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Rust News

LIGHTING THE WAY

TUTORIAL ISLAND




A common story we hear from new players is that they have seen their friends/Twitch Streamer/YouTuber playing Rust, so they pick up the game and then bounce off it due to how harsh and unforgiving the new player experience can be. This month’s Tutorial Island is our attempt to provide new players with a safe environment to learn the basic controls and mechanics of Rust before being set loose in the main game with other players.



Everyone will be prompted to start the tutorial when they first spawn this month, if you’re a long term player feel free to decline the tutorial and we won’t ask you about it again. Once the player starts the Tutorial, they will be respawned on a dedicated island where an NPC will guide them through the first half hour of gameplay. This island is tightly controlled and cannot be reached by other players.

Throughout this process players will learn some key concepts:
  • Basic movement
  • Crafting
  • Building bases
  • Upgrading bases
  • Respawning
  • Basic combat
  • Resources
  • Looting containers
  • Cooking
  • Using Furnaces
  • Workbenches
  • Using a vehicle


This obviously isn’t an exhaustive list of everything there is to learn in Rust, but we feel like this is a good starting point for a new player. Our guiding principle when designing this sequence has been - if a player emulates exactly what they did on the Tutorial Island once they get into the main game, will they have a fighting chance?



The tutorial itself should take less than 30 minutes if you’re familiar with general FPS controls and concepts, likely around an hour if you are not a regular FPS player. Once complete you will be dropped off into the main game with the same resources as any other player - completing the Tutorial Island does not give you any advantages in regular gameplay.

For server owners running mods that change core gameplay features, you may find that parts of the tutorial don’t work or maybe showing the tutorial isn’t appropriate for your server (minigame servers for instance). You can control whether the tutorial is active via the “server.tutorialEnabled” convar - it's false by default. While false players won't be prompted to start the tutorial on your server and they will not be able to manually start the tutorial. We’ve added a server tag to help players find and filter servers by their tutorial compatibility, add “tut” to your server tags to advertise your tutorial compatibility. Brand new players will have this filter on when they first use the server browser.


VENDOR UI REFRESH


Our outdated tooltip popup for checking vendor stock urgently needed an upgrade. It felt out of place when compared with the marketplace UI. Thus, a plan was devised to merge both into a single unified system. This update will be rolled out in two parts, with this being part one. This first part fully replaces the old blue tooltip popup with an interface that's clearer, more user-friendly, and scalable. Now, it's easy to understand what you're purchasing and how much is costs. Overall, this first pass on the vendor UI provides a great foundation to expand on.

[h3]New Single Vendor Interface[/h3]
Items are now displayed clearly with the cost and stock counts easily visible.



[h3]New Multi Vendor Interface[/h3]
Accordions are used to hold vendors with large amounts of listings. This keeps everything easy to read, whilst still giving users flexibility to add a bunch of listings.



While working on this, we noticed some QOL issues with finding items before purchasing. The marketplace offers useful features like search and filtering that the standard map doesn't have. It would be great to have these abilities everywhere.

Part two will unify the marketplace UI with the new vendor UI. You will still have to travel to the marketplace to buy things via drone, but the actual underlying UI will be merged together. This will provide the same search/filtering functionalities as enjoyed at the marketplace to the regular map vendor UI, whilst bringing the improved style and ease of use of this new vendor UI to the marketplace.


NIGHTLIGHT


Today, I'm addressing an issue we often hear about from the Rust community. Navigating the game during nighttime. While the night cycle is a cruicial element of the rust gameplay loop, it can be a literal stumbling block not seeing what's directly ahead. The problem of "gamma hacking" (where players unfairly enhance their night vision by tweaking monitor settings), has been a thorn in our side, necessitating a pitch-black darkness (RGB 0,0,0) to counteract such exploits.



To that end I've come up with the "Nightlight" feature. Basically it's a shader that subtly illuminates a small radius around the player, mimicking the effect of natural moon light. This localized lighting ensures that while you can see just enough to navigate at night, the vast darkness beyond remains dark. Distant pixels are kept at absolute darkness (RGB 0,0,0), effectively rendering gamma hacking useless for spotting far-off threats or resources. ( beyond a few meters)



We believe this approach strikes a good balance, enhancing the night experience without compromising fair play. I hope it helps!



IMPROVEMENTS & FIXES HIGHLIGHTS


[h3]Rangefinder[/h3]
Rangefinder added to binoculars

[h3]Attack Helicopter Flare[/h3]
Attack helicopter flares now take 30 seconds to reload

[h3]Safe Metal Detecting[/h3]
Metal detectors no longer able to find loot in safezones

[h3]Attire Conflict[/h3]
Visual feedback when switching attire conflict


ITEM STORE UI UPDATE


This month, we’ve made improvements to the store interface. These changes are part of a UI overhaul for the menu screen that we’re currently working through. One of the main improvements is adding in a custom view for each of the general store items, giving a better look at what an item looks like or what is contained within a pack. For example, the Abyss pack, we now show a cut-down version of the trailer, the items contained within the pack in a 3D turntable, media and a bit of information about the pack.

