Sep 2, 2021
Rust - holmzy
Underwater Labs Improvements

Since the Underwater Labs release, we've been following your feedback closely. The majority of feedback was surrounding high loot density and lack of player interaction. We've now reduced the map Labs count from 6 to 3, removed red and blue keycard spawns, additionally loot crates will no longer spawn while players are nearby.

To suit the reduced total number of underwater labs per map, we increased the smallest allowed size per underwater lab. You will no longer find underwater labs that are only a couple of rooms in size, so they should all be worth a visit.



Many of you have certainly noticed that the moonpool water was bullet proof. This was an unintended effect from the complexities of dealing with the water carving volumes and has now been fixed.

Speaking of moonpools, a human sized version has been added in the mix to allow for more points of entry in the labs.



Finally, we addressed a number of small glitches in the procedural generation that could cause corridor, iceberg and vegetation overlaps.


SUBMARINES

Storage
Both types of submarine now have storage with 12 slots.




Torpedoes
The Surface torpedo has been removed due to players camping underwater with little to no risk. Torpedoes can still be fired at surface targets by surfacing the submarine and firing a standard torpedo.

Oxygen
Submarines also now need to surface for air every ten minutes, either on the ocean's surface or in a moon pool. Otherwise, after ten minutes you'll start taking slow damage.

As part of implementing this change, I've revamped the oxygen UI a bit, and you can now see how much time you have left from a diving tank as well.



Other
The rear passenger in a duo sub can now turn all the way around. Sonar blips only show up for other running subs, not every sub that's parked in someone's base. And subs stop moving a lot more quickly when someone dismounts, meaning they won't run away on you if you accidentally dismount underwater.

Submarines now take additional damage from bullets.


Fishing Village Shop
A custom shop has been added inside the fishing villages to accommodate all your fishing gear needs.




Improvements & Fixes Highlights
  • Crawling Health - Crawling health is reduced by 75%
  • Swimming Gestures - Can now use non dance gestures while swimming
  • Shooting Players Underwater - Fixed projectiles dealing no damage to players underwater


Gravis Island
Gravis Island is running for the final month across Facepunch official servers, here is the map change lists:
  • Fixed Floating rocks
  • Removed offshore topology from ocean villages Roughed up the edge of the offshore topology to remove the straight line of ocean plants
  • Smoothed out some spiky ocean terrain Tidied up mainland topo + removed it from very small landmasses in ocean
  • Tidied up underwater splat Edited terrain around harbour slightly, some areas were floating
  • Added more ladder triggers to harbour Fixed some areas of alpha
  • Patched some more Floating rocks with gaps allowing for sneaky sneaky. Adjusted some Splat in a few areas were the texture effects in game were rough.
  • Fixed the terrain difference at Power plant with a few floating objects. Reduced the beach topology on the sand peninsulas so spawn points aren't as focal to one area
  • Applied river topology to the two northern ponds/lakes for fresh water Removed the blue metal crate from fishing village since it's nearly impossible to get out if you jump in.
  • Added large rock formation to the middle of the larger secluded island for more natural cover since it was quite bare with just trees/bushes
  • Made several small pathways up the rock faces on the beaches where players spawn so they won't have to travel as far to go inland from the cliff face
  • Added prevent build volumes to the tunnel near mil tuns since somehow i missed that previously
  • Replaced all crates with the new native spawners
  • Added splat on a couple rocks
  • Reduced Labs to 3
If you're a server owner and wish to host your own Gravis Island map then check out the official site.


RGB Integration

For people with Razer and/or SteelSeries hardware, we have added some RGB keyboard effects for different states in the game.
  • Blue breathing effect when too cold
  • Red breathing effect when too hot
  • Flash red when hurt / damage taken
  • Flash red continuously when below 25% HP
  • Flash red rapid continues when downed / crawling
  • Flashing green when radiated
  • Solid white when in building privilege area
  • Green breathing when 25%+ comfort
If you'd rather keep your custom rainbow effects enabled while playing Rust then this integration can be turned off at any time in the Rust options menu, in the general Options tab (scroll down - it's below Physics). You'll also find an option for brightness there.

Also, for anyone who loves RGB and custom binds, there is a console command which will make your RGBs flash a custom color for however long you wish. The following will flash it purple for 0.2 seconds: rgbeffects.pulse 255,0,255 0.2


NVIDIA Reflex Update

In May we added support for Nvidia Reflex which reduced system latency by up to 38%, but now that number is even higher with the release of the Reflex SDK 1.5 update.



Read more here.

Twitch Drops

Starting from today till September 9th 18:00UTC Twitch drops are enabled for Rust Twitch streamers. You can earn special and unique skins simply by watching your favourite Rust Twitch streamers.

We've teamed up with Blazed, Jewer, Eltk, CNDBLOOD, Terpsicat, Elxocas, Agustabell212, Silithur, Ricoy23 and Kira to bring you special unique drops which can only be earned by watching their channels.



During the final 24 hours of the Rust Twitch drop campaign, all drops will be moved to general.

Learn more at twitch.facepunch.com.


Change List

  • Added smaller moonpools to underwater labs
  • Added a new store front to fishing village's equipment shop
  • Can now use non dance gestures while swimming
  • If player is holding S when they catch a fish, block backwards movement for 1s or until the S key is released
  • Added global.usersinrange admin convar
  • Fixed console not properly scrolling through all of it's lines (used to show ~250 lines, should now show all 500)
  • New "combatlog_outgoing" convar to get a combatlog of only outgoing damage
  • Thrown cassette recorders now decay
  • Inventory item description now scales to better fit long descriptions
  • Reduced explosion forces on minicopter and scrap transport heli by ~95%. Stop getting knocked around so much by SAM sites
  • Both submarine types now have storage
  • Now only showing sonar blips for other subs if those subs have their engine running
  • Submarines stop moving a lot faster when the driver dismounts - prevent runaway subs and drowning risk when dismounting by mistake
  • Submarines now need to surface once every ten minutes, can't hide underwater forever
  • Rear passenger in duo sub can now turn all the way around
  • Submarine driving now adds to the boating stat
  • Increased minimum allowed size of the underwater labs
  • Renamed crawlingminhealth to crawlingminimumhealth and crawlingmaxhealth to crawlingmaximumhealth
  • Added 21 new prefabs for map makers
  • Removed blue and red card lab spawns from underwater labs
  • Player crawling health reduced by 75%
  • Added chocolate bar world model
  • Bullets now deal slightly more damage to submarines
  • Fixed not being able to gesture while on a sofa
  • Fixed rare case where player eyes would appear incorrectly
  • Fixed rotor on CH47 map marker not rotating
  • Fixed case where players could access scrap on slot machine incorrectly
  • Fixed toggling lights causing issues while gesturing
  • Fixed paddling animation blending issue (boogie boards, kayaks, inner tubes)
  • Underwater crates now have 12 item slots, fixes rare case where underwater crates would spawn with > 6 items and an item would be cut off
  • Fixed dances continuing after mounting a vehicle
  • Fixed fish line getting snapped when the player is standing too far back from a ledge (players now have to stand closer to the edge)
  • Fixed WorkCarts decaying in the maintenance tunnel where they spawn
  • Fixed bullet proof moonpool water at underwater labs
  • Fixed icebergs sometimes overlapping underwater labs
  • Fixed vegetation sometimes clipping into underwater labs
  • Fixed underwater lab 45 degree corridors sometimes overlapping each other
  • Fixed server.maxconnectionsperip convar not working
  • Fixed floating crates in airfield
  • Fixed items dropping inside locker when stacked
  • Fixed Two Sided Ornate Hanging Sign inconsistent crafting time
  • Fixed T stacking small signs
  • Removed rising torpedo type
Aug 5, 2021
Rust - holmzy


Procedural Underwater Labs




The new underwater labs are fully procedural dungeons that reside on the ocean floor. They will come in a variety of shapes and sizes, and for now, with two entry points. You enter them from a ‘moonpool’ in which you re-surface with your submarine. From there, make sure you have come prepared to face the various puzzles on offer.



