Today we're excited to announce the launch of Rust's permanent in-game store. The new store will feature premium cosmetic items and skins.
To kick things off we're releasing the Nomad skin. The Nomad skin is a hazmat reskin replacement that can be applied when crafting the hazmat suit or by placing the hazmat suit into a repair bench.
Additionally, we're also launching some new items such as new lights, underwear and even a used sofa.
We received a lot of feedback and comments after the recent store announcement so we'd like to address them here:
Why launch this now?
We've found over the years that players really value being able to choose different skins and items to enjoy Rust, like the Spacesuit hazmat skin, or fun seasonal stuff like Christmas lights or fireworks packs. We're also very aware that Rust has grown in popularity but many new players won't be aware that they have these options.
Our idea is to expand that by having a core offering of permanently available, premium, cosmetic items and skins items that all players (new and old) can buy and use to have more fun with Rust. It also gives us more scope to experiment with things we think you'll like - we often have ideas for skins and items but they haven't always found a place (e.g. not big enough to justify a DLC pack, don't fit a monthly themed update).
Will you still do limited availability skins and DLC?
Yes, we'll still regularly launch timed-availability skins and items, especially working with Rust community creators, as well as our DLC packs (Instruments, Sunburn and Voice Props).
Will the new skins and items be tradeable?
No, at present items and skins sold on the permanent store will not be able to resold on the Steam marketplace and hold no resale monetary value, nor can these items be traded on Steam. This is to help differentiate them from the other types of skins/items we've sold in the past and will still sell. We're going to keep all this under review.
Will there be more items coming to the new store?
Yes! We'll be releasing more over the coming months and getting feedback from you on what works and what doesn't.
Other stuff worth knowing
Items on the permanent store may be discounted or discontinued at a later date but we'll give you a heads up when we plan to make this happen.
We look forward to reading your feedback and suggestions.
Additional Store items
In addition to the Nomad Hazmat skin we're releasing the following items:
Sofa - Pattern
A beat up, used, stained, discarded sofa with a floral pattern.
Still comfortable, though.
Coconut underwear
Sets of island underwear made form coconuts, leaves, and grass.
Comes in 2 variations No crafting required!
Industrial Lights
Industrial lights to illuminate your base. can be placed on floors, ceilings, or walls.
We added fully procedural Military bases containing the MLRS equipment this update, these will be different on every server, every wipe. They are built from a pool of individual modules and fill 4 different templates.
Each has a few points of entry, regular loot with a sprinkle of oil and you will face some resistance from scientists as well.
MLRS
The new Desert Military Base monuments each have a parked Multiple Launch Rocket System (MLRS). This vehicle doesn't move - you won't be driving it around the map - but it can be set up to fire rockets to any target. Except safe zones, naturally.
These MLRS rockets can do significant damage to bases. They can be countered by SAM sites, but a full barrage of 12 rockets will only be mostly repelled by two SAM sites, and completely fought off by three.
Using the MLRS
1. First you'll need to acquire an MLRS Aiming Module which can be found in locked hackable crates and one to twelve MLRS rockets that are found in elite, APC and Attack helicopter crates.
2. Interact with the back of the MLRS and insert your rockets.
3. Get in the MLRS and open the Aiming Module slot, and insert your aiming module, which will activate the weapon systems.
4. Interact with the targeting screen and set your desired target.
You can click-and-drag to move the map around, and click to place the target. If you've set a marker on the main map view earlier, it'll show up here as a red marker, which should help with targeting bases.
A red crosshair indicates where you want to aim. A white circle indicates where the MLRS will actually hit. These will usually match, but can differ if the MLRS is still moving its aim into position, or if there's an obstacle in the way. The MLRS shoots high in the air, so mountains and so on won't usually be a problem, but the white circle will show you if they are.
The target circle shows the total area that might be damaged by an MLRS attack - not all rockets will hit the exact same spot, though there is a bias towards the centre of the circle. No damage will be done outside of the target circle area.
5. Press button to fire. The MLRS will shoot all the rockets you have loaded, and break down for 10 minutes (or whatever the brokenDownMinutes console variable is set to).
Improvements & Fixes Highlights
Painting Undo - Added undo & redo support for painting
Marketplace Search - Added search option when browsing shops at marketplace
Crouching Gestures - Can now use hand gestures while crouching
Check out the changelog for more changes.
Blueprint Wipe
On December 2nd, in line with Rust's next major update patch, we'll be forcing a blueprint wipe across all servers.
Additionally, we'll be looking at retiring a number of lower populated Facepunch servers.
Twitch Drops - Charitable Rust Nov 20 -21
A special edition of Twitch drops will be enabled on November 20-21 for charitable Rust. Charitable Rust has raised $540,786 over the past 6 years supporting various charities such as Rise Above the Disorder, Pencils of Promise and charity: water. This year the charity charitable Rust is supporting is Preemptive Love.
Preemptive Love provides aid in countries of conflict with food, water, medical care relief and much more for families on the frontlines of violence.
Last week we announced Rust's first in-game pumpkin carving competition in the Halloween update blog post. If you wish to enter you have until November 7th 2021 23:59 UTC.
