Dec 5, 2024
Rust - Errn
RUST'S 11TH BIRTHDAY CELEBRATIONS

We can't believe it either.

It feels like just yesterday that we were celebrating 10 years of Rust, getting emotional over our recap video, but it is true - Rust turns 11 years old on Wednesday the 11th of December!

It's been another incredible year for Rust, with record player numbers, Twitch events, and monthly content updates bringing some of the most significant changes to the world of Rust in the past 11 years.



Here are just some of the key gameplay additions we've delivered as we look back on 2024:
  • World Update
  • Backpacks
  • Tutorial Island
  • Digital Clock
  • Night Light
  • Harbour Monument Rework
  • Cargo Ship Docking
  • Minigun + Flamethrower
  • Seismic Sensor
  • Handcuffs + Prisoner Hood
  • Motorbikes + Pedal Bikes
  • Travelling Vendor
  • Tin Can Alarm
  • Metal Detector
  • Wallpaper
  • GCO Attachement
  • Hand-held Diver Propulsion Vehicle
  • Refreshed Divesites
  • Radtown
  • Radioactive Water
  • T1 SMG + T3 SKS
  • ...and much more!

To celebrate Rust turning 11, next week, you'll find a cake and balloons in-game. And your friends can enjoy 40% off Rust for 10 days, starting on Monday!

On behalf of everyone at Facepunch, we'd like to thank you for a great 2024. In January, we'll release a full end-of-year blog in which we'll discuss how 2024 has gone, with highlights, learnings, and our plans for 2025.



QUALITY OF LIFE CHANGES

Peacekeeper Turret Hostile Indicator
A turret icon now appears next to the usual hostile indicator when you are hostile and near a peace keeper auto turret.

Workcart Storage
A small box has been added to all Workcarts so you can store that extra loot.

Waterpump Depth Change
Waterpumps now work with a smaller depth of water, perfect for the new rivers.

Propane Tank Stack Size
Propane tanks can now stack up to 20.

Dropbox Input Increase
Increased to 4 input slots.

Junkpile Despawn
Junkpiles will now be eligible to despawn after they are partially looted.

Fridge Storage
Fridge storage increased to 48 slots

Homing Missiles
Homing missiles have been added to Bradley and attack helicopter loot crates



WOLF PACKS BALANCING

We spent this month bug fixing and improving the counter-plays to the wolves, as we want them to feel challenging but not unfair.

The problems

Using fire against wolf sometimes felt less impactful than expected, especially when wanting to avoid the fight. Even though wolves wouldn't attack as long as you kept distance and a lit torch, they would follow for a very long time.

This was especially aggravating when driving wolves away from your corpse to get back your loot, but then having them still follow you and potentially cause a death spiral.
Furthermore, when jumping on an elevated position to escape the wolf, it would ignore the lit torch and rush to jump up.

The wolf could do very fast huge jumps sometimes up to your base's roof. The jump motion also looked weightless and not really believable.

Another problem was packs of 4+ wolves. They didn't appear all the time, but players that had to face them had a really hard time. Even though packs never spawn with more than 4 wolves, they could sometimes merge. That's because wolves always come to investigate when their hear a howl, even if it comes from a wolf that does not belong to their pack.

Once the player shot a wolf or they got close enough, wolves would give up stalking and weave at high speed towards their prey. For players that only had a bow, this made it hard to land more than one or two shot as the pack of wolves closed the gap. And once enough wolves were in melee range, while it was possible to prevent a single one of them from attacking thanks to hit stun, you easily got overwhelmed.

Lastly it felt harder than it should have been to crouch and sneak around wolf packs, forcing players to take very long detours if they didn't want to fight.

Closing words

You can find more details about how we addressed those issues in the patch notes at the bottom of the page.

Congrats to the players who found some of the hidden features that could be used to get the upper hand on wolves!



ELECTRICITY QOL

Tesla Coil
Reduced tesla coil maximum power usage from 35 to 25 (no difference in time to kill)

Storage Monitor
Added a passthrough slot to the Storage Monitor

Elevators speed
Increased speed of player placed elevators by 50%

Battery full charge indicator
Added an output slot for when your battery is fully charged



MODULAR CAR RADIOS

Modular car radios are now in Rust!



This means that you can now craft a radio to place in your modular car for 120 metal fragments if you own the Voice Props Pack.

Simply craft the radio and then deploy it onto the cockpit of your modular vehicle. The radio will only be operational whilst the car engine is switched on. Once the radio is deployed, anyone will be able to interact with it.

Anyone with authorisation to the vehicle will be able to pick up the radio with a building hammer.

The radio comes with all the same built-in and internet streamed radio stations you find in the Boom Box



HELICOPTER SHREDDING

Purchased Helicopters can now be picked up by the magnet crane and shredded at Junkyard. You will receive Scrap based on the helicopter type and it's current health (50% health = 50% of the Scrap).



  • Minicopter - 200 Scrap
  • Scrap Transport Helicopter - 300 Scrap
  • Attack Helicopter - 500 Scrap
Stolen a helicopter from your neighbours? Why not destroy the evidence and get paid at the same time!



UPGRADABLE HIGH EXTERNAL WALLS & GATES

Wooden high external walls and gates can now be upgraded to their stone versions via the hammer context manner, similar to regular building blocks.



Additionally, high external walls now craft in batches of three. The stone high external walls requiring 1 sheet metal per craft.

The stone high external gate has also been adjusted to require 1 sheet metal and only 3 gears, with its crafting cost reduced to 4000 wood/stone (down from 4500) for improved inventory management.



VENDING MACHINE STATISTICS

You are now able to see a bunch of statistics about your vending machine. This includes:
  • Transaction History
  • Highest Revenue Items
  • Best Sold Items
You can browse these stats in a wide variety of timescales: from the last 30 minutes to all-time.

Some 'long term stats' are also available (all anonymous), these are:
  • Total Sales: The total number of items purchased from the vending machine
  • Total Unique Customers: The total number of individual customers who have made a purchase
  • Total Repeat Customers: The total number of instances where existing customers have returned to make additional purchases.
  • Best Customer: The customer who has made the most purchases (total count of their transactions)
These stats are processed on the Serverside then communicated to clients.


Here are a few Server Convars to help server owners:

vendingmachine.max_returned - Specifies the maximum number of entries to return when fetching purchase history or aggregated stats (e.g., best-sold items, most revenue-generating items, etc)

vendingmachine.max_processed - Limits the maximum number of sales records to process when performing operations like filtering or aggregating data, even if more records are available

vendingmachine.max_history - Defines the maximum number of purchase records that the vending machine will store in memory (on Serverside) before removing older entries to make space for new ones

Server owners can also run: vendingmachine.clearallvendinghistory and vendingmachine.clearallvendingcustomerhistory to clear all Vending Machine stats and long term stats respectively.



LEGACY SHELTER REVOKE

Once you placed your Legacy Shelter, it was possible to die and then be unable to place another. When placing down another shelter, your first one is now destroyed.



There's one trade off: Shelters now take a few seconds to place (just like high external walls). This gives enough time to warn you that your old Shelter is going to be destroyed, as well as preventing them from being used in PVP.



VARIABLE ZOOM SCOPE

The 16x scope was significantly under-used considering it's intended to be military loot. This seemed to come down to it being too high of a zoom.



This scope has now been renamed to the "variable zoom scope" and supports 3 zoom levels: 4x, 8x & 16x. This makes it better than both of the old scopes combined & adds in a new zoom for quick target acquisition.

The default keybinds are 'Page Up' to increase zoom and 'Page Down' to decrease zoom, however I fully expect more experienced players to rebind these.

Try scroll wheel (if you aren't using it to switch weapons) or mouse 3 & mouse 4 (if those aren't already bound).






SCRAP EXCHANGE VENDOR CHANGES

Now that we've reached a point where we are happy with the dynamic pricing behaviour when purchasing items with Scrap, we've decided to apply the same logic to items being sold for Scrap. Starting this month, you will notice that items that you sell to NPC vending machines for Scrap have a dynamic price applied to them. It will start the wipe with 50% less value per item sold, and can increase to an extra 100% value per item sold if no items are sold.



This will hopefully make it more valuable to sell items as a wipe goes on. As with the previous changes, we'll be monitoring these and making changes as needed.



UNDERWATER VISIBILITY

We recently tweaked this, but your feedback made it clear there was further room for improvement. So we did just that. Underwater visibility is now nearly doubled, allowing players to see further and more clearly underwater.



Additionally, we've slightly increased the depth of water players can sink to before the oxygen level starts to tick down. During swimming, you are now less likely to drown to high waves.




RISKY LANDMINE DISARMING

Landmines now have a 15% chance to explode when being disarmed by another player, so be careful when clearing out minefields!

This was always meant to be the intended gameplay behaviour for landmines, but I discovered an old bug that prevented this from working as intended.





NODE SPARKLE CHANGES

We've slightly modified the behaviour when hitting nodes this month. Nodes will no longer show a sparkle before they are hit for the first time, once they are hit the sparkle will appear underneath the first hit. This first hit is considered a sparkle hit and will reward the appropriate amount of resources, so it's a very slight buff to ore collecting.

We did this for a few reasons:
  • This brings their behaviour in line with the tree X marker minigame
  • Finding the sparkle at first was slightly awkward, this feels smoother
  • Each sparkle was a networked entity that had to be streamed in and out as the player moves around
  • We had a sparkle per node in the world, so an average server will now have around 4.5k less entities in the world
While I was at it I made some slight memory improvements so each node will take up less client and server memory.



QUEUE IMPROVEMENTS

While looking at collecting some data around queues, we decided to do a few minor improvements to the queue system. Up until now, the client was unaware of being in a queue, it was simply using server messaging to show the queue. Now the client knows when it has entered and exited a server queue, and can act accordingly. We now display Steam rich presence for waiting in a queue and connecting to a server. This also opens us up to do more client side related queue features in the future.



The other change to queues we made impacts modded server owners specifically. The queue messaging system was being leverage by modded servers to implement loading screen messages via a plugin. These loading screen messages would often fight with the client messaging, and generally didn't look great.

