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10 YEARS OF RUST

RUST 10TH ANNIVERSARY


[previewyoutube][/previewyoutube]

This month marks Rust's 10th birthday. We’ll celebrate from today till the 16th of December with in-game birthday cake, hats, throwbacks and some new items.

Rust has undergone significant evolution since its launch in 2013. It initially began within the Unity Engine 4, playable in a web browser. Later, a standalone version launched on Steam early access, the beginning of which is now known to most as Rust Legacy. With rocky foundations, a complete overhaul was done to what we have today, known as Rust reboot, or just Rust nowadays.

Over the past ten years, Rust has sold over 16 million copies (not counting console).

Rust Legacy 2013


Rust exceeded everyone's expectations and has grown yearly for ten years. We have delivered monthly updates for ten years straight, as we continue to expand the Rust development team, we have no plans to stop providing you with guaranteed monthly updates.

Rust Reboot 2015


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



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

On behalf of everyone at Facepunch Studios, we'd like to wish you a Happy Holidays. In the January end-of-years blog, we'll discuss how 2023 has gone, what we've achieved, what we learned, and our upcoming plans for 2024.



PINATA


Take your best shot at the new Pinata deployable, available to be crafted for 500 wood. Destroying the Pinata will drop a random selection of goodies, remember to share with your teammates.





CONFETTI CANNON


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






LEGACY WOOD SHELTER


Remember those first few hours of Legacy Rust? Farming resources for your first big base, and needing a place to call home in the meantime? The shelter was the answer. Now it's back!



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



Shelters will decay naturally, provided the door isn't interacted with (by someone with a key or ownership of the shelter) at least once a day. Make sure you keep using your shelter in order to keep it! Shelters placed within a tool cupboard radius will use TC upkeep as normal. They can also be repaired with the hammer, the same as any other deployable.

Hello!
I'm Ian, the new Gameplay Programmer! I remember cowering in my shelter back in 2013 Rust. It's incredible knowing I'm giving new players the same experience I had back in the day by bringing Vincent's awesome model to life.

I can't wait to bring you more in the future.



LEGACY BOW DLC


The legacy bow is a limited-time only store item which is only purchasable during the month of December. This bow skin pays homage to the first-ever bow model in Rust.





LEGACY WOOD BUILDING SKIN


Available now from the Rust store is the new Legacy Wood building skin, the first Wood building skin. Owning this skin will allow you to change the visuals of your wood tier base.



This skin is for sale at the Steam store. To use, simply equip your hammer tool, display the wheel, and enable building skins. This should reveal the skin's wheel on which you may choose Legacy Wood upgrade.





M4 SHOTGUN


The M4 shotgun was first introduced way back in Rust Legacy in 2013. To celebrate 10 years of Rust, we've decided to revive it. The M4 is an uncraftable military-grade shotgun; unlike other shotguns, the M4 has a much stronger range attack.



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




LEGACY FURNACE


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



To earn the Legacy Furnace, simply play for 3+ hours during the month of December. The furnace will be automatically issued to your Steam Inventory to use!



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






UPDATED PAINT UI


The paint UI has been in need of an overhaul for a while and that's what it got this patch! Not only does it look way better than before, it also has a lot of new features and improvements.



[h3]New features:[/h3]

  • Eraser tool for all types of signs
  • Colour picker tool
  • Made the brush size and opacity options sliders (instead of buttons)
  • Added a brush spacing option as a slider
  • Added a more natural looking paint brush
  • Added two air brush types
  • Button to reset the camera to face the object straight on
  • Button to switch the preview lighting on or off (removes glare at some angles)
  • Allow chatting while in the painting UI, with a button to hide it
  • Bound Ctrl+S to the save button
  • Added a button to download the image currently being edited to your desktop


[h3]Now have bindable convars for controlling the tool and brush options while painting[/h3]

  • paint.selectedtool lets you set the current tool (as a number starting from 0, wrapping around at the end)
  • paint.selectedbrush lets you set the current brush
  • paint.brushsize sets the brush size slider
  • paint.brushspacing sets the brush spacing slider
  • paint.brushopacity sets the brush opacity slider
  • Note: These function as convars so binds like "bind L meta.add paint.selectedtool 1" will switch to the next tool
  • Note: You may need to re-open the paint UI after adding a bind when the paint UI is open


[h3]Improvements:[/h3]

  • Fixed ugly UI, made it easier for us to maintain the three different types of paint UIs
  • Added canvas scaler so UI isn't tiny at large resolutions
  • Fixed gap visible between preview and right UI at some resolutions
  • Clicks on top of UI will now never paint on the sign
  • Added tooltips to all buttons so it is clear what they do
  • Optimized 2D painting implementation so long, quick strokes don't kill framerate



SHADOW INTENSITY POLISH


The Contact Shadow option has been in the Experimental section for some years now. I believe the main reason for this is related to a very obvious over-darkening of Grass/Foliage shadows. Foliage materials have a shadow intensity option that allows artists to control penumbra darkness, making it a bit more realistic. Contact Shadows, basically, ignore that parameter.

