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COMMUNITY UPDATE 261

EPIC DESK MOUSEPAD CREATOR COLLABS




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

[h2]BLOOPRINT[/h2]





[h2]SEBBYK[/h2]





[h2]OILRATS[/h2]



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!

[h2]Contest Rules[/h2]
  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...

[previewyoutube][/previewyoutube]



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

SEISMIC SHIFT

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.

[h3]Larger[/h3]
  • Gas Station
  • Lighthouse
  • Mining Outpost
  • Super Market

[h3]Slightly Larger[/h3]
  • Dome
  • Launch Site

[h3]Smaller[/h3]
  • Arctic Research Base




QUALITY OF LIFE CHANGES


[h3]Faster Code Locks[/h3]
Once a code is set, the "last used" button is much faster at entering the code

[h3]Bone Fertiliser[/h3]
Bone fragments can now be used in a composter to create fertiliser

[h3]Faster Window Crafting[/h3]
Window glass, shutters and bars now craft in 15s instead of 30s

[h3]Skin Names[/h3]
See the name of skins at the Repair Bench, and a link to get them

[h3]Helicopter Handbrake[/h3]
Idle helicopters no longer drift down slopes

[h3]Reduced Speed Penalty[/h3]
Horse armour doesn't slow your horse as much

[h3]Salvaged Hammer Buff[/h3]
+100% damage against deployables

[h3]Mixing Table Ammo Recipes[/h3]
Added HV Ammo & Incendiary Ammo to mixing table

[h3]Industrial Conveyor UI[/h3]
Easier to search and setup industrial conveyors

[h3]Block Explosives In TCs[/h3]
Prevent players from stashing their explosives in TCs

[h3]Hammer UI Consistency[/h3]
Hammer always shows all options to reduce misclicks

[h3]Reduce F15 Volume[/h3]
Reduce volume of F15 by 50% to reduce strain on ears

[h3]LOD Improvements[/h3]
Fixed monument prefabs appearing invisible from far

[h3]Planter Autofill[/h3]
Hold Sprint to auto plant all held seeds in a single planter

[h3]Vendor Attachments[/h3]
Able to see the attachments on weapons for sale in vending machines

[h3]Chainsaw hit radius[/h3]
Adjusted the chainsaw hit radius to make it easier to hit the trees' X mark



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!

[h3]Changes[/h3]
  • 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


[h3]Medium battery size[/h3]
Reduced medium battery size by ~15%, now fits under half walls

[h3]Tesla Coil & Igniter healing[/h3]
Tesla Coils and Igniters are now healed by your tool cupboard overtime

[h3]Electrical Furnace[/h3]
Now automatically turned ON or OFF depending on whether they have power

[h3]SAM Site[/h3]
Added a new input to switch your SAM Site targeting mode using electricity

[h3]Solar Panel[/h3]
Solar panels no longer take conditional damage when picked up

[h3]Wiring near vehicles[/h3]
Vehicles no longer prevent you from wiring components



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)




[h3]Visibility Commands[/h3]
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


[h3]Join us for the Bellum Redemption event June 10th-17th![/h3]
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

META MADNESS

AIMCONE REDUCTION


Any movement in rust would modify your baseline Aimcone so that shots taken while in motion were somewhat inaccurate. This was supposed to discourage "running and gunning". The problem with this is that *any* kind of motion while in a firefight puts you at a disadvantage (minor dodging) and increases the amount of RNG experienced by the player.



What I've done is reduced this penalty to zero to start, and blend it up to the full amount after 4 rapid fire shots. This means is you can now strafe and dodge while tap firing and not experience a huge aiming penalty, however full auto will be penalized.

I've also adjusted the Aimcone curve modifiers for a few weapons so that more shots have a higher probability of landing closer to the center. This has been applied to the Custom SMG, SAP and LR300.




WEAPON + ATTACHMENT UPDATES


Weapon mods have received some love this month.

[h3]BURST MOD[/h3]
The duration between bursts while using the burst mod has been significantly reduced to 2x firerate instead of 3x firerate.

[h3]HOLOSIGHT[/h3]
The holosight mesh has had its edges thinned so that less of your vision is obscured while using it. This is a stopgap until we produce a new model for it. I've also fixed the Holosight reticle being affected by motion blur.