As a nice compromise, we've implemented the ability to change the "menu tip" message displayed in the loading screen. This can allow modded server owners to implement their own tips that may be more relevant for the particular game mode and changes specific to the server. To keep things backwards compatible, the same network message sent before will continue to work with one caveat.

// Old

var net = Net.sv.StartWrite();
net.PacketID(Message.Type.Message);
net.String("Top Text");
net.String("Bottom Text");
net.Send(new SendInfo(conn));

// New

var net = Net.sv.StartWrite();
net.PacketID(Message.Type.Message);
net.String("Bolt");
net.String("This server has instant craft!");
net.Send(new SendInfo(conn));



Instead of having top and bottom text, you can change the menu tip icon displayed. Existing loading screen plugins will continue to function, but won't display a top message as that field is now used for an icon. A list of available icons names has been published on our Community GitHub repository.

Only servers clearly listed in the modded section may utilize this feature.



RCON SECURITY ENHANCEMENTS

Another one for all the server owners out there. We've started updating the security around RCON. The server will output very prominent warning messages if you're using an insecure RCON password. In some cases, the RCON server will fail to start if the password is bad enough (i.e. "password" or "changeme")

We've also added some safeguards against brute force attacks. Now when a RCON client attempts to connect with a bad password, after 5 attempts the IP address will be banned for 5 minutes. These values are all configurable through a number of new convars. There are also a few convar commands that allow you to permanently ban both IP addresses and networks.

  • rcon.banduration (default: 300)
    Number of seconds to apply to any automated ban.
  • rcon.maxpasswordfailures (default: 5)
    Number of failed password attempts before applying a temp ban
  • rcon.logfailedattempts (default: true)
    Debug.Log all the various failed password / ban connects. Defaults to true, but large servers may want to disable due to spam
  • rcon.permanentbanfailedips (default: false)
    Permanently ban IPs that exceed the failed password threshold
  • rcon.ban_ip <ip / network>
    Permanently bans an IP or network
  • rcon.unban_ip <ip / network>
    Removes an IP or network ban from both the permanent bans, and any temporary bans/attempts
  • rcon.print_rcon_failed_logins
    Prints out the table of attempted logins that failed and if they resulted in a ban or not
  • rcon.clear_rcon_failed_logins
    Removes all of the temporary failed login history/bans (does not remove permanent bans of any kind)
  • rcon.print_rcon_bans
    List the permanent IP/network bans



NATIVE ARM64 HARDWARE SUPPORT

We've been waiting for a while for all of our third party software to natively support ARM64 hardware. This has now finally come to fruition and as the first platform to test this on, we've switched the Mac version of the game to use our native ARM64 build on Apple Silicon hardware. At the moment, Intel hardware is still supported on Mac as well and remains unaffected by this change.

If this works out well, we will investigate native ARM64 support for other platforms in the future. The next most important one would likely be to natively run on ARM64 hardware in Windows laptops, but we are still waiting for some third party software to fully support this, so this will stretch a good amount into the next year at least.



BUILT-IN SERVER PROFILER

Up to recently we've been focusing on server performance health via tracking aggregating performance telemetry. It allowed us to have a general overview of a server's performance from birds eye view. There are point where high-level overview is not sufficient to identify where exactly slow-downs are coming from.

This past month I've been working on a built-in profiler for the server. If used, it allows us to see all the code that is executed for a particular frame - allowing us to see more detail about what & how things are going wrong.



With this, we can now combine our high-level telemetry as an "hotspot-warning" system, while using the built-in profiler will allow us to investigate what those hotspot consist of and which parts are the most worthwhile to optimize. This will help guide our efforts in optimizing the server performance while also validating that we have successfully optimized a particular block of logic.

The profiler comes with an extra benefit: this feature is going to be available for public use. Any server owner will be able to trigger it and take a look at the data. You'll be able to see both what vanilla server does, as well as if there's anything that Mods are actively doing.

How to Generate a snapshot
Note 1: This is currently only available for servers hosted on Windows machines. Linux support is next to come.



  • First, the feature needs to be activated when starting the server. You must launch the server executable with `-enableProfiler`
  • Once the server boots up, you can run the following console command: `profile.perfsnapshot [delay] [name] [frames]` (all parameters are optional)
  • delay is in seconds, by default set to 15
  • name is the name of the snapshot file, by default is "Profile"
  • frames is the number of frames to includes in the snapshot - default is 10, has a max of 10
  • Once the delay expires (you'll see messages in global chat), it will record the requested number of frames, generate and compress a snapshot - you will find it in <server-dir>/server/<identity>/profiler/<name>.json.gz
Note 2: if something goes wrong during generation the file won't be created(youl'l can it in server log file). I'll be continuing iterating on the profiler, so I'll iron out any left-overs.

Note 3: Taking a snapshot causes server to take a performance hit for a couple seconds. Make sure to give enough delay to avoid disturbing the server population too much. When not taking a snapshot, the impact is none/unnoticeable.

Exploring The Snapshot
You can extract the compressed snapshot using any utility that understands GZip (Windows11 explorer, 7zip). The snapshot uses Google Event Format, so you can use any tool to view it. For example, I've been Perfetto UI to visualize the data - just drag and drop the json into the view and you can start exploring.



TWITCH RIVALS IS BACK!



That's right, Twitch Rivals - Team Battle V is almost here!

Starting Monday 9th of December and finishing Friday 13th, up to 150 Twitch creators from around the world will compete in our yearly global Rust PvP competitive event, with a prize pool of $100,000!

Last year's event saw some incredible plays from some rather understated competitors so be sure to tune in every day at 1900 GMT / 1400 EST to watch as tensions rise and the teams find their feet while they gather their resources, build to protect themselves, then raid, loot, and fight it out to be crowned victorious!

This year's Captains include Team Battle IV's winning team captain, Blooprint, as well as Oilrats, NoraExplorer, Willjum, and more! Full schedule and teams list from Twitch here.

As usual, there are some incredible looking Twitch Drops available to collect by watching the competitors, and by tuning in to the official competition broadcast from Twitch Rivals.
Sync your accounts and find links to all channels at https://twitch.facepunch.com/.

And don't forget, there are generic Twitch themed Drops that you can grab by watching your favourite creator on Twitch not participating in the event too!

As always, we'd like to thank Rustoria for working with us and Twitch to make this event possible.





MAP MAKING & MODDING PREFABS

We've added more prefabs for the mapping and modding community this month.



Below is a list of the additions and changes:
  • Additional concrete, charcoal, gravel, ceiling, roof and plaster tiled cube prefabs
  • Coloured wood panel tiled cube prefabs (pictured above)
  • Road and tarmac tiled cube prefabs
  • Cold and heat volume variants (low, med, high)
  • Radiation cube volumes - minimal, low, medium and high rad levels
  • Toxic/radiation water cube + cylinder prefabs
  • Admin spawnable invisible 3x3 cube + wall
  • Static xmas light string prefab
  • Static fire prefabs
  • Static spraycan decals
  • Birthday cake prefabs (from previous years)
  • Invisible static PressButton
  • Fixes for material changes to glowing cubes and glass cubes



CHRISTMAS

We'll release a mandatory update at 19:00 UTC on December 16th to enable this year's festivities.


Nov 7, 2024
Rust - Errn
T1 HANDMADE SMG

This month we're adding new weapons, firstly filling a gap in the weapon lineup, the Handmade SMG is unlockable near the end of the T1 tech tree.





While it lacks accuracy and raw damage, it compensates for this with sheer volume, letting players unleash a hail of bullets. Skilled survivors can use it to stay competitive by timing their attacks and positioning themselves carefully, allowing for surprise bursts against better-equipped foes.



SKS

Unlockable at the start of the T3 tech tree, the SKS bridges the gap between the SAR and the M39. This mid-tier powerhouse combines punchy damage with accuracy, making it a reliable pick for players who want a no-nonsense rifle with solid range and stopping power. The SKS delivers balanced performance with a kick that seasoned survivors will appreciate.







IMPROVED WOLF AI

Hello I'm Maverick!
I recently joined Facepunch to work full-time on the AI and it's been a blast so far.

This month we're releasing the first step of a major AI overhaul. We're starting small by just updating the wolf, but long-term the goal is to update scientists and all other animals.



The why
The current wolf feels a bit like a landmine: if you're walking around and you didn't see it or hear its footsteps, you die. That issue is of course amplified in the pitch black night.

Since wolves runs faster than players, once spotted your only options are to try to kill it before it kills you, or jump out of reach if possible.

Since the wolf charges in a straight line, you don't really have to aim and if you have a nailgun or better it's just a matter of unloading the magazine as fast as you can.

Assuming you spotted the wolf before it spotted you, hunting it was not really engaging. When shot from a distance wolves don't charge and just flee very far away, often forcing you to engage in a long hike to get its loot.

The result of this is that the wolf was either frustratingly hard to handle, or trivial, with no in between. This motivated us to reshape the wolf into something that would pose a challenge that feels fair, and can be tackled in multiple ways.



The how
I could write an exhaustive list of all the new behaviors, but I think it'll be way more fun for you to experiment and I'm confident the community will find even the cool hidden ones.

Forget everything you know about the old wolves and just try out stuff that seems like it should work!



QUALITY OF LIFE CHANGES

IO Arrows
New arrows that show input/outputs when looking at IO deployables

Floating objects drift down rivers
Corpses, Boogie Boards, Boats now float down rivers

Hear player voices over CCTV
Listen in on the group taking Oil Rig

Disable Monument CCTV
Can now damage monument CCTV cameras to disable them for 5 minutes

Copy Paste IDs in F7 menu
Easily get a player's ID when using the Report menu

Add vendor NPC's to all Water Wells
Every Water Well variant now has killable vendor



GESTURE PACK DLC

This month we've added more ways for players to communicate and express themselves with the introduction of our first gesture pack - available now on Rust's permanent item store.