Last month, I decided to go over it and fix the problem, while tweaking and optimizing the effect in the process.



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



HAPIS ISLAND


Continuing with the theme of throwbacks to celebrate Rust's 10th Birthday, you've asked, we've listened, Hapis Island is back.. again! This map version is community-made and based on the 2018 version. If there's one thing the Rust community doesn't lack, it is passion.



We plan to host Hapis Island until March 2024.


We're hosting two servers of Hapis Island across different regions. These can be found in the official server list by searching "Hapis"

US - 54.39.130.95:28015
EU - 51.210.222.218:28015




IMPROVED RAGDOLL BEHAVIOUR


Player ragdolls - the floppy state a player's body enters after being killed - have been revamped this month.

They can now collide with all vehicles in the game (trains, cars, boats, helicopters etc), where previously they simply fell through. Issues with ragdolls stretching out unnaturally have also been eliminated. If you ever saw a corpse where the interaction wasn't lined up with the visible ragdoll, that's fixed too.

[h3]Old Behaviour[/h3]
When a player died, a corpse entity used to spawn that was basically just a pelvis-sized collider, which was physically simulated on the server. The position of that "corpse" would sync with every client.

On the client side, a separate "ragdoll" object would spawn, that was a whole visible person with a full set of physically simulated limbs. That ragdoll was attached to the server-side-simulated corpse basically by a tight spring.

The corpse object controlled the actual loot interaction.

Essentially the intention was:
  • Let the client do the work of simulating a whole body. We don't really care how their arms and legs are positioned, on the server. If it's different between clients, also don't care.
  • Keep the loot interaction consistent between clients by simulating just that part on the server.
  • Keep the (client-side) ragdoll and the (server-side) corpse together with the spring.


In reality, things were not perfect:
  • If a player died somewhere like the top of a wall, the corpse might fall down but not the ragdoll, or vice versa. Since the collision setup was quite different between (server-side) corpse and (client-side) ragdoll - only the pelvis area matched - this was relatively common. The result would be a mismatched position between corpse and ragdoll, sometimes putting the interaction in a strange place.
  • The client-side ragdoll joints really did not like working with the pelvis position data that was coming from the server. If movement was sudden, rather than just ending up in the wrong place, the ragdoll would sometimes stretch out unnaturally.
  • If a ragdoll was on a moving vehicle, things were especially bad, to the point that we couldn't enable ragdoll collision with vehicles at all. Things would happen like a ragdoll dangling under a scrap heli because it had fallen out but the "corpse" hadn't.
  • This was exacerbated by the fact that the client-side ragdoll physics simulation didn't work well with the fact that the vehicle was being moved on the server, rather than simulating on the client like the ragdoll was. Although the physics did work, they acted like the surface had zero friction, so the ragdoll would tend to slide around while the server-side corpse wanted to stay put - and the spring kept trying keep them together.


[h3]New Behaviour[/h3]
My first instinct for the simplest fix was to try just locking the ragdoll to the corpse, rather than using a spring. That would force them to stay together.

Unfortunately locking the pelvis to a position that was coming from the server, whilst simulating all the connected joints on the client, made the physics system very unhappy. Trying Unity tricks like using 'rigidbody.MovePosition' versus '.position', projection on or off, more solver iterations etc didn't really help. The limbs would really want to stay where they were while the pelvis pulled them around, and you'd just end up with a horrifying stretched-out ragdoll instead of one that was simply in the wrong place. Plus the limbs still had some of the old problems, like the zero-friction-on-vehicles issue.

The pelvis also didn't always simulate well for a full body, since it didn't have any of the connected torso/legs/arms/head, so it'd try to go places the full body didn't want to go. The spring allowed for that kind of leeway, but a fixed connection didn't.

So ragdoll-on-vehicle support was going to require either writing a custom physics solution for simulating the limbs on the client plus making something better for the pelvis simulation on the server side, or moving the whole ragdoll simulation to the server.

