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September Update

[h2]Underwater Labs Improvements[/h2]

Since the Underwater Labs release, we've been following your feedback closely. The majority of feedback was surrounding high loot density and lack of player interaction. We've now reduced the map Labs count from 6 to 3, removed red and blue keycard spawns, additionally loot crates will no longer spawn while players are nearby.

To suit the reduced total number of underwater labs per map, we increased the smallest allowed size per underwater lab. You will no longer find underwater labs that are only a couple of rooms in size, so they should all be worth a visit.



Many of you have certainly noticed that the moonpool water was bullet proof. This was an unintended effect from the complexities of dealing with the water carving volumes and has now been fixed.

Speaking of moonpools, a human sized version has been added in the mix to allow for more points of entry in the labs.



Finally, we addressed a number of small glitches in the procedural generation that could cause corridor, iceberg and vegetation overlaps.


[h2]SUBMARINES[/h2]

[h3]Storage[/h3]
Both types of submarine now have storage with 12 slots.



[h3]Torpedoes[/h3]
The Surface torpedo has been removed due to players camping underwater with little to no risk. Torpedoes can still be fired at surface targets by surfacing the submarine and firing a standard torpedo.

[h3]Oxygen[/h3]
Submarines also now need to surface for air every ten minutes, either on the ocean's surface or in a moon pool. Otherwise, after ten minutes you'll start taking slow damage.

As part of implementing this change, I've revamped the oxygen UI a bit, and you can now see how much time you have left from a diving tank as well.



[h3]Other[/h3]
The rear passenger in a duo sub can now turn all the way around. Sonar blips only show up for other running subs, not every sub that's parked in someone's base. And subs stop moving a lot more quickly when someone dismounts, meaning they won't run away on you if you accidentally dismount underwater.

Submarines now take additional damage from bullets.


[h2]Fishing Village Shop[/h2]
A custom shop has been added inside the fishing villages to accommodate all your fishing gear needs.



[h3]Improvements & Fixes Highlights[/h3]
  • Crawling Health - Crawling health is reduced by 75%
  • Swimming Gestures - Can now use non dance gestures while swimming
  • Shooting Players Underwater - Fixed projectiles dealing no damage to players underwater



[h2]Gravis Island[/h2]
Gravis Island is running for the final month across Facepunch official servers, here is the map change lists:
  • Fixed Floating rocks
  • Removed offshore topology from ocean villages Roughed up the edge of the offshore topology to remove the straight line of ocean plants
  • Smoothed out some spiky ocean terrain Tidied up mainland topo + removed it from very small landmasses in ocean
  • Tidied up underwater splat Edited terrain around harbour slightly, some areas were floating
  • Added more ladder triggers to harbour Fixed some areas of alpha
  • Patched some more Floating rocks with gaps allowing for sneaky sneaky. Adjusted some Splat in a few areas were the texture effects in game were rough.
  • Fixed the terrain difference at Power plant with a few floating objects. Reduced the beach topology on the sand peninsulas so spawn points aren't as focal to one area
  • Applied river topology to the two northern ponds/lakes for fresh water Removed the blue metal crate from fishing village since it's nearly impossible to get out if you jump in.
  • Added large rock formation to the middle of the larger secluded island for more natural cover since it was quite bare with just trees/bushes
  • Made several small pathways up the rock faces on the beaches where players spawn so they won't have to travel as far to go inland from the cliff face
  • Added prevent build volumes to the tunnel near mil tuns since somehow i missed that previously
  • Replaced all crates with the new native spawners
  • Added splat on a couple rocks
  • Reduced Labs to 3

If you're a server owner and wish to host your own Gravis Island map then check out the official site.


[h2]RGB Integration[/h2]

For people with Razer and/or SteelSeries hardware, we have added some RGB keyboard effects for different states in the game.
  • Blue breathing effect when too cold
  • Red breathing effect when too hot
  • Flash red when hurt / damage taken
  • Flash red continuously when below 25% HP
  • Flash red rapid continues when downed / crawling
  • Flashing green when radiated
  • Solid white when in building privilege area
  • Green breathing when 25%+ comfort

If you'd rather keep your custom rainbow effects enabled while playing Rust then this integration can be turned off at any time in the Rust options menu, in the general Options tab (scroll down - it's below Physics). You'll also find an option for brightness there.

