba Wheel[/url]. I can think of about 14 streamers that need this. While we're at it I'll mention they 3D print and paint literally [url=https://lootroom.com/collections/all]everything[/url] Rust. Where else can you get a hot dog eoka? [img]https://files.facepunch.com/Errn/1b2711b1/hot%20dog.jpg[/img] [img]https://files.facepunch.com/Errn/1b2711b1/unicorn.png[/img] [img]https://files.facepunch.com/Errn/1b2711b1/posty.png[/img] [h1]SHOW ME THE STUFF![/h1] If you made something cool or saw something cool, reach out! Tag me on the [url=https://twitter.com/ErrnieGerrn]Twitterverse[/url] or u/ErrnieGerrn [url=https://www.reddit.com/r/playrust/]Reddit[/url].

Thursday, July 27, 2023

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COMMUNITY UPDATE 253

[h1][url=https://rust.facepunch.com/news/community-update-253#RustIsOnSale]RUST IS ON SALE![/url][/h1] From now until July 13th Rust and other Facepunch titles are on sale! Just in time for our new [url=https://twitter.com/playrust/status/1672228137885659138]Abyss[/url] content being released on the 6th. [i]wink wink[/i] [url=https://store.steampowered.com/developer/facepunch][img]https://files.facepunch.com/Errn/1b2811b1/Rust-SummerSale_Twitter.png[/img][/url] Save up to 50% off our entire [url=https://store.steampowered.com/developer/facepunch]library[/url]. Tell your friends! [h1][url=https://rust.facepunch.com/news/community-update-253#FancyOrbsGlobalWarfareEvent]FANCYORB'S GLOBAL WARFARE EVENT[/url][/h1] [h3]July 14th-17th - Live, on multiple platforms![/h3] In this event, the map is the world with every continent, country and island. This event acts as a normal rust server where you can build anywhere you want. But with the map being the world, territories will be fought for, and wars will breakout between civilizations. This is an open event to content creators and viewers! Join the [url=https://discord.com/invite/RAMRxpQpHp]Global Warfare discord[/url] to be more involved. [previewyoutube=y2VfOujCSbM;full][/previewyoutube] There will be in-game items and packs you can buy as well. Proceeds go to charity! [h1][url=https://rust.facepunch.com/news/community-update-253#Placetohide]PLACE TO HIDE[/url][/h1] [url=https://www.youtube.com/@AlphaRustScience]Alpha[/url] brings us another fantastic cinematic. If you missed his [url=https://www.youtube.com/watch?v=J8RwCjQ-prU]Cobalt Recruitment[/url] one go check that out too. [previewyoutube=zpqzP9FOVkA;full][/previewyoutube] [h1][url=https://rust.facepunch.com/news/community-update-253#ProjectNightcall]PROJECT NIGHTCALL[/url][/h1] Couple months ago we showed you a [url=https://rust.facepunch.com/news/community-update-251#More3D]teaser[/url] for an upcoming cinematic video [url=https://www.youtube.com/@sinksr]Sinks[/url] was making. Happy to say it's done and it's awesome. [previewyoutube=Uvh7a7h2e4o;full][/previewyoutube] [h1][url=https://rust.facepunch.com/news/community-update-253#LosingAContest]LOSING A CONTEST[/url][/h1] [url=https://www.destructoid.com/report-shows-the-most-toxic-and-vulgar-video-game-communities-on-reddit]Destructoid[/url] published an article a few days ago discussing the most toxic online gaming communities. We're happy to announce Rust did not make the list! While this list itself is a bit of a uncalculated grab-bag from subreddits, I'm glad you all figured out to to keep your caps lock keys in check. [img]https://files.facepunch.com/Errn/1b2911b1/Screen_Oddsseeker02.jpg[/img] More stats on their [url=https://www.destructoid.com/report-shows-the-most-toxic-and-vulgar-video-game-communities-on-reddit]site[/url] as to how they got to these [i]super duper accurate[/i] numbers. Keep up the good work! [h1][url=https://rust.facepunch.com/news/community-update-253#ShowMeTheStuff]SHOW ME THE STUFF![/url][/h1] If you made something cool or saw something cool, reach out! Tag me on the [url=https://twitter.com/ErrnieGerrn]Twitterverse[/url] or u/ErrnieGerrn [url=https://www.reddit.com/r/playrust/]Reddit[/url]. Cover image by [url=https://www.youtube.com/channel/UCCD4iiHMnIbbOO-x7xlrfwQ]Dust[/url]!

Friday, June 30, 2023

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The best Rust servers 2024

What are the best Rust servers to join in 2024? We've scoured the internet looking for the top Rust servers that cater to everyone. Whether you're looking for some intense competitive PvP, a relaxed PvE sandbox, minigames, creative and build servers, or high-rate battlefield servers of the kind offered by Rust Academy, where you can get right into the action with minimal gathering.