Ultimately the custom physics solution was going to require most of the same work that a fully server-simulated ragdoll was, on top of being difficult to code on my own in a way that came out superior to what Unity has already managed with 7,700 employees. So server-side ragdolls was the winner.

The new ragdolls work like this:
  • A corpse spawns on the server, and that corpse is a fully simulated ragdoll with limbs etc.
  • The base position of that corpse syncs to the client like it did before, but now the limbs also sync, in an efficient way that's packed into a couple of 32-bit integers.
  • The client no longer has a ragdoll object that's separate from the corpse. The corpse is the ragdoll, and it's simulated only on the server.


That basically eliminates all the problems at once, apart from the performance cost on the server of simulating more than it did before. To handle that, I've made sure that ragdolls stop simulating as soon as they've settled down, including when they're on a moving vehicle. Overall the performance cost on the server is low, and behaviour is much improved.

[h3]Reverting[/h3]
If anything does go wrong, there is a new 'serversideragdolls` console command that can be set true or false. It's now true by default, but setting it to false will immediately revert to the old system.



IMPROVEMENTS & FIXES HIGHLIGHTS



[h3]Industrial Pipe Colors[/h3]
Added teal, orange, pink & purple

[h3]Sprinkler Water Fix[/h3]
Fix sprinklers wasting up to 40% of water (4 or 9 planters)

[h3]Fixed Tugboat FPS[/h3]
Tugboats were rarely causing a large FPS drop when coming into range

[h3]Car Lift Pickup[/h3]
The car lift can now be picked up when not in use

[h3]Hot Air Balloon[/h3]
Fixed Players falling out of the hot air balloon

[h3]Heli Crate Remodel[/h3]
Updated patrol heli crate

[h3]Fixed Explosive Ammo Splash[/h3]
In some situations, explosive ammo was not correctly applying splash damage

[h3]Square Sun[/h3]
Did you ever notice the sun was square sometimes? No? Well, it's fixed

[h3]Controls Search[/h3]
Added a search box to the binds sections of the options menu

[h3]Drone ID[/h3]
Drones now show their ID inside the player's inventory

[h3]Ore Harvesting[/h3]
Ore collection tools now have a slightly further attack, no longer have to duck/crouch to harvest

[h3]Bandage Revive[/h3]
You can now revive players by using a bandage on them, restoring a small amount of health



OIL RIG RADIATION


Exactly 1 year ago we increased the respawn delay of oil rigs from 30min -> 1 hour.

We noticed something strange though... the monument was sometimes taking hours (plural!) to refresh. After looking into it we realized some players were staying on Oil Rig & blocking the respawn for a number of reasons; ranging from farming resources to siting afk in vents to grief the monument.

Radiation will now appear on oil rig 30 minutes after the hacked crate unlocks. It will apply low but consistent radiation (regardless of what armor you are wearing) forcing players to leave oil rig after the event is over.

We also resolved the issue of players leaving a single item inside the hacked crate to keep the crate's map marker on the map when it was "empty".

To communicate this new change with radiation there are multiple danger indicators when it starts:





Note: that the alarm sound has changed what danger is signifies: it has changed from "heavy scientists incoming" to "radiation starting".

These changes should ensure the Oil Rig event keeps refreshing & you always have loot to fight over.



END OF YEAR RETIREMENTS


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

[h3]Hardcore[/h3]
Hardcore was released in August 2022, a game mode aimed towards veteran players, with creature comforts such as safe zones, team systems and maps disabled. Since its release, hardcore has seen a declining player base, and we feel now is the right time to retire Hardcore from official servers.

It was an exciting game mode for us to experiment with, but we missed the mark on its implementation.

We have collected a lot of community feedback for if and when we choose to revamp this gamemode in 2024.

Hardcore can still be enabled on community servers.

[h3]Barren[/h3]
Barren was introduced as a map to cater for the low-end system and before the introduction of custom maps. We've made some advancements in performance since, regular community use of custom maps, and declined user base on Barren servers, we feel now is the right time to retire Barren.

We also think Barren looks ugly and not a good representation of Rust.



CHRISTMAS UPDATE


On December 16th at 19:00GMT / 14:00 EST, we'll be releasing an optional server and client update to enable the Xmas event and some festive features!





TWITCH SUPPORT A STREAMER


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



During this period anyone that purchases 2 (two) subscriptions from any participating Rust Streamer will earn an exclusive Creator Computer Station to use in game! Participation is open to any Partner or Affiliate on Twitch, streaming Rust.