The bases have a wide network of CCTV cameras you can connect to to plan your exploration ahead of time. The new and improved player map will also let you see the layout of the base for each floor. You will also find microphones in some rooms that let you broadcast your commands into the entire base’s network.




If you like to take risks, the occasional mess hall room will allow you to play some high stakes poker, listen to music with your group and cook some meats before heading back to pick a fight with the NPCs that are dwelling in the corridors.

Submarines

This update introduces submarines to Rust.




You can now buy a submarine from the boat shops at fishing villages.

The two-person submarine seats up to two, with internal fuel access and an instrument cluster including rudimentary sonar. Look around behind you and you'll see interaction UI to swap seats.




The one-person submarine seats one, with external fuel access and no instruments.

Torpedoes




Both submarines have torpedo tubes which can fire two torpedo types:

- Direct torpedoes fire straight ahead.

- Surface torpedoes rise to the surface and then speed along the top of the water.

You can buy torpedoes from a fishing village vending machine, or craft them yourself.

Controls

Use movement keys for forward/back/left/right.

Sprint button to rise towards the surface.

Crouch button to dive deeper.

Look down when in the cockpit to load torpedoes. Fire when in water with the usual shoot button (left mouse button by default).

Enter underwater bases at moon pool locations, which show up on sonar in the duo sub as red dots. If you're in the solo sub, look for the lights being cast down below moon pool modules.

Decay

Submarines have the same decay style as rowboats and the RHIB. For the first 45 minutes of being unused, they won't decay. Then they'll start to lose health: They'll last another 240 minutes if left unused outside, or 180 minutes if in deep water. If they're indoors and NOT in deep water, they won't ever decay at all.

Fishing

The Handmade Fishing Rod is now fully functional and ready for use!



To get started, you'll need to equip a bait in the lure slot of the rod. Various foods can be used as bait and their value as a bait is displayed in the item information. As well as food you can now randomly find worms and grubs when collecting resources in the world (berries, hemp, potatoes, etc). You have double chance of finding these when harvesting plants planted by a player.

Once you've got a bait ready to go simply aim at the water while holding RMB and cast out with LMB. Once you've got a bite, you'll need to reel in the fish. You can use A/D to pull left and right and S to reel the fish in. Fighting the movement of the fish left and right will tire it out and make it move less over time. However reeling in the fish and pulling left and right will put strain on the line, if you strain it too much the line will snap and the fish will get away. The rod will start shaking and you'll start hearing audio cues when the line is strained, so be sure to stop if your line is about to snap.



We've added 8 new types of fish to catch, from Herring, Anchovy and Sardines to Yellow Perch, Catfish, Small Sharks, Salmon and Orange Roughy. Different fish have different conditions for catching, including bait value, water type, water depth and location. As well as gutting the fish for resources, you can also take your catches to any fishing village to exchange for scrap.

Underwater Ambience & Effects

We've made some changes to the general underwater look and feel. Visibility has gone up across the board, lighting will get darker the deeper you go, and all-in-all it should just be a bit more engaging than the 'ol dive into water and become blind unless you got the magic goggles equipped.

Speaking of goggles, the diving goggle screen overlay also doesn't self illuminate anymore in darkness, which should make them less distracting to use in low-light.

And finally the wet shore look no longer extends deep down into the ocean, which never made any sense in the first place.

These changes are all fairly technical, so expect to see more improvements underwater as we iterate on them in the future.

Sharks



Exploring the deep may yield great rewards, but with those rewards comes great risks. Each dive site has a chance to spawn a shark which will patrol the area and must be defeated before you are able to claim whatever treasures found at the dive site. You can use a melee weapon in an attempt to defend yourself but your chances of survival are very slim without some kind of underwater ranged weapon...



Speargun

To be able to defend yourself at a distance underwater is of paramount importance given the introduction of hostile marine life. You can now learn how to craft a spear gun + ammo from a Level 1 Workbench. This weapon can only be fired while underwater and packs a punch similar to a crossbow, albeit with a slower moving projectile. It is also very effective at dispatching hostile human beings.






Improvements & Fixes Highlights

  • Electrical Panel UI
    The electrical panel now displays in the crafting menu

  • Highlight IO
    LMB while hovering over IO socket to highlight just that connection

  • Undo Last IO
    Press RMB to cancel the last point of an electrical/water line

  • Ice Lakes
    Fixed Ice lakes never spawning

  • Mountains
    Fixed prefab mountains not spawning on large maps

  • Small Sign Placement
    Small sign placement on deployables

  • Boom Box Decay
    Boom box no longer decays

Underground Rail Network Side tunnels

In this update we have added some further improvements to the underground rail network. Until now, we have been spawning the workcarts right in front of the rail platforms.

However, this has always been a temporary solution and in this update we have added dedicated side tunnels and maintenance rooms where the workcarts will spawn from now on. Each station will contain two of these side tunnels.



In order to access these new spawn points you will need to reach the platform and find one of the door marked with a green Maintenance Room sign.

Then simply follow the corridor and it will lead you to a brand-new room where the workcart will be waiting for you. The train tunnel in front of you will then lead you back to the rail network.







In addition, while I was working on these side rooms I have also fixed a long standing issue where jumping onto the rail platforms from the tracks below was too difficult. Now if you happen to fall off the platform you can jump right back.

Check out the changelog for more changes.
Jul 8, 2021
Rust - holmzy



The Voice Props DLC pack is available today for $12.99! Blast out some music with the Boom Box, intimidate your neighbours with the Megaphone and Microphone Stand, phone a friend (or enemy, or stranger) with the Mobile Phone, and more. But because Rust is a hardcore PvP survival shooter, we also knew we needed to finally remedy its most obvious omission - a disco.

This DLC pack includes a range of new items that allow you to record, stream, project and playback audio, as well as accessorize your base with some disco themed props. It also includes three new dance gestures and 7 achievements to unlock.


Cassettes and Recordings
Cassettes can store snippets of audio and can be used in a variety of ways. To record audio onto a Cassette, simply insert it into a Cassette Recorder and hit RMB to record. Cassettes come in 10, 20 and 30 second varieties. Once audio is recorded onto a Cassette you can press LMB to play it. You can also throw the Recorder with the Reload key, handy for sticking it on to vehicles or structures.

If you'd like to not hear recorded audio (for streaming purposes) you can disable it in the Options menu.





Boom Boxes
If you want to play your audio on something with a bit more oomph you can use a Boom Box. Coming in both static and deployed versions, you can use a Boom Box to play both recorded audio on Cassettes and stream internet radio.




To stream audio from the internet you’ll need to open the settings and select a channel. A few notes on this system:

  • We recommend content creators turn off this feature (set Internet Audio Streams to Off in the Options menu) in order to not trigger any copyright/DCMA strikes
  • Server Admins can add additional stations that might interest their players. Use the BoomBox.ServerValidStations convar to add stations (eg. BoomBox.ServerValidStations “Test Station,www.teststation.com”)
Deployed Boom Boxes can also be connected to other audio entities via the Audio Out IO port.


Megaphone and Microphone Stand
You can project your voice to friends and foes with the Megaphone and Microphone Stand.




The Megaphone is a held entity that you can use while out and about. Hold LMB to activate it and broadcast your voice. While holding LMB you won’t need to press your push to talk key if push to talk is enabled.

The Microphone Stand is a deployable version of the Megaphone that requires power. It has two different voice modes to modify your voice (squeaky and deep) and has an Audio Out IO port like the Boom Box to connect to other props in the DLC pack.


Disco Props
Give your base some late night disco vibes! Use the Disco Floor, Laser Light, Connected Speaker and Sound Light to set up a dancefloor that will make your neighbours jealous.