The pack includes 8 new gestures:
  • Rock Paper Scissors (Mini-game)
  • Loser / L Hand
  • Knuckle Crack
  • No-No / Wagging Finger
  • Cut Throat
  • Shush
  • Watching You
  • Finger Gun
NOTE: You'll need to assign the gestures to a slot on the gesture wheel via our new gesture wheel customisation on the main menu under Options > Gestures (learn more below)

Rock Paper Scissors
Included in the pack is our first ever gesture minigame; Rock Paper Scissors.

Trying to decide which teammate does the next farming run? Or who gets to use the L96? Now you can settle the score with a round of Rock Paper Scissors.



To play, select Rock Paper Scissors from the gesture wheel then wait for an opponent to interact with you to start the minigame. (Note: you'll need to assign the gesture to a new slot via the main menu for it to appear on the gesture wheel)

Once a 2nd player joins, you'll be prompted with UI to choose a hand/option to play - use the numerical keys on your keyboard to make a selection of either rock, paper or scissors. Both you and your opponent will have 10 seconds to make a choice; If the timer runs out or a player moves too far away, the mini-game will end.

After selections are made by both parties, each player will "shoot" simultaneously on the count of three to determine a win, lose or draw result.

We look forward to seeing how you all use the minigame - our plan is to add similar interactive gestures in the near future.



GESTURE WHEEL CUSTOMISATION

In order to support the new gesture pack we’ve added the ability to customise your gesture wheel this month, as well as adding a new wheel so you can access double the gestures. You’ll find this in the Options > Gestures menu.

Customising your wheel is straightforward from this menu. Simply click on a slot to change what gesture is assigned, or use RMB to clear a slot. You can access the second wheel via the arrows at the top, and use E/Q to switch between gesture wheels in-game.



We’re just exposing two wheels as even with the new gestures you won’t be able to fill them up, but we’ve now got the system built so we can add more wheels as we release more gestures down the line.



RADIOACTIVE WATER BUFF

The introduction of Radioactive Water last month was pretty weak. We felt it needed a buff to bring it in line with the original vision.



Here are the changes to Radioactive Water:
  • We have increased the radiation amount from sprinklers by 70%
  • We have increased the radiation amount from splashes by 40%
This makes Radioactive Water the counter against full kits that it should be.



MIXING TABLE IMPROVEMENTS

This month I added some nice QOL improvements for the mixing table.
  • You can now click a recipe to add the required ingredients to the mixing table inventory, in the correct slots.
  • Repeat clicking will stack the additional ingredients required to produce another of the same item.
  • Shift-clicking will add the ingredients for the maximum number of items you can afford to produce.
  • The recipe names of recipes you cannot afford to produce are now also greyed out, making it much quicker to see what you can currently create.
Finally, I made some minor performance and memory improvements for the mixing table UI.



ANTICHEAT UPDATE

Since our last anti-cheat update back in July, we have applied an additional 91,676 bans, 19,398 of these were temporary, and the remaining were permanent bans. Here's the breakdown per patch:

World Update 2.0 - October
  • 22,473 permanent bans
  • 6,735 temporary bans
  • 113,580 reports

Time To Kill - September
  • 14,885 permanent bans
  • 5,294 temporary bans
  • 77,871 reports

Stay Alert - August
  • 22,827 permanent bans
  • 1,386 temporary bans
  • 105,031 reports

Road Renegades - July
  • 12,093 permanent bans
  • 5,983 temporary bans
  • 102,764 reports
Notes
  • Patch-specific report data is only from Facepunch Official servers due to data reliability originating from non-official servers, the total number of reports across all server since July is 5.3 million.
  • Bans that were later reverted are excluded from these metrics.
  • Bans are placed for multiple reasons. The numbers above do not strictly reflect only cheat-related bans, but cheat-related bans make up the vast majority of bans.
  • A single player can receive multiple bans, for example, if a user is temporarily banned and then later switched to a permanent ban, this is counted as 2 bans in the above metrics
.The above is to provide context and transparency, not to state we're doing a good job, there is much more to be done in this area, and we are continuing to work on it.

Next
In July, I talked about server-side player culling, if a player is behind a hill and you can't see them, don't network the player. We feel we've done all we can in internal testing and will now roll out this change slowly across all official servers starting this month.

We teamed up with a third party to handle takedowns on our behalf. One of the core objectives is aimed at cheat-related material. The takedowns will be made at the request of Facepunch staff after manual review. There is no automation, and there is no room for innocent content to be taken down.
  • We've taken down over 1200 cheats-related media on social platforms.
  • We're working continuing to work on several other legal fronts to disrupt cheaters.



COPY PASTE

Copy Paste is a new admin tool that allows server admins to copy, paste & save bases!

This opens up a number of new workflows such as allowing admins to submit a copy of a base when they are submitting a bug report. It also will speed up testing on staging, allowing you to paste platforms with every item you need to test new content.

If you are interested, head over to the wiki page to learn how to use it!



TWITCH DROPS - RUST KINGDOMS RETURNS

Rust Kingdoms returns! The ultimate battle for control begins this Friday on Twitch!

Watch live as some of the biggest creators both in and out of the Rust scene stake their claim for the throne, through serving/defying their masters, picking battles carefully, or risking all their rewards - who will rule the kingdom by Sunday 17th?



Don't miss out on lots of epic Twitch Drops too! You can sync your account at any time here.



FLASH SALE - 40% OFF RUST THIS WEEKEND



In case you or your friends missed the World Update 2.0 sale, the game is now 40% off again for this weekend!

This also includes all standalone DLC on the Steam store

Head on over to Steam to take advantage of this 48 hour sale, just in time for this month's wipe and the latest patch update.



FACEPUNCH SERVERS

Many official Facepunch servers, especially those in Eastern and Western Europe and Eastern US, have been upgraded to new, higher-performance hardware. This long-awaited upgrade should significantly improve stability in these regions during peak time. Some servers also received a slight increase in their max player capacities.

Following this update, you may find that your favourite Facepunch server is no longer on your favourites list. To find it, please use the search bar in-game and, if needed, enable the "show empty servers" option.

Upgrades for other regions will be rolled out in the coming weeks.

All blueprints have been transferred, so no progress has been lost.
Oct 28, 2024
Rust - Errn
HAPPY HALLOWEEN!

The yearly Halloween event is now enabled!



Once roughly every two in-game days, the Candy Hunt event will begin.
You'll have 3 minutes to collect as much candy as you can, then top 3 players are given special loot bags as a reward. These candies and loot bags can be opened for various types of loot, ranging from scrap, all the way up to an M249!

If you don't make the podium, that's okay. The candies you collect can be upgraded for better loot!

This year's Halloween event will run until November 7th.



HERE BE MONSTERS

Wondering what to do with all those body parts you've collected? Build your own monster!

To start putting together your morbid creation, first, you must slay the scarecrows and mummies that roam the lands. Once you've collected a head, torso, and legs, craft yourself a Frankenstein's table and place the body parts within it.



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 or open the in-game controls menu.



THE RIFTS OPEN

Cultists are said to have been opening portals across the island, while others believe it's a Cobalt experiment code-named R.U.I.N gone horribly wrong.

Not much is known about these portals - what they do or where they go, but only a few brave souls have entered through and made it back alive.



Do you dare to enter the rift?

Server owners can adjust the portal count using the halloweendungeon.population convar.



CURSED ARTICLES

This year, we've added three Halloween-themed items - one purchasable, and two free.

MASKS
Frankenstein and Mummy masks





DRACULA CAPE + MASK
Dracula cape & mask can be found on the limited item store.

Oct 3, 2024
Rust - Errn



RADTOWN

One of the emblematic locations from legacy Rust makes a comeback: Radtown.



We turned this monument from a bunch of blocky garage buildings, into a refreshed new gameplay space. We tried to preserve the proportions and purpose of each location while opening up new paths and adding way to improve the flow of movement and cover throughout.

Exteriors





Interiors







CLIFFS

We have completely reworked all cliffs in the game. The new cliffs come in two types, tall coastal cliffs placed close to the ocean and sloped inland cliffs covering hills and mountains.

A lot of effort was made into making them not only look realistic, but also easy to traverse. You can run up the inland cliffs with ease, while the coastal cliffs can be scaled by jumping on the rocky ledges and protrusions.




In addition we have added many new coastal rocks close to the shore to further spice up the world.






REVAMPED ROCK FORMATIONS

We have completely revamped all large rock formations in the game and decided to bring back some of the old fan favorites.



Formations such as the god rock, anvil rock and arch rock all return to the game. Completely new rock formations have been added and some of them even spawn off shore allowing for more base building possibilities than ever before.






UNIQUE ENVIRONMENTS

In Rust, you will now find several different canyons, lakes, and oasis of various sizes in each procedurally generated map.

Canyons, Lakes, and Oases – each offering a fresh way to play with their own pros and cons. Canyons provide narrow pathways for ambushes but can be risky to navigate. Lakes create opportunities for resource gathering and farming but leave you vulnerable in open water. Oases are lush safe havens with valuable resources but will become hotspots for fierce competition.

Canyons

These towering landscapes offer fresh opportunities for ambushes and base building. While the narrow pathways and steep drops make for thrilling combat and strategic locations.



Canyons can be rich in resources, but don't get too greedy and get caught out.

Lakes

These scenic water bodies add a new twist to the gameplay, offering great spots for fishing, resource gathering, farming and base-building by the shore. However, the open water leaves you exposed to attacks, and swimming can slow you down when trying to make a quick escape.



Oasis

These rare paradises amidst the harsh desert. These lush areas are perfect for setting up base, gathering, farming, and finding vital resources like water. But be warned: Oases will attract other players looking to take advantage of these havens.





RIVERS

Rivers are now longer, flow more naturally, and widen the longer they get. This as well as the new unique environments required a larger water system overhaul to support different water types at any altitude.



The ocean is now fully culled underneath the terrain, and lakes no longer stretch beyond their boundaries. Overall, it's a much more robust and future proof system.

https://files.facepunch.com/paddy/20241002/rust_worldUpdate_rivers02_11.jpg



HIGH CALIBER REVOLVER

The High Caliber Revolver is a hand-crafted, single-action revolver that uses 5.56 ammo. Built for precise, long-range shots rather than rapid fire, it demands a steady hand for maximum accuracy. Its slower fire rate reflects the single-action design, but the power and precision make each shot count.