Rust is one of the best survival games on PC. In its vanilla form, Rust is a gritty Darwinian sandbox in which you must scavenge to stay alive, developing your equipment from sticks and bows to M249 machine guns, keeping it all safe in bases of wood and rusty metal while other players seek to take it all from you. But as these servers amply demonstrate, it can be so much more than that. By tweaking all these particulars or adding new ones through mods and custom content, creative players host games that focus on the PvP aspects, or the building systems in a more peaceful environment, or create entirely new minigames with more restrictive but wildly inventive rule sets, and we've found them all. So whether you're a veteran looking for a challenge or a new player looking to navigate what can be one of the most intense online communities, we're sure you'll find a Rust server below where you'll feel at home.

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Rust 2 confirmed, but it "definitely won't be a Unity game"
Rust downtime "beyond our control," developer tells Valve
Rust's May update sees the survival game go nuclear

Friday, June 23, 2023

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Rust downtime "beyond our control," developer tells Valve

Rust is down on Steam following weekly maintenance, with developer Facepunch Studios saying the situation is "beyond our control." The hugely popular survival game continues to ride high on Steam's most played lists, but Rust players have found themselves unable to connect to servers since the latest Steam weekly maintenance. The developer says it has reached out to Valve to find a solution and is awaiting a resolution.

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RELATED LINKS:
Rust's May update sees the survival game go nuclear
Rust update adds ping system, double saddles, and Easter eggs
Rust Industrial update lets you automate your base and crafting