[h3]MUZZLE BRAKE & BOOST[/h3]
Both the muzzle brake and muzzle boost have had their negatives reduced, they now have less damage reduction and less damage falloff and should prove to be far more useful.

[h3]LR300 TWEAKS[/h3]
In addition, I've made some changes to the recoil, damage fall off, bullet velocity, and burst mode of the LR300. This should now be the best in class AR.

Everything subject to change.



SAFEZONE RECYCLERS


Starting today, Recyclers in safezones have been nerfed. Their cycle time has been increased to 8 seconds and they now yield 80% of what they used to. This is the price you now must pay for safety.



However, the recyclers found at monuments have the same cycle time as before but now yield 120%! This is to reward players taking the risk out in the open.



While I am aware that a great many keyboards may be smashed as the death screen fades in over the droning hum of the active recycler, I still have hope this helps usher in a new era of roaming and monument combat.



SALE SALE SALE!


Some great items were not used because they were way too expensive. To that end I've made the following changes:
  • HV Ammo - Gunpowder cost reduced significantly, and the yield per craft increased to match non HV ammo.
  • Torpedos - Craft yield increased from 3 to 5.
  • Incendiary Rockets - The cost has been drastically reduced and their damage + flame spread increased.
  • Drones - Tech trash is no longer a requirement for drones.
  • HMLMG - Gear cost has been reduced.




EXTERNAL STRUCTURE CHANGES


Large External Gates and Walls now require the player to stand still for 1.5 seconds when placing, making them less useful for immediate PvP encounters in the wild. We felt that being able to place down such large structures in a short amount of time felt at odds with our style of combat that rewards situational awareness and environmental tactics.



[h2]WOODEN BARRICADE RESIZE[/h2]



To fill the void left by the external wall changes regarding dynamic cover during PvP, we have doubled the size of the deployable wooden barricade. The wooden barricade remains instantly deployable and provides a moderate amount of cover on-demand without being overpowered or polluting the landscape with large, unsightly deployable.

This is without a doubt a large shift to PvP, we'll be monitoring these changes carefully



BRADLEY CHANGES


Some further tweaks to the Bradley this month.

Scientists now spawn in stages, based on the Bradley's health, and there's some Heavy scientists thrown in the mix now, too.

  • At 80% health, 2 scientists will spawn
  • At 60% health, 4 more will spawn
  • At 40% health, 6 final scientists will spawn




There's also been some tweaks to make some of the Scientists more aggressive and use varying attack angles.



DOOR CONTROLLER


You can now use door controllers without worrying about raiders abusing them to open your doors! This is accomplished by unpairing door controllers once your TC is destroyed & requiring code lock authorization for pairing.

They also are much easier to setup as they can now be placed just like code locks.

This should reduce the pain of constantly opening and closing the doors of your base... especially when your teammates tend to leave them open.



  • Now deployable on doors like code locks
  • Automatically paired when placed
  • Added 2 new side inputs : 'Open' and 'Close'
  • Unpaired when the associated tool cupboard is destroyed

We also carried on improving electricity by adjusting components and fixing various bugs this month. Thanks again to the community for reporting bugs and suggesting ideas.

The full change log of each component can be read in the section at the bottom of the blog.



PATROL HELICOPTER CHANGES


We know the latest helicopter changes had some mixed feedback, so we've revised them. No go zones should feel a lot more fair, and most major bugs experienced with heli since the last update are now patched.

  • Monument Crashing - the helicopter will now attempt to crash at a nearby monument on death. It won't crash at monuments with safe zones: outpost, fishing village, etc. This can be disabled by server owners via: patrolhelicopterai.monument_crashing
  • Flee Behavior - heli would previously flee when it sometimes didn't mean to. Damage to start a flee has been tweaked, ensuring a flee every time you quickly remove 30% of its overall HP.
  • Numerous Fixes & Improvements - heli will now properly target you on boats, cargo, trains and other moving entities. Targeting fixes and performance improvements have been made throughout the code. More legacy bugs: such as heli not exploding immediately on impact with certain terrain are also fixed.




