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Every Rust player has been permanently assigned a skin and hair colour. Including pube colour

In an update earlier this month, Facepunch made it so every Rust player would have a race and face permanently assigned to them. The new look is locked to your Steam ID. That means that every character you create will share exactly the same randomised look.


Facepunch founder Garry Newman said it's "just like in real life, you are who you are - you can't change your skin colour or your face."


The change has angered some Rust players who want the freedom to change how they look in game. Not everyone, though. One player couldn't be happier with his blue pubes.


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RELATED LINKS:

Rust gets an Elevator update and reworked map tomorrow

Rust is getting a space suit and an in-game gaming chair from Secretlab

Building a base in Rust is about more than just size


Elevator Update

This Update brings an elevator for easy travel between floors of your base, A real life Rust chair that gives you an exclusive in game chair too, The Spacesuit skin for the Hazmat outfit, changes to roads and added trails as well as the usual balancing and optimisations.

More detailed info can be found in the blog post

  • New deployable Elevator
  • Added Steam Networking (requires server to be launched with -swnet and -queryport)
  • Added server demo recording
  • Added desire trails to small monuments
  • Added additional side road connections to monuments (larger overall road network)
  • Fixed recycling stacks yield fewer resources than individuals
  • Fixed cargo ship lights not turning off during the day
  • Fixed invisible barrier across airfield rear door
  • Fixed glitchy interior door at airfield
  • Fixed not being able to place water items (boogie boards, tubes) after the servers water level was changed
  • Fixed search text appearing on crafting UI incorrectly
  • Fixed barrel gibs appearing in the wrong colour
  • Fixed not being able to download some textures from the Workshop Submission UI
  • Fixed vehicle parenting exploit
  • Fixed projectile velocity change exploit
  • Fixed projectile penetration exploit
  • Fixed several RPC exploits and DOS attack vectors
  • Fixed roof conditional model flyhack false positive
  • Fixed spawning on beach too close to fishing village
  • Fixed fishing villages sometimes spawning on islands
  • Fixed that the first monument that was placed (usually a harbor) would nearly never be connected to the road network
  • Fixed ORSwitch sparks
  • Fixed Sphere/Dome monument barrel spawners inside each other
  • Fixed allowing deployment through reinforced glass window
  • Fixed placing furnace on construction when placed at max-height
  • Fixed green card respawn at swamp_c
  • Fixed inside terrain antihack false positives at the water treatment plant (instant death spots)
  • Fixed unable to plant next to sapling or higher stage berry bush in a planter
  • Fixed engine stats not appearing when inspecting an engine on a car
  • Fixed some inconsistency shooting through glass (one way)
  • Fixed Autoturret targeting shotgun trap
  • Fixed windmill not rotating to the wind direction
  • Fixed Unable to break down multiple Steam items in inventory
  • Fixed the point of interest and death map markers using the center of the image as the origin, should have been bottom center
  • Fixed being unable to power storage monitors directly from batteries
  • Fixed minicopter being able to penetrate windows
  • Player collider now resizes correctly versus projectiles like rockets when the player is crouched or lying down (wounded, sleeping)
  • No longer showing "1ft" on wire or hose items, since they're unlimited
  • Boats now decay at an increased rate when in deep water
  • Kayaks will now be slightly slower when when two players are paddling (still faster than just one paddler)
  • Disabled mip maps on terrain splat maps so they look less awful in the distance and on low graphics qualities
  • Disabled mip maps on terrain normal map to preserve terrain detail in the distance
  • Power lines can end at ring road (massively speeds up power line layout generation on large maps)
  • Allow 1 out of the 4 corners of a monument to slightly reach into a neighboring tier when finding spawn locations for them
  • Berry Bushes can now be cloned at earlier growth stages
  • Reduced building block around swamp_c
  • Reduced range of bandit sentry turret (Fishing Villages)
  • Reactive target now requires a hammer to pickup
  • Tweaked Powerplant radiation volumes, no longer result in high levels of radiation moving around the sides
  • Updated some old and incorrect/out dated item descriptions
  • Reduced chance of finding T1 car parts at road and water junkpiles
  • Moved garage door lock position higher
  • Push Button now sends a small burst of electricity when pushed even with no input
  • Refreshed player map color scheme
  • Update scope overlays to scale the color with the time of day (so no more bright scope at night)
  • Added server.censorplayerlist (default false) to streamer mode the player list returned by A2S_PLAYER server queries (will not apply to already connected players so set it at startup)
  • Added world.rendermap to render a high res PNG of the map
  • Updated tea icons
  • Healing Tea - Advanced and Pure versions now provide a small amount of instant health, As well as greater healing over time
  • Wood Tea - Basic +50%, Advanced +100%, Pure +200%.
  • Scrap Tea - Basic +50%, Advanced +100%, Pure +200%.
  • Max Health Tea - Duration increased to 20mins.
  • NPC vendors now refill their stock slowly instead of having an infinite amount always available
  • Improved picking up deployables by holding E with a hammer equipped

Rust gets an Elevator update and reworked map tomorrow

Rust, Facepunch Studios' multiplayer survival fest, gets a bit of a lift this week, with the arrival of its Elevator update. The update adds the deployable feature as an option for your player bases, as well as a rework for the survival game's map, and a bunch of other goodies, too.


The Rust Elevator update's eponymous new addition lets players travel easily between their base's different floors and levels, Facepunch announces in a press release, and it sounds easy enough to implement, too. All you have to do is plonk one on your settlement's ground floor, then stack multiple others on top of it to create a working elevator system. The release only mentions "additional floors", so it's not clear just how far you can go with this - but, hey, the sky's the limit, right?


Once you've powered your elevator, you can move it one floor up or down at a time using the controller's respective buttons, or send it straight to the top or bottom of its shaft. You can also add power inputs to your various floors which you can use to call the elevator directly to them. Neat. Just make sure you don't hang around underneath the elevators when they're moving. Ouch.


Read the rest of the story...


RELATED LINKS:

Rust is getting a space suit and an in-game gaming chair from Secretlab

Building a base in Rust is about more than just size

Rust is turning fan designs into official merch


Merchandise News

The winners of the Merchandise contest are announced and the store is officially OPEN!

Up until the 1st October there is a 20% discount across the Rust store by using the code RUST20 at the checkout.

Click the link to visit the Store!

Rust is getting a space suit and an in-game gaming chair from Secretlab

Rust's staging branch has seen some curious new items appear over the past week. There's a full space suit costume you can wear, and for maximum comfort, what looks like an officially-branded gaming chair from Secretlab.


Rust YouTuber ShadowFrax has a helpful rundown of all the latest topline changes that have appeared on the staging branch, which is where Rust tests out upcoming patches. It's a reasonably certain indication of what will be showing up in the main game branch in the next patch, so all Rust players can probably expect to see these in October's update.


First, the space suit. Like everything in Rust, it's a bit on the shabby side, but it works exactly like a standard hazmat suit - mainly because it is a standard hazmat suit. The astronaut appearance is a skin, and the design looks to be based on American space suits of the 1960s Apollo program. Admins and owners can try it on by using the command 'give spacesuit', which is nice and straightforward.


Read the rest of the story...


RELATED LINKS:

Building a base in Rust is about more than just size

Rust is turning fan designs into official merch

Rust players find ways to break everything, and now they have cars