Wednesday, June 7, 2023

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BAGS TO BATTLES

[h1][url=https://rust.facepunch.com/news/bags-to-battles#Sleepingbaglimits]SLEEPING BAG LIMITS[/url][/h1] [img]https://files.facepunch.com/paddy/20230530/sleepingbags_limit.jpg[/img] This month we’ve decided to limit the maximum number of respawn options to 15 per player. This is a big change and not one we make lightly, so we thought it would be a good idea to explain our thinking. While this is an inconvenience to certain playstyles, we believe adapting to this change will lead to a healthier and more interesting game. Back in [url=https://rust.facepunch.com/news/october-update#NewDeathScreen]October 2020[/url] we revised the death screen, unintentionally making it trivial to manage a large number of bags. This led to situations where players could respawn rapidly and rejoin fights in ways that work against the goal of death being meaningful in Rust. Ultimately we want placing new respawn points to be an interesting decision rather than something done as often as possible. We explored alternatives such as adjusting the respawn radius on bags or grid based approaches. Unfortunately this was simple to bypass and too complicated to communicate to players. Increasing the cost of bags/beds wouldn’t have solved the issue as large groups could easily overcome any additional resource requirements. To help manage respawn options we have made them visible on the map while alive. We also added the ability to unclaim bags you aren't using anymore. There is a new toggle on the right side of the map (below the layer controls) to hide bags while alive. [img]https://files.facepunch.com/Errn/1b0111b1/bags.jpg[/img] There are multiple ways to see how many bags/beds you have placed: a count on the icon as well as a notification after you place a bag/bed. [img]https://files.facepunch.com/Errn/1b0111b1/limit.jpg[/img] To prevent malicious behavior (such as "gifting" bags to other players and filling up their quota) you will find a new “Bag Gifting” option in the options menu. This will allow you to limit who can assign a bag to you. The choices are: [list] [*] Anyone (default option) [*] Team (teammates + friendly in contact system) [*] Disabled (nobody allowed) [/list] [img]https://files.facepunch.com/paddy/20230530/options_sleepingbags_gifting.jpg[/img] Server owners can change the maximum bags per server with the convar "[i]max_sleeping_bags[/i]". If you would like to disable it for your server, set it to "-1". We will keep an eye on this change over the coming months and make changes as required. [h1][url=https://rust.facepunch.com/news/bags-to-battles#BuilDupgradeEffect]BUILD UPGRADE EFFECT[/url][/h1] To say that our building upgrade effect was dated would be an understatement. I don't think it has been adjusted since its inception. I've taken some time to improve the effect, and bring it in to this decade. When you upgrade a building block, you will see it constructed piece by piece over the course of one second. Short demonstration [url=https://files.facepunch.com/paddy/20230601/build_gibs.mp4]here[/url]. Keep in mind that this is a client-only effect and the upgrade still happens immediately on the server. You can also disable this effect in the options menu. In the future, we may expand this build-over-time effect into a feature, so that very large deployables, such as watchtowers don't just appear in one frame but rather will need to be built over time. [h1][url=https://rust.facepunch.com/news/bags-to-battles#ImprovementsFixesHighlights]IMPROVEMENTS & FIXES HIGHLIGHTS[/url][/h1] [h3]Handmade Shotgun Ammo[/h3] Added handmade shotgun ammo world model [h3]Vending Machine Debris[/h3] Vending Machines now drop debris when destroyed, preventing replacement [h3]Pylon Fixes[/h3] Fixed floaty pylon placement edge cases [h3]Building Skin Repair[/h3] Fixed building block getting fully repaired when switching building skin [h3]Streamer Mode Skulls[/h3] Harvested player skulls in streamer mode now display streamer names [h3]Sign Resolution Increased[/h3] Wooden signs & banners now have same resolution as paintings [h1][url=https://rust.facepunch.com/news/bags-to-battles#Shippingcontainerbuildingskin]SHIPPING CONTAINER BUILDING SKIN[/url][/h1] If you ever wanted to know what it's like to build a home out of refurbished containers, wait no more! Coming to you this month is a new building block skin with the appearance of shipping containers and some new and unique features alongside it. [img]https://files.facepunch.com/paddy/20230531/shippingcontainer_skin_02.jpg[/img] [img]https://files.facepunch.com/paddy/20230601/shippingcontainer_skin_03.jpg[/img] [img]https://files.facepunch.com/paddy/20230601/shippingcontainer_skin_06.jpg[/img] When you first build using the skin, the initial color of the container blocks are randomized. They come in 16 different colors - here is a lookup chart of the available colors: [img]https://files.facepunch.com/paddy/20230531/shipping_container_color_lookup.jpg[/img] If you wish to change the look of your crib, you can now use the spray can alternate function (RMB) to display a selection wheel of the available colors and repaint your walls. [img]https://files.facepunch.com/Errn/1b0111b1/wheel.jpg[/img] It's worth noting that the last color you spray-painted with will now be the new building blocks color used when you build additional shipping container blocks. We look forward to see how