All of these props have an Audio In IO port so you can connect them to an audio source (like a Boom Box or Microphone Stand) to make them react to any playing audio.

The Connected Speaker will rebroadcast any audio from an audio source that it’s connected to, so you can play music throughout your entire base or hook them up to a Microphone Stand to make a base wide PA system.


New Dances
A dancefloor is pointless without dancing, so this DLC pack includes three new dance gestures. Unlike the existing gestures these dances will loop endlessly and you won’t be able to move while dancing. To cancel a dance you can just press a move input, jump, crouch or hit LMB.



Mobile Phone
Take calls on the go - and stylishly - with the latest in telecommunications technology on the island: the Mobile Phone! Giving you access to the telephone system from anywhere on the island. You can open the dialler with LMB and still move around while chatting.




We’ve also added the voicemail functionality to legacy deployed Telephones, simply insert a cassette with your voicemail message into the phone and anyone who calls in while you’re away will be able to leave a message for you. You can access any voicemail messages from the dialling screen. The number of voicemail messages that can be recorded depends on the length of the cassette, so a 10/20/30 second cassette can store 1/2/3 messages. If a new message is left when your voicemail is full the oldest voicemail will be deleted.
Rust - holmzy
Updated Wounding System

Players now go to a crawling state when wounded in most cases, instead of being fully incapacitated. They can move around slowly and use doors. They also get a bit more health than they used to in the old incapacitated state. This might allow you to move to relative safety.



The older incapacitated wounded state still occurs in the following situations:

  • If you get looted while in crawling wounded state.
  • If you die from fall damage.
  • If you crawl too deep into water.
In both states you still have some chance to recover after the wounded timer runs out.

By default right now the base value is a 20% chance while crawling and a 10% chance while incapacitated. But you now get up to a 25% bonus on top of that (so max 20 + 25 = 45% total) based on your food and water levels. Maximum food and water = full bonus.

If the above check fails, but you have a large medkit in your belt (not just your inventory), the medkit will be used up and you won't get any health from it, but you will recover from being wounded. i.e. A medkit in a belt slot gives a 100% chance at recovery when the recovery timer runs out (you can still get killed while wounded by taking damage though). And if you're lucky enough that you pass the recovey check anyway, the medkit isn't used.

There is one exception where the medkit revive doesn't happen: Fall damage. So you can't dive out of a helicopter with your trusty medkit for guaranteed survival.

New console variables
  • woundedrecoverchance (default 0.2): Base chance of recovery after crawling wounded state.
  • incapacitatedrecoverchance (default 0.1): Base chance of recovery after incapacitated wounded state.
  • woundedmaxfoodandwaterbonus (default 0.25): Maximum percent chance added to base .wounded/incapacitated recovery chance, based on the player's food and water level.
  • crawlingminhealth (default 30): Minimum initial health given when a player dies and moves to crawling wounded state.
  • crawlingmaxhealth (default 50): Maximum initial health given when a player dies and moves to crawling wounded state.

Train Tunnel Entrance Improvements

We've added a number of improvements to the train tunnel entrances. The bottom of the stairwells now have a circular stairwell piece that is used to align the stairwell to the train tunnel grid. This has the advantage that we no longer have to snap the entrance building to a specific rotation and position, which allows us to integrate them a lot nicer inside monuments. We're planning to move more tunnel entrances to building basements or inside static monument tunnels or sewers in the near future.




While we implemented these circular stairwells we also addressed an issue that was forcing the stairwells and elevator shafts to be extremely long, which led to boring elevator rides down to the train tunnels. This is now addressed, and the stairwells and elevator shafts that go down to the train tunnels are significantly shorter.

Countryside Tunnel Entrances

Also added this month is a refresh of the train tunnel entrances spawning in the countryside, as in any entrance that lives outside of monuments.




We have redone the visuals to look like bunkers on the surface and improved the interior layout to offer more tactical options. You will also find a computer station in these countryside entrances that will allow you to connect to a CCTV camera outdoor and ensure all is clear outside before leaving.

Monument AI

This month we've added the first pass of AI scientists to the Trainyard and Airfield monuments, initially around the puzzle areas. This will be expanded to all major monuments in the near future.



There's also a bunch of general bug fixes, improvements, balance and tweaks to both the animal and human AI - including a fix for unresponsive AI at low server FPS.

Nvidia DLSS

Nvidia DLSS is now available, DLSS can be enabled via the options menu by navigating to Options > Graphics.



Today, Rust receives its latest round of content and feature enhancements, which continue to make the game better and better. And included with the update is the introduction of NVIDIA DLSS, which’ll boost your performance by up to 50%, while maintaining comparable image quality to native resolution rendering. In fact, in many instances, DLSS improves upon Rust’s previous anti-aliasing options, with reduced temporal anti-aliasing, superior detail in the distance, and improved anti-aliasing on the game’s massive amount of foliage.

-Nvidia


Take a look NVIDIA Rust comparision DLSS video:



If you’re unfamiliar with NVIDIA DLSS (Deep Learning Super Sampling) then here is a quote from the Nvidia DLSS Rust article:

NVIDIA DLSS it’s a groundbreaking AI rendering technology that increases graphics performance using dedicated Tensor Core AI processors on GeForce RTX GPUs. To enable DLSS in Rust, download and install our latest Game Ready Driver, download the Rust update when released, then adjust settings in the Options > Graphics menu.

Instantly, your performance will be accelerated, for a superior experience. In our testing, frame rates increased by up to 50% at 4K. Faster performance gives you smoother, more fluid gameplay, or if you love eye candy, the headroom to crank up detail levels and rendering resolutions.



You can read the whole Nvidia article here:

In May we also implemented Nvidia Reflex, Learn more over at Nvidia.

Improvements & Fixes Highlights

  • Fixed Player Name Plate Delay - Fixed invisible and delayed nametags
  • AI Responsiveness - AI will now be more responsive when servers are under heavy load
  • Easier Rowboat Flip - Flipping over a capsized rowboat is now eaiser
  • Tree Birds - Birds now have a chance to fly out of trees when hit
  • Primitive Lootbox Sound - Updated lootbox destroy sound, no longer louder than gunshots

Check out the changelog for more changes.

Voice Props DLC Pack



The Voice Props DLC pack is available today for $12.99! Blast out some music with the Boom Box, intimidate your neighbours with the Megaphone and Microphone Stand, phone a friend (or enemy, or stranger) with the Mobile Phone, and more. But because Rust is a hardcore PvP survival shooter, we also knew we needed to finally remedy its most obvious omission - a disco. The Voice Props DLC pack is available for purchase on Steam with a 10% launch discount!

This DLC pack includes a range of new items that allow you to record, stream, project and playback audio, as well as accessorize your base with some disco themed props. It also includes three new dance gestures and 7 achievements to unlock.

Cassettes and Recordings
Cassettes can store snippets of audio and can be used in a variety of ways. To record audio onto a Cassette, simply insert it into a Cassette Recorder and hit RMB to record. Cassettes come in 10, 20 and 30 second varieties. Once audio is recorded onto a Cassette you can press LMB to play it. You can also throw the Recorder with the Reload key, handy for sticking it on to vehicles or structures.

If you'd like to not hear recorded audio (for streaming purposes) you can disable it in the Options menu.




Boom Boxes
If you want to play your audio on something with a bit more oomph you can use a Boom Box. Coming in both static and deployed versions, you can use a Boom Box to play both recorded audio on Cassettes and stream internet radio.




To stream audio from the internet you’ll need to open the settings and select a channel. A few notes on this system:

  • We recommend content creators turn off this feature (set Internet Audio Streams to Off in the Options menu) in order to not trigger any copyright/DCMA strikes
  • Server Admins can add additional stations that might interest their players. Use the BoomBox.ServerValidStations convar to add stations (eg. BoomBox.ServerValidStations “Test Station,www.teststation.com”)
Deployed Boom Boxes can also be connected to other audio entities via the Audio Out IO port.