LAUNCH SITE LOOT


The Launch site loot had received an overhaul. Before, the loot inside the main building shared the same respawn group as the rest of the launch site, meaning loot inside the main building was never guaranteed. Loot had a chance to spawn elsewhere at the monument, which felt discouraging when completing the puzzle and running the main building.



The main site building now has a dedicated respawn group, which guarantees 23 loot crates when the puzzle resets.

Additionally, more loot now spawns throughout the monument.



UNDERWATER IMPROVEMENTS


Underwater vision has been improved substantially. You can now see much farther when using goggles and even more so when viewing out a submarine porthole.

In addition, the surface accuracy of submarine torpedoes has been vastly improved and torpedoes were made cheaper to produce by way of an increased craft yield. Lastly, the duo submarine fires torpedoes slightly faster than the solo.




BUILDING QOL


[h3]Tool Cupboard Auth Friend[/h3]
Can authorize other players on a tool cupbard
[h3]Demolish High Walls[/h3]
Can demolish high walls & gates for 10min after placement
[h3]Fixed High Wall Snapping[/h3]
Hold SHIFT to disable snapping
[h3]Foundation Placement[/h3]
Fixed foundation placement under roofs & floors
[h3]Foundation Debris[/h3]
Foundations now drop debris
[h3]Floor Debris[/h3]
Floors now drop debris



TECH TREE CHANGES


We’re making some changes to how the Tech Tree works to try and incentivise new styles of play. Starting this month you will notice that the T2 and T3 workbench tech trees now have a tax rate applied to them which will increase the cost of unlocking items. We’re starting this at 10% for T2 and 20% for T3. This cost increase only applies to unlocking via the Tech Tree, researching items via the Research Table is unchanged.



Our thinking behind this is that we feel the Tech Tree progression path has become a little stale and needs to be shaken up, but we don’t want to lose the advantages that the Tech Tree brought to progression - making difficult to find blueprints attainable in a way that felt fair and not as at the mercy of RNG. While there are a number of avenues we can use to try and make both forms of progression feel more balanced this feels like a simple and understandable starting point.

As with all of our changes we’ll be closing a close eye on this and will likely make further changes in the future.





CARGO SHIP CHANGES


It’s been great to see the reception to last month's Cargo Ship/harbor update, we hope you’ve all enjoyed some very (very) intense firefights. Based on the feedback we received we’re making a couple of changes this month:
  • The Cargo Ship will now dock at both harbors (if they exist) on a map before leaving. Note that any containers that have already been placed on a ship will be deleted when it starts its approach to the next harbor.
  • You can now mouse over the ship on the map to see if it has already docked.
  • The containers that are spawned to be placed on the Cargo Ship will now be spawned when it starts its approach (about 100m away from the harbor) rather than when the ship arrives at its dock, giving you more time to hide in the containers.
  • The container spawn points have been mildly tweaked so that all of the containers should be accessible, although you might need to do some climbing.

We hope these changes make the event a bit more understandable at a glance as well as make the combat encounters more interesting.



[h3]VIEWMODEL RENDERERS[/h3]

Since implementing a dedicated viewmodel renderer system back in April 2021, all of our viewmodels have been split between the old and new system. The primary stumbling blocks were viewmodels with lots of particle effects and lights (torches, flamethrowers, etc). While we covered most of the high impact cases of viewmodel jittering by supporting guns (how often do you use the birthday cake on oil rig?) we’ve been wanting to consolidate everything for a while. This month we’ve updated all of the viewmodels to use the new renderer so they should appear smooth and jitter free regardless of where you are in the world. The affected viewmodels:
  1. Both flamethrowers
  2. Water Bucket
  3. Beancan Grenade
  4. Molotov Cocktail
  5. Flashlight
  6. Birthday Cake
  7. Garry’s Mod Toolgun
  8. Poker playing cards
  9. Lunar New Year spear
  10. Minigun
  11. Paddle

You should see no visible changes if it's all working correctly.





AI PERFORMANCE FIXES


I've investigated and addressed a couple of AI performance issues that were causing the AI to take longer to process than necessary, especially on servers that have been running for a while.

This should help with AI server performance across the board.