Also, for anyone who loves RGB and custom binds, there is a console command which will make your RGBs flash a custom color for however long you wish. The following will flash it purple for 0.2 seconds: rgbeffects.pulse 255,0,255 0.2


[h2]NVIDIA Reflex Update[/h2]

In May we added support for Nvidia Reflex which reduced system latency by up to 38%, but now that number is even higher with the release of the Reflex SDK 1.5 update.



Read more here.

[h2]Twitch Drops[/h2]

Starting from today till September 9th 18:00UTC Twitch drops are enabled for Rust Twitch streamers. You can earn special and unique skins simply by watching your favourite Rust Twitch streamers.

We've teamed up with Blazed, Jewer, Eltk, CNDBLOOD, Terpsicat, Elxocas, Agustabell212, Silithur, Ricoy23 and Kira to bring you special unique drops which can only be earned by watching their channels.



During the final 24 hours of the Rust Twitch drop campaign, all drops will be moved to general.

Learn more at twitch.facepunch.com.


[h2]Change List[/h2]

  • Added smaller moonpools to underwater labs
  • Added a new store front to fishing village's equipment shop
  • Can now use non dance gestures while swimming
  • If player is holding S when they catch a fish, block backwards movement for 1s or until the S key is released
  • Added global.usersinrange admin convar
  • Fixed console not properly scrolling through all of it's lines (used to show ~250 lines, should now show all 500)
  • New "combatlog_outgoing" convar to get a combatlog of only outgoing damage
  • Thrown cassette recorders now decay
  • Inventory item description now scales to better fit long descriptions
  • Reduced explosion forces on minicopter and scrap transport heli by ~95%. Stop getting knocked around so much by SAM sites
  • Both submarine types now have storage
  • Now only showing sonar blips for other subs if those subs have their engine running
  • Submarines stop moving a lot faster when the driver dismounts - prevent runaway subs and drowning risk when dismounting by mistake
  • Submarines now need to surface once every ten minutes, can't hide underwater forever
  • Rear passenger in duo sub can now turn all the way around
  • Submarine driving now adds to the boating stat
  • Increased minimum allowed size of the underwater labs
  • Renamed crawlingminhealth to crawlingminimumhealth and crawlingmaxhealth to crawlingmaximumhealth
  • Added 21 new prefabs for map makers
  • Removed blue and red card lab spawns from underwater labs
  • Player crawling health reduced by 75%
  • Added chocolate bar world model
  • Bullets now deal slightly more damage to submarines
  • Fixed not being able to gesture while on a sofa
  • Fixed rare case where player eyes would appear incorrectly
  • Fixed rotor on CH47 map marker not rotating
  • Fixed case where players could access scrap on slot machine incorrectly
  • Fixed toggling lights causing issues while gesturing
  • Fixed paddling animation blending issue (boogie boards, kayaks, inner tubes)
  • Underwater crates now have 12 item slots, fixes rare case where underwater crates would spawn with > 6 items and an item would be cut off
  • Fixed dances continuing after mounting a vehicle
  • Fixed fish line getting snapped when the player is standing too far back from a ledge (players now have to stand closer to the edge)
  • Fixed WorkCarts decaying in the maintenance tunnel where they spawn
  • Fixed bullet proof moonpool water at underwater labs
  • Fixed icebergs sometimes overlapping underwater labs
  • Fixed vegetation sometimes clipping into underwater labs
  • Fixed underwater lab 45 degree corridors sometimes overlapping each other
  • Fixed server.maxconnectionsperip convar not working
  • Fixed floating crates in airfield
  • Fixed items dropping inside locker when stacked
  • Fixed Two Sided Ornate Hanging Sign inconsistent crafting time
  • Fixed T stacking small signs
  • Removed rising torpedo type

Rust's submarines are getting nerfed and missions are in the works again

Rust's August update was one hefty content drop, adding an underwater biome, submarines, torpedoes, sharks, and, well, just a whole lot of subaquatic stuff. Now, it's time to look ahead and see what else is on the horizon. Rust YouTuber Shadowfrax has posted a clip offering us the rundown of what's in the pipeline right now, and it includes some nerfs for the newly added submarines, "some kind of military camp", and those missions that have been mentioned in the past.


In Shadowfrax's latest Rust update (below) the YouTuber notes that after the next patch you should see torpedoes get slapped with a bit of a nerf. Torpedoes will get a larger 'aimcone' with less accuracy over distance. Plus, a change is coming that'll add a small puff of smoke to the submarine when it fires a shot to signal where it came from - so, it sounds like they'll be a tad less sneaky once that's be rolled out.


