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Zipline & Rail Update

[previewyoutube][/previewyoutube]

[h2]Procedural Rail Network[/h2]

The first iteration of the procedural rail network is now live! Any map size 4250 or larger should have a single railway in the shape a ring going around the entire island.



This is just a tech test / proof of concept for now, so there's no official gameplay element to it yet. Please report any weird looking areas you might encounter.



In the near future, you can expect driveable above-ground trains.


[h2]Powerline Ziplines[/h2]

Powerlines have had an upgrade this month, with new platforms and ziplines now appearing across procedurally generated maps. To access the zipline you'll need to climb to the top of the new platforms that are attached to some powerlines. Once at the top, you can use the zipline to travel to another platform further along the chain of powerlines or to nearby monuments.



You can speed up on the line by holding forward and jump off at anytime with the jump key (just be careful of the drop!). Colliding with anything solid while on the line will also knock you off the line, this includes trees, players and vehicles, so use with care.



We'll be improving the generation of these over time to connect more monuments, as well as exploring ways for players to place their own ziplines in the future.


[h2]Achievements[/h2]

Since launching out of early access in 2018 Rust's achievements have served as a way for new players to learn the basics of the game. Unfortunately they haven't kept up with the amount of new content added to the game every month so we've made a set of 18 new achievements to earn. As usual, achievements can only be earned on official servers.




[h2]Monument Lighting Continued[/h2]

We have continued improving the lighting setup for our monuments. This month we have focused mainly on the monuments such as; Lighthouse, Fishing Villages, Stables, Excavator, Arctic Research Base and Airfield.



The degree of improvements varies depending on the monument. Some of the newer monuments like Fishing Villages, Stables and Excavator received only minor updates. This includes changes such as adding darkening volumes to interiors, adding new ambient lights and enabling interior lights during the daytime.



Other monuments like Lighthouse and Arctic Research base received more extensive upgrades, which includes a whole lot of new lights, that will make the monuments significantly brighter during nighttime and more atmospheric during daytime.



The monument that received the biggest upgrade this month is the Airfield. Here we have added not only new lights and darkening volumes, but also tweaked some materials and added a lot of new prop dressing to bring it to the same level of quality of our newer monuments.





[h2]General QOL[/h2]
  • Landmine Update - The landmine has received a visual refresh
  • Loading Background - Loading screen image will now alternate between images
  • Magnet Crane - Further improvements to the junkyard magnet crane handling





[h2]Steam Networking[/h2]

We have updated Steam Networking to the latest version, which comes with a number of important performance improvements. It's still disabled by default, but we will run some tests on various official servers to provide feedback to Valve regarding any potential issues. In the medium term, we hope to switch all servers to Steam Networking by default.


[h2]Official server analytics[/h2]

Balancing Rust can be a daunting prospect given the wide variety of play styles and content. With that in mind, this month we're releasing our first pass of server analytics for official servers so we can start to gather some data about how you play Rust. While this will be invisible to you, we're hoping to use this data to better allocate resources to parts of the game that need work as well as identifying balance issues.

If you're playing on an official server, thanks in advance for helping us out. We'll be sure to share any interesting stats that pop up.


[h2]Twitch Rivals[/h2]

On April 14th at 8:00 pm GMT a team of 80 well known Twitch creators with 40 players from North America (team Disguised Toast) will face off against a team of 40 players from Europe and Latin America (team Alexby11) in this massive global Rust competition, taking place over 48 hours with a prize pool worth $100k.

During the Twitch Rivals event, Rust Twitch drops will be enabled for 3 days from selected participating channels, well-known streamers such as hJune, xQcOW, Welyn, Silithur, BaboAbe, sykkuno, Ray__C, LakshartNia and of course the team captains Alexby11 and Disguised Toast.



Over the course of the 48 hours, teams will build up their bases and supplies. During this time, teams can gain access to additional resources by getting kills, completing objectives, and claiming crate drops. The final hour of the competition will be an all-out battle, as both teams try to raid the opposing base. The team that collects the most dog tags will win.