creative you get with this new skin! [h1][url=https://rust.facepunch.com/news/bags-to-battles#HammerRadialmenuImprovements]HAMMER RADIAL MENU IMPROVEMENTS[/url][/h1] We've listened to your feedback regarding the hammer radial menu when changing building block skins and have made some significant improvements. You can now switch between building skins with Q and E (can be configured in the options menu) while hovering over the various building tier buttons. [img]https://files.facepunch.com/Errn/1b0111b1/radial.jpg[/img] [h1][url=https://rust.facepunch.com/news/bags-to-battles#Mapmarkerimprovements]MAP MARKER IMPROVEMENTS[/url][/h1] We’ve made some improvements to the map marker system based on your feedback from their improvements in the April update. You’ll now notice a new list of the current markers on the top left of the map screen. Clicking on these will move the map to that marker and you can delete the marker from that UI without having to move your camera, this should be helpful if you need to clear a marker quickly to place a new marker. [img]https://files.facepunch.com/paddy/20230601/map_markerlist.jpg[/img] The marker labels can now show an extra character on the compass, the visibility of the marker labels has been improved when placed over snow, you can now hide your team leaders markers on the map and compass via the top left menu as well as several bug fixes. [h1][url=https://rust.facepunch.com/news/bags-to-battles#Pingsystemimprovements]PING SYSTEM IMPROVEMENTS[/url][/h1] Pings have also seen a set of improvements based on community feedback. One area that was flagged was being notified when a teammate has placed a ping out of your view. To help this, each ping type now has a unique sound effect and the compass will flash briefly to indicate where the new ping has been placed. [img]https://files.facepunch.com/Errn/1b0111b1/compass.png[/img] General usability has been improved; pings can now be placed immediately when the binoculars are equipped (don’t need to zoom in) and binoculars now have a crosshair for more precise placement. Pings can also now be deleted regardless of what you are holding in your hands. Finally, the ping UI itself has been scaled up slightly and pings now fade out once they time out instead of being deleted immediately. [h1][url=https://rust.facepunch.com/news/bags-to-battles#MemoryPoolThreadSafetyImprovements]MEMORY POOL THREAD SAFETY IMPROVEMENTS[/url][/h1] We've improved the way our internal memory pool handles thread safety. This should not result in any immediate changes, but it allows us to ensure we won't introduce resource contention performance issues as our multithreading scales up, particularly around networking and serialization. If you're a server owner and you notice a performance decrease from this change, please let us know. [h1][url=https://rust.facepunch.com/news/bags-to-battles#QueryPortCOnnect]QUERY PORT CONNECT[/url][/h1] Players can now connect to a server using both the game port and the query port. This also fixes steam://connect link issues that were introduced back when we started enforcing separate query ports on servers. If you're a server owner and you want to use steam://connect links on your website, please make sure to use the query port in those links, not the game port. [h1][url=https://rust.facepunch.com/news/bags-to-battles#Horseidles]HORSE IDLES[/url][/h1] For a while now we've just had one long idle. It's pretty repetitive & also if you're sitting on top of a horse, you end up just getting shook around every 4 seconds. I wanted to see more variation. There is now a short base breathe anim, and lots of small idles that play randomly after a few seconds or so. There are larger actions ( like a shake of the body or head toss) as well as smaller ones ( like a tail swish or ear flick). The result hopefully looking more natural in game. [h1][url=https://rust.facepunch.com/news/bags-to-battles#WipeTimerImprovements]WIPE TIMER IMPROVEMENTS[/url][/h1] For server owners - I updated the logic for the server wipe timer to support timezones properly. The default configuration aligns with force wipes so it shouldn't need any changing for most people. Make sure the time is set correctly on your servers! [list] [*] Monthly: First Thursday every month at 19:00 (London time) [*] Weekly: Every Thursday at 19:00 (London time) [*] Biweekly: First and third Thursday of each month at 19:00 (London time), but splits 3 week gaps into 2+1 weeks for months with 5 weeks [/list] Internally it is now using cron expressions using the [url=https://github.com/HangfireIO/Cronos/#cronos]Cronos[/url] library. If you'd like, you can use a custom cron expression for your wipe timer by setting the wipeCronOverride convar. You can also use a different timezone for wipes by setting the wipeTimezone convar to an IANA timezone name ([url=https://en.wikipedia.org/wiki/List_of_tz_database_time_zones]see TZ identifiers on this page[/url]). There is now a printWipe console command which shows debug info about upcoming wipes which can help you set up your configurations correctly. [h1][url=https://rust.facepunch.com/news/bags-to-battles#TwitchDropsBellum]TWITCH DROPS - BELLUM[/url][/h1] From June 11th to June 17th, Twitch drops will be enabled to support the Bellum, a Hispanic community event featuring Auronplay, Grefg, Ricoy, Agustabell, Illojuan, Rubius, and many more. Learn more about drops at [url=https://twitch.facepunch.com/]twitch.facepunch.com[/url]