To celebrate the release of SteelSeries GameSense with Rust, SteelSeries has launched a desktop battle station contest. Head over to their Discord and post your best RGB and desk setups with SteelSeries gear in the #Rust-Desk-Contest channel for a chance to win a copy of Rust + DLC and an Aerox 3 wireless mouse.
The Rust Halloween event is upon us! We've released a mandatory patch containing lots of spooky features, enabled the Trick or Treat event, NPC scarecrows and much more!
This year we've added a new addition to the Halloween event: Frankenstein's monster!
To get started building your own monster first you must slay scarecrows and mummies which roam the lands. Once you've collected a head, torso and legs. Craft yourself a Frankenstein's table and place the body parts within the table, awaken your new pet monster and control it by pressing "P".
The monster will follow your orders without question. It'll follow you around the map, defend you if attacked and help slay foes you wish to attack.
If you're having trouble accessing the pet menu or already have a key bound to "P" then use the following console command: bind X +pets
Trick Or Treat Event
Once roughly every two in-game days, a candy hunt event will begin. You'll have 3 minutes to collect as many candies as you can. The top 3 players are given special loot bags as a reward. These candies and loot bags can be opened for various types of loot ranging from scrap all the way up to an M249!
If you don't make the podium, that's okay. The Candies you collect can be upgraded for better loot.
There are various items available to help you during your hunt. The Pumpkin Bucket will allow instant pickup of candies and the Scarecrow Wrap and ghost costume will provide you with advantage via Candy Vision.
The Halloween event will run until November 4th.
Have fun!
New Halloween Items
This year we've added two new Halloween themed items to the Rust store.
Skull Rock
Through many years of research, it was discovered skulls are just as good at gathering resources as rocks.
The Skull can now be purchased at the Rust item store.
Pumpkin Carving
Display your artistic side with the new carvable pumpkin item.
The carvable pumpkin can now be purchased at the Rust item store.
Last years Halloween items have been raised from the dead, head over to the Rust item store.
There is also a bunch of Halloween themed skins on the Rust Item Store!
Also, Rust is part of the Steam Halloween Sale so now is the perfect time to get your friends involved at a discounted price! https://store.steampowered.com/app/252490/
This month's update brings the foundation of the mission system, huge amount of quality of life improvements, a camper vehicle module and much more!
Missions
Today we're introducing the first iteration of a mission system to Rust. You are now able to speak to various NPCs found around the world and receive a list of objectives you must complete in exchange for a reward. This first pass of missions are geared more towards players just getting started but the system is capable of much more. We will be expanding on this in the coming months to include PvP missions (capture and hold, delivery, ambush) and eventually even bounty hunting.
You can find mission providers at most safe zones and their tasks vary, from catching fish or harvesting lumber to hunting sharks and uncovering hidden treasure.
The mission system will be expanded upon over the coming months. We look forward to reading your feedback.
Camper Module
Take that long overdue vacation in the new Camper module for your modular car. It’s a two slot module that includes 4 seats that function as spawn points, overhead lockers, a bbq and a small box worth of storage.
To mark a seat in the camper van as a respawn point simply sit in it, look down and use “Make Bed” to claim it. You will then be able to respawn directly into that seat regardless of its location, even while the car is moving! If another player has claimed a seat, you'll have to clear their ownership before you can claim it as your own (this will appear as an interaction option).
The module requires a T2 workbench, 175 Metal Frags and 125 Wood to craft.
You’ll find the locker above the seats, the barbecue to your side and the small storage box underneath the barbecue. Happy camping!
General QOL
Jarryd spent some time this month working through a backlog of quality of life improvements that we’ve assembled internally. Thankfully all of you in the community had plenty more ideas so after a month of work the QOL list is now even longer than it was at the start. Thanks to everyone across Discord, Reddit and Twitter for suggesting ideas! If your suggestion wasn’t implemented this month rest assured we’ve taken plenty of notes for future work in this area.
A lot of the changes are pretty scattershot and all around the game (see the changelog for more details), but some of the notable changes are below.
Sign Painting
The primary improvement for sign painting this month is being able to pick up signs and redeploy them without losing the painted content. You can now pick up signs, picture frames and neon signs with the hammer, inspect the painting in your inventory, trade it to others and redeploy it at will. The sign painting interface has also had some improvements, including being able to voice chat while painting and better lighting settings for large paintable sources.
Auto Turrets
After many (many) requests we’re adding the ability to authorize friends to auto turrets, as well as automatically authorizing yourself when placing the auto turret.
Door opening while wounded
You’ll now need to hold down the interact key to open the door while wounded. Watch out for door campers!
Admin UI
We’ve created a simple admin UI accessible in the F1 menu for server admins to easily modify and administrate their server. This isn’t meant to be a replacement for RCON or the console, but hopefully it will act as a simpler way for new admins to manage basic elements of their server. If there are more features you’d like to see feel free to reach out, this is just the first iteration of this tool.