Unlockable at a Tier 2 workbench, the High Caliber is for survivors who prioritize accuracy and impact over speed.



LEGACY WOOD PILE

Welcome back wood piles! These will spawn in the snow, and temperate biomes.



They function just like our traditional ore piles, but for wood! Harvestable with a rock, hatchet or chainsaw. A great source of wood early in the game to start off your Rust journey.



DIVE SITES

Ocean Wreck Buoys
We’ve remodelled the old floating bottle indicators on the surface of dive sites into more solid buoys. They are much more visible which will help with finding dive sites.



Dive Sites
The Dive Sites themselves have been refreshed this month, with an entirely new set of three possible options replacing the old sites. All sites now spawn the same amount of loot (6 crates). Each site has new unique environment art and topology.



Flora and Fauna
Alongside the new Buoys and Dive Sites, we've overhauled the underwater foliage with a graphical update, and tweaked the visuals on fish so they behave more naturally. You might even find a couple of other critters down there.






DIVER PROPULSION VEHICLE (DPV)

We've added small new handheld dive vehicle this month. The DPV can be crafted and kept in your inventory until you need it.



It's then used like so:
  • Select it and deploy it into any water that's at least 1 metre deep
  • Interact with the fuel tank and add some low grade fuel
  • "Mount" it to hold onto the handles and drive it around



Using the DPV, you can travel underwater significantly faster than you could by swimming. Once you're done with it, simply dismount and pick it up. Fuel will automatically be removed and added to your inventory, or dropped if you don't have any space.

Note: Currently players will need to manually remove fuel before picking up the DPV. This will be corrected in a hotfix asap






WATER WELL UPDATE

Waterwells aren’t exactly the most popular monument in Rust, so this month we decided to make them a little more interesting. You will now find a new vendor at some NPC’s that can offer a random selection of teas and farming equipment that shuffles every X minutes.



What’s special about this NPC is that this is the first vendor that is available in non safe zones. This means they can be killed! If that happens they will respawn after a while, but that won’t trigger the vendor to refresh or have any loot so there’s no real purpose. Try and be nice!



You will also find a new food cache with basic teas and high quality food items, and some planters that are automatically filled with random plants periodically. These plants have a high priority of having good genes, so they’re a great way to give your farm base a quick boost.






RADIOACTIVE WATER

We've added a new gameplay feature to the world: Radioactive Water!
This is available at two locations in the new Radtown monument. Players will be able to harvest it with any regular water container, be it: a bota bag, water jug or the tanker module for vehicles.



Radioactive Water has a few properties: splashing it on plants will instantly kill them, splashing it on players (via throwing your water from a container, or via a sprinkler) will irradiate them. Carrying a large amount of it in your inventory will damage you, and finally looting a players body will irradiate you if there's enough radioactive water in their inventory.

These properties make Radioactive Water a great choice for a number of things: from instantly resetting your farm, to being a great counter to those players raiding you in full gear.



The backend work done on Radioactive Water opens up a number of gameplay possibilities in the future as any item (in code) can now be marked as Radioactive.



We can't wait to see what creations you come up with!



FRONTIERSMAN PACK

This month we're introducing a new addition to Rust's permanent store, the Frontiersman Pack.

The pack includes three items: Frontier Hazmat Suit, Frontier Hatchet, Blunderbuss




Frontiersman hazmat suit

The Frontiersman Hazmat is a handcrafted survival suit, built for those who brave the wilderness. Forged from durable felt and leather, it’s designed to shield its wearer from the harsh weather, unseen enemies, and the dangers of the wild. The Frontiersman suit is a hazmat replacement skin that can be applied while crafting the hazmat or skinned using the repair table. The Frontiersman suit offers no in-game bonuses.




Blunderbuss

The Blunderbuss is a handcrafted, frontier-inspired shotgun that brings a classic, rugged aesthetic to the Double Barrel. This skin reimagines the weapon, turning it into a more traditional tool of survival from a bygone era



Frontier Hatchet

Inspired by the traditional tomahawk, featuring a rugged design with several charms attached. This unique skin transforms the hatchet into a symbol of frontier survival.



Available now on the item store.



WALLPAPER CHANGES

Based on your feedback following last month’s wallpaper release, you can now place wallpapers on building block hardsides, but only inside your base!

Any exposed hardside wallpaper will be removed by the next decay tick.



QUALITY OF LIFE CHANGES

Spray Can Improvements
Spray Can will now remember the shipping container colour through deaths and restarts

Note World Model
Note World Model Added

Underwater Visibility
Underwater visibility improved, allowing for enhanced long-distance sight

Repair Bench
The repair bench now displays icons alongside text for repair costs.



CHARITABLE RUST 2024 - TWITCH DROPS

October 12th - October 19th!
Join us and Rustafied for the annual Charitable Rust! The main event takes place on October 12th from 11:00AM EDT until 11:00PM EDT On Rustafied's Twitch channel. Tune in for tons of mini games, talent shows, and some of your favorite creators battling it out in Rust Reborn's Bedwars! Check out the full schedule here.

There will be 4 store items this year. Proceeds go toward the Direct Relief Charity. These store items will be account bound. Meaning, you will not be able to sell or trade them once purchased.



You will be able to collect all the Twitch drops for the remainder of the week on any Rust stream with drops enabled!



WORLD UPDATE 2.0 SALE - 40% OFF RUST
.
To celebrate the release of The World Update 2.0, Rust is now 40% off until October 8th!

Whether you want to role play, survive as a solo, find a new duo partner, or finally join your friend's clan, The World Update 2.0 is here to bring a fresh new feel to Rust for you to explore!

Or why not use The World Update 2.0 sale to gift Rust to that friend that would make a good survival partner?

There’s no better time to jump in to build, explore, raid, and survive with legacy items returning, new weapons and a hazmat, a new monument, AND the newly tuned terrain!

{LINK REMOVED}



MAP MAKER WARNING

If you're a map maker, please note that next month, we'll be removing the old rock and cliff assets from the game. Map makers should update their maps with the new rock assets to maintain compatibility.

The reason we're removing the old assets is to ensure we're keeping the game running as optimal as possible and not needlessly loading unused assets into memory.
Sep 5, 2024
Rust - Errn
DIGITAL CLOCK

Meet the Digital Clock, a new craftable item, a simple but powerful addition to your base's electrical setup.



When powered, it displays the current server time
  1. Consumes 1 power
  2. Available at the Tier 2 Workbench
  3. Craftable for 100 Metal Fragments

The clock also allows you to set up alarms. When an alarm goes off, the power will pass through, allowing you to trigger any sort of circuit inside your base at specific times.

Whether you want to automate your farms, activate traps, or control lighting systems, you can set up to five alarms simultaneously.



GCO WEAPON ATTACHMENT

A powerful new cutting-edge experimental weapon attachment for those who crave more damage and speed in their shots. The Gas Compression Overdrive attachment boosts projectile damage and velocity, allowing you to hit harder.



However, this extra power comes with trade-offs, a slower fire rate and increased recoil. If you can handle the extra kick, this attachment is maybe for you.

The GCO attachment works on the following weapons: Thompson, SAR, SAP, M92, M39 and the Custom SMG.



WALLPAPERS

This month, we're adding wallpapers, a new way to decorate your base's interior.



Wallpapers can only be applied to the interior side of your walls. Purely visual, they don't provide any additional protection, are easy to remove and won't interfere with the deployment of any other items.
  • Default blueprint
  • Crafting cost: 10 cloth for 2 pieces of wallpaper
  • Includes 'Vintage' default skin in 4 colours - blue, red, green and yellow



Just like other deployable items, wallpapers can be skinned during crafting, in a repair bench or after being deployed using the spray can.

Wallpaper Starter Pack
In addition to the 4 wallpapers skins unlocked by default, you can purchase the Wallpaper Starter Pack which features 22 extra wallpaper skins for styling your base.



Skins included in the wallpaper starter pack, as pictured above:
  • Clouds
  • Yellow Stripe
  • Blue Diamond
  • Fleur (3 variants)
  • Retro (3 variants)
  • Subway (2 variants)
  • Geometric (2 variants)
  • Polka Dots (3 variants)
  • Wainscotting (3 variants)
  • Venetian Plaster (3 variants)





The Wallpaper Starter Pack is available for purchase in-game or through the Steam's item store.



COLOURBLIND ACCESSIBILITY

As part of my Hackweek last month, I explored some ways we can make playing Rust more accessible for players that experience different forms of colour blindness. Colour blindness is experienced by up to 8% of men and 0.5% of women, so it likely affects a good portion of our player base.

We’ve tried to identify problematic areas in the game world, as well as in our UI, and then make those colours configurable so every player can customise the look of their game to meet their needs. Since colour blindness comes in many forms, we’ve exposed each option individually as well as some presets that we think will help for more common forms of the condition.



We’ve exposed the following options:
  • Tree marker colours
  • Health Bar colour
  • Hunger Bar colour
  • Hydration Bar colour
  • Team Name tag colour
  • Enemy Name tag colour
  • Ally Name tag colour (eg. marked friendly in the contacts system)
  • Monument blocked colour (the new radius that appears when building close to a monument)
  • Mushroom colour



We also adjusted the contrast of the icons in the Hunger/Health/Hydration bar to make them stand out a bit more when in snowy/very bright regions.

Please get in touch if we’ve missed a colour you find problematic to see, or if there are other accessibility options you think could help make playing Rust more comfortable. You can contact us via the F7 report menu, or opening a new Support ticket.



TUNNEL NETWORK VISIBILITY LAYER

Way, way back in the ancient times of December 2022, we shipped a feature that allowed us to separate the above ground and below ground networking groups, improving client performance and reducing network traffic. Unfortunately, we had to disable it pretty quickly on launch as we discovered an edge case where a small number of elevators that started in the above ground layer and ended in the below ground layer would teleport players into a void. To resolve this, we needed to rework how elevators functioned internally.