Megaphone and Microphone Stand
You can project your voice to friends and foes with the Megaphone and Microphone Stand.




The Megaphone is a held entity that you can use while out and about. Hold LMB to activate it and broadcast your voice. While holding LMB you won’t need to press your push to talk key if push to talk is enabled.

The Microphone Stand is a deployable version of the Megaphone that requires power. It has two different voice modes to modify your voice (squeaky and deep) and has an Audio Out IO port like the Boom Box to connect to other props in the DLC pack.

Disco Props
Give your base some late night disco vibes! Use the Disco Floor, Laser Light, Connected Speaker and Sound Light to set up a dancefloor that will make your neighbours jealous.






All of these props have an Audio In IO port so you can connect them to an audio source (like a Boom Box or Microphone Stand) to make them react to any playing audio.

The Connected Speaker will rebroadcast any audio from an audio source that it’s connected to, so you can play music throughout your entire base or hook them up to a Microphone Stand to make a base wide PA system.

New Dances
A dancefloor is pointless without dancing, so this DLC pack includes three new dance gestures. Unlike the existing gestures these dances will loop endlessly and you won’t be able to move while dancing. To cancel a dance you can just press a move input, jump, crouch or hit LMB.



Mobile Phone
Take calls on the go - and stylishly - with the latest in telecommunications technology on the island: the Mobile Phone! Giving you access to the telephone system from anywhere on the island. You can open the dialler with LMB and still move around while chatting.




We’ve also added the voicemail functionality to legacy deployed Telephones, simply insert a cassette with your voicemail message into the phone and anyone who calls in while you’re away will be able to leave a message for you. You can access any voicemail messages from the dialling screen. The number of voicemail messages that can be recorded depends on the length of the cassette, so a 10/20/30 second cassette can store 1/2/3 messages. If a new message is left when your voicemail is full the oldest voicemail will be deleted.

Steam Summer Sale - 50% Off Rust + DLC

To mark the start of the Steam Summer Sale we've given the Store page a sprucing up and also added an awesome new trailer which you can view below ...



We're also bringing you a massive 50% discount on Rust and all DLC's so now is the time to get your friends onto your team or grab yourself the Instruments Pack or the summer themed Sunburn Pack.

The sale ends July 8th.


Changelog
  • Added Voice Props DLC Pack
  • Added circular train tunnel stairwell piece
  • Added crawling state when wounded
  • Added Countryside Tunnel Entrances
  • Added Tree Birds
  • Added Cassette Recorder (DLC)
  • Added 3 lengths of cassette (DLC)
  • Added Boom Box (DLC)
  • Added Portable Boom Box (DLC)
  • Added 3 dance gestures (DLC)
  • Added Megaphone (DLC)
  • Added Microphone Stand (DLC)
  • Added Music Light (DLC)
  • Added Music Lasers (DLC)
  • Added Disco Floor (Multiple variants)(DLC)
  • Added Connected speaker (DLC)
  • Added Mobile Phone (DLC)
  • Added 7 achievements (DLC)
  • Added DLSS
  • Added Render scale options
  • Added some requested cubes for map makers /modding/cubes
  • Fixed damage sometimes not applying to elevator passengers, stating "player_distance" in combat log
  • Fixed If players recover from being wounded, they can't get wounded again within one minute
  • Fixed invisible nametags at certain angles
  • Fixed Huge wooden sign no longer breaks after upgrading and rotating wall
  • Fixed fireworks not firing due to server side budget issues
  • Fixed compound missing catcher catcher
  • Fixed unable to click drink icon when overlapping with the box
  • Fixed Lost Soul AR 42106 / 2426264628 Chocolate Egg 42200 / 2439077520 skins
  • Fixed admins getting kicked when logging out under terrain
  • Fixed invalid shots while players were using lifts
  • Fixed Minicopter "push" appearing whilst mounted
  • Fixed bear LODs
  • Fixed tabbing F1 menu cycling
  • Fixed 'nowgao' in contacts UI
  • Fixed players mouths not moving when voice chatting
  • Fixed players sometimes glitching into the WorkCart cabin
  • Train tunnel stairwells and elevator shafts are much shorter
  • Train tunnel entrances no longer have to rotate after placement
  • Rowboats are now easier to flip back over by pushing
  • Updated Primitive Lootbox Sound
  • Airfield Monument AI
  • Train yard Monument AI
  • Binoculars only show nametag pips during the day
  • Reduced nametag pop-in delay
  • Enable kicks for inside terrain antihack
  • Stricter inside terrain antihack
  • Hitch & trough can now be placed down narrow triangle passages
  • Disable alt cursor outside of demos (spectate)
  • Improved AI Responsiveness when the server is under heavy load
  • Improved Rowboat flip
  • Shore flickering
Rust - holmzy
To mark the start of the Steam Summer Sale we've given the Store page a sprucing up and also added an awesome new trailer which you can view below ...



We're also bringing you a massive 50% discount on Rust and all DLC's so now is the time to get your friends onto your team or grab yourself the Instruments Pack or the summer themed Sunburn Pack

The sale will run from June 24th until July 8th.
Jun 3, 2021
Rust - holmzy
Contact System

We've added a new system for keeping track of the players you interact with.

You'll find a new tab on your inventory screen which will open the contacts panel. From there you'll be able to use the various controls to flag a player as either friendly or enemy. This will change how their name tag shows up when you encounter them in the world. Players are automatically added to the 'seen' category if you've been in close proximity for several seconds.

Any player who kills you will be added to your Enemy list.





You can select any contact from the list and filter by category (friendly/seen/enemy) as well as assign a contact to a category.

Binoculars have also received a buff, and will allow you to see a colored pip above players indicating if they are an enemy or a friend.



There is a rudimentary reputation system in the works which will very slightly shade your nametag either blue or red based on how likely you are to kill on sight. This system is a work in progress and will be expanded upon in the future.

Any server can disable the contacts system with the convar relationshipmanage.contacts false

The nametag system has also changed and you can now display your name plate at long distances to anyone you are looking at by using the 'wave' gesture. We hope this will allow players to avoid killing other 'friendly' players and grant the ability to signal your intentions.



As for the majority of hardcore rust players who kill everyone on sight anyway, you may as well pretend this system does not exist as it will not affect you. However for those less inclined to destroy and kill every living thing that passes infront of them. This system might help you find some like-minded players to team up with.


Wire Colour Coding

This was suggested on Reddit and we all felt like it was a good idea so I added the ability to colour code your electrical wires and hoses this month.



Simply hold Reload while holding the Wire Tool/Hose Tool to select which colour you’d like to use.


Demo Shot System

This month we’re adding the first iteration of a more advanced feature set for viewing and manipulating demos. This has primarily been built to improve our internal production tools, but considering the rich and diverse community of Rust content creators out there we’d love for this to be a tool that all of you can use.

Once you load a demo with “demo.hud” turned on, you’ll see a variety of new options including a shot manager and scrubbable timeline. Pressing the ALT key at any time will switch control between the demo UI and debug camera.

You can now create and manage 'shots' within demos, which are individual recordings of camera motion as well as properties such as FOV and DOF. These shots can then be played back in-sync with the demo scene.


To create a shot, simply press the “New Shot” button, give it a name and then hit record - your live camera movement will now be recorded. To end a shot recording, press the Escape key.

For added management, shots can be sorted into folders, moved between folders, renamed and deleted all from the in-game interface. Folders can also be renamed/deleted by right clicking on them in the shot list.

This current shot system is the first stage of a comprehensive cinematic toolset we’ve planned out. Our goal for the future is to expand on this system by adding features such as keyframe editing, redubbing elements of shots post-recording, UI for modifying world conditions (eg. weather, time of day) and export options so you can render your shots into actual video or image files.

