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Trainyard Unloading

[h2]TRAINYARD UNLOADING TOWER[/h2]



The above-ground rail network is now connected up to the Trainyard area, and the Trainyard has a new tower that can unload certain types of train wagons.

Railway sidings will now sometimes spawn unloadable wagons in several varieties
  • Ore wagons filled with sulfur, iron, or charcoal
  • Fuel tank wagons filled with low grade fuel
  • Loot wagons that can be unloaded to reveal loot crates




All of these can be hooked up to a train and taken to the unloading tower at Trainyard for unloading. You'll need a green keycard and a fuse to get full access, after which you can unload as many wagons as you like. Ore and fuel go into an output hopper and fuel tank respectively inside the tower. Loot wagons activate their crates when emptied so you can then go out and loot them.

The above-ground Work Cart train engine has been reduced in power, and is now only able to pull a small amount of train cars at a time. The large new Locomotive provides superior pulling power instead.



[h2]FLASH BANG AND MOLOTOV COCKTAIL[/h2]

Two new throwable items have been added to the game.

The Molotov Cocktail is a powerful area denial weapon which slows movement and deals damage over time. It can also be used to damage and destroy wooden structures.



The Flashbang is a short fuse, low damage explosive which will blind and disorient anyone unfortunate enough to be in the blast radius and looking in it's general direction. We're hoping the addition of this tool reduces the benefit of corner camping and shakes up how room clearing is approached

Both are available in the tech tree of the T2 workbench.



[h2]QOL[/h2]

[h3]Updated Wooden Signs[/h3]
The Wooden sign has been received a model update

[h3]Scrap Tea Buff[/h3]
Scrap Tea now yields more scrap and lasts longer

[h3]Improved Cliff Collision[/h3]
A number of cliff colliders have been improved, making them easier to climb

[h3]Invalid Projectiles when Mounted[/h3]
Fixed a long standing bug causing invalid projectiles when mounted to vehicles

[h2]CUBEMAP AMBIENT LIGHT[/h2]

The lighting in Rust has been quite outdated for a long time. The primary reason for this have been our highly dynamic environments that prevent us from using any sort of statically baked lighting data. This resulted in flat and boring looking environments, particularly in areas that weren't receiving any direct light. To combat this, I finally implemented our own ambient lighting model that uses a blurred version of our existing reflection data, which is already completely dynamic.



The new lighting model is of course enabled for everybody, but it comes with a few customization options. The previous "World Reflections" quality setting has been replaced with two toggles in the "Experimental" graphics options: Advanced interior lighting, which when enabled includes player bases in the new lighting model, and advanced forest lighting, does the same for trees.

[h2]PERFORMANCE WORK[/h2]

I spent a good part of the month looking for client performance optimisations with varying levels of success.

  • I removed a variety of unnecessary components from all humanoid NPCs (Scientist, dwellers, shopkeepers, etc). This should reduce the performance hit when entering network range of an NPC.
  • I removed unnecessary components from various static entities that are placed in monuments (think vending machines, chairs, etc). This should make them spawn faster when entering network range.
  • I made some changes to our LOD system to more aggressively disable shadows in places where it will make no visual difference. This includes any static prop that is considered "small" and parts of the player body (clothing, eyebrows, teeth, etc). These changes should reduce the number of shadow casting meshes when more than a couple of meters away from a prop or player. Both of these changes can be disabled by the graphics.AggressiveShadowLod and graphics.AggressiveShadowLodWearable convars but they will be enabled by default this month.
  • Underground props that are part of the train tunnels are now more aggressively culled if you aren't in a train tunnel.
  • Made more potential optimisations to the performance drop when hitting a tree/resource node. This is mostly due to the UI animating in the bottom right of the screen and a lot of the performance cost is happening outside of our control. I've still made a few improvements that should hopefully improve it but there is still a mild performance drop.


[h2]MONUMENT LIGHTING & LIGHT SWITCHES[/h2]

I spent some time over the past few weeks adding new lights to a bunch of our older monuments. Now nearly all of them should be covered this pass, aside from a few monuments that are meant to be completely abandoned and should remain dark. This includes monuments such as Harbors, Power Plant and the Trainyard.



In addition, you will find that the monuments covered by the lighting pass will now feature light switches that you can use to toggle the lights on and off. You can now decide whether you want the comfort of seeing clearly in the dark at a risk of being seen by other players, turn the lights off for your safety while exploring, or use them to ambush unsuspecting players.

[h2]ADS IMPROVEMENTS[/h2]

We recently saw a video from hJune which helped us identify a long standing issue with the aiming code. Basically, if you when into ADS mode shortly after running, the weapon bob was not immediately disabled, and instead took far too long to gradually dissipate.