This work has finally been completed, so we’re re-enabling the feature this month. Fingers crossed the feature sticks this time! This change should be invisible to players and offer better performance.



ERRORS QOL

I think it was time to say goodbye to this debug gibberish spammed in chat everytime you try to build anything.



These errors have been moved from the chat to toast messages, which are just as responsive and most importantly, visible to players playing with the chat disabled.

We wanted to reduce the confusion by making these errors more specific, when possible.

The common "Cannot build in this area" now becomes "Blocked by X", mentioning the name of the entity blocking you. It works with deployables, vehicles, building blocks and players.



The infamous "Too close from another building" error message will now be "Too close to X". It will also briefly highlight the building block in question.

When trying to upgrade a building block, you'll now get a clear explanation of what exactly is preventing the upgrade.

We've also re-ordered the message priority of a few common deployables. So you now get "Must be placed on a construction" instead of "Not enough space" message when trying to place a bed on the terrain for example.

A new convar has been added if you prefer to keep the error messages in chat:
  1. client.errortoasts_in_chat



LOCALIZATION

A lot of effort has been put into improving Rust's localization this month.
  • Most of the UI screens are now displaying right-to-left languages correctly
  • Many screens with truncated texts have been fixed
  • Unlocalized texts have been addressed
This is ongoing work, it's not finished yet, and more improvements are planned for the coming months.

Thanks to everyone contributing to Rust localization, dedicating their time to make the game more accessible to non-English speakers.



WORLD UPDATE PLAYTEST

Today, we're opening Rust Staging - Aux02 beta branch for public testing to gather feedback and bug testing ahead of next month's world update release, which is one, if not the most significant updates, this year.

The World Update aims to address many long-standing community requests surrounding the world. The update will revamp cliffs, rivers, dive sites, and add new, unique environmental areas such as canyons, lakes, and desert oases. Additionally, some throwbacks to Legacy Rust by bringing back an updated Radtown monument and Legacy Wood Piles.





There is plenty more to look forward to with a new weapon, the high-calibre revolver, new Hazmat skin, and so much more.

We're excited about this world update and want your feedback to allow us to adjust and tweak as necessary. As a note of caution, everything on the branch is subject to change, and map wipes will happen at irregular intervals over the month.

The world update will be released on October 3rd.

How to access
To access the playtest, please follow the steps below:
  • On Steam download Rust - Staging Branch
  • Right-click Rust - Staging Branch on your Steam library, and select Properties
  • Navigate to "Betas" tab
  • Next to "Beta Participation" select "aux02 - upandcoming"
  • Steam will begin to download and apply the update
  • Open Rust - Staging Branch via Steam and play

How to give feedback
To give direct feedback in-game, press F7 and fill out the form, additionally, you can join our Discord and discuss the changes in the channel "staging-aux2"

Mappers
An unfortunate side effect of this revamp is that new assets will be added, and old assets will be removed. This will cause some instability for custom maps and map makers, one example is the older cliff and rock formations will be removed.

We'll post updates on the exact changes in community mapping Discords and our social media closer to release.



TWITCH RIVALS : BASE INVADERS



Buckle up! Base Invaders is back!

This Tuesday, tune in from 8PM BST // 3PM EST as *20* teams of 5 battle it out for up to $1000 per player for the winning team, from a $50,000 prize pool! With a 20x gather rate and teams only being allowed one base and one Tool Cupboard at a time, players need to score points with kills, by controlling hard points, or by destroying enemy Tool Cupboards and more!

The teams feature a range of PvP community favourites, as well as creators from our recent Home-Brewed event, and more! For the full list of teams and rules head here.

Heads up:
The exclusive hoodie and pants Twitch Drops for the Twitch Rivals stream will only be live for roughly 5 hours on Tuesday the 10th of September, on the Twitch Rivals official channel.

The rest of the Twitch Drops will be available from the start of the event until Sunday 15th.

Don't forget to sync your Twitch and Steam accounts at https://www.twitch.facepunch.com/!

And remember - Facepunch will never DM you about Twitch Drops or giveaways. Beware of any fake websites and scams!



WELLIPETS X RUST

Wellipets’ iconic Frog Boots were added to Rust as a gift for players who owned the game while it was in Early Access between 2013-2018 - as a thanks for supporting us while we took the game from its very humble and janky beginnings, to becoming what it is today.



And now, we've officially partnered with Wellipets to unite both the digital and physical world - An IRL Frog Wellington Boot in original Rust colours (one green, one black), and an exclusive in-game Frog Boot Helmet if you buy the Rust edition of the boots.

Executed in black and Batrachian green and contrasted with their hallmark yellow eyes, these wellington boots boast a distinctive colour combination, both as a legacy Rust item, and now a real, practical but fashionable item.
They feature a ladder grip outsole to provide improved traction during wet weather and are decorated with hand painted details at the logo and mouth.



Every physical pair comes with a key to unlock the new in-game item, once shipped. The boots are expected to start shipping at the end of November.

Discover the story and pre-order your pair here: https://wellipets.com/wellipets-x-rust



MODDING API BREAK

Heya! My name is Daniel, I'm a new member of the Rust development team - I've joined about a month ago. My primary objective is to work on Performance and it's various facets for Rust. I'm hoping to be posting about the ongoing work in the future.

In the coming update, I've made some changes to code that we'll be shipping that will break some mods that rely on our internal object pooling utility, Facepunch.Pool. If you're the owner of one of these mods that see errors around invalid use of "Pool.Free", then you should try switching to "Pool.FreeUnmanaged", and if that still doesn't work, then "Pool.FreeUnsafe"(in last case if you're using FreeUnsafe with a collection, make sure to clear it).

I'm making this breaking change because our old API were unsafe and allowed for memory leaks and bugs. Instead, I've introduced a couple replacements that aim to be stricter and as a result safer.

Pool.Free is now 3 separate methods:
  • Pool.Free<T> where T : Pool.IPooled or a couple collections with T : IPooled. Calls Clear() and optionally returns each element back to Pool
  • Pool.FreeUnmanaged<T> where T is a collection of non-IPooled-implementing types. Calls Clear() or an equivalent
  • Pool.FreeUnsafe<T> for any T, just returns it back to pool
The following methods are marked obsolete and will be removed when October Update lands or have been removed:
  • Pool.GetList - obsolete
  • Pool.FreeList - obsolete
  • Pool.FreeListAndItems - obsolete
  • Pool.FreeMemoryStream - obsolete
  • Pool.ClearList - obsolete
  • Pool.FreeDynamic - removed



LINUX DEDICATED SERVER UPDATE

Our dedicated server builds on Linux currently support Debian 10 / Ubuntu 18 or later. Due to third party software we rely on slowly removing support for these platforms, we will soon be forced to change the minimum requirement for our Linux dedicated server builds to Debian 11 / Ubuntu 20 or later. If you're hosting your own server or offer managed servers to your clients, please update to Debian 11 / Ubuntu 20 or later as soon as possible.
Aug 1, 2024
Rust - Errn
TIN CAN ALARM

This month, we're adding the Tin Can Alarm, a new primitive trap made from hanging tin cans.





Crossing its wire will trigger the trap and cause a loud clatter, alerting anyone nearby to your presence.

You can deploy it anywhere from your base to inside monuments. Use it strategically to cover access points and defend your positions.



REPLICATED BUSH SOUNDS

This month, we are changing how the classic bush rustle sounds work. Bush sounds will now be audible to players around you. Just like with footsteps, you now need to take care of when you make noise in bushes. Going slower through a bush makes a quieter sound than when running through it.



This change will also cause the rustles made in hot air balloon tarps to be audible to players nearby, and operates in the same way as the bushes.



UNDERWATER ITEMS



Dropped items that end up in bodies of water will now sink more realistically instead of just dropping like they are still falling through air. As well as slowing down and getting shifted around by currents they will also emit some bubbles as they move and when they hit the ocean floor. This should make finding these items a little bit easier.



ZIPLINE IMPROVEMENTS

We’ve made several changes to the powerline zipline system this month to make it a bit more pleasant to use.
  • Ziplines will now pick the furthest possible destination instead of the closest
  • We’ve increased the maximum length a zipline can run from 150m to 185m
  • Ziplines can now terminate at a higher point on the powerline structure and will pick these higher destinations when possible, reducing the amount of climbing required to continue the zipline.
  • You can no longer get dismounted by trees when on a zipline. We already had several systems in place to prevent trees spawning in zipline paths, but it still happened very rarely.
These changes should result in longer, higher ziplines that are safer to use.



NPC VENDOR PRICE CHANGES

After looking over the data from last months wipe, it was clear that the dynamic vendor pricing system wasn’t operating as well as it could have. It tended to drop to 50% off all items relatively quickly in the wipe. We’ve made a couple of changes this month:
  • Price changes now operate in real time rather than based on in-game time. This should be more understandable and will work correctly on servers that manipulate in-game time.
  • Price changes now take place every 5 real time hours. Last month the prices changed every 15 minutes in real time by default, so this will make the prices change much more slowly.
As usual we’ll keep an eye on this and make changes going forwards.



QUALITY OF LIFE CHANGES

Trains break barricades
Trains can break through barricades that are deployed too close to the tracks.

Bike fast turns
Hold the Crouch key while driving to perform a faster turn

Sidecar bike physics
Sidecar bikes now drive more like regular motorbikes.

Horse terrain holes
Horses can now enter terrain holes - Train tunnels, the launch site ramp etc.

Fire mode switch
Switching your gun firemode will now play a sound.

Storage Adaptors collision
Can now walk through Storage Adaptors attached to boxes.

Hurt screen overlay toggle
Can now turn off the blood on screen when getting hurt.

Saved code lock input
The last entered code is now saved between sessions.



SHOCKBYTE X RUST - PARTNERED SERVER HOSTING

We're extremely excited to be partnering with Shockbyte for managed server hosting rental!