Are you making videos in Rust? Let us know how this tool can help you!


AI

The first phase of the AI rework is finished and it replaces multiple different AI systems across different game locations with a single new one.

Making changes to an established game as big and complex as Rust is scary, especially due to the multiplayer nature, so there's bound to be some initial bugs. Please report anything you find and I'll get it fixed.

The advantages of having everything running on one AI system are numerous, the main one being it should be easier to keep the AI updated going forwards. New features will be easier to add, and they will work across all of the AI, and not just for AI in certain areas or specific monuments.

So whilst there's still plenty more to come in this area, there are already some new features such as animal packs to look out for.


Rust+ IFTTT

Rust+ now works with IFTTT! You'll be able to connect Rust to other apps, services, and devices through IFTTT to automate all kinds of tasks. For example, all of the deep sleepers who wanted Rust+ to have a louder alarm can now connect Rust's smart alarms to your actual smart home alarm, your bedroom lights, and other services which support IFTTT.

The IFTTT integration depends on having Rust+ set up on your phone so you can pair your Rust servers - so if you aren't using it already, install the Rust+ app on your phone! Once you're all set up with Rust+ you'll need to create or sign into your IFTTT account and head over to the Rust service page on IFTTT where you can link Rust+ to IFTTT and then build applets.



The current IFTTT integration does not support controlling smart switches at the moment - this is something we're looking into supporting in the future.


Updated Animals

The animals in Rust have sucked for far too long. They stand out more than ever now with the team dropping the amazing world revamp last month.

We've updated them with brand new models and materials, as well as a fuzzy fur shader for the longer bits of hair. This gets culled beyond LOD0 so we don't anticipate a big hit on performance - in fact, in the process of updating we discovered each model had a lot of redundant bones which we've stripped out!






Along with the new models came the arduous task of updating rigs, skinning & animation.

Some animals proved more challenging than others as the updated models correct issues in proportions of the previous models, which meant changing bone placements.

Creating new controller rigs for the whole suite of animals would of increased the workload by months & also meant every single existing animation would have needed to be replaced just to get things functional.

I decided to try and force the current rigs into submission for any animation updates, although as mentioned all redundant bones have been removed. The idles took quite a while to get something natural, but are a big improvement on what we have. I've also updated walks & some runs where possible, but this really is a baseline to build upon.

I'll be looking to update more anims like attacks/cycles, and once the ai becomes more advance we can hopefully increase their motives/goals/states and I can start to add more animations to support this. There are also current issues with some of the code-based turn movement as well which I'd really like to improve and have a greater degree of control over.

Improvements & Fixes Highlights

Procgen Improvements & Fixes: Multiple Improvments & fixes To Procgen Generation

Tree Minigame: Improved tree X markers positioning

Solar Panel Update: Updated Solar Panel model


Twitch Drops

No Twitch drops this month, they'll resume in July.


Hapis Island

This has been a frequently asked question, as mentioned last month: Due to the huge world revamp Hapis Island is currently removed from the map pool while Petur works on bringing the map up to date with the new visuals.

No update on this as of yet but progress is being made.

Changelist

  • New Demo shot system
  • Contact system
  • Rust+ IFTTT integration
  • Fixed certain monuments sometimes spawning partially underwater
  • Fixed terrain height artifacts that were causing extreme slopes on certain seeds
  • Fixed edge case where tunnel entrance would not connect to tunnel network
  • Fixed tunnel network gap when two stations were spawned right next to each other and a tunnel tried to cross them
  • Fixed harbors and fishing villages spawning at ridiculous slopes
  • Fixed edge case that could make rivers overlap each other
  • Fixed being able to break Injured animation by playing a gesture
  • Fixed demos over an hour not displaying time correctly in the demo list
  • Fixed being able to shoot over a ledge while in a beach chair at extreme height differences
  • Fixed some headgear blocking vision while injured (Lunar New Year masks, NVG goggles, etc)
  • Fixed M39 viewmodel sometimes ejecting two shells every shot
  • Sleeping players will no longer blink
  • Fixed some potential gib errors when destroying bases (likely resulting in a disconnect)
  • Fixed Storage Monitor bounds, often causing LOS to fail resulting in not sending the paring notification to app
  • Don't spawn harbors in tight places where they end up adjusting the coastline opposite to them (looks bad, leads to glitchy topologies)
  • Full rewrite of monument prefab prioritization when determining their spawn locations and which monuments not to spawn if there isn't enough space for all of them
  • Changed giant excavator monument to default priority
  • Changed mining_quarry_c monument to default priority
  • Can now press Reload to change the colour of placed electrical wires and hoses
  • Added a tooltip when first using a grenade to explain the controls
  • Prevented tree X markers from travelling too far down the tree
  • Ladder hatches that hit a vehicle while opening will now cancel their animation (like regular doors)
  • Allow gestures to be used while mounted on Secretlab chair
  • Reduced road vehicle wrecks to lessen the impact on roadside junkpiles
  • Improved small battery placement
  • Small battery can now be rotated before deployment
  • Small battery can now be deployed on tables / boxes
  • Censorplayerlist now enabled by default on servers
  • Rock colliders improved, still requires continued work
  • Icelakes not generating on procedural maps - this will be fixed in July's update.
  • Bone error in SkeletonProperties - this is a harmless server warning which can be ignored. We're investigating the cause.
May 6, 2021
Rust - holmzy


A Whole New World

This month Rust has received a huge visual update, the biggest to date! From new terrain, trees, rocks, cliffs, decor, grass, monument reworks and so much more.

This is the culmination of work by several people that took place on and off over the last couple of years. It greatly improves how the game feels and gives it a fresh look.



Most of the new visuals were developed alongside the transition of the game to the High Definition Render Pipeline of Unity (HDRP) that we subsequently dropped after unsatisfactory performance results. We didn’t want to waste the efforts made to make the game look better during that time and ported them to the current version of the game instead.







We also took the opportunity in the last two months leading up to this update to fix a vast amount of long-standing issues revolving around monuments, world procedural generation, and exploits.

For example, you'll find cliffs, road, terrain, river generation much improved.

We re-worked some monuments completely such as the Junkyard, Satellite dish and integrated many of them inside the procedurally generated world more seamlessly than before. For example, you'll now see larger monuments and hubs now have bespoke subway tunnel entrances within their perimeter.







When it comes to performance, we did our best to keep the current status quo or improve upon it in some areas of the game. But since this update adds more content than it removes, we do not expect a major improvement in performance overall.



The Bandit Town is known for one if not the worst performance area, and this gave us the perfect opportunity to address this. We reduced the number of NPCs, reduced the forest density and completely remodelled the huts.

This is only touching the surface of changes, and you'll find many more changes and new additions while playing.


Junkyard Revamp & Crane

The Junkyard monument has received a complete overhaul, our original vision just didn't work out as well as we hoped. Once we adding flight into Rust it only made things worse. The revamp should hopefully resolve all the commonly complained about issues and make it a hotspot for action.



Not only did the Junkyard receive a complete overhaul we've also added a driveable crane that can pick up vehicles and drop them in the shredder located at the centre of the yard. Dropping cars into the shredder will yield scrap.



- Moving the crane too far away from the Junkyard will destroy the crane


Bush Displacement

Since the HDRP content backport comes with much nicer foliage, we noticed during playtesting that bushes got in the way when building a base a lot more than with the old foliage. To counteract this, bushes are now removed when building on top of them. Of course bushes won't be gone forever and will automatically respawn in suitable locations around the map.

This uses the same system as trees, which guarantees that a nice and even coverage across the map will be preserved and we don't end up with large areas that don't have any bushes at all.


Nvidia Reflex

Nvidia Reflex is now available! Reflex can be enabled via the options menu for all Nvidia users using GeForce GTX 900 Series or newer. Enabling Reflex has shown up to 38% reduced input latency within Rust.