This resulted in a disparity between the weapon sight and the true aim direction, meaning you were not actually aiming at your target for the first several shots. This has been fixed and aiming down the sight should feel a lot more responsive and snappy.

[h2]OFFENSIVE CONTENT REPORTING[/h2]

Thanks to everyone for taking the time to report offensive content last month, we were able to clear a lot of content on official servers as a result.

To help us quickly act on your reports, I made a Slack tool this month that allows us to remove any reported content directly from Slack, without having to load the game up. If server owners are looking for similar functionality we can recommend the Discord Sign Logger plugin by MJSU.



Please keep sending your reports in!

[h2]RUST TWITCH RIVALS 2[/h2]



On August 9th at 8:00 pm GMT a team of 160 well-known Twitch creators world 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, well-known streamers such as hJune, Mendo, Welyn, Bchillz, Willjum, Panpots and of course the team captains Thegrefg, dhalucard, xqc and Disguised Toast.

Over the course of the 5 days, teams will build up their bases and supplies. Eliminating each other from day 3 onwards with the last man standing on day 5.

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

Learn more at twitch.facepunch.com.

[h2]LEGAL UPDATE[/h2]

We updated our legal documents, to comply with recent consumer protection and data protection law changes since we last visited the documents in 2019. We re-added an IP infringement notice form that had disappeared somehow. You can see all historic versions at https://github.com/Facepunch/Legal.

The changes will take effect in the next 30 days and you can email any questions to [email protected].


FULL BLOG DETAILS & CHANGELOGS

В Steam начался «Фестиваль выживания» с распродажей хорроров, приключений и симуляторов выживания

Пользователи Steam могут воспользоваться начавшейся сегодня распродажей и приобрести по скидкам проекты с элементами хоррора и различные симуляторы выживания. Акция получила тематическое название «Фестиваль выживания». Она продлится неделю и закончится 8 августа в 20:00 по московскому времени.

Community Blog 244

[h2]Twitch Rivals is back![/h2]

[h3]SAVE THE DATE![/h3]

August 9th Rust + Twitch + Rustoria bring you the next edition of chaos.

4 Teams, 5 Days, 40 players per team, new custom map with an elimination-based scoring format.

$100k prize pool!



See all your favorite creators duke it out to last chads standing!

[h2]Muting, Reporting, & Censorship[/h2]

[h3]We've made it easier![/h3]

I touched on this last summer in a Update 235 but we felt being able to mute other players was a little convoluted and could use a facelift.

We've now added some options to the contact card system. Here you will now have both a mute button and a report button. This could be incredibly useful to someone not wanting to hear close proximity mic spam.



Here you can Mute, Report, and put notes about the player. You can set them as friendly or enemy.



Reporting players for bad behavior is always good as it leave a "papertrail" and many community servers scrub for these reports. Using in-game reporting options will capture all the relevant information required to check into them.

Always good to check with your favorite server of choice on their preferred way to report.

[h2]Bank Monument[/h2]

Kusha showing off their monument making skills. These are part of a 3 monument bundle and come from a 3 story Bank/Vault (with puzzles) and the other is part of a Cafe.



More images on the blog post.


[h2]EpicDesk Campaigns[/h2]

EpicDesk has new campaigns going right now!

Pre-orders are available for:

CEEG



PrinceVidz



SPiiCY



These limited edition deskpads can be snatched up until August for Sept/October deliveries.
Don't miss out!

New Creators are added to this program every few weeks.

[h2]Creator Spotlight[/h2]

This month we have Real&Game! He specializes in recreating life-size Rust items in the real world.

"I've known the game for about six years. And one day I just wanted to make a real thing from the game, so that it would always be with me. Making a real things from the game and holding it in my hands is a fantastic feeling. Words cannot say it. I love being a part of the game, I enjoy my hobby and I will do cooler stuff whenever possible."

He's made everything from workbenches to snowmobile replicas!

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
Even does masonry!

[h2]Banditcamp in Unreal[/h2]

I'm a little late on discovering this gem but omar 8-BIT redid Bandit in Unreal Engine 5. It's pretty great and gets bonus point for using Anno1800 soundtrack for it! One of my personal faves.

[previewyoutube][/previewyoutube]
That foliage though.

[h3]Full Blog Details Here[/h3]

July Update

[h2]Combat Balance[/h2]

Since the release of the Combat Update, we've monitored player feedback and overall we're happy with the state of the gunplay in Rust. We will continue to listen, and make adjustments when needed.

The fuse time on the F1 grenade has been decreased by 0.5 to 2.5s. During combat testing we felt that grenades were a bit too easy to evade under most circumstances. Maybe some day we will allow players to cook grenades but right now that seems like it would be a bit too cheap of a tactic.



The M39 has had it's role changed so it feels more like a superior SAR. Its fire rate has been increased and recoil modified.