Additionally, the 'Tuber notes that in Rust's game commits, there's a new branch tied to 'submarine oxygen' which indicates some changes aimed at changing how long you can stay holed away in your sub. It seems that, going by these, you'll need to make sure you surface and get some air every so often, or keep a diving tank on you. Rust's drowning status is getting a rename to 'low oxygen' to reflect this adjustment.


Read the rest of the story...


RELATED LINKS:

Rust skins - here are this week's new items

Rust is getting an underwater biome, underwater dungeons, and fishing

Shark Week is coming to Rust, permanently

Rust skins - here are this week's new items

Each week, Rust developer Facepunch Studios picks a bunch of skins created by the survival game's fans to come to its store, which you can pick up for somewhere been a handful of pennies to a few quid. These skins let you modify the look of a wide range of in-game items to let you customise your kit to your heart's desire and standout from the crowd.


Each week, Facepunch announces the latest selection of Rust skins chosen on its Twitter channel, and there are usually somewhere around eight new cosmetics to browse. But, as the whole 'weekly skins' thing implies, each selection is only available for a limited time - the remainder of that week, before a new batch o' skins gets picked to replace it. After that time, those skins will only be purchasable via the multiplayer game's community market.


To help you keep track of each week's new set of Rust skins, we've included a list of them below, which we'll update when the reset happens, usually at the end of every week (because we're super nice and helpful like that).


Read the rest of the story...


RELATED LINKS:

Rust's submarines are getting nerfed and missions are in the works again

Rust is getting an underwater biome, underwater dungeons, and fishing

Shark Week is coming to Rust, permanently

Rust is getting an underwater biome, underwater dungeons, and fishing

You can expect there to be a bit of a watery theme to Rust this month. Developer Facepunch Studios has revealed that this month's Going Deep update introduces an underwater biome with procedural underwater lab dungeons, submarines, torpedoes, sharks, spear guns, fishing, and underwater ambience effects.


You'll find the new underwater labs on the ocean floor in a variety of shapes and sizes. You can access two entry points with a submarine to find various puzzles, enemies, and loot. If you fancy doing some prep ahead of time, you can connect to a vast network of CCTV cameras. Want some downtime? The mess hall room might have a selection of high stakes poker, music, and cooking for you to engage with with your group.


Speaking of submarines, you'll be able to buy those from the boat shops at fishing villages. A two-person sub has internal fuel access and an instrument cluster, including rudimentary sonar, whereas the single-person sub doesn't have any instruments. Both subs do, though, have torpedoes, so have fun with that.


Read the rest of the story...


RELATED LINKS:

Shark Week is coming to Rust, permanently

Rust due to get new wounded and recovery mechanics next update

Rust skins - here are this week's new items

Going Deep

[previewyoutube][/previewyoutube]

[h2]Procedural Underwater Labs[/h2]



The new underwater labs are fully procedural dungeons that reside on the ocean floor. They will come in a variety of shapes and sizes, and for now, with two entry points. You enter them from a ‘moonpool’ in which you re-surface with your submarine. From there, make sure you have come prepared to face the various puzzles on offer.



The bases have a wide network of CCTV cameras you can connect to to plan your exploration ahead of time. The new and improved player map will also let you see the layout of the base for each floor. You will also find microphones in some rooms that let you broadcast your commands into the entire base’s network.



If you like to take risks, the occasional mess hall room will allow you to play some high stakes poker, listen to music with your group and cook some meats before heading back to pick a fight with the NPCs that are dwelling in the corridors.

[h2]Submarines[/h2]

This update introduces submarines to Rust.



You can now buy a submarine from the boat shops at fishing villages.

The two-person submarine seats up to two, with internal fuel access and an instrument cluster including rudimentary sonar. Look around behind you and you'll see interaction UI to swap seats.



The one-person submarine seats one, with external fuel access and no instruments.

[h3]Torpedoes[/h3]



Both submarines have torpedo tubes which can fire two torpedo types:

- Direct torpedoes fire straight ahead.

- Surface torpedoes rise to the surface and then speed along the top of the water.

You can buy torpedoes from a fishing village vending machine, or craft them yourself.

[h3]Controls[/h3]

Use movement keys for forward/back/left/right.

Sprint button to rise towards the surface.

Crouch button to dive deeper.