These changes are aimed at improving the experience of using the store, more transparency in regards to what you’re potentially purchasing, and improving it from a visual point of view too.

[h3]Store Interface[/h3]
Re-designed view, with improvements in regards to scaling and legibility of the items.



[h3]Store Item Model[/h3]
We've improved the interface for the model that appears when you tap on an item. A new key addition being an animated 3D version of the skin.



[h3]General Store Model[/h3]
We've added a new view for each general store item. Some of these include cut-down trailers, items contained within as a 3D turntable as well as media and general information about the item. These new views hopefully give a better understanding of what you're getting in the purchase.






HAPIS & OBSERVER ISLAND RETIREMENT


Hapis Island and Observer Island custom maps are being retired today from Facepunch servers. Observer Island was first released in November by community members CollapsedOrange and wheatleymf and Hapis Island was brought back to celebrate 10 years of Rust.

If you're a server owner and wish to host your own Hapis or Observer Island, you can check them out at the following links:

What's the future for custom maps? We're going to continue working with our amazing map-maker community and highlight and host custom maps.

If you would like to start making your own map, check out Rust's wiki.



RUST X DAYZ Bundle - Pioneer Survival sale




Rust and DayZ have teamed up for a bundle featuring both games at 40% off!

The Pioneer Survival Pack on Steam features both titles at 40% off from March 7th 6PM GMT to March 14th 6PM GMT.

Both DayZ and Rust celebrated their 10th anniversaries in December, with in-game events, limited items, and Twitch Rivals competitions, marking many years of updates, changes, and content to the games that have kept them thriving with old and new players alike.

DayZ, with its realistic post-apocalyptic world, has evolved far beyond its origins as a hardcore survival mod. It now stands as a deeply immersive experience that continually draws in players with its intricate blend of survival mechanics, open-world exploration, and player-driven narratives, all while fostering a strong and passionate community.

Rust has transformed from a mere survival game to a global phenomenon. There’s always something interesting or dangerous (or both) happening on the island, captivating all kinds of players with its unique blend of challenges, creativity, ways to play, and community spirit.

Head here to grab both games now!


EASTER UPDATE


On March 21st at 19:00 GMT we'll be releasing an optional update to enable this years Easter events and releasing the Chicken costume.

During the Easter event every 24-38 hours in-game hours an Easter egg hunt will begin. You'll have 3 minutes to collect as many eggs as you can. The top 3 players are given special eggs as a reward. These eggs can be cracked open for various types of loot ranging from scrap all the way up to an M249!

COMMUNITY UPDATE 259

ART, ART, AND MORE ART!


Some old and some new. Few names in the art scene you all might recognize! This is our rust art appreciation post. We love you!!

Monstera gracing us with awesomeness. Definitely someone to tag into your next Rust event if you like having your base decorated!

These were collabs with Rust daVinci.



Who doesn't love a good timelapse! 10 years of Rust.
[previewyoutube][/previewyoutube]

Something from the man himself.



This art gallery though...
[previewyoutube][/previewyoutube]

This is an oldie but goodie from TimTardashian from Charitable Rust last fall!



Annnd then there's this lil guy.





GLOBAL STATS


Periodically we gather a metric ton of stats and put them into these very digestible graphics.

You all recycle a lot of rope!



Stay tuned for the next round!



GIANT CALCULATOR


Ok Philieve Rust did this mind blowing project to showcase how crazy you can get with the electrical system in Rust.

He made a HUGE calculator and explains how he did it!

[previewyoutube][/previewyoutube]



CREATOR PROGRAM


Did you know we have a creator program?

There are some eligibility requirements and if you don't qualify just yet please do apply in the future!



  • Minimum of 50 or more concurrent viewers on livestreams for 30 days OR 8000 average views on video content in the past 30 days with a subscriber count of 5000 or more while playing Facepunch games.
  • Facepunch games are an active part of your channel.
  • Adhered to our TOS and Code of Conduct.
  • An engaged, active audience that you interact with regularly
  • Have been creating content for the last 3 months consistently
  • Age 16+


Check out our website and fill out an application with all your creator channels and socials. If eligible, you'll receive an invite!



SHOW ME THE STUFF!


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

Cover image by MonsteraRust!

LUNAR NEW YEAR 2024

LUNAR NEW YEAR


Happy Lunar New Year to everyone! This year, we celebrate the Year of the Dragon.
In Chinese culture, the dragon is a symbol of courage, power, and majesty.
And to help everyone get in the spirit, we have added both new and old Lunar New Year items to the Steam item store.

But don't forget to decorate your bases with trees (symbolizing wealth and good luck) and wearing this year's lucky colours (yellow and red)!