Thursday, June 1, 2023

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COMMUNITY UPDATE 252

[h1][url=https://rust.facepunch.com/news/community-update-252#CreatorProgram]CREATOR PROGRAM[/url][/h1] Earlier this week we launched our Facepunch Creator Program in efforts to collab with our creators more. This program is a work in progress and mostly lives in a special private discord where we can all bounce ideas off each other and work together. [url=https://facepunch.com/creators][img]https://files.facepunch.com/Errn/1b2511b1/Twitter%20post%20-%204%20-%20Now%20Launched.png[/img][/url] Currently applications are only open for Rust but we will explore options for some of our other titles in the future. For more information on eligibility and the application process you can check out our creators site! [url=https://facepunch.com/creators]https://facepunch.com/creators[/url] [h1][url=https://rust.facepunch.com/news/community-update-252#SaddestRustSongEver]SADDEST RUST SONG EVER[/url][/h1] This parody by [url=https://www.youtube.com/@LamSlide]LamSlide[/url] is for all you Simon & Garfunkel enjoyers! [previewyoutube=pS1VlECGYOI;full][/previewyoutube] It will also get stuck in your head. [h1][url=https://rust.facepunch.com/news/community-update-252#NomadTattoo]NOMAD TATTOO[/url][/h1] We absolutely love our dedicated players. Where your loyalty is measured in hours played. [url=https://www.reddit.com/r/playrust/comments/13buy6v/7k_hour_celebratory_tattoo/]LemonadeNS[/url] has taken his dedication to a whole new level! This tattoo is wonderfully done! [img]https://files.facepunch.com/Errn/1b2511b1/wwh51gusimya1.webp[/img] [img]https://files.facepunch.com/Errn/1b2511b1/p4kz7ahtimya1.webp[/img] [h1][url=https://rust.facepunch.com/news/community-update-252#FishingVillageRemixRave]FISHING VILLAGE REMIX RAVE[/url][/h1] If you like fishing, music, fireworks, parties, and fun you will very much like this next video! [url=https://www.youtube.com/@solutize]Solutize[/url] and friends made this incredible Fishing Village Music Remix and had a giant dance party with it. [previewyoutube=U2JdYbtDfcM;full][/previewyoutube] OPA! [h1][url=https://rust.facepunch.com/news/community-update-252#OneManArmyRustWarEvent]ONE MAN ARMY RUST WAR EVENT[/url][/h1] On May 31st [url=https://twitter.com/xGuiRy]xGuiry[/url] & [url=https://twitter.com/RustSpain_com]RustSpain[/url] are bringing you an "end of wipe" solo only community event! [img]https://files.facepunch.com/Errn/1b2711b1/image2.png[/img] The event is to last 4 hours [list] [*] 300 Max Players [*] No Teaming - Solo Only [*] BP's unlocked [*] Instant Crafting [*] Tier Phases [/list] Registration starts today (Saturday the 27th) if you'd like to participate! They will announce more info on their socials. Event statistics will be posted at [url=https://rustspain.com/stats/]https://rustspain.com/stats/[/url] [h1][url=https://rust.facepunch.com/news/community-update-252#MotionSensorTV]MOTION SENSOR TV[/url][/h1] Took us a minute to catch wind of this one so it's a little older but the concept is great! [url=https://www.youtube.com/@eKostiK]eKostiK[/url] made a laser motion sensor to project player movement onto a TV! [previewyoutube=hswXNx9RSBM;full][/previewyoutube] A+ for lack of [i]rocket ships[/i]. [h1][url=https://rust.facepunch.com/news/community-update-252#ShowMeTheStuff]SHOW ME THE STUFF![/url][/h1] If you made something cool or saw something cool, reach out! Tag me on the [url=https://twitter.com/ErrnieGerrn]Twitterverse[/url] or [url=https://www.reddit.com/r/playrust/]u/ErrnieGerrn[/url] Reddit.