We've also noticed that shotgun slugs were very underused so we have reduced the damage falloff so that shotgun users can opt to utilize them in mid range combat and stand a chance.

Lastly, we've fixed a long standing issue with viewmodels where the first shot shortly after ADSing would play the non-ADS animation and obscure the screen with the view model. All weapons should feel much more snappy now.

Following the release of the combat update last month we addressed the following issues earlier this month, here is a recap:

  • Improved hide blood option
  • Added hurt flash disable option
  • m249 is slightly more aggressive
  • HMLMG recoil is more aggressive
  • Lowered HMLMG durability
  • Increased HMLMG crafting cost
  • Using scopes on weapons now increases their recoil
  • Reduced blur/blood effects
  • Accuracy bonus removed from the silencer


[h2]Loading Optimization[/h2]

We worked on reducing the time it takes to load into servers this month. It will now queue up the loading of assets so they can continue being read from disk while the main thread spawns all of the world prefabs, which means better utilization of hardware. This also applies to the dedicated server so server owners may see some improvement with boot times.

The long "Asset Warmup" phase of loading will now start running in the background as soon as the game reaches the main menu. Connecting to a server will not wait for it to complete -- it will keep running in the background until it finishes.

The game will no longer unload monument assets when running on a computer with 16GB or more of RAM. This allows for much faster server switching because the monument assets would already be loaded. Setting the global.forceUnloadBundles convar to true will override that behavior so it always unloads the monument assets.

[h2]Gunshot sounds[/h2]

Alex finished up the remaining new gunshot sounds this month, including new silent shots for every gun. We'll likely do another round of tuning on these in the next month or so to address some feedback we've gotten but we'd like to allow time for folk's ears to adjust and the dust to settle before we dig too deep into that.

[h2]General QOL[/h2]

Spray Can crosshair - Added a crosshair when free spraying

Mute and report contacts - Can now mute/unmute and report players from the contacts screen

Placement Rotation - Mailbox, BBQ, Medium Battery and Windmill now face toward the player by default

Return To Sender - Can now insert photos into mailbox

Inventory idle animation - Updated player inventory idle animation

Jackhammer Tapping - Jackhammer will hit hotspot every time without tap firing


[h2]UGC Admin Panel[/h2]

To better help server admins moderate the content on a server, I've implemented a new section in the Server Admin tab that allows admins to easily see all of the User Generated Content on a server. This includes all painted signs, audio content on cassettes, carvable pumpkins, neon signs and pattern boomers.



As well as being able to see/hear the content, admins can now see who was responsible for the content and delete the content from the UI without having to travel to that entity. There is also a search field so all content created by a specific player can be found quickly.


[h2]Offensive Content Reporting[/h2]

We've improved the process of reporting problematic content this month by implementing a new Offensive Content report type. When reporting offensive content a screenshot will now be included to better help admins act on the issue.



For server admins, there are new convars to better access these reports:
reportsServerEndpoint - if set, player reports on your server will be sent to this http address (as JSON)
printReportsToConsole - if set, player reports will be logged to the server log

For more information on using these new convars, please see the wiki.


[h2]Hapis Island updates[/h2]

Along with numerous small bugfixes, we've added 3 new monuments to Hapis Island. Two of them in the desert, and one in the northern arctic.



We also fixed most of the mountain goat ore nodes, berry bushes not spawning, roadside spawns being overly sparse, and updated some existing monuments to be more in line with where they now stand on Procedural Map.

Some bugs still remain, but we're ironing it out. Thanks for all the bug reports!


[h2]Harmony QOL[/h2]

You can now load/reload harmony mods onto the server at runtime with:

`harmony.load `

and unload with:

`harmony.unload `

This will allow all server owners (vanilla or modded) to deploy fixes onto their servers without needing to restart them, as well as ease development of harmony mods.


[h2]Chat Filtering[/h2]

We're now using Steam's chat filtering functionality to obscure strong language and slurs in chat and other text players can share in the game.

The filtering is applied on the client and can be customized in your Steam account preferences. If you haven't changed these settings before then filtering would already be enabled.


[h2]DEBUG CAMERA ADDITIONS[/h2]

A few new debug camera commands have been added this month for content creators to use. As with existing camera tools, these can only be used by server admins or in demo playback.


[h3]Physical Camera Properties[/h3]

We've added the ability for the debug camera to use physical camera properties - in other words, you can choose from common camera sensor types and specify a focal length to mimic real world photography measurements.