EFFECTS PERFORMANCE


After noticing occasional framedrops during gunfights, I've spent some time investigating the issue and found out that our impact effects prefab warmup wasn't working as intended.

All impact effects are now warmed up correctly during loading times.

This should drastically reduce the stuttering when spawning a big amount of effects prefab for the first time (e.g when a fight starts and bullets start flying). This has a very little if no impact on loading times.



MAP UPLOADING


Procedural maps are now automatically uploaded from game servers to our backend so players can just download them instead of generating them when they first join the server.

This should significantly reduce the time it takes to join a server for the first time after it wipes. It may also reduce the number of players seeing "Rust is not responding" popups while joining servers for the first time.



HARMONY 2


Harmony is Rust's built-in modding platform shipped with the server. It powers modding frameworks like Oxide & Carbon, as well as standalone mods.

We upgraded from Harmony 1.2 -> Harmony 2.3 which brings us up to date with the latest features & additional stability.

This requires mod authors to recompile their Harmony mods. Fortunately the majority of mods only need to change a single line.

Before
using Harmony;

After
using HarmonyLib;

Players shouldn't need to worry as the majority of large servers already started updating their mods before the update went live. Server owners please keep an eye out for mod updates as every Harmony Mod will needed to be updated.



ELECTRICITY CHANGELOG


Tesla Coil, Igniter
To stop them from self-destructing, they are now disabled upon reaching No longer take damage when picked up

Electrical Branch
Reduced minimum branch out power from 2 to 1

Button
Reduced press time from 5s to 1s

Storage Monitor
Will now recognize partial stack changes and pass power through when removing or adding a items to a stack

Splitter
Fixed power distribution issue when not all outputs were used

Memory Cell
Fixed side inputs triggerable by 0 power circuits

Timer Switch
Fixed an issue where its side input was triggered inconsistently by circuits update (e.g: industrial conveyor updating its state)

Counter
When set to 'Show Passthrough', it now displays its passthrough even if nothing is connected to its output
No longer requires a connection to its output to display its passthrough when set to 'Show Passthrough'

RF Receiver
Updated recipe:
- Metal Fragments 100 → 150
- Tech Trash 1 → 0

RF Broadcaster
Updated recipe:
- Metal Fragments 100 → 150
- Tech Trash 1 → 0

RF Transmitter
Updated recipe:
- HQM 5 → Metal Fragments 100
- Tech Trash 1 → 0

RF Pager
Updated recipe:
- Metal Fragments 50 → 100
- Tech Trash 1 → 0

AND, OR, XOR Switch
No longer emit light when unpowered

Industrial Conveyor
Can be placed upside down again

Industrial Light
No longer referred as Simple Light when looking at IO connection handles

Smart Switch
No longer referred as Switch when looking at IO connection handles

COMMUNITY UPDATE 260

RUSTIC REEF AMUSEMENT PARK


Last blog I showcased many of the big-hitters in the Rust Creative Arts community. This month they have literally combined forces to play together for an entire month and managed to make a giant amusement park on the water!

I present to you: Rustic Reef



From a life size DDR game, to a roller coaster. They even managed to mimic a ferris wheel.

The masterminds behind this project are: DaVinci, Philieve, Monstera, and Silverfox.

Philieve breaks down who's doing what and how the whole project came about.

[previewyoutube][/previewyoutube]

DaVinci gives us the scenic tour!

[previewyoutube][/previewyoutube]

And pyromaniac Silverfox shows off his firework skills.

[previewyoutube][/previewyoutube]

I'll try and do a better job of giving you all a heads up next time they do a project like this so people can experience it in real time! Absolute legends.



ROCK - BOXING CHAMPION


Who is the greatest rock fighter in Rust? Can a "nobody" defeat the Rock - Boxing World Champion?

[previewyoutube][/previewyoutube]



COUNTING SARS


Balding Bus brings us a real toe-tapper Rust parody music video!

[previewyoutube][/previewyoutube]



IRL RUST ELECTRICAL


Our friend over at Real & Game has outdone himself once again.

Made an entire Rust electrical setup IRL.

[previewyoutube][/previewyoutube]



TWITCH DROPS


Soon™



SHOW ME THE STUFF!


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