There are some qualifications and steps involved to redeem the Creator Computer station please inquire the FAQs on our website for more info!

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



TWITCH RIVALS


On December 11th at 8:00 pm GMT a team of 150 well-known Twitch creators from around the world will compete in this massive global Rust competition, taking place over 5 days with a prize pool worth $100k.



During the Twitch Rivals event, Rust Twitch drops will be enabled for 5 days from selected participating channels, and well-known streamers such as hJune, Welyn, Willjum, Panpots, Buddha, DisguisedToast, Mendo and many more.


We'd like to thank Rustoria for working with us and Twitch to make this event possible.

Learn more about this event at Twitch Rivals
Learn more about drops at twitch.facepunch.com




RUST INSIGHTS


Another monthly round-up of data that we've captured in the last 30 days. We've got a lot of data at hand but we're trying to pick out the more interesting bits to share.

The data shown below is only from Facepunch official servers, we eliminate data from community-run servers to ensure accuracy within the data we share.











COMMUNITY UPDATE 258

STEAM AWARDS


Rust's 10th Anniversary is coming up and we would love nothing more than for all you loyal Rust players to nominate for us in the Steam Awards - Labor of Love!



In the last 10 years, the game has undergone some huge changes, including graphic, physics, and engine updates and rebuilds, all because we’ve wanted to make Rust what it is, and what it could be.
But what has really blown us away is the great milestones that have been achieved within the community such as:

  • Regularly being in Steam’s top 10 most played games
  • 350+ content updates
  • 16,000,000+ copies sold.
  • $1,703,923+ raised for multiple charities
  • 960,000,000+ hours watched on Twitch
  • 244,000+ peak player count
  • 75,000,000+ Twitch drops claimed
  • 151,000+ peak player average per month
  • 124,000+ Steam workshop items posted




If you feel we are deserving of your vote, we'd love for you to give Rust yours in this category and we have no plans to stop crafting and refining our rewarding and multi-purpose game any time soon!

And stay tuned for Rust 10th anniversary celebrations!


SUPPORT A STREAMER CAMPAIGN


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



During this period anyone that purchases 2 (two) subscriptions from any participating Rust Streamer will earn an exclusive Creator Computer Station to use in game! This functions just like the current computer station, but in style.

Keep an eye on our socials and the official website for more details and who you can watch to get the creator computer station!

More info & FAQs:
https://rust.facepunch.com/support-a-streamer


BLOOPRINT 2M SUBSCRIBERS


Well well well ...he did it! Bloorprint hit 2 MILLION subscribers. I do believe this makes him the highest subscribed Rust channel to date? Please do correct me if I'm wrong.



With his great achievement he's also created what he calls his "magnum opus". A nearly 4 hour masterpiece to commemorate the long road that got him here.

Settle in, grab some popcorn, and give this man some of your time (and a thumbs up).

[previewyoutube][/previewyoutube]

Congratz Bloo, we're proud of you!


COBALT - THE DESCENT


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

[previewyoutube][/previewyoutube]

Had a few hitches a long the way with ever-changing Rust development causing some delays in his cinematics but we got there!

Is this how YOU saw Rust lore happening?


FANCYORB'S GLOBAL WARFARE


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

The map was a replica of earth in its entirety. Every region was battling to maintain control of their territory and take control of others. Blood was shed, politics were fierce, and treaties were undermined.

This epic story FancyOrb narrated shows exactly how events unfolded. 300% worth the watch!

[previewyoutube][/previewyoutube]

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


IF RUST WAS AN ACTION MOVIE


Dyl Dip make this cute little action cinematic short!



Is this where we call Vin Diesel?


SHOW ME THE STUFF!


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

Cover image by Alpha!

Vote for Rust in the Steam Awards!

The Steam Awards are once again upon us and this year, we’d really appreciate getting your nomination for Rust in the `Labor of Love` category, as our big baby turns 10 years old this December!



The Labour of Love award perfectly describes our past ten years of development as:

With teams working around the clock, on almost every continent, we still continue to spend every day monitoring, maintaining, and nurturing the game.
And we release monthly updates - without fail - delivering new content, lore, plus regular Twitch drops, and more.



We provide regular updates on our efforts to ensure the community are aware of what’s happening in game and behind the scenes - plus, we have brought in a range of new mechanics, skins, monuments, landscapes and graphical and gameplay improvements - with many of these also monitored and improved on post-release.