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

Learn more at twitch.facepunch.com


[h2]Easter Event[/h2]

On April 14th at 19:00 BST / 18:00 UTC / 14:00 EST we'll be releasing an optional update to enable this year's Easter egg hunt event, more details to follow in an upcoming blog on the 14th.


[h2]Changelog[/h2]
  • Powerline ziplines
  • 18 new achievements
  • Server analytics on official servers
  • Added dog tags (for event use only)
  • Generic snowmobile model updated to include visible lights
  • Updated landmine model
  • Magnet crane pedals now animate and have IK for the driver's feet
  • Added a blue light to the Magnet Crane cockpit. When the magnet crane cabin is within 10 degrees of facing straight forward, it lights up
  • Holding the crouch key while in the Magnet Crane now automatically rotates the cabin back to zero
  • Debug camera controls while spectating or in demos now uses the players movement bindings instead of WASD
  • Made lighting improvements to Airfield, Arctic Research Base, Excavator, Fishing Villages, Lighthouse and Stables monuments
  • Loading screen now alternates between a selection of images
  • Hopeful fix to prevent certain crashes when switching servers
  • Fixed missing passthrough name on DLC industrial wall lights
  • Fixed camper module rear lights not working correctly
  • Fixed magnet crane physics behaving strangely when the magnet arm was extended far out in front
  • Magnet crane is now much less prone to 'digging in' its magnet arm, getting it stuck in the ground without being able to easily back out
  • Fixed players being able to grip on to the sides of the train tunnel elevator shaft while falling down it
  • Fixed not being able to kick passengers from the taxi module
  • Fixed not being able to hear notes played from deployed instruments while mounted to something
  • Fixed the helmet slit overlay blocking the status effect UI, and fixed the scope overlay being in front of the helmet slit overlay
  • Fixed the autoturret idle animation moving more slowly at higher server framerates
  • Fixed Rust's graphics Quality setting defaulting to 0/6 ("Super Potato") on first install. Set the default to 4/6 ("Good")
  • Fixed loading screen text overflow
  • Fixed Ice AK showing an extra particle effect in first person

The Rust rail network (partly) arrives in the April update

A Rust rail network is coming, and the first iteration of it lands as part of the April update. This month's update also introduces powerline ziplines to make it easier to get around the map, new achievements to earn, further improvements to lighting on monuments, and more.


Rust's monthly update arrives on April 7 at 11am PDT / 2pm EDT / 7pm BST. Further details will hit the official site at the same time, but for now, the devs have provided a press release with early info on the big features. The biggest is the new procedural rail network. As of this update, "Any map size 4250 or larger should have a single railway in the shape of a ring going around the entire island. This is just a tech test / proof of concept for now, so there's no official gameplay element to it yet. Please report any weird looking areas you might encounter. In the near future, you can expect drivable above-ground trains."


You'll also find new platforms and ziplines atop certain powerlines on procedurally generated maps. These will let you quickly travel along the powerline chain, or to connected monuments.


Read the rest of the story...


RELATED LINKS:

Looks like Rust is getting pets

Rust's February update includes a big performance fix

Rust gets a spiffy new hazmat suit in next week's Arctic update

March 2022 Update

[h2]Monument Lighting[/h2]

This month we’ve made visual improvements to some of our older monuments to get them more consistent with the quality of our new content. This includes changes such as adding darkening volumes to interiors to prevent them from becoming too bright during the day, adding new lights and effects, tweaking existing lighting and other minor visual improvements.



As a result, the interiors should feel much darker and more atmospheric. The monuments that we’ve changed so far are the Supermarket, Oxum's Gas Station, Bandit Camp and Launch Site and we plan to improve more of them over time.



[h2]Soundtrack Release[/h2]

[previewyoutube][/previewyoutube]

This month we're really excited to announce the release of Rust's official soundtrack - available now on Steam, music streaming services and a handful of digital stores. This initial release (Volume 1) is comprised of 29 tracks clocking in around 1 hour and 45 minutes of music.

https://store.steampowered.com/app/1701720/Rust_Soundtrack/

Alex originally wrote a lot of these songs for our update videos but he's been expanding them into more fleshed out, standalone pieces of music. There's also some songs he has written to fit the occasional calm moment in game that you won't have heard at all yet.