Improvements & Fixes Highlights

Mounted Gestures
Gesture while on horses, boats, seats, etc

Alt Look
Restored 3rd person feedback when a player is alt looking

Poker Table
Multiple poker table fixes and improvements

Bandit Camp Recycler
Due to popular demand the Bandit camp now has an extra recycler

Hitch & Trough Improvments
Doubled health recovered by horses and decay time reset after eating food

Junkyard Carlift
Public carlift can now be used at the revamped Junkyard

Check out the changelog for more changes.


Server Changes

As of this update, the servers that were moved temporarily due to the fire at the OVH datacenter in Strasbourg have now been moved to a permanent home, we'll be moving all the player blueprints etc. over so the affected servers may be delayed by a few minutes starting back up.

The following EU servers have moved to new IP:

  • Facepunch EU3 - 51.210.222.140:28015
  • Facepunch EU4 - 51.210.222.140:28020
  • Facepunch EU Small 1 - 51.210.222.140:28025
  • Facepunch EU Large 1 - 51.210.222.141:28015
  • Facepunch EU5 - 51.210.222.141:28020
  • Facepunch EU Softcore 1 - 51.210.222.142:28015
  • Facepunch EU Softcore 2 - 51.210.222.142:28020
  • Facepunch EU11 - 51.210.222.218:28015
  • Facepunch EU12 - 51.210.222.218:28020
  • Facepunch EU Small 2 - 51.210.222.219:28015
  • Facepunch EU Small 3 - 51.210.222.219:28020
  • Facepunch EU Small 4 - 51.210.222.219:28025
  • Facepunch EU13 - 51.210.222.220:28015
  • Facepunch EU14 - 51.210.222.220:28020
  • Facepunch EU Small 9 - 51.210.222.220:28025
  • Facepunch EU17 - 51.210.222.221:28015
  • Facepunch EU18 - 51.210.222.221:28020
  • Facepunch EUS10 - 51.210.222.221:28025
  • Facepunch EU Softcore 3 - 51.210.222.222:28020
  • Facepunch EU Softcore 4 - 51.210.222.222:28025
  • Facepunch EU Softcore 5 - 51.210.222.222:28015

Please note due to these servers moving they'll no longer display within your history or favourites list.


Hapis Island Temporary Removed

Due to the huge world revamp Hapis Island is currently removed from the map pool while Petur works on bringing the map up to date with the new visuals. We expect these changes will be completed within a few weeks, we'll keep you updated on Hapis Island progress.

Facepunch Hapis Islands servers will stay online but will now run a procedural map for the time being.

Twitch Drops

Starting from today till May 13th 18:00UTC Twitch drops are enabled for Rust Twitch streamers. You can earn special and unique skins simply by watching your favourite Rust Twitch streamers.

We've teamed up with Abe, Tacularr, Spoon kid, Shiphtur, PeterParkTV, Masayoshi,imPheetus, Enardo, Brit, Big Chase, Berne and Fuslie to bring you special unique drops which can only be earned by watching their channels.


Learn more at http://twitch.facepunch.com

Community Map Making Contest

Later this month in the community update post we'll be announcing details for the first community map-making contest. If you're interested keep an eye out!

Changelog
  • New generation cliff placement and cliff visuals
  • New terrain visuals
  • New terrain clutter visuals
  • New terrain foliage visuals
  • New cliffs and rocks visuals
  • New roadside junkpiles
  • New forest populations
  • New Satellite Dish Monument
  • New Junkyard monument
  • New workshop scene
  • New ice sheets visuals and spawn rules
  • New young and dead pine tree variants
  • Updated Sewer Branch monument
  • Updated Dome monument visuals and puzzle
  • Updated Trainyard monument middle and north sections for improved cover/flow, better visuals
  • Updated all monuments road connections to procedural roads to be more seamless
  • Larger monuments and hubs now have bespoke subway tunnel entrances within their perimeter
  • Biome dependant foliage, foliage at monuments will display the right type for the biome they are in
  • Updated colliders of large hero trees in the swamps to be more accurate, easier to build around
  • Fixed areas of the Military Tunnels not inflicting any radiation
  • Fixed several monuments sometimes being flooded
  • Fixed a large amount of stairs colliders that were stee-through but not shoot-through
  • Fixed puzzle bypasses at Trainyard
  • Fixed a large amount of 'low object quality settings' visual exploits around monuments
  • Fixed the 'red pipe of death' at Launch Site, where velocity could kill you
  • Fixed Launch Site south puzzle door exploit
  • Fixed exploit where you could jump inside vents at various monuments to gain peak advantage
  • Fixed some props that allowed exploitable one way shooting (oilrig in particular)
  • Fixed getting stuck inside Outpost/Compound decor by the way of roofs
  • Fixed an issue whereby dropping items on the floor in Water Treatment Plant would not let you pick them up
  • Fixed an exploit at Water Treatment Plant allowing to skip green card puzzle steps
  • Fixed Out of Bounds/fly hack violations issues around Water Treatment Plant sewer tunnels
  • Fixed Out of Bounds/fly hack violations issues inside Launch Site tunnels happenning on certain seeds
  • Fixed exploits at both oilrigs whereby players would swim up pipes to gain advantage
  • Fixed being unable to harvest trees around some monuments
  • Fixed Giant Excavator mining the wrong resource when mining Metal Fragments
  • Fixed dropped items falling into Bandit Camp shop keepers cabins
  • Roadside props LOD distances now cull later, preventing revealing players hiding behind them
  • Extended cover props LOD distances at Airfield to ensure players remain hidden behind them
  • Various fixes for poker gameplay
  • Electrical counter font size now scales smaller when the number doesn't fit
  • When dismounting the Work Cart train seat, sometimes the player's view angle would be incorrect. This is now fixed
  • Fixed horse trough sometimes not affecting decay time when a horse eats from it
  • Fixed belt items sometimes being visible in a players hand even if the item wasn't equipped
  • Fixed tree billboards sometimes getting stuck and sticking around forever
  • Fixed first person lights/particle effects still being visible when gesturing
  • Improved procedural terrain generation, ring road generation also improved as a result
  • Improved terrain grass displacement
  • Improved dynamic foliage to reduce floating over terrain
  • Improved lighting volumes inside Military Tunnels, no more shadow clip in the distance
  • Improved distant LODs for Oilrigs
  • Improved lighthouse visuals at night
  • Improved monuments 'fading' into procedural map, better looking player paper map visuals
  • Improved a large amount of colliders around which gun fight occurs whereby bullets were blocked before
  • Improved visuals at Bandit Camp
  • Optimized decor at Bandit Camp
  • Most of static art now uses shadow proxies for improved performance
  • Harbors only spawn on mainland
  • Bushes hide when building on top of them
  • Poker players are no longer obliged to show their hand at the end of the round unless they're the winner in a showdown. Anyone can optionally show their hand by pressing R
  • It's not possible to still see what cards you had after you've folded
  • Can now use gestures while mounted (with some exceptions)
  • Restored 3rd person feedback when a player is alt looking
  • Improved tree and bush billboards
  • Improved visuals for fallen logs and wood stump pickups
  • Improved contact shadows settings, enabling will no longer create black outlines around grass
Rust - holmzy
The combination everybody needed! See what happens when two worlds of survival are brought together and meet in the midst of a zombie apocalypse! Don’t worry, though, we won’t leave you without proper equipment. Grab the free Rust DLC to get a set of unique items that will help you make it through the dangers of the unforgiving world.