We listen to the Rust community and use their feedback to influence balancing and fixes that have encouraged all sorts of innovations within the game. Each month sees us constantly impressed by what the community can create and exploit.





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





In the last 10 years, the game has undergone some huge changes, including graphic, physics, and engine updates and rebuilds, all because we’ve wanted to make Rust what it is, and what it could be.
But what has really blown us away is the great milestones that have been achieved within the community such as:

  • Regularly being in Steam’s top 10 most played games
  • 350+ content updates
  • 16,000,000+ copies sold.
  • $1,703,923+ raised for multiple charities
  • 960,000,000+ hours watched on Twitch
  • 244,000+ peak player count
  • 75,000,000+ Twitch drops claimed
  • 151,000+ peak player average per month
  • 124,000+ Steam workshop items posted
  • 1,054,000+ Community followers
  • 980,000+ Steam reviews
  • 7,200,000+ Twitch followers
  • 353,000+ X Followers
  • 12,400,000+ YouTube views
  • 160,000+ YouTube subscribers


If you feel we are deserving of your vote, we'd love for you to give Rust yours in this category and we have no plans to stop crafting and refining our rewarding and multi-purpose game any time soon!

And stay tuned for Rust 10th anniversary celebrations!

Adele made her kid a Rust costume for Halloween, though 'can't say he really loved it'




Grammy-winning British singer-songwriter Adele is currently in the middle of a multi-year Las Vegas residency at Caesars Palace. "Weekends with Adele" runs until 2024, and the idea came about after the artist found herself fed-up with the touring life but still wishing to perform in more intimate settings where she can talk to the audience a whole bunch. Which is why she's now in PC Gamer, because it turns out her son's a Rust nut...
Read more.

COUPLING THE RAILS

ABOVE AND BELOW RAIL LINKING




This month we are finally connecting the above-ground rail network with the underground. While playing on servers with a world size of at least 4250, you will find one or two rail tunnels allowing you to seamlessly travel between the underground and above-ground networks.

To do it, simply take a train inside one of the tunnels, drive it down a short slope and you will be inside the underground network. All wagon types are fully compatible with both networks regardless of their length allowing for new gameplay opportunities.

To top it off, we also made some visual tweaks to the network that fix light leaking issues in small areas like the stairwells, as well as made some other minor tweaks and fixes.




UNDERGROUND TRAIN SIGNALS




For a while now we've had signal lights in the underground train tunnels, but they were always off. They're now fully functional and can be used to see what's up ahead.

- A green light means the block is clear.
- A red light means the block has something in it - a train or a barricade.
- A yellow light means the next block has something in it, so you can get prepared.

A "block" is the section between two train signals. If there's no next signal, it's the rest of the track, either to the end of the line or the next 500m if it's further than that to the end of the line.





WIRE TOOL RECONNECT


Not only did we couple the rails this update: we also allowed you to re-couple your wires!

If you have done electrical before, you know the pain of unequipping a wire tool and having to re-run the wire from the top to bottom of your base all over again. (or yelling for a teammate to place a root combiner quickly!)

Short demonstration here.

Note: If a teammate blocks industrial with a wall as you have your wire tool holstered it will resume right before the industrial pipe is blocked.

We also added the ability to reconnect existing wires to avoid rerunning them through the base. This speeds up redesigning circuits and will make reconnecting long wires significantly easier. Use right click to reconnect, hold right click to disconnect & clear wire.


ITEMS ON VEHICLES


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



Dropped items do have some mass, so they can weigh vehicles down a bit if there are a lot of them. But you can still fly a scrap heli load of stuff across the map.


FRONTIER BASE DECOR PACK


[previewyoutube][/previewyoutube]

New this month is the Frontier base decor pack DLC, a wild western-themed collection featuring ten new items and 17 variants.

The pack can be bought from the Rust Steam item store or in-game.

[h3]Fish Trophy[/h3]
Put your best catch on display for the world (or at least your teammates) with the Fish Trophy! Simply insert a fish to make it appear on the mount. Try interacting with the mounted fish to get a peek into the life of a fish in Rust.



[h3]Hunting Trophy[/h3]
Caught something a bit too big for the Fish Trophy? The Small and Large Hunting Trophies allow you to stuff and mount the heads of your foes. To get started you’ll need to use the new Skinning Knife to harvest a corpse, this will result in a special Head item that can be mounted.

The Large Trophy can display a Shark, Bear, Boar, Wolf, Polar Bear, Horse and Stag head.