Alex is in the process of getting these songs chopped up and implemented to playback dynamically in game as well. Around half of the new tracks are ready in this update, and the rest should follow shortly.

Listen now on your favourite music streaming platforms, including:

Spotify Apple Music Bandcamp YouTube Music Amazon Music
And many more digital music stores!


[h2]Improved vehicle body visuals[/h2]



This month we've been exploring new ways to improve the visual experience when driving vehicles. While we initially explored dedicated viewmodels for vehicles (floating arms in front of the camera) we settled on using the full body mesh with tweaked hand logic. You can see this most obviously on the Snowmobile, the driver seat of Modular Cars and the Workcart, while it's visible but less obvious on the Minicopter and Scrap Transport Helicopter.

This approach allows us to highlight the hand IK on vehicles like snowmobiles and cars so you can see your arms turning. There's also some subtle camera movement if the player model leans or moves (like on the Snowmobile).




[h2]Magnet Crane Cleanup[/h2]



We looked at the junkyard magnet crane this month to see if some bugs and the general feel of it could be improved.

It's now a bit more stable to drive, and old issues like the driver not quite visually syncing up with the cabin as it rotates are fixed.

Another concern with the crane was that with its controls being pretty complex, it was easy to burn through your fuel just learning them. To combat that, we've reduced the fuel it uses at idle by 80%, and the maximum fuel it uses when not holding anything by 25%. So if you're just practicing moving the magnet arm and rotating the cabin, your fuel will only be being consumed at 20% of the rate it was before.

[h2]Snowmobile Cleanup[/h2]

We added some small final touches to the snowmobiles.

Most were minor bug fixes, but an obvious one is that animations are improved, with the driver now getting visually bumped around at times, and showing an idle animation cycle. Audio is improved as well, with the snowmobile revving more realistically when driving up hills.

For game balance, the arctic base snowmobile no longer comes loaded with any fuel.


[h2]World Model Update[/h2]

There are some assets that need world models and some that needed refreshing so towards the end of last year Tom completed a number of new and updated world models, these are now in-game!




[h2]General QOL[/h2]

  • Slower Car Decay - Cars decay 4x slower when left outdoors
  • Alt Look Restrictions - Restrict how far up a player can look with alt look while looking down
  • Water catchers & barrels now decay - Should lower the number of catchers and barrels that are left outside
  • Large Furnace Heat - Large furnaces now provide comfort and heat
  • Monument Loot Hiding - Monument loot no longer spawns when players are within 20m of the spawn point
  • Phantom Footsteps- We believe we've now fixed a long standing issue of hearing phantom footsteps


[h2]Night Vision and post fixes[/h2]



We've had reports of the NVG effect being blown out for a while. When we looked into it, we realised that it only looks incorrect on procedural maps.

After a lot of digging, we found that there was a post process volume placed inside one of moon pools set to global rather than local erroneously.

This means that it was being applied all of the time and messing with exposure settings. This also means that it's had an effect on the overall exposure of the game for while also, although this has been a bit less apparent than with NVG.


[h2]Search and loading screen update[/h2]

The loading screen was long overdue for a revamp, you'll now see server stats and a more clear tooltip sections while loading into the server of choice.



In a future update, the background image will randomly change through a preselected gallery on each load.

Additionally, we've added support for tag filtering to the server browser to make finding servers of interest easier.




[h2]Changelog[/h2]