When your life’s at stake, there’s only one thing you can do—grab whatever you find and use it to your advantage. Like that Heavy Plate outfit that’s apparently all the rage and will show everyone around how inventive you are. Or the Salvaged Cleaver with which you’ll chop both zombies and bandits as if they were veggies (quick disclaimer: do NOT eat the zombies! Or the bandits!). Prefer fighting from a distance? Then shoot your enemies with the Custom SMG or the Rust Assault Rifle, the latest advance in unconventional weapon-making. And for the final piece of your survivor’s kit—the new buggy, Rust Bucket—the capstone of your engineering skills. You can be sure it’ll put to shame all who have ever doubted your talent as well as remind you that nothing is impossible. Even building a car in the middle of a post-apocalyptic wilderness.

Now, let’s put all that equipment to good use and see just how long you can survive against flesh-hungry zombies and ruthless bandits. What’s more, the scientists from Rust must’ve heard about the Harran virus and have come to investigate the deadly pathogen. Surprise them with your amazing parkour skills and show them what you’ve learned from years of fighting the infected. They’re not the only enemies you’ll encounter, though. In both the Slums and the Old Town, you’ll find outposts full of Rais’ bandits. They’re dangerous places, but you’ve been to such by now, haven’t you? Crash through the front door and wreak havoc among the enemy lines or take them silently, through stealth. They won’t know what hit them, and you’ll leave with powerful elemental C4 explosives. You’ll use them better anyway, right?

Still, surviving in Harran may prove harder than expected—but you already know that. Fortunately, you’re a skilled inventor and a full-fledged survivor. Who better to build something out of nothing than you? With the right materials, you’ll be able to research and craft improved versions of your weapons. Look for the necessary resources and let ’em see how deadly scrap can become in the right hands.

The bundle contains:
  • Heavy Plate outfit
  • Buggy skin—Rust Bucket
  • Short axe—Salvaged Cleaver
  • SMG—Custom SMG
  • Assault rifle—Rust Assault Rifle


Global goal:
Hunt down bandits (1 000 000).
Reward: A docket for the C4 Elemental Variation Blueprints

Local goals:

Research bounties:

Collect Scrap (30) and Plastic Tubes (2)
Reward: Gold Rust Assault Rifle Blueprint

Collect Scrap (20) and Nails (10)
Reward: Gold Rust Custom SMG Blueprint

Collect Scrap (10) and Tin Cans (5)
Reward: Gold Rust Salvaged Cleaver Blueprint

Raiding bounties:

Find and raid Rais' Bandit Outpost in the Slums
Reward: Elemental C4 Bundle

Find and raid Rais' Bandit Outpost in the Old Town
Reward: Elemental C4 Bundle

The Rust crossover event and the Rust DLC will come to PC on April 19, 19:00 CET. The event’ll last for a whole week (until April 26, 19:00 CET).

Both the crossover event and the Rust DLC will appear on consoles mid-May.





What are you waiting for? Grab the Rust Weapon pack DLC for Dying Light HERE
Apr 1, 2021
Rust - holmzy


Gestures

You can now express yourself with a new selection of gestures, available to everyone in a simple popup menu during gameplay. Just press B (by default) to open the menu and look at your options. These new gestures have been built to be used in first person, so you get nicely animated hand movements instead of just seeing your shadow gesture. This new system for gestures is a bit more flexible than the old system, and it has already supports some future features like looping animations and third person gestures.




A core goal of this new gesture system was reducing as much risk as possible when using them during tense gameplay. Gestures will now no longer unequip your weapon and can be cancelled at any point, with a small (~0.2s) delay before your weapon is fireable again. Feel free to wave at your victims when roof camping!



Fun fact: these gestures are all left-handed because they were initially meant to be used while holding the weapon at the same time (which is generally in the right hand), however we felt it limited our future options for gestures - clapping with one hand is tricky.

As we felt that the quality of the legacy gestures weren't up to scratch compared to these new animations, we've made the decision to remove support for playing the old gestures. You can however still bind these new gestures using the same commands/keybinds if you don't want to use the gesture wheel.


Poker Tables



We've added Poker Tables to Bandit Town this month, completing our casino barge overhaul that we started last month. You'll find a variety of tables supporting anywhere from two to six players.



Deposit at least 100 scrap to the storage at your seat to get started. Once you're in a game, use the button prompts on the right of the screen to play. Standard Texas Hold 'Em rules apply. Be sure to take your winnings at the end of your session!



While in a poker game you'll have access to a poker chat window for you to chat with your fellow players, and you can also use your mic.




Server Optimizations

We've made a variety of optimisations on the server to improve performance when lots of players are online:

  • Floating junkpiles will no longer process buoyancy if no players are nearby
  • Better balanced server load when lots of turrets are scanning for targets
  • Upgraded SQLite and removed lots of GC allocations in the connector code
  • Update Facepunch.Steamworks with buffer pooling for swnet (Steam Networking only)
  • Rewrite NetWrite to have less CPU overhead
  • Add caching to TechTreeData since it could cause short CPU spikes on the server
  • Got rid of some small GC allocations that happened every frame

Slot Machines

The Slot Machines we added to Bandit Town proved popular last month, but I wanted to make some changes to make it a more interesting experience. I've rebalanced the payout scale to have fewer possible rewards, but the chance of getting a proper payout (three matching symbols) should be much higher than before. The majority of scrap payed out last month was via the wildcard symbols which felt a bit unexciting.



I've also added a multiplier option, so you can increase your bet and multiply your winnings accordingly. You can change the multiplier on a machine when depositing your scrap. Be sure to check the spin cost before spinning on a new machine!


Unity 2019.4.22

We've upgraded from Unity 2019.4.4 to Unity 2019.4.22 this week. This release contains mostly fixes, but we've been waiting for some of those fixes for a long time and they've finally been backported to our LTS version. If you notice any sort of compatibility issues you didn't have before, definitely let us know.


Mac Improvements

Over a year ago, we filed a bug report regarding Unity's graphics jobs feature causing a crash on macOS after a few minutes of gameplay. This has finally been fixed and backported, so we re-enabled graphics jobs on macOS. This should greatly improve performance.

We also re-enabled incremental GC on macOS, which should reduce stalls from the garbage collector. We've had issues with this feature causing huge stalls in the past, which is the opposite of what it's supposed to do, so definitely contact us if you're playing on macOS and you notice any second-long stalls you didn't have before.


Hapis Update

We've tackled the Red Keycard shortage by making them available in all corners of the island again.
In addition, we've added a marketplace and gambling den to the Compound.

Viewmodel Jitter Fix

The view model jitter is finally fixed. It's an issue that's as old as Rust itself (and no it wasn't on purpose). The reason that this happens is because of floating point precision, the further away from 0 you get, the less precise things get.

Pretty much every game that has View Models, probably has some kind of hack to support them. In the past we didn't really think it was worth using hacks to fix it. HDRP was supposed to allow us to fix this kind of issue, but since we aren't going to be switching to HDRP I decided to see if I could fix it with some not so new Unity features that I'm pretty sure wasn't available when we started Rust.


Improvements & Fixes Highlights

  • Disable Blood Option - Blood can now be disabled through the options menu
  • Player Hitbox Bug - Fixed projectiles fired at players joints not impacting
  • News Menu Update - News section now displays the full content of the blogs
  • Hostile Timer Reduced - Safezone hostile timer reduced from 30 minutes to 5
  • Heavy Armour Riding - Players can no longer mount horses with heavy armour equiped
  • L96 Skinnable - L96 skins coming this month
  • Team Member Mounting - Team members can now mount vehicles after purchased
  • Vehicles Reposessed - Vehicles are now reposessed after 5 minutes instead of 2
  • Revolver & SAP Recoil - Tightened up recoil response on revolver/sap including animations


HDRP Backport Beta

In May 2019 the team set out on a mammoth task to explore and switch Rust over to Unity's HDRP pipeline. HDRP boasted many visual fidelity improvements and new tech, best of all it was said HDRP was more optimized resulting in better performance. Switching and updating all our assets over to HDRP was months of work but we figured it would be worth it in the end. Long story short after months of work, testing and profiling we never saw the performance gains we expected from HDRP, in fact, it was worse. Faced with this dilemma we took the difficult and long overdue decision to halt all progress on HDRP and begin to backport all the updated assets back to the current pipeline.