Below are the newly added commands for using physical camera settings:
client.camphysical (1/0) - Enable/disable physical camera properties on debug camera
client.camphysicalsensortypes - Prints camera sensor types with corresponding number
client.camphysicalsensor - Select physical sensor for debug camera (use sensor ID number from the above 'sensortypes' convar)
client.camphysicalfocallength - Set focal length of the debug camera (Measured in mm)

[h3]Camera Info UI[/h3]

Along with the above physical camera commands, we've also added camera information UI which can be enabled/disabled using the command client.showcaminfo 1/0

When enabled, this overlay will display the following information at the top of the screen:
Camera FOV
Depth of field aperture and blur values
Camera lock status (debugcamera_lock)
Sensor type (if using physical camera mode)
Focal length (if using physical camera mode)


[h2]MAP MAKER PREFABS[/h2]

This month we've added some useful assets for community map makers - the most notable being the introduction of tiled cube prefabs. The current collection features over 60 cubes with materials including brick, wood, metal, concrete, plaster, metal, cloth and more.



Each cube can be scaled, rotated and positioned in custom map scenes whilst maintaining the local tiling of the individual prefab's texture.

We look forward to seeing the many creative ways map makers will utilize these assets and we hope to continue expanding this collection in the future.


[h2]Acknowledgements[/h2]

We're currently aware and investigating certain performance issues affecting a large number of users, this is also known to be affecting third-party applications such as Discord, we believe this is possibly fixed today via an update by EAC.

We are also actively investigating a number of other areas with poor performance.

[h2]Changelist[/h2]

  • Added tiled cube prefabs for community map makers
  • Added chat filtering
  • Improved M39 DPS and recoil
  • Lowered F1 grenade fuse time to 2.5s (was 3.0s)
  • Shotgun slugs have reduced damage falloff
  • Achievement todo list is now disabled if game tips are turned off in the game options
  • Added a crosshair while free spraying with a Spray Can
  • Increased the default number of sprays per player (25 -> 40)
  • Can now Mute and Report players from the Contacts screen
  • Z/C/Y keys no longer control zoom when in free camera (replaced with debugcamera_zoomin and debugcamera_zoomout binds)
  • Added debugcamera_raise and debugcamera_lower binds instead of hardcoding to Q/E
  • Added physical camera convars for the debug camera
  • Added camera info overlay command for the debug camera
  • Kayak now faces away from the player deploying by default
  • Mailbox, BBQ, Medium Battery and Windmill now face toward the player by default
  • (CUI) Add support for vertical overflow on Text components
  • Updated player inventory idle animation
  • Added interaction sounds for small loot containers (food, medical, tech, ammunition, etc)
  • Updated generic loot crates with existing interaction sounds
  • Hapis Island: Added 3 new monuments
  • Jackhammer will hit hotspot every time without tap firing
  • Torch despawns after 30 seconds
  • Dropped backpacks will despawn after 30 seconds for rocks + torches
  • Streamer mode will hide map name in server browser
  • Can insert photos into mailbox
  • `benchmark_demo {demo}` command to run the benchmark on different demos
  • Can connect 'domain.com' without a port on the end
  • Servers will no longer show the name of the custom map, only "Custom Map" if they are running one
  • Optimized bulk loading assets from bundles
  • Improved hide blood option
  • Added hurt flash disable option
  • m249 is slightly more aggressive
  • HMLMG recoil is more aggressive
  • Lowered HMLMG durability
  • Increased HMLMG crafting cost
  • Using scopes on weapons now increases their recoil
  • Reduced blur/blood effects
  • Accuracy bonus removed from the silencer
  • Fixed first shot while ADSing sometimes playing the non-ADS fire animation
  • Fixed missing deploy sound for combat knife
  • Fixed missing sounds for smoke grenades and supply signals
  • Fixed missing crosshairs and camera movement while first person spectating
  • Fixed smoke grenade effects not working correctly with first person spectating
  • Fixed horses not properly moving with elevators
  • Fixed error with a particular configuration of items when making Low Grade at a Mixing Table
  • Fixed missing localization on progress bar when Hold to dismount is enabled
  • Fixed some deployable entities changing rotation every time they are selected on the belt
  • (CUI) Fixed some skin id's not loading correctly (PR#37)
  • Fixed some missing sfx on the Spray Can
  • Fixed an exploit when changing water quality
  • Fixed flashlights & laser needing to be turned on every time you equip them
  • Fixed exploit to steal attachments out of shop fronts
  • Fixed nodes & animals taking extra hits
  • Hapis Island: Fixed berries not spawning
  • Hapis Island: Fixed roadside spawns being overly scarce
  • Hapis Island: Fixed numerous other reported issues.
  • Fixed flashlights & laser needing to be turned on every time you equip them
  • Fixed exploit to steal attachments out of shop fronts
  • Fixed nodes & animals taking extra hits
  • Fixed animal headshots not playing hitmarker
  • Fixed exploit to let you keep last item in softcore
  • Fixed ability to shoot through armored window collider
  • Fixed exploit to keep shopfront standing when breaking wall frame
  • Fixed debris not created for walls on triangle foundations
  • Fixed research tables getting stuck researching