Rust - Errn
ART, ART, AND MORE ART!

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!!

Monstera 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.




Who doesn't love a good timelapse! 10 years of Rust.


Something from the man himself.



This art gallery though...


This is an oldie but goodie from TimTardashian from Charitable Rust last fall!



Annnd then there's this lil guy.





GLOBAL STATS

Periodically we gather a metric ton of stats and put them into these very digestible graphics.

You all recycle a lot of rope!







Stay tuned for the next round!



GIANT CALCULATOR

Ok Philieve Rust 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!





CREATOR PROGRAM

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!



  • 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 TOS and Code of Conduct.
  • An engaged, active audience that you interact with regularly
  • Have been creating content for the last 3 months consistently
  • Age 16+

Check out our website and fill out an application with all your creator channels and socials. If eligible, you'll receive an invite!



SHOW ME THE STUFF!

If you made something cool or saw something cool, reach out! Tag me on X or u/ErrnieGerrn Reddit.

Cover image by MonsteraRust!
Rust - Errn
LUNAR NEW YEAR

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)!





SPEAR

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.






ROCKET LAUNCHER

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.




The dragon rocket launcher is a reskin of the rocket launcher.



NEW YEAR STORE ITEMS

There's a variety of community-made Lunar New Year items on the Steam store as well!
Rust - Errn


BACKPACKS

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.



Inventory space has become more scarce as more items have been added to Rust over the years.

Small Backpack



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.

Large Backback



The military-grade backpack carries a whopping 28 storage slots and is uncraftable, found in military loot.

How To Use

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.


NEW PLAYER REMAINS BACKPACK

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.




METAL DETECTOR

The new metal detector allows you to find metal objects hidden beneath the ground.



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.


WEAPON CHANGES

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.


IMPROVEMENTS & FIXES HIGHLIGHTS

Legacy Shelter Limit
Players can now only have one shelter placed at any one time

Safezone Warning
When attempting to log out in a safe zone a warning now appears

Compass Death Marker
Death marker now appears on the compass UI

Repair Cost Fix
Some deployables such as the autoturret were unintentionally expensive to repair, this is now fixed.

Rotate Doors
Doors, hatches and embrasures can now be rotated while being deployed using R

Ripe Ripeness
Increased all plants ripe stage duration from 4h to 14h


MILDER SCREEN POST PROCESSING

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.




Above are a few examples, you can find more here.


REDUCING SERVER SIDE ENTITY COUNTS

As mentioned in our start of the year blog post, 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.


INDUSTRIAL PERFORMANCE

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.


MEMORY OPTIMIZATIONS

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.


IMPROVED TEXTURE QUALITY

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.



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.


TEAM MARKERS WITH NV GOGGLES

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.


IMPROVED DOOR/GATE VEHICLE BEHAVIOR

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.
Rust - Errn
10 YEARS OF RUST

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:

  • 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

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.



If you're interested in learning more about Rust's history or a further look back at 2023, you can view the timeline here: https://rust.facepunch.com/rust10



MOVING FORWARD

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.

Next Month
On February 1st, we'll release the backpack update. Backpacks will be a new craftable attire, allowing the player to carry more items.



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.

Forwards
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 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.

But what about?
Performance?
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.

Global Rendering?
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.

Pets?
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 hiring a game AI programmer to join the Rust team to help improve our AI and eventually assist in pets development.

Nexus?
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.

Night times?
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.

Anti-cheat?
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.

Old Content?
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:

  • 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



IMPROVEMENTS & FIXES HIGHLIGHTS

Ragdolls Improvements
Several server-side ragdolls improvements and fixes following last months changes

Map Focus Hotkey
Pressing F now focuses the players position when the map is open

Scrolling Item Descriptions
Long item descriptions now scroll



TRUST IN RUST - TWITCH DROPS

We're excited to announce that hJune has teamed up with Rustoria again for the next Trust in Rust tournament on Saturday, January 13th. Trust in Rust will be raising money for cancer research this year.