Saturday, May 27, 2023

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Twitch Rivals Rust III Event

[previewyoutube=7hH8zpPqk48;full][/previewyoutube] [h1][url=https://schedule.twitchrivals.com/events/rust-team-battle-iii-days-1-5-VLJYN]Twitch Rivals Rust III[/url][/h1] May 16th-20th [list] [*] Twitch Drops [*] 8 Teams [*] 160 Creators [*] 100k Prize Pool [*] Custom Map [*] In-Game Challenges [/list] Last Team Standing wins! Tune into the event, live on Twitch, starting at 11:00 AM PDT! [h3]Please be aware of scams! [/h3] Facepunch will never contact you about unique drops or special giveaways. Our official drops URL will always be: https://twitch.facepunch.com/ [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/Errn/1b1611b1/2023-05-TDAlert-Twitter.png[/img][/url] [h3]Get your [url=https://twitch.facepunch.com]Steam and Twitch synced here[/url] to get your drops.[/h3] Rust is also [url=https://store.steampowered.com/app/252490/Rust/]on sale[/url] until May 23rd! [url=https://store.steampowered.com/app/252490/Rust/][img]https://files.facepunch.com/Errn/1b1511b1/TRS_Twitter.png[/img][/url]

Tuesday, May 16, 2023

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Rust's May update sees the survival game go nuclear

The Rust May update takes one of the best survival games on Steam nuclear. The Rust May patch notes are headlined by the addition of an all-new monument, the Nuclear Missile Silo. This new location can be found lurking under a rather unassuming military base, and promises all manner of valuable rewards for players brave enough to explore it.

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RELATED LINKS:
Rust update adds ping system, double saddles, and Easter eggs
Rust Industrial update lets you automate your base and crafting
Rust water is getting more watery

Friday, May 5, 2023

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R.U.S.T.