Look down when in the cockpit to load torpedoes. Fire when in water with the usual shoot button (left mouse button by default).

Enter underwater bases at moon pool locations, which show up on sonar in the duo sub as red dots. If you're in the solo sub, look for the lights being cast down below moon pool modules.

[h3]Decay[/h3]

Submarines have the same decay style as rowboats and the RHIB. For the first 45 minutes of being unused, they won't decay. Then they'll start to lose health: They'll last another 240 minutes if left unused outside, or 180 minutes if in deep water. If they're indoors and NOT in deep water, they won't ever decay at all.

[h2]Fishing[/h2]

The Handmade Fishing Rod is now fully functional and ready for use!



To get started, you'll need to equip a bait in the lure slot of the rod. Various foods can be used as bait and their value as a bait is displayed in the item information. As well as food you can now randomly find worms and grubs when collecting resources in the world (berries, hemp, potatoes, etc). You have double chance of finding these when harvesting plants planted by a player.

Once you've got a bait ready to go simply aim at the water while holding RMB and cast out with LMB. Once you've got a bite, you'll need to reel in the fish. You can use A/D to pull left and right and S to reel the fish in. Fighting the movement of the fish left and right will tire it out and make it move less over time. However reeling in the fish and pulling left and right will put strain on the line, if you strain it too much the line will snap and the fish will get away. The rod will start shaking and you'll start hearing audio cues when the line is strained, so be sure to stop if your line is about to snap.



We've added 8 new types of fish to catch, from Herring, Anchovy and Sardines to Yellow Perch, Catfish, Small Sharks, Salmon and Orange Roughy. Different fish have different conditions for catching, including bait value, water type, water depth and location. As well as gutting the fish for resources, you can also take your catches to any fishing village to exchange for scrap.

[h2]Underwater Ambience & Effects[/h2]

We've made some changes to the general underwater look and feel. Visibility has gone up across the board, lighting will get darker the deeper you go, and all-in-all it should just be a bit more engaging than the 'ol dive into water and become blind unless you got the magic goggles equipped.

Speaking of goggles, the diving goggle screen overlay also doesn't self illuminate anymore in darkness, which should make them less distracting to use in low-light.

And finally the wet shore look no longer extends deep down into the ocean, which never made any sense in the first place.

These changes are all fairly technical, so expect to see more improvements underwater as we iterate on them in the future.

[h2]Sharks[/h2]



Exploring the deep may yield great rewards, but with those rewards comes great risks. Each dive site has a chance to spawn a shark which will patrol the area and must be defeated before you are able to claim whatever treasures found at the dive site. You can use a melee weapon in an attempt to defend yourself but your chances of survival are very slim without some kind of underwater ranged weapon...



[h2]Speargun[/h2]

To be able to defend yourself at a distance underwater is of paramount importance given the introduction of hostile marine life. You can now learn how to craft a spear gun + ammo from a Level 1 Workbench. This weapon can only be fired while underwater and packs a punch similar to a crossbow, albeit with a slower moving projectile. It is also very effective at dispatching hostile human beings.




[h2]Improvements & Fixes Highlights[/h2]

  • Electrical Panel UI
    The electrical panel now displays in the crafting menu

  • Highlight IO
    LMB while hovering over IO socket to highlight just that connection

  • Undo Last IO
    Press RMB to cancel the last point of an electrical/water line

  • Ice Lakes
    Fixed Ice lakes never spawning

  • Mountains
    Fixed prefab mountains not spawning on large maps

  • Small Sign Placement
    Small sign placement on deployables

  • Boom Box Decay
    Boom box no longer decays


[h2]Underground Rail Network Side tunnels[/h2]

In this update we have added some further improvements to the underground rail network. Until now, we have been spawning the workcarts right in front of the rail platforms.

However, this has always been a temporary solution and in this update we have added dedicated side tunnels and maintenance rooms where the workcarts will spawn from now on. Each station will contain two of these side tunnels.



In order to access these new spawn points you will need to reach the platform and find one of the door marked with a green Maintenance Room sign.

Then simply follow the corridor and it will lead you to a brand-new room where the workcart will be waiting for you. The train tunnel in front of you will then lead you back to the rail network.




In addition, while I was working on these side rooms I have also fixed a long standing issue where jumping onto the rail platforms from the tracks below was too difficult. Now if you happen to fall off the platform you can jump right back.

Check out the changelog for more changes.