The Small Trophy can display either a Chicken or Humanoid head. When harvesting a player or NPC, the head clothing worn by that person will be displayed on the mounted trophy.

Once a Trophy is mounted you can mount extra matching heads onto the stand, this will be tracked and displayed along with the name of the creature or player.



[h3]Wooden Frontier Bar Doors[/h3]
Make a stylish entrance with the Wooden Frontier Bar Doors. These can be installed into a Wall Frame and operate like a regular Double Door except your player opens the doors like a gunslinger walking into a saloon. You can also open the radial menu to access the kick option, giving you even more style when opening the doors.



[h3]Wanted Poster[/h3]
Look your enemies in the eye, all the time, even in your own base with the Wanted Poster. You can interact with a deployed wanted poster to assign a player to it, this will put the players mugshot and name on the poster. You can select from any player in your contacts (any status) or from your friends list. The Wanted Poster comes with 3 additional skins with different styles and sizes.



[h3]Torch Holder[/h3]
Don’t throw out your starting Torch yet, now you can put it in this fancy holder to provide some quick illumination in your base. Once you insert a Torch you can interact with it to Ignite/Extinguish it and it will react to any nearby Igniters or sources of water (Water Buckets, Water Guns, Sprinklers, etc). The Torch Holder works the same with all Torch skins, even the Abyss Torch.

A mounted lit Torch will decay at the same rate as it would if held in a player's hands and will break eventually.



[h3]Rocking Chair[/h3]
Had your fill of dull, lifeless chairs? Ditch the mundane and embrace the spirit of the frontier with the Rocking Chair. It's the quintessential piece for the player who appreciates both comfort and aesthetics. This chair marries practicality with a touch of rustic charm. Movable with your inputs, it's a remarkable blend of both function and form, ideal for your base. Just make sure you don't act like a gunslinger whilst seated!



[h3]Frontier Planters[/h3]
Now you can grow your crops in style! Whether you want to grow corn or hemp in a disused minecart, an abandoned bathtub or a hand-crafted rail road planter, the new planters will allow you to plant 2,3 and 9 of your favourite berry seeds.

Give your hemp farms that wild western look with the new frontier planters!



[h3]Single Item Weapon Racks[/h3]
Short on space? The three new single item weapon racks let you mount and proudly display your favourite or most essential items. Place them somewhere convenient and easy to grab!



[h3]Storage Barrel[/h3]
Two new storage items, the vertical and horizontal storage barrels.





IMPROVEMENT FIXES & HIGHLIGHTS


[h3]Water Catchers[/h3]
Water catchers now fill even faster following last months changes

[h3]Jackhammer Repair[/h3]
The jackhammer can now be repaired inside the workbench for free

[h3]Jackhammer Refill[/h3]
Jackhammer can now be refilled in the repair bench for free

[h3]Planter Pickup[/h3]
Planters can now be picked up with a hammer

[h3]Repair Bench Auto Skinning[/h3]
Autoskin items by holding shift while right clicking into repair bench

[h3]Saddlebags[/h3]
Increased slots per horse saddlebag from 6 to 12



OBSERVER ISLAND


Observer Island is a 4K-sized custom map created by community members CollapsedOrange and wheatleymf. Observer Island features custom mountains, road/train bridges, train tunnels, unique monuments, arch rocks, a unique map layout, and manually sculpted cliff formations.

The goal of this map is to encompass all the elements of vanilla Rust while expanding upon them with new features, making map exploration more engaging. It also aims to refresh vanilla gameplay with new building locations, unique map layout, and various other enhancements, including some secrets.



CollapsedOrange and wheatleymf dedicated time to experimenting with ideas frequently suggested by players for procedural maps. As you explore, you'll notice custom caves, mountains, large forest areas, several underwater monuments, and arch rocks that allow you to build inside them, just like in the old, simpler days.



In addition to the new map features, lots of effort has gone into building custom monuments. While some are relatively simple, others are far more complicated. They might even lead to a well-hidden secret monument…



It’s worth mentioning that this is not “new Hapis”. But instead a unique map layout with its own features, so you can always come back to this map if you ever feel tired of procedural maps. We had fun making it, and we hope you will enjoy it too. Please let us know what you think about this map!

[h3]Servers[/h3]
How to play?

EU - connect 195.60.166.70:28020
US - connect 216.39.240.158:28015

For server owners, since this is a custom map made by the community, this map will be available for purchase from November 9th in the lone.design store. This will include a full map, related plugins and permanent access to all future updates.