[previewyoutube=TSZ6ckRYGv4;full][/previewyoutube] [h1][url=https://rust.facepunch.com/news/r-u-s-t#NUCLEARMISSILESILO]NUCLEAR MISSILE SILO[/url][/h1] This month we bring you an all-new monument that we have been quietly working on for the past few months, the Nuclear Missile Silo. While exploring the map you will run across a small military base that will be marked from the distance by a tall radio tower. While unremarkable from the outside, the base hides a secret. In its center you will find a large hatch that will allow you to access a large underground network of tunnels. [img]https://files.facepunch.com/damian/1b0311b1/nms_2.jpg[/img] Jump in while the hatch is open and you will find yourself inside a deep underground missile silo that hosts a massive ICMB. Remember that while you're in you can't go back easily, so be prepared before you enter. [img]https://files.facepunch.com/damian/1b0311b1/nms_1.jpg[/img] As you explore, you will find various rooms filled with loot and a new dangerous type of Scientists who will shoot anyone trying to interfere with their experiments. Fight your way through and take the elevators to the bottom of the structure and you will find a nuclear warhead connected to a laptop displaying an ominous countdown. [img]https://files.facepunch.com/damian/1b0311b1/nms_16.jpg[/img] [img]https://files.facepunch.com/damian/1b0311b1/nms_6.jpg[/img] [img]https://files.facepunch.com/damian/1b0311b1/nms_11.jpg[/img] [img]https://files.facepunch.com/damian/1b0311b1/nms_13.jpg[/img] To exit the monument you will need to find a security room that contains a button that will temporarily let you out. The room also contains a computer station that will allow you to access several security cameras and spy on any potential campers. [img]https://files.facepunch.com/damian/1b0311b1/nms_18.jpg[/img] [h1][url=https://rust.facepunch.com/news/r-u-s-t#WipeEvent]WIPE EVENT[/url][/h1] As the countdown to the cycle reset approaches zero on the laptop in the missile silo, the amount of NPC activity around the island will increase. Vehicle patrols will begin on roads and fighter jets will patrol the skies. Future wipe events will include infantry patrols and bombing runs. [img]https://files.facepunch.com/damian/1b0311b1/nms_19.jpg[/img] [h1][url=https://rust.facepunch.com/news/r-u-s-t#SMGRecoil]SMG RECOIL[/url][/h1] The Thompson and MP5 have received a buff to their accuracy. Both weapons will now have a higher probability to land center hits during extended fully automatic fire. In addition, the Thompson recoil will favor one side for slightly easier control. While SMGs are not intended to be used for long range engagements, we are aware that their usefulness at range should not be 0%. We will continue to monitor and make adjustments over the following few months. [h1][url=https://rust.facepunch.com/news/r-u-s-t#AdobeBuildingSKIN]ADOBE BUILDING SKIN[/url][/h1] Available now from the [url=https://store.steampowered.com/itemstore/252490/browse/?filter=General]Rust store[/url] is the new Adobe building skin which allows you to change the visuals of your base. This skin is for sale on the Steam store. To use, simply equip your hammer tool, display the wheel, enable building skins, this should reveal the skin's wheel on which you may choose Adobe style upgrade. [img]https://files.facepunch.com/Alistair/05/03/8v20T1/700580_20230426210205_1.png[/img] [img]https://files.facepunch.com/Alistair/05/03/9863q1/700580_20230426151735_1.png[/img] [img]https://files.facepunch.com/Alistair/05/03/8W24A1/700580_20230426151526_1.png[/img] [img]https://files.facepunch.com/Alistair/05/03/2V1211/700580_20230426153934_1.png[/img] This skin is equivalent to the stone building tier for stats. We'll be releasing more building skins in the near future. [h1][url=https://rust.facepunch.com/news/r-u-s-t#latestWorldModels]LATEST WORLD MODELS[/url][/h1] To complement the new shotgun ammo world models released in the last patch. I have been busy making the metal counterparts for the pistol and rifle ammo world models. Alongside the new world models, I have also made different versions for the different ammo types. So now you will be able to tell the difference between normal and explosive ammo. [img]https://files.facepunch.com/Alistair/05/03/1a07G1/RustClient_YcxxoqRoHi.jpg[/img] So now no more losing the raid because you picked up pistol ammo instead of rifle ammo! IMPROVEMENTS & FIXES HIGHLIGHTS [h1][url=https://rust.facepunch.com/news/r-u-s-t#flashbangaiupdate]FLASHBANG AI UPDATE[/url][/h1] Flashbangs now work against Scientists, blinding them briefly. Whilst blinded, Scientists lose their targets and are unable to accurately navigate. The effect is also slightly more effective against the new Night Vision Goggle Scientist variant. [h1][url=https://rust.facepunch.com/news/r-u-s-t#RECYCLERUPDATE]RECYCLER UPDATE[/url][/h1] The recycler now animates when in operation, so you can visually see when it doing it's thing. [img]https://files.facepunch.com/Errn/1b0311b1/recycler.jpg[/img] [h1][url=https://rust.facepunch.com/news/r-u-s-t#GAMEplayanalytics1monthin]GAMEPLAY ANALYTICS: 1 MONTH IN[/url][/h1] Despite some speed bumps while setting it up & a smidge of incorrect data, we already are able to make some interesting observations. Here are some graphs to showcase the kind of things we can measure. [img]https://files.facepunch.com/jakerich/1b0211b1/UBu4NqxLehvHX4P4.png[/img] [img]https://files.facepunch.com/jakerich/1b0211b1/jaaKPGySvvs4biIQ.png[/img] If you were wondering "what do people buy workbenches for" [img]https://files.facepunch.com/jakerich/1b0211b1/3d1dLzE55fp0Wxv2.png[/img] How aks are born [img]https://files.facepunch.com/jakerich/1b0211b1/y5ijjEt9GU5Q45rL.png[/img] [img]https://files.facepunch.com/jakerich/1b0211b1/3QY85OIbB0P4aNHC.png[/img] Total items across 50 FP servers [img]https://files.facepunch.com/jakerich/1b1411b1/qxdgNYlLU4XPy5iA.png[/img] [img]https://files.facepunch.com/jakerich/1b0211b1/qcl2TevGVYoqeho8.png[/img] [h1][url=https://rust.facepunch.com/news/r-u-s-t#RustChanges]RUST+ CHANGES[/url][/h1] The camera view in Rust+ got some rendering improvements. Players no longer look completely out of place and everything is now lit according to the time of day. However, other lights (campfires, torches, etc.) will not show up yet. I've adjusted the ranges for players to show up in the Rust+ CCTV feeds so players need to be closer to cameras to be seen in Rust+ (now 30m vs. 100m theoretically). I also added a new range for the player's name to be sent to Rust+ so you can't see names of players far away (now 10m or closer). These are controlled by the following server convars: [list] [*] camerarenderer.entityMaxDistance (for general entities, which is just trees for now) [*] camerarenderer.playerMaxDistance (default 30, can set to 0 to never show players) [*] camerarenderer.playerNameMaxDistance (default 10, can set to 0 to never show player names) [/list] Rust+ bots have been getting out of control so we've decided to implement a few changes to make them less effective. [list] [*] Disallowed Rust+ from viewing all static CCTV cameras (eg. oil rigs) [*] Crate and explosion map markers are no longer sent to Rust+ [*] Cameras are only usable from Rust+ when you aren't connected to the server [*] Entity/player data is now randomized by the server to make it harder for bots to understand [*] Player names are only sent to Rust+ when close enough to the cameras [/list] We'll be monitoring further Rust+ Bot development. Automation of game input actions must be kept to a minimum using Rust+. Extensive automation of game actions such as CCTV cameras and Drones to gain an unfair advantage is not ok. [h1][url=https://rust.facepunch.com/news/r-u-s-t#TwitchRivalsIIITwitchdrops]TWITCH RIVALS III + TWITCH DROPS[/url][/h1] On May 16th at 8:00 pm GMT a team of 160 well-known Twitch creators from around the world will compete in this massive global Rust competition, taking place over 5 days with a prize pool worth $100k. [img]https://files.facepunch.com/Alistair/05/03/1268a1/TR3_Twitter-StartDate.jpg[/img] During the Twitch Rivals event, Rust Twitch drops will be enabled for 5 days from selected participating channels, and well-known streamers such as hJune, Welyn, Willjum, Panpots, Buddha, DisguisedToast, Mendo and many more. We'd like to thank Rustoria for working with us and Twitch to make this event possible. Learn more about this event at [url=https://schedule.twitchrivals.com/events/rust-team-battle-iii-days-1-5-VLJYN]Twitch Rivals[/url] Learn more about drops at [url=https://twitch.facepunch.com/]twitch.facepunch.com[/url] [h1][url=https://rust.facepunch.com/news/r-u-s-t#FacepunchHardcore]FACEPUNCH HARDCORE[/url][/h1] The following hardcore servers are being retired due to low player activity. [list] [*] EU hardcore facepunch 2 [*] EU hardcore facepunch 3 [*] EU hardcore facepunch Small 1 [*] US hardcore facepunch 2 [*] US hardcore facepunch 3 [*] US hardcore facepunch Small 1 [/list] We'll be looking at implementing improvements based on community feedback to the hardcore and softcore gamemodes in the coming months.