After seeing their work with the Minecraft community, and hearing great things from existing Rust users, we've decided to partner with them in an official capacity - endorsing their stability and reliability. You can enjoy full file access, full customization, and oxide support.



Promotional Offer
As part of the promo, new customers can receive an in-game Tool Cupboard skin by renting a server of any tier! Once your new server is delivered Shockbyte will send you information about how to get your sweet freebie!





Here's Shockbyte's story so far:
"Born from a passion for multiplayer gaming in March 2013, Shockbyte has become a leading provider of game server hosting. Over the past decade, our team of dedicated gamers has delivered reliable multiplayer servers worldwide to over 700 thousand customers. Since October 2019, we have supported the Rust community, continuously improving our services based on feedback. Our mission is to simplify game server hosting, allowing absolutely anyone to create their own multiplayer community with ease.

With a growing network of global locations, comprehensive DDOS protection, and a commitment to 100% uptime, Shockbyte has become a trusted provider for Rust communities. We understand the complexities of server hosting and are beyond thrilled to now offer our expertise in a partnered capacity with Facepunch. We believe this is the most exciting era for gaming and are proud to provide community-driven hosting opportunities.

By harnessing player feedback we’ve recently completely revamped the hosting experience and we’re extremely excited to be soon rolling out this new modern experience alongside our partnership with Rust. Our top-tier global hardware and robust DDOS protection ensure the Rust community receives only the best multiplayer support. At Shockbyte, our focus is on delivering an enjoyable online experience, committed to innovation and excellence."


We look forward to hearing about your experiences with their servers and you can get the skin by signing up to any level of hosting through this link or use the button on the in-game menu!!



TWITCH DROPS!

Here we go again! We have worked in a group of your favorite Twitch Streamers and Youtubers that you might recognize!
August 8th - August 18th, 2024



Be sure you get synced up at https://twitch.facepunch.com/ so you don't miss out!
Jul 16, 2024
Rust - Errn
FACEPUNCH'S 15TH BIRTHDAY!



Happy Birthday to us!
Facepunch officially turned 15 not too long ago and we wanted to celebrate the occasion by making all of our games 50% off - including Rust and all Rust DLCs!

You can get your discounts on all Facepunch games through the Steam store.
Rewind to 2009, when Garry, released Garry's Mod: a sandbox game with no rules, from a mod, to officially listing it on Steam. No objectives, just pure, unadulterated freedom. Want to create a giant robot out of bathtubs? Go for it. Fancy launching a thousand explosive barrels into the sky? Why not! Garry's Mod was, and still is, the ultimate playground for gamers with a wild imagination.

Fast forward to 2013, and we began work on Rust. This isn’t just any survival game; it’s a brutal, post-apocalyptic showdown where you start with nothing but a rock and a dream. Gathering resources, building shelters, forging alliances—or betraying them—Rust has taken survival gaming to a whole new level. It's a place where the only rule is: trust no one, but have fun trying.

And now, in 2024, we're working on our biggest update for Rust yet, with more Twitch events planned, and even more cool things to come to the game for all types of players. There has never been a better time to play Rust.



LOOTROOM 3D PRINTS



It's Official - You Can Now Get Licensed 3D Printed Rust Items!
After years of watching from the side lines, we're proud to officially announce that we've partnered with Lootroom!

Lootroom are now our partner for fully licensed 3D printed guns and more. So we're now working closer with them, providing this lovely and dedicated team with in-game assets to ensure that they continue to deliver high quality products to Rust fans.

Here's Lootroom's story:

"It's mid-2018 and during an exciting Rust weekend with good friends, we kept joking about the fact that furnaces in Rust always have to be running. This gave rise to the desire to have a small real Rust furnace on the desk - as a reminder of this great wipe. It didn't take long and it became clear: a 3D printer was needed!

The test phase went well and we were so impressed with the result that we published the furnace on various platforms and received a lot of positive feedback. When the first purchase requests came in, we knew that the whole thing had potential and that there were many Rust enthusiasts around the world who shared our interest in IRL loot.

After some preparation, a first small online store was created and the perfect name with the necessary domains was also found - Lootroom. Initially, our store only consisted of the furnace in various sizes, followed by the Eoka and the P2. But after countless requests, the Rust AK default was added in May 2020 after a slight delay due to Covid-19 - a real monster compared to the smaller products we had previously offered. For us, this also involved a learning and conversion process, as our previous way of working was geared towards the smaller items. For example, we needed new shipping boxes.




Lone Design, the online store for Rust server plugins, became aware of us quite early on and we were also able to offer our products there - and thus reach even more Rust players. At the same time, we also set up a successful Etsy store and have since broken the magic mark of 1k sales and 100k turnover.

As we became better known, we received more and more requests for different skins and other irl loot. We created internal ranking lists with the most requested items, which we then gradually worked through. Over the years, we have continuously expanded our store and now stock more than 70 different Rust items.

A special milestone was achieved in September 2021: together with one of the most successful Rust content creators ever - Blooprint - we had his Blooprint SAR on offer for a limited time. The demand was overwhelming and it gave us great pleasure to see how much gamers around the world celebrated our products.



We invested in more and more modern 3D printers, a new online presence and founded the official Lootroom GmbH in September 2022, based in Nuremberg, Germany. We now operate more than 20 3D printers that print IRL loot almost continuously. Our factory is streamed live on Twitch, Kick and YouTube to give anyone interested an insight into the creation process.

Naturally, we prioritize the quality of our handmade products while also maintaining a consistent stock to ensure prompt shipping. Customer service and engagement with the Rust community are equally important to us. We have already shipped to over 45 countries around the world and look forward to every new customer that we can make happy with our IRL Loot. We put a lot of passion into our unique products.
All of this now leads to the possibility to offer our products as officially licensed Rust IRL loot. We are very hyped and incredibly excited to be working with our friends at Facepunch."




Please go and show them some love, and place an order for your favourite weapon or prop.

They look fantastic as decorative items and we have many around the office and a few of us even have them up in our homes!



TWITCH DROPS

FancyOrb's Global Warfare 2!
FancyOrb's Global Warfare is soon here, with all your favorite creators will be involved with Twitch drops!



Drops will be available across the entire Rust category on Twitch.

Be sure to get synced at https://twitch.facepunch.com/connect to claim your skins!



LEGO RUST

Reddit user ABRISSBIRNE27 showing off some epic Rust themed lego sets they made with rebrickable.

Wonder if we could convince Lego to do something official?






YOUTOOZ

We're starting to see everyone's Youtooz figures reach their new homes and we're curious, do you keep yours in the box or do you let them out in the open?



And where in your base are you placing your in-game items?

We loved working on these with Youtooz and we can't wait to show you what else we've got cooking up with them...



The limited edition run of the Heavy Scientist and the Hazmat figures ends soon - get yours here!

And don't forget to tag @playrust and @youtooz in your pics!



SHOW ME THE STUFF!

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

Cover image by Magoo!



FULL BLOG HERE
Jul 4, 2024
Rust - Errn


MOTORBIKES



Motorbikes can now be found at several monument locations. One is a single-person bike and one has a sidecar as well, where a second player can sit and use weapons.

These are relatively fast and nimble vehicles, useful for quickly traversing the map using low grade fuel. If damaged, they can be repaired with a small amount of Metal Fragments.







BICYCLES

Bicycles can now be found across the map on roadsides, and also at several monuments. The standard bike takes one player, but a three-wheeled variant allows a second player to sit and shoot from the rear.



The bicycles aren't as fast or strong as the new motorbikes, but they're easier to acquire, and they don't use any fuel. Instead, they slowly consume your own food and water levels.



Holding Sprint while biking will have the driver stand up and give you a bit more temporary power and speed. Sprint mode will also automatically engage if you're struggling up a hill. This feature wears out after a few seconds and needs time to recharge.



HANDCUFFS AND PRISONER HOOD

Take your enemies captive with the new Handcuff and Prisoner Hood items!



Use the Handcuffs on a surrendering (friendly gesture) or downed player to take them prisoner - restricting their inventory, belt, use and interact options.

Handcuffed players can be pushed around and forced into vehicles and other mountables.



Place the new Prisoner Hood on your victim to block their vision and disable their map access, preventing them from seeing where you are taking them.



Handcuffed players can hold their attack button to progress the unlock minigame. Fill the progress bar and the Handcuffs break, releasing you! Unlock progress is tied to the Handcuff item condition so that you can always eventually get free - but being damaged or pushed will temporarily interrupt your breakout attempt!

Additionally, performing the friendly gesture - at any time - lets other players inspect your full inventory and modify your belt - a great way to show you're not a threat or hiding something valuable!



TRAVELLING VENDOR

We've added a brand new event! The Travelling Vendor. The vendor will spawn naturally on maps with ring roads (4000+) and traverse the roads.



The vendor sells a selection of wares: from basic building materials to some of the best items in the game. Each time the vendor spawns a random selection of items are chosen to sell, along with a different price each time. If you're lucky, the vendor will decide to sell something at a discount, so keep an eye out!

To get the vendor to stop just run up to it, but don't stand blocking its way for too long or you will be ignored. It can't wait on you forever! It doesn't take too kindly to gunfire or selling to hostiles so make sure you're on your best behaviour.

I want to say a huge thanks to the Rust Discord Community for their incredible work in helping debug and improve the vendor.



QUALITY OF LIFE CHANGES

Ceiling Light Wiring
Ceiling lights IO points are now easier to target

Improved Barricade Placement
Can now place barricades on rocks and dirt roads



DYNAMIC VENDOR PRICING

To introduce a little more variety into the NPC vending system, this month we have introduced a change that increases or decreases the sale price of items purchased with scrap based on that item’s popularity.

The way it works is we now keep a running total of the average number of items sold every 6 in-game hours. Every 6 hours if the number sold is less than the average then the price of the item will drop by 5% for the next 6 hours (down to a minimum of 50%). If the number of items sold has increased above the average then its price will be increased by 10% (to a maximum of 100% extra, or twice the price). We will be starting prices at 200% so they will likely drop for a while before settling to the “market” price.