There will be Twitch drops!
Some exclusives for the event and general drops you can earn from your favourite creator channels.

This is a charity event!
Proceeds from exclusive store skins sales and event donations go to Cancer Research. Cancer Research is the world's leading independent cancer charity dedicated to saving lives through research, influence and information.

Rust - ashfacepunch
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!



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.



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.



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.



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.



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.



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
Dec 16, 2023
Rust - Errn
MERRY CHRISTMAS & HAPPY HOLIDAYS!

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.



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.



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.



The Christmas event ends on January 4th @ 19:00GMT

Have fun!



GINGERBREAD CAKE MINES

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!





Server owners can adjust the portal count using the xmasdungeon.xmaspopulation convar.



RUSTMAS STORE ITEMS

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.





TWITCHMAS

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.



Learn more at twitch.facepunch.com



RUSTMAS BASE DECORATION CONTEST

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!



Winner
£120 worth of skins of their choosing and two Rust DLC/Items.

Runner up
£75 worth of skins of their choosing and one Rust DLC/Item.

How To Submit
Once you’ve completed decorating your base, take some screenshots or video and upload them to X/Twitter using the hashtag #Rustmas2023

The winner and runner up will be announced from Rust's Official X/Twitter account 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.

Evaluation
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 :)

Terms
This competition is run by Facepunch Studios Lt. The competition ends on January 4th 2024 23:59UTC. 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.
Dec 7, 2023
Rust - Errn
RUST 10TH ANNIVERSARY



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


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


Below are some exciting metrics we've achieved over the past 10 years.



If you're interested in learning more about Rust's history, you can view the timeline here: https://rust.facepunch.com/rust10

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.



PINATA

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.






CONFETTI CANNON

Mark the occasion with the Confetti Cannon! Simply light the fuse and sit back while the confetti rains down.






LEGACY WOOD SHELTER

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!



The shelter comes with an included door, key lock and even a small radius of building privilege! The perfect start to your Rust journey.



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.



LEGACY BOW DLC

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.





LEGACY WOOD BUILDING SKIN

Available now from the Rust store 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.



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.








M4 SHOTGUN

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.



The M4 shotgun is a rare drop in high-end loot crates.




LEGACY FURNACE

The Legacy Furnace is a free skin for the furnace based on the original model from 2013.



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!



Fun Fact - The original furnace was made of starter rocks copied and pasted together in the shape of a furnace.






UPDATED PAINT UI

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.



New features:

  • 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

Now have bindable convars for controlling the tool and brush options while painting

  • paint.selectedtool lets you set the current tool (as a number starting from 0, wrapping around at the end)
  • paint.selectedbrush lets you set the current brush
  • paint.brushsize sets the brush size slider
  • paint.brushspacing sets the brush spacing slider
  • paint.brushopacity 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

Improvements:

  • 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


SHADOW INTENSITY POLISH

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.



It should now look a lot more seamless when toggling on/off, respecting shadow intensity while still grounding the grass.



HAPIS ISLAND

Continuing with the theme of throwbacks to celebrate Rust's 10th Birthday, you've asked, we've listened, Hapis Island is back.. 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.



We plan to host Hapis Island until March 2024.


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




IMPROVED RAGDOLL BEHAVIOUR

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.

Old Behaviour
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:
  • 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.

In reality, things were not perfect:
  • 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.

New Behaviour
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:
  • 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.

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.

Reverting
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.



IMPROVEMENTS & FIXES HIGHLIGHTS


Industrial Pipe Colors
Added teal, orange, pink & purple

Sprinkler Water Fix
Fix sprinklers wasting up to 40% of water (4 or 9 planters)

Fixed Tugboat FPS
Tugboats were rarely causing a large FPS drop when coming into range

Car Lift Pickup
The car lift can now be picked up when not in use

Hot Air Balloon
Fixed Players falling out of the hot air balloon

Heli Crate Remodel
Updated patrol heli crate

Fixed Explosive Ammo Splash
In some situations, explosive ammo was not correctly applying splash damage

Square Sun
Did you ever notice the sun was square sometimes? No? Well, it's fixed

Controls Search
Added a search box to the binds sections of the options menu

Drone ID
Drones now show their ID inside the player's inventory

Ore Harvesting
Ore collection tools now have a slightly further attack, no longer have to duck/crouch to harvest

Bandage Revive
You can now revive players by using a bandage on them, restoring a small amount of health



OIL RIG RADIATION

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:





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.