Thursday, May 4, 2023

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COMMUNITY UPDATE 251

[h1][url=https://rust.facepunch.com/news/community-update-251#TwitchDrops]TWITCH DROPS[/url][/h1] [h3]SAVE THE DATE![/h3] [b]May 16th-20th![/b] [url=https://twitch.facepunch.com/][img]https://files.facepunch.com/Errn/1b1911b1/tr.png[/img][/url] Make sure you are synced at [url=https://twitch.facepunch.com/]twitch.facepunch.com[/url] to get your skins once they're live! More details to follow on our [url=https://twitter.com/playrust]socials[/url]. [h1][url=https://rust.facepunch.com/news/community-update-251#NewMonumentTesting]NEW MONUMENT TESTING[/url][/h1] [h3]In Case You Missed It![/h3] Staging [b]Aux02[/b] branch is now available for public testing for the upcoming Nuclear Missile Silo (NMS) monument. [img]https://files.facepunch.com/Errn/1b2411b1/NMS.jpg[/img] This is early testing, you'll encounter bugs and missing gameplay features. Please report any issues using F7. You can get to this branch of the beta by making sure you have the Rust - Staging Branch downloaded in your Steam Library. [img]https://files.facepunch.com/Errn/1b2411b1/staging.png[/img] From there you can right-click [b]Rust - Staging Branch[/b] >> betas tab >> use the dropdown to select [b]aux02 - upandcoming[/b] [img]https://files.facepunch.com/Errn/1b2411b1/aux02.png[/img] Your game files will reallocate and you'll download the testing branch. Have fun! [h1][url=https://rust.facepunch.com/news/community-update-251#LifeSizeAutoturret]LIFE SIZE AUTOTURRET[/url][/h1] This thing deserved its own section. [url=https://www.reddit.com/user/Ok_Marsupial6435/]Ok_Marsupial6435[/url] has created a life size airsoft autoturret! [img]https://files.facepunch.com/Errn/1b1911b1/1.jpg[/img] [img]https://files.facepunch.com/Errn/1b1911b1/5.jpg[/img] [img]https://files.facepunch.com/Errn/1b1911b1/3.jpg[/img] Seems it's a work in progress. [i]"It will feature 2-axis AI motion tracking using CV, 2 T-motor pancake actuators, a servo for the trigger, and a STM32H7A3 microcontroller. It will mirror the game mechanics exactly. Most of the parts are CNC aluminum, weighing about 60 lbs."[/i] You can follow along [url=https://www.reddit.com/r/playrust/comments/12p3jvp/life_sized_auto_turret_preview/]here[/url]! [h1][url=https://rust.facepunch.com/news/community-update-251#3dBlenderArt]3D BLENDER ART[/url][/h1] [url=https://www.youtube.com/@dustgg]Dust[/url] recently embarked on a somewhat self-taught adventure of re-creating 3D rust scenes using Blender. I've always been a big of fan of this type of art style. We see a lot Youtube creators adopting these for thumbnails. Happy to see it getting more love! Here's a handful of scenes he's made. Enjoy! :) [url=https://www.youtube.com/@dustgg][img]https://files.facepunch.com/Errn/1b1911b1/easterhugefinal.jpg[/img][/url] [url=https://www.youtube.com/@dustgg][img]https://files.facepunch.com/Errn/1b1911b1/flowerfinal.jpg[/img][/url] [url=https://www.youtube.com/@dustgg][img]https://files.facepunch.com/Errn/1b1911b1/microyetiretexturefinal.jpg[/img][/url] He asked we give a special shoutout to the 3D artist community! He said they helped him out a lot with learning and were very welcoming! [h1][url=https://rust.facepunch.com/news/community-update-251#More3D]MORE 3D[/url][/h1] [url=https://www.youtube.com/@sinksr]Sinks[/url] is making a Rust movie! All he would give me was this teaser. He was being rather stubborn about it too. [previewyoutube=UlP0V5uU5s8;full][/previewyoutube] I will say the music choice is really giving off some kind of vibe. I'll try and get some more from him. This looks exciting! [h1][url=https://rust.facepunch.com/news/community-update-251#EpicDeskMats]EPICDESK MATS[/url][/h1] [url=https://epicdesk.shop/collections/rust-deskmats]EpicDesk[/url] has a great campaign going! They specialize in huge desk/mouse mats curated by some of your favorite Rust creators! [h3]Current campaigns:[/h3] [url=https://www.twitch.tv/markplayz]MarkPlayz[/url] - Pre-orders end May 2nd [url=https://epicdesk.shop/collections/live-pre-orders/products/markplayz][img]https://files.facepunch.com/Errn/1b2011b1/DSC01791.jpg[/img][/url] [url=https://www.twitch.tv/iriskpvp]iRisk[/url] - Pre-Orders end May 4th [url=https://epicdesk.shop/collections/live-pre-orders/products/irisk][img]https://files.facepunch.com/Errn/1b2011b1/DSC01844.jpg[/img][/url] [url=https://www.youtube.com/@dustgg/]Dust[/url] - Pre-orders end May 3rd [url=https://epicdesk.shop/collections/live-pre-orders/products/dustlaunchrat][img]https://files.facepunch.com/Errn/1b2011b1/dustmockup.png[/img][/url] Watch their [url=https://twitter.com/epicdeskshop]socials[/url] for any new campaigns in the future! [h1][url=https://rust.facepunch.com/news/community-update-251#RedditBits]REDDIT BITS[/url][/h1] Just nevermind. [url=https://www.reddit.com/r/playrust/comments/12om2vi/could_you_live_with_the_shame][img]https://files.facepunch.com/Errn/1b2111b1/shame.png[/img][/url] How to ruin roofcampers ...and your FPS. [url=https://www.reddit.com/r/playrust/comments/12iwx0g/the_only_proper_way_to_counter_roofcamping][img]https://files.facepunch.com/Errn/1b2111b1/roof.png[/img][/url] Favorite comment was "Eggiggity" [url=https://www.reddit.com/r/playrust/comments/12hoduz/did_i_do_this_eggsuite_thing_right][img]https://files.facepunch.com/Errn/1b2111b1/giggity.png[/img][/url] Grenades use gravity :) [url=https://www.reddit.com/r/playrust/comments/12ghopz/when_wile_e_coyote_throws_a_grenade][img]https://files.facepunch.com/Errn/1b2111b1/grenade.png[/img][/url] [h1][url=https://rust.facepunch.com/news/community-update-251#ShowMeTheStuff]SHOW ME THE STUFF[/url][/h1] If you made something cool or saw something cool, reach out! Tag me on the [url=https://twitter.com/ErrnieGerrn]Twitterverse[/url] or u/ErrnieGerrn [url=https://www.reddit.com/r/playrust/]Reddit[/url]. Cover art by [url=https://twitter.com/dustyt__]Dust[/url]!

Monday, April 24, 2023

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