An example of the logic:
  • The average amount of SAM sites purchased in a 6 hour window is 150, and the current price has no increases or decreases.
  • At the end of a 6 hour window we check and see that 155 SAM sites have been purchased.
  • Since the average has gone up, we raise the price by 10%.
  • Since the price is now more expensive, sales drop to 120 over the next 6 hours.
  • Since this is below the average we then drop the price by 5%, which results in a 5% price increase in total.

You can see the current discount and price when looking at an item on the map or in-person, the price displayed is the final price and there’s a small indicator that communicates what the current price change is and what that item’s initial price was. You can easily tell at a glance what items are cheap and what items are expensive, as well as how much they’ve changed price to make informed purchasing decisions.

We’ve only applied this to sales where the currency paid is scrap - vending machines that offer scrap in exchange for items (fish market, resource exchange, etc) are unaffected. This will also not apply to player created vending machines.

Why are we making this change? We believe the NPC vending meta can be shaken up a bit and this seems like a fairer change than us just arbitrarily changing a bunch of prices across the board. This way the prices will increase and decrease based on player behaviour and will vary from server to server. As usual we’ll monitor how this goes over the next month and make changes as necessary.



FURTHER MEMORY IMPROVEMENTS

Building on last month's work to reduce the overall number of objects in Rust to save memory, this month we are rolling out even more improvements. We applied the same principle (reducing the number of objects by combining them when possible) but at the project level, so that most assets are already combined and streamlined in the build and don’t need to be processed when starting the game up. The streamlining process we use here is even more aggressive and results in even greater memory savings while also reducing time spent processing assets.

As well as these optimisations, we’re going to be making last month's renderer improvements now enabled by default.

We believe this approach combined with last month's improvements has resulted in about a gigabyte of reduced memory usage on a fresh server.

This was a huge effort as it involved manually modifying hundreds of assets across the entire game. Thanks to the valiant efforts of our QA team we’ve identified many cases where slight unintentional material and colour changes occurred but it’s possible some more snuck through into the release so please let us know if you see anything that looks incorrect!

Just like last month, we have more improvements in the pipeline for next month including memory improvements to monument foliage and a new process for loading monuments that will hopefully reduce loading times and further reduce memory usage.



UNDERWATER VISIBILITY

Underwater visibility has been messed up for a while now. It was an unintended consequence of us rewriting the way we shade things underwater, to make it more flexible.

That low visibility has now been fixed, but we might continue to tweak it some more in subsequent patches.



ANTI-CHEAT UPDATE

Since our last anti-cheat update back in April, we have banned an additional 65,181 accounts, 10,297 of these were temporary, and the remaining 54,884 were permanent bans. Here's the breakdown per patch:

June - Seismic Shift:
  • 14,949 permanent bans
  • 5,898 temporary bans (86.39% of which were automated)
  • 117,554 reports

May - Meta Madness:
  • 19,876 permanent bans
  • 2,755 temporary bans (91.80% of which were automated),
  • 111,094 reports

April - Waves of Change:
  • 20,059 permanent bans
  • 1,644 temporary bans (94.67% of which were automated)
  • 96,473 reports

NOTES
  • Patch-specific report data is only from Facepunch Official servers due to data reliability originating from non-official servers, the total number of reports across all server since April is 3,645,165.
  • Bans that were later reverted are excluded from these metrics.
  • Bans are placed for multiple reasons. The numbers above do not strictly reflect only cheat-related bans, but cheat-related bans make up the vast majority of bans.
  • A single player can receive multiple bans, for example, if a user is temporarily banned and then later switched to a permanent ban, this is counted as 2 bans in the above metrics.
  • Over the last 31-days, we've had 1,751,457 unique players, and close to half a million daily active players. Using the metrics above, it could be interpreted that 1.2% of the player base are cheaters, it's very common for cheaters to use many accounts over the course of the month. Cheaters often receive an account suspension, get another account, receive another ban, rinse and repeat inflating the true number.

The above is to provide context and transparency, not to state we're doing a good job, there is much more to be done in this area, and we are continuing to work on it.

NEXT
In the last anti-cheat blog update, I discussed how we've limited the information cheaters can read and abuse from network data, such as knowing players health and buried stash locations, authorization lists from turrets and tool cupboards. The holy grail would be not networking nearby players and items you can't see.

If a player is behind a hill and you can't see them, don't network the player. If a tool cupboard is inside a base, don't network the tool cupboard. This is server occlusion, and it's difficult to get perfect. We're currently experimenting with this and hope to do a slow rollout over the coming months, pending further internal testing.

Additionally, we're currently working on many experimental features to disrupt cheats, some of these changes are nearly completion and will be deployed Soon™.

Last month, we teamed up with a third party to handle takedowns on our behalf. One of the core objectives is aimed at cheat-related material. The takedowns will be made at the request of Facepunch staff after manual review. There is no automation, and there is no room for innocent content to be taken down.
  • In the past 30 days, we've taken down over 300 cheats-related media on social platforms
  • We're working on several other legal fronts, which are too early to discuss

The next anticheat update will be in November



CREATIVE MODE

Creative mode is a new set of native tools Paddy and I have added which allows players to freely build, place and experiment without needing additional plugins. You can enable creative mode for everyone on your server using the server convar "creative.allUsers" or enable it just for a specific player using “creative.toggleCreativeModeUser PLAYERNAME”.

Once enabled, there are several convars you can enable which overrides standard build and placement restrictions:
  • creative.freeRepair - allows resource free repairs and bypass the repair cooldown
  • creative.freeBuild - makes all building blocks free and adds the option to spawn blocks in a specific grade. Also allows the Hammer to upgrade and downgrade blocks for free.
  • creative.freePlacement - removes most placement restrictions when deploying objects. Will allow building in building blocked zones, in other TC zones and when intersecting other objects.
  • creative.unlimitedIO - allows an unlimited amount of line points and raises the distance limit when wiring IO entities to 200m. Also adds an invisible colour option in the colour wheel.

This was originally made to help our Media team more efficiently build and film content, but we also see this being helpful for QA purposes as well. Hopefully you find it helpful too!



TWITCH DROPS - JULY 26-AUG 2ND

FancyOrb's Global Warfare event takes place and all your favorite creators will be involved with Twitch drops!



Drops will be available across the entire Rust category on Twitch.

Be sure to get synced at https://twitch.facepunch.com/connect to claim your skins!
Jun 24, 2024
Rust - Errn
EPIC DESK MOUSEPAD CREATOR COLLABS



We're back with some amazing EpicDesk creator collabs for giant mousepads!

BLOOPRINT





SEBBYK





OILRATS



To order check out their website as each of these deskpad campaigns have different end dates and shipping dates! They are ALL limited editions. Once they end they are gone forever!



SAVE THE DATE!

Coming Late July FancyOrb is bringing you Rust Global Warfare 2!

You won't want to miss this! There will be Twitch drops and all your favorite creators involved.



If you're a creator and you want to be involved with this event join the FancyOrb Discord for updates and how to sign up!



CHARITABLE RUST

Charitable Rust isn't until October, however, if you are a skin artist and would like to be involved with designing charity items for the Item store or Twitch Drops - pay attention over the next few weeks!



Skin contest is slated to take place for the entire month of July!

Contest Rules
  1. Use #CR2024 as official contest tag in Steam workshop.
  2. No re-uploading old or previously submitted skins.
  3. Do not steal or use any copyrighted or otherwise trademarked content.
  4. Must be 100% original work (can work with others if all are listed on workshop page).
  5. Must follow all basic workshop submission rules and standards.
  6. If using the charity’s logo, it cannot be used on any weapon skins. Only Charitable Rust logo may be used on weapon skins.
  7. Submissions must be high quality and Hi-Res, normals properly done/baked.
  8. Cannot contain offensive or sexual content.
  9. Limit of 5 skin submissions per creator.
  10. Skins must be submitted by midnight (23:59) PST July 31, 2024.

More info, rules, regulations, and branding assets can be found here: https://www.charitablerust.com/skins



HELK SHRINE

Hedge, Monstera, daVinci, and a few others from the Art community made this googley-eyed glory shrine of our savior Helkus Maximus.





It's probably best if we don't ask too many questions.



OH, PORGIE.

I'm just going to leave this here...





SHOW ME THE STUFF!

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

Cover image by Furthi
Jun 6, 2024
Rust - Errn
SEISMIC SENSOR

This month we're adding the Seismic Sensor, a new electricity-powered deployable.



When powered, it will listen for nearby explosions and send a power signal when detecting any.
  • You can configure its range from 1 to 30 meters (one foundation = 3 meters)
  • It will output a different power value depending on the type of explosion detected
A non-exhaustive list of power values from explosives:
  • 1 power = F1 Grenade, Beancan
  • 2 power = Explosive ammo, Satchel
  • 3 power = C4, Rocket

The idea is to let you detect and trigger circuits when you're being raided. Alarms, traps... the possibilities are infinite, we're excited to see what you will come up with!



BARRICADE PLACEMENT

Traditionally, we blocked all forms of building inside Monuments. This made sense back in the day when Monuments were small in size and number, but over the years, the amount of land they take up has increased significantly.

We want to reward players who pick a strategic location during a fight, but it's hard to pick a good location when you're in an empty field!

This is why barricades can now be placed on the terrain around Monuments. This allows you to take cover as you enter and exit monuments, as well as take cover inside the open fields inside Monuments.

Applies to:
  • Wood barricade
  • Stone barricade
  • Concrete barricade
  • Sandbags

Remember: Monument Structures, Concrete, and Roads still block barricades at this time.

Decay and melee protection has been adjusted to account for more relaxed placement
  • 15 minute decay
  • 8-10 hits with melee



SEE DEPLOY GUIDE OF TEAMMATES

Behold the ability to see what your teammate is placing and where it will be placed! This should clear up the exact location your teammate(s) are shouting while trying to build.

By default, it only will show your teammate's deploy guides when you are building. This can be changed via the options menu to 'Always Show' or to be disabled.





VISUAL FEEDBACK FOR BUILDING BLOCKED

When allowing barricades to be placed into Monuments we realized... it's not that clear where the building blocked of Monuments actually starts!