Improvements & Fixes Highlights
Vehicles On Cargo - Can now land on the cargo ship without your vehicle sliding off
ADS Sensitivity - Added a separate slider to modify sensitivity while aiming
Skin Search - Search for skins by name in the Repair Bench and Crafting Menu
Item Counts - Show the total count of items in inventory when picking up items
Large Planter snapping - Large Planters now snap to centre of foundations and floors
Auto fill code lock - Added a button to auto fill the last code entered into a code lock
Rowboat Flip - Boats now rightside up with one push
Horse Dung - Horses now produce dung more often
Binoculars Zoom - Now start at the lowest zoom setting
Supply Drop Beacon - Supply drops now activate a red beacon at night
Snap Disable - Holding sprint now disables snapping on planter and high external wall placement
Engine Components Craft - All modular car engine components craft reduced from 30s to 10s
Check out the changelog for more changes.
Steam Point Store
We're currently working on some Rust assets for the Steam point store which we plan to release in the coming weeks.
Let us know what you think and if you have any suggestions! You can take a look at the animated avatars, profile frames and profile backgrounds over on the DEVBLOG
Halloween update
On October 28th at 19:00BST / 14:00 EST we'll be releasing a mandatory server and client update to enable some new spooky features!
Changelog
New Camper Module
New F1 Admin UI
Added Missions system
Added a search text box to the skin picker in the Repair Panel and Crafting menu
Added a button to enter the last entered code in the code lock (can also press Reload to trigger the button)
Added an Aim Down Sights sensitivity multiplier (acts as a multiplier on base sensitivity eg. 0.5 mouse sensitivity x 0.5 ADS sensitivity = 0.25 sensitivity while aiming)
Item descriptions now scale to fit long descriptions in the Crafting menu
Binoculars now fade in/out twice as fast and start at the lowest zoom setting
Can now voice chat while painting signs
Sign painting will no longer use a low resolution texture on low graphics settings
Show the total amount of an item in your inventory on the item pickup pop up in the bottom right of the screen
The planter inventory can now only be accessed by looking at the edge of the planter
Large planters now snap to the centre of foundation and floor blocks (hold Sprint to disable)
Flipped boats should now reliably flip rightside up with one push
Looking at vehicles that have no seats left will now show as Occupied instead of showing a Mount option that won’t work
Painted signs can now be picked up (includes empty picture frames and neon signs) without losing their painted data
Unpainted signs can now be stacked up to 5
Painted signs have a small icon in their inventory and clicking on them will show the painted data
Increased range of light source in painting UI so large signs aren’t partially illuminated
The sign painting UI will now remember the rotation of the last sign that was painted (per session)
Open/closing doors while crawling now takes three seconds
When attempting to build too close to a monument the error message will now display the translated name of the monument (instead of “Can’t build here”)
Improved several placement error messages
F4 and F9 keys are no longer hardcoded to screenshots, added screenshot.takescreenshot and screenshot.takehiresscreenshot that can be bound as needed
Right clicking scrap while a research panel is open will put the scrap in the bottom slot
Lowered volume of audio static in the background of boom boxes, speakers, etc
Right clicking a pumpkin in the inventory will now move the pumpkin to the belt instead of clothing
Ceiling light can now be repaired more reliably from below
Worms and grubs will go the inventory by default instead of the belt
Auto Turrets now automatically self-auth when placed (like TC’s)
Added an Assign to Friend option to Auto Turrets
Any team members in the Assign to a friend Sleeping Bag/Auto Turret UI will now appear first in the list
Don’t show steam ID’s on Sleeping Bag/Auto Turret friend UI while streamer mode is active
Human skulls being sold in vending machines will now display their name in the tooltip
Item search in crafting menu should now disregard accented characters when filtering (eg. Pólvora and Polvora will now both return gunpowder when playing in Portugese)
Supply Drops now have small lights that activate at night
[Admin] entity.deleteby now accepts multiple steam ids
[Admin] Added entity.deletebytextblock that parses a text block for steam ids (eg. can use the results of “ent auth”)
Added "cargoshipevent" command for server owners to start the cargo ship event
Horses now produce dung more often
Dung yeilds more Fertilizer
Added custom junkyard prefabs for map makers
Military tunnels NPCs no longer respawn while players are inside tunnelsMilitary tunnels elite crates respawn inline with AI (no more looting elite crates with no AI spawned)
Added small (50) MinDistanceDifferentType to roadside monuments
Less strict locker placement
Added "Copy" and "Clear" to the console UI
Reduced crafting time of all modular car engine components from 30s to 10s
Fixed garage doors blocking placement on the floor above them while open
Running a dedicated server will no longer set graphics quality to 0 on clients on the same machine
Fixed issue where binding a key to nothing that was also a default key wouldn’t save correctly and the binding would be lost on next boot (can now unbind mouse wheel)
Fixed glowing hair in player inventory preview
Fixed issue where players would get stuck in a placeholder dance when respawning if they were dancing when killed
Fixed Boom Box loading incorrect URL after a player leaves and enters network range or after a respawn
Fixed tanker car module not getting properly disconnected from water sources when moving
Fixed Small sign stacking
Fixed elevator exploits
Fixed excessive explosion force on the chinook
Fixed cargo ship layouts breaking during server restart
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.
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.
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.
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.
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
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
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.
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.