END OF YEAR RETIREMENTS

As the year ends, we look back at what has and hasn't worked well, we have decided to make the following changes:

Hardcore
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.

Barren
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.



CHRISTMAS UPDATE

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!





TWITCH SUPPORT A STREAMER

Beginning December 7th till December 31st 2023 we will be hosting our very first Twitch - Support a Streamer Campaign!



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 redeem the Creator Computer station please inquire the FAQs on our website for more info!

https://rust.facepunch.com/support-a-streamer



TWITCH RIVALS

On December 11th at 8:00 pm GMT 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.



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 Twitch Rivals
Learn more about drops at http://twitch.facepunch.com/




RUST INSIGHTS

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.











Nov 27, 2023
Rust - Errn
STEAM AWARDS

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 - Labor of Love!



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:

  • 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



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!


SUPPORT A STREAMER CAMPAIGN

Beginning December 7th till December 31st 2023 we will be hosting our very first Twitch Support a Streamer Campaign!



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:
https://rust.facepunch.com/support-a-streamer


BLOOPRINT 2M SUBSCRIBERS

Well well well ...he did it! Bloorprint 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.



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).



Congratz Bloo, we're proud of you!


COBALT - THE DESCENT

Another long-time coming project SyntheticKill as been working on is out! Tons of cameos in this one including yours truly as the Exposition Commentator.



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?


FANCYORB'S GLOBAL WARFARE

Alright so as many of you may know FancyOrb did a huge event this summer involving tons of creators and their pals to do a Global Warfare event.

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!



This event will take place again next summer even bigger and better. Stay tuned!


IF RUST WAS AN ACTION MOVIE

Dyl Dip make this cute little action cinematic short!



Is this where we call Vin Diesel?


SHOW ME THE STUFF!

If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.

Cover image by Alpha!
Rust - ashfacepunch
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!



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.



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.





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.





And looking at just the last 12 months, we’ve brought players tug boats, helicopters, drones, parachutes, train linking, decorative items, storage, and more.





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:

  • 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

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!

Nov 2, 2023
Rust - Errn
ABOVE AND BELOW RAIL LINKING



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.




UNDERGROUND TRAIN SIGNALS



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.





WIRE TOOL RECONNECT

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!)

Short demonstration here.

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.


ITEMS ON VEHICLES

Dropped items no longer fall through vehicles. You can now drop items on trains, cars, boats, helicopters etc and they'll collide properly.



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.


FRONTIER BASE DECOR PACK



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.

Fish Trophy
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.



Hunting Trophy
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.




Wooden Frontier Bar Doors
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.



Wanted Poster
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.



Torch Holder
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.



Rocking Chair
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!



Frontier Planters
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!





Single Item Weapon Racks
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!



Storage Barrel
Two new storage items, the vertical and horizontal storage barrels.





IMPROVEMENT FIXES & HIGHLIGHTS

Water Catchers
Water catchers now fill even faster following last months changes

Jackhammer Repair
The jackhammer can now be repaired inside the workbench for free

Jackhammer Refill
Jackhammer can now be refilled in the repair bench for free

Planter Pickup
Planters can now be picked up with a hammer

Repair Bench Auto Skinning
Autoskin items by holding shift while right clicking into repair bench

Saddlebags
Increased slots per horse saddlebag from 6 to 12



OBSERVER ISLAND

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.



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.



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…




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!

Servers
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 lone.design store. This will include a full map, related plugins and permanent access to all future updates.
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