You will now see a red outline around the edge of monuments.



This can be toggled in the options menu.

Server owners can disable it via a convar if conflicts with custom Monuments.
Monument building radius
We also took the opportunity to adjust the building blocked size of some Monuments.

Larger
  • Gas Station
  • Lighthouse
  • Mining Outpost
  • Super Market
Slightly Larger
  • Dome
  • Launch Site
Smaller
  • Arctic Research Base



QUALITY OF LIFE CHANGES

Faster Code Locks
Once a code is set, the "last used" button is much faster at entering the code

Bone Fertiliser
Bone fragments can now be used in a composter to create fertiliser

Faster Window Crafting
Window glass, shutters and bars now craft in 15s instead of 30s

Skin Names
See the name of skins at the Repair Bench, and a link to get them

Helicopter Handbrake
Idle helicopters no longer drift down slopes

Reduced Speed Penalty
Horse armour doesn't slow your horse as much

Salvaged Hammer Buff
+100% damage against deployables

Mixing Table Ammo Recipes
Added HV Ammo & Incendiary Ammo to mixing table

Industrial Conveyor UI
Easier to search and setup industrial conveyors

Block Explosives In TCs
Prevent players from stashing their explosives in TCs

Hammer UI Consistency
Hammer always shows all options to reduce misclicks

Reduce F15 Volume
Reduce volume of F15 by 50% to reduce strain on ears

LOD Improvements
Fixed monument prefabs appearing invisible from far

Planter Autofill
Hold Sprint to auto plant all held seeds in a single planter

Vendor Attachments
Able to see the attachments on weapons for sale in vending machines

Chainsaw hit radius
Adjusted the chainsaw hit radius to make it easier to hit the trees' X mark



INSTANT REJOIN

While a queue is better than nothing (who remembers the days of spamming reconnect?), we want to avoid players getting stuck in a queue at all: especially when it's due to a crash.

We have made a few changes to allow players recently kicked from any server to skip the queue.
  • Holds your spot
  • 5 minutes max
  • Any type of disconnect (kick, internet outage, crash, alt + f4)




WIRE SLACK

When using the wire tool, you can now adjust the amount of slack in your wire using your mouse wheel while holding LEFT SHIFT.

It's purely visual, it doesn't change anything gameplay-wise, and it also works with hoses and Christmas lights!



PAINTING IMPROVEMENTS

I worked on a bunch of improvements for sign painting this month based on community feedback. There's a mix of QoL and bug fixes, but they should all improve your painting experience!

Changes
  • Made the painting UI follow your UI scale option
  • Added a convar to switch which side the painting UI is on (paint.leftsided)
  • Increased the maximum brush size to 100 (was 32)
  • Fixed brush sizes below 2 drawing nothing sometimes
  • Fixed drawn brushes overlapping within the same stroke
  • Fixed weird color blending behavior for the softest brush
  • Fixed portrait and landscape frames using an incorrect aspect ratio paint texture (no more squishing and export inconsistency)
  1. This makes painting behave more like other apps
  2. Fixes low opacity values not actually actually being low because the brushes overlap



ELECTRICITY QOL

Medium battery size
Reduced medium battery size by ~15%, now fits under half walls

Tesla Coil & Igniter healing
Tesla Coils and Igniters are now healed by your tool cupboard overtime

Electrical Furnace
Now automatically turned ON or OFF depending on whether they have power

SAM Site
Added a new input to switch your SAM Site targeting mode using electricity

Solar Panel
Solar panels no longer take conditional damage when picked up

Wiring near vehicles
Vehicles no longer prevent you from wiring components



FISHING CHANGES

We’re making several fishing changes this month to try and shake up the broader fishing meta. Our current issue is that it’s quite trivial to endlessly produce fish from a safe zone, then converting that fish to scrap. It’s not the fastest way to earn scrap but it is pretty reliable.

Our intention with the range of fish available to catch was always that you would work your way up the chain - catch a sardine, use that to catch a trout, use that to catch a shark. By allowing raw fish meat to be used as a bait you could easily gut one fish and catch dozens more fish with that meat, which could then be converted into even more fish.

To break this loop, this month raw fish meat is now only worth 0.5 bait (and can be used in stacks of 3) - whole fish can (and should) be used as bait but you now run the risk of losing that fish when casting out. The idea is to introduce a risk/reward mechanic. Do you cash out with your current trout catch or do you put them on line and go for the sharks?



To balance out this reduction in bait, we’ve made several other forms of bait more useful. Several bait types can now be “stacked” - if a fish requires 5 bait to be caught and you stack two Worms worth 2.5 each, you can now catch that fish. This behaviour is applied across worms, grubs, berries and small fish, making these baits more viable. We’ve also increased the bait value of human meat (1 -> 3), bear meat (5 -> 10) and wolf meat (5-> 10). The stack amount can be seen next to the bait value when selecting the item in your inventory.

The Survival Fish Trap became a bit neglected after we introduced the Fishing Rod, so this month we’ve adjusted it to make it more relevant. The trap now uses the same underlying fish/bait system as the rod, meaning you can catch different fish in different water sources as well as catch better fish based on the bait provided. The only mechanical difference between these two fish sources is that the trap cannot catch the same fish as it has used as bait and the trap has a 50% chance to lose the bait without catching the fish.



TECH TREE COMBINING

In order to save some space in bases, I’ve modified the Tech Tree menu to now allow you to browse and unlock techs from lower Tech Trees (eg. Access T1 techs from a T2 bench, access T1 and T2 trees from a T3 bench). Use the tabs in the top left of the screen to switch between available tech trees.

The workbench tax from last month's update is applied based on the Tech Tree level, so there will be no scrap cost changes as a result of this change. The tech tree also now opens immediately when accessing the workbench, saving you a click.



RENDERER MEMORY SAVINGS

In hack week this month, I explored ways to reduce our memory usage, an area that is a real priority for us this year. While a lot of my experiments weren’t workable, one did actually end up saving several hundred megabytes of memory for very little cost, so it’s shipping as disabled by default this month.

A renderer in this case is simply a thing that is visible to the player - a crate, a rock, part of a structure, etc. Importantly for performance each renderer has LODs (Level of Detail) - lower quality versions of each renderer that we switch to based on the distance to the players perspective. In Unity each of these LODs typically lives on a child object of a master parent object, so Barrel01 will have a child Barrel01_LOD0, Barrel01_LOD1, etc that we switch to. What I discovered during hack week is that in a proc gen map of 4.5k size, we can have upwards of 1.3 million objects in the world, each of these objects has some overhead (we need to store its position, rotation, what the object does, etc). In a renderers case, for every single renderer we had 3-5 child objects, one for each LOD level.

I realised that in most cases each LOD object was just sharing a duplicate of all the information except for a different model, so I modified the system to detect when this happens and consolidate all needed information into a single object, then delete the child objects. By applying this to every renderer in the world, I was able to delete 385 thousand objects from the world, which had a combined memory saving of 484mb - pretty significant!

This combination process is run every time the game is launched, we’re currently working on a change to make most of these modifications before we build the game, which should yield further savings next month.

Due to how risky this change is (deleting 385 thousand objects has had some unintended side effects that we’ve now fixed), we’re shipping this new feature off by default, but we’ll monitor it’s usage through the month and likely turn it on by default sometime next month. The convar is graphics.collapseRendererLOD and you’ll need to restart your game after turning it on or off. Let us know how it goes for you!

tldr: 400k less objects
500mb less RAM



HORSE IMPROVEMENTS

It would be amiss to say horses have not had their share of issues over the last few months. So following community feedback I looked into a solution that would resolve the difficulties players have had with horse navigation.

Alongside some minor adjustments to prevent horses from getting stuck and preventing unnecessary stamina depletion, I introduced the ability for horses to walk backwards. This seemed like the most logical approach to alleviate horses getting stuck and should be an overall improvement to navigation.



CINEMATIC ENTITIES

I've added a few more cinematic entities this month for Rust creators to use in their video and image projects. These can be spawned by server owners/admins and can be hidden via console with pre-assigned group numbers.

The new additions include:
  • More spot and point light (red/blue/green variants)
  • Unlit backdrops and cyc walls (green/blue/black/white/grey variants)
  • Flags/cutters (small/medium/large variants)



Visibility Commands
Cinematic entities assigned to different groups which allows them to hidden if desired. Use the command cinematicentity.hideobjects followed by group numbers to hide them.

Cinematic entities are now assigned to specific group numbers which allows them to be hidden if desired. Use the command cinematicentity.hideobjects followed by one or more group numbers to set their visibility to hidden.

The groups are setup like so:
  • 0 = nothing (makes all entities visible)
  • 1 = lighting
  • 2 = backdrops
  • 3 = props
  • 4 = misc (flags/cutters)
You can hide one or multiple groups in the same command line - for example:
cinematicentity.hideobjects 1 - Hides lighting only (keeps light effect but hides the mesh)
cinematicentity.hideobjects 1 2 - Hides both lighting and backdrop meshes
cinematicentity.hideobjects 0 - Shows/un-hides all cinematic entities

You can also hide cinematic entity groups in demos with cinematicentity.demohideobjects followed by the same group numbers above. To revert to the visiblity of the entities back to their original states from the demo recording, use cinematicentity.removedemooverride



TWITCH DROPS

Join us for the Bellum Redemption event June 10th-17th!
There will be Twitch drops so be sure you get synced!



Please be aware of scams. Facepunch will never contact you. Only ever use our official website.
https://twitch.facepunch.com/



TURRET INTERFACE VISUAL FEEDBACK

Turret interference has been effective at preventing players from surrounding their base in 100s of turrets, however it lacked feedback on how exactly to stay under the limit.

Turret interference will now be shown while holding a wire tool and looking at a turret.



It will also be shown in the hotbar while building.



While this is accurate most of the time keep in mind this only counts turrets you are authed on (it ignores enemy turrets). This mismatch is required to prevent players from holding a turret and seeing how many turrets are inside an enemy's base.


FULL DEVBLOG HERE
...