After many more months we're now at a stage we feel the backport is approaching the final stages and ready for public testing and feedback. Wednesday, April 7th we'll be opening HDRP backport publically which will be available to play from the "Rust - Staging" client via Steam by opting into the "Aux01" beta branch.

The backport has updated nearly all of the world objects, rocks, foliage, trees and even many monuments have received some love.

Due to the nature of continued changes on the backport wipes will be frequent, we do not recommend regular play, at least until later into the month.

Mapmakers be aware a number of assets have been removed/updated which may have an impact on your existing designs.

If testing and feedback prove positive we'll be aiming to release the backport on Thursday, May 6th. We don't expect performance to be better than release but we also don't expect it to be worse.


Easter Event



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!

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 an advantage via Egg Vision.

Have fun!

New Items

This year we've added a new workcart themed Rustigé Egg and a Bunny hat with wobbly ears and eyes.



In addition to this weeks skins, You can find these items available on the Item Store

Mar 4, 2021
Rust - holmzy
This month we've added an underground transit system, slot machines, a new round of Twitch drops and more improvements and fixes.



Rail Network

You'll now find train entrances scattered across the world, typically you'll find entrances next to existing monuments. Upon the first inspection, they may not appear to be anything special but after venturing inside deep below the terrain, you'll now find a vast rail network with drivable workcarts.



When entering the train entrances you'll notice the huge spiral staircases penetrating deep into the terrain, central to the stairs you'll find a much quicker, but perhaps less safe elevator shaft.



Everything in Rust wants you dead, these tunnels are no exception. Upon reaching the bottom of the shafts you'll encounter some not so friendly tunnel dwellers. From this point forward you'll likely to encounter many more dwellers if you decide to continue exploring.



With risk comes reward, while the dwellers may be unwelcoming the loot they protect could well worth the risk.

After exploring the shafts and tunnels you'll finally be standing at the rail platform. On each platform, you'll encounter more dwellers but increasingly better loot.



At the end of each platform, you'll find a driveable workcart.

Consider this a first pass of a new dungeon system. Everything here is procedurally generated and we plan to add new track segments, bespoke entrances at each monument, puzzles, new NPCs, and eventually use this system to procedurally generate the cave network.


Workcarts



Each station of the Freight Transit Line will have two workcarts facing opposite directions. Running on Low Grade Fuel, these can be used to rapidly traverse the map. There are 6 throttle settings (3 forward and 3 reverse) and the vehicle will remain in operation even after you depart the cabin.



You may also encounter NPC barricades deep in the tunnel system. Be sure to slow down when approaching as hitting barricades or other work carts at high speeds will damage your workcart. Don't worry though, when a collision is imminent, a proximity alarm will sound and you can adjust the throttle accordingly. Barricades can be broken through without damage to your cart if approached at low speed.

If you encounter a track junction, you can use your left or right strafe key to choose which track to follow. Lastly, damage will slow the speed of a workcart and it can be repaired with a hammer for metal fragments.




Slot Machines



Test your luck with 3 new Slot Machines in the gambling room of Bandit Town. To operate the Slot Machine you need to mount it and then deposit Scrap to start betting.



Each bet is 10 Scrap and the payouts range anywhere from 3 to 6k Scrap. Be sure to grab your winnings and any unused betting Scrap before leaving. Good luck!


Server Browser

As I'm sure many people are aware, there are quite a few issues with the server browser. You will likely never be able to see every Rust server out there due to the how Steam implements this functionality, but it can be improved. I made a few internal changes to the server browser to improve discoverability of servers:
  • Empty servers are now hidden by default
Unless you're on the official, friends, history, or favorites tabs (they will always be shown here)
Note: This means you will need to enable showing empty servers sometimes
  • The "Show Empty" filter will now apply filtering within Steam
This means when "Show Empty" is off you should see no empty servers and see more of them
Toggling the "Show Empty" filter will force a refresh of the community and modded tabs

We also made the tags look less terrible. We're working towards a UI refresh for the server browser so the filtering will improve even more in the future. We're also always working on cleaning up the server list to remove servers that are spamming, advertising, or lying to try and get ahead.


Server Performance

Whilst looking through the server profiles recently, We noticed that certain entities were updating and sending data more than they needed to. Two of the biggest offenders were entities with buoyancy (boats) and horses. Now we try our best to not update them if there aren't any players around or they aren't in use.

Combining these fixes with some fixes that Jarryd made with entity flag networking, servers should handle more players a bit better both in terms of CPU and bandwidth usage.


Steam Family Share

Players abusing Steam family share to circumvent bans and other malicious behaviour is not uncommon, on February 17th we disable Steam family sharing for the foreseeable future.

We currently have no plans to re-enable Steam family share.


Improvments & Fixes Highlights

Healing 3rd Person Animations Bandage and syringe 3rd person animations when used on another player

Oilrig RF Frequency Fixed Oilrig RF constantly enabled

Smoother Horse Movement Smoother horse movement when traversing bumpy terrain

Mixing Table Box Due to popular demand you can now place a small box under the mixing table

Marketplace Flat Fee Marketplace now charges a flat fee for delivery instead of per quantity

Compound Monument Spawn The compound will no longer spawn in the arctic / snow biome

Puzzle Loot Reset All puzzle room loot is destroyed before respawning - no half looted boxs

Substation Radiation Radiation is now removed from all roadside subtations

Skin Picker Update Skin picker now places the last picked skin to the front of the queue after closing UI.


Twitch Drops

Starting from today till March 11th Twitch drops are enabled for Rust Twitch streamers. You can earn special and unique skins simply by watching your favourite Rust Twitch streamers.

We've teamed up with blooprint, Ricoy, Bnans, Willjum, deathwingua, Shroud, Swales, iRiskpvp, albin, r00t, Vice Versa Gaming and TwinkleCave to bring you special unique drops which can only be earned by watching their channels



Learn more at twitch.facepunch.com.

Change List

  • Added Rail Network
  • Added Rail Monument
  • Added Workcart
  • Added Slot Machines to Bandit Town
  • Thompson viewmodel - Fixed finger clipping on admire anim
  • Bow viewmodel - Fixed thumb clipping through glove meshes
  • Bow 3p - fix for incorrect arrow material, updated arrow model
  • Medical syringe viewmodel - Fixed floating elements during anims
  • Fixed sometimes not being able to throw Mace
  • Fixed missing downloadable workshop meshes for Jackhammer
  • Fixed bandage and syringe 3rd person animations not playing when using these items on another player
  • Fixed item spend notifications not appearing (while repairing, building and upgrading)
  • Fixed Dropbox deployment difficulty on stone walls
  • Fixed heavy helmet overlay covering chat UI
  • Fixed RFBroadcaster stackable
  • Fixed wind generator volume prevent building and deploy volume mismatches causing confusing behaviour
  • Fixed fridge excessively large prevent building volume
  • Fixed XL neon signs blocking windows
  • Fixed heavily charged batteries displaying incorrect time remaining (used 12h format)
  • Fixed constant RF spam at oil rig
  • Jackhammer viewmodel - Added admire anim
  • Jackhammer 3p - Updated pose and anims
  • Sheet Metal Gloves Skinnable
  • Vending machines at different heights will now group together on the map
  • Marketplace now charges a flat fee for delivery instead of per quantity
  • Improved server and network performance for Boats
  • Removed radiation from road side substations
  • Holding RF Transmitter no longer flags the player as hostile
  • Allow small box placement under mixing table
  • Stricter large swimming pool volumes
  • Reduced Gong crafting cost
  • Smoother horse movement when traversing bumpy terrain
  • All puzzle room loot is destroyed before respawning - no half looted boxs
...