  • Added support for tag filtering to the server browser
  • Added new in game music
  • Added 14 new world models
  • Updated loading screen
  • Improved arm and body visuals on some vehicles
  • Improved 3rd person keycard animation
  • Can no longer reskin doors that are open
  • Can now switch to and from Ice Rifle skin regardless of ammo or attachments
  • Added support for infinitely scrolling MIDI knob convar bindings (see MidiConvar.BindKnobRelative convar)
  • Restricted how far a player can alt look up when looking down
  • IO Entities can now decay (fixes Water Barrel, Water Catcher, Above Ground Pool, Boom box, CCTV, Connected Speaker, Counter, Disco Floor, Sprinkler, Wind Mill, Car Lift, Paddling Pool, SAM turret, Search Light, Smart Alarm, Solar Panel, Sound Lights, Telephone, Water Pump not decaying when placed outside of a base)
  • Removed slot 8 input bind
  • Renamed slot 7 input bind to "Holster Item"
  • When opening the inventory the currently equipped belt item will automatically be selected
  • Modular cars take 4x longer to decay
  • Increased local player voice volume when recording a cassette
  • Junkyard magnet crane is more stable to drive
  • Junkyard magnet crane now uses 80% less fuel when not driving around, and 25% less fuel when not carrying anything on its magnet
  • Added Always Sprint to the game options. If enabled, sprint key behaviour is inverted. Player sprints by default, and holding the sprint key will return them to walk speed
  • Improved lighting in the Supermarket, Oxum's Gas Station, Bandit Camp and Launch Site
  • Large furnace now provides a small amount of heat and comfort
  • Added BuildingDark and BuildingVeryDark volumes for map makers
  • Polar bear should no longer migrate to warmer climates
  • Horses now trigger pressure pads
  • Fixed a case where changing weapon while gesturing would lead to incorrect viewmodels (missing attachments)
  • Fixed case where changing clothing while inventory was full would sometimes incorrectly delete an item
  • Fixed rounding issue when using Pure Ore Teas leading to an ore node giving 1501-1505 resources (now gives 1500)
  • Fixed some out of date radio stations
  • Fixed phantom footsteps continuously playing
  • Fixed incorrect sfx footsteps playing
  • Fixed modular cars using no fuel if they had multiple engine modules and one of those modules had no components
  • Fixed magnet crane arm movement speed slowing down at low server framerates
  • Fixed magnet crane driver not syncing up visually with the crane itself when rotating the cabin
  • Fixed magnet crane magnet hurting the driver if it was positioned as close as possible to the cabin
  • Fixed magnet crane treads sometimes animating in the wrong direction when turning
  • Fixed the snowy edges of ice lakes also being considered ice by modular cars and snowmobiles
  • Fixed the Tomaha suspension snapping to the wrong position when active updates stopped
  • Fixed a sleeper loot exploit
  • Fixed CCTV clipping exploit
  • Fixed BBQ looting exploit
  • Fixed pickle jar desc typo
  • Fixed Excavator puzzle reset bounds exceeding the prevent building volume, causes player to die when logged out
  • Fixed missing passthrough name on DLC industrial wall lights
  • Fixed oil hunt mission reward only being 50 scrap
  • Arctic base snowmobile no longer comes with 20 low grade fuel
  • Arctic base snowmobile garage no longer spawns puzzle loot


Looks like Rust is getting pets

Pets make all games better, no exceptions. Just think of Fallout 4's Dogmeat, Skyrim's Meeko, or Fable 2's own canine companion (yes, I know, that's Xbox-only, but still) and tell me each of those adventurers would have had half the experience without their trusty puppers by their sides. While Rust is a bit of a different kettle of fish to those RPGs, there's no reason to think pets wouldn't make the game that bit fuller - and it sounds like they are indeed coming to Facepunch's survival sandbox.


Trusty Rust YouTuber Shadowfrax has shared another update on what's going on - or rather, what seems to be going on - in the world of Rust. In the clip below, 'frax explains that in scanning the game's commits log, he's spotted an exciting hint suggesting that pets could potentially be in progress for the game. The video notes that there's a new branch called 'pets' and highlights an entry in the log (currently found on page four as of writing) that notes a "bunch of initial pet system refactoring work". Hmm.


The YouTuber indicates that the new pet system could build on the one Facepunch introduced in last year's Halloween update for Frankenstein's monster. This fella would "follow you around the map, defend you if attacked, and help slay foes you wish to attack", so it sounds like the pet system could follow a similar blueprint.


Read the rest of the story...


RELATED LINKS:

Rust's February update includes a big performance fix

Rust gets a spiffy new hazmat suit in next week's Arctic update

Rust has sold over 12.4 million copies and is getting polar bears soon

Rust is (probably) getting pets




s always when it comes to keeping up with survival game Rust, you can wait for announcements from the Facepunch development team or you can go to Shadowfrax on YouTube, the charming and shockingly well-informed Rust guru who can tell you what's what a good month in advance of the official newswire...
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