SPEAR


Prim locked? This magnificent Chinese spear is for the fearless primitive warriors of Rust. This spear is a skin replacement for the wooden spear. Crafted with precision and adorned with intricate engravings, this weapon is not just a tool for battle. It's a work of art that tells a story of power and elegance.





ROCKET LAUNCHER


To celebrate the Year of the Dragon, we have created a beautiful dragon themed rocket launcher with both unique visuals and sound effects.

Differing from Western culture, the Dragon in Chinese mythology is auspicious and supreme. Dragons have the great power to control weather elements, but most importantly, soar through the skies - much like your ejecting rockets.



The dragon rocket launcher is a reskin of the rocket launcher.



NEW YEAR STORE ITEMS


There's a variety of community-made Lunar New Year items on the Steam store as well!

BAGS TO RICHES

[previewyoutube][/previewyoutube]

BACKPACKS


Backpacks have been one of Rust's most highly requested additions for several years, and what is a survival game without backpacks? This month, we're excited to bring you the small and large backpack, allowing players to carry more loot.



Inventory space has become more scarce as more items have been added to Rust over the years.

[h2]Small Backpack[/h2]



The small handmade backpack provides 12 slots & can be crafted for 50 cloth and five sewing kits at a T1 workbench. It is a default blueprint and will take 30 seconds to craft.

[h2]Large Backback[/h2]



The military-grade backpack carries a whopping 28 storage slots and is uncraftable, found in military loot.

[h2]How To Use[/h2]

Both are worn in the backpack slot and drop off your character on death. They can be looted on the ground (be careful if dropping one in a safe zone!) or from inside your own inventory. They take 3 seconds to pickup off the ground and despawn slower when filled with valuable items (up to 2 hours).

Currently, there are no negative effects from using a backpack.


NEW PLAYER REMAINS BACKPACK


To help differentiate regular player remains from the new backpack models we’ve given the player remains a visual refresh. This new model has a new open and closed visual state so you can tell at a glance if a bag has been opened by anyone. There is also some visual debris around an opened bag if the bag has more than 3 items in it.




METAL DETECTOR


The new metal detector allows you to find metal objects hidden beneath the ground.



Use the green lights to find the general area of an object, then when the green lights are all fully lit, hold the right mouse button to start sweeping the ground more closely and illuminate the yellow lights.

When all the yellow lights are also lit up, a flag will be placed. Dig this flag up with any melee tool and grab your treasure!

Different areas of the world will yield different types of loot, for example, what you may find on the beach will be different than what you find at the roadside or fields.


WEAPON CHANGES


I've modified the animations for the SAP/SAR and they should feel a bit less floaty and more snappy when reloading and aiming. I've also reduced the additional recoil added while moving when using the SAP. Over the coming months I plan to take a look at each and every weapon and do another pass at balancing them. This means timings, handling, recoil, and aimcone. I'm not saying the changes will be drastic but I'm aware there are elements that need changing. Stay tuned.


IMPROVEMENTS & FIXES HIGHLIGHTS


[h3]Legacy Shelter Limit[/h3]
Players can now only have one shelter placed at any one time

[h3]Safezone Warning[/h3]
When attempting to log out in a safe zone a warning now appears

[h3]Compass Death Marker[/h3]
Death marker now appears on the compass UI

[h3]Repair Cost Fix[/h3]
Some deployables such as the autoturret were unintentionally expensive to repair, this is now fixed.

[h3]Rotate Doors[/h3]
Doors, hatches and embrasures can now be rotated while being deployed using R

[h3]Ripe Ripeness[/h3]
Increased all plants ripe stage duration from 4h to 14h


MILDER SCREEN POST PROCESSING


A recurring community comment is the on-screen hurt, cold, warm and radioactive post-processing is hash, it impacts the screen too much. To address the comments we have made the post-processing more mild.



Above are a few examples, you can find more here.


REDUCING SERVER SIDE ENTITY COUNTS


As mentioned in our start of the year blog post, memory usage is a key area of concern this year. One aspect I’ve been looking at lately is entity counts. Anything that gets networked in a Rust server is an entity, so every tree, building block, player, vehicle, etc. What might seem counterintuitive is that many Items in your inventory are also entities, specifically an entity we call a Planner. This is the blue sheet your player visually equips when they are deploying something (eg. a sleeping bag). Any Item that can be deployed in your inventory will have a corresponding Planner entity. This entity is created when the item is created, and will exist on the server (typically in the players hands or at the world origin if they are in a container) until that item is used or destroyed. We need this entity as it handles all the logistics of spawning the deployed version of the item.

To illustrate how many entities this creates we looked a list of entities on Facepunch EU2 towards the end of the November wipe last year. Out of 362,299 entities, 32,455 of them were Planners and are the largest count of entity (the next largest was Walls at 26,015). Since Planners are technically only needed when the player has the item equipped on their belt, this is a big waste of memory and processing time as well as needlessly bloating server save files.

This month we’ve rolled out a change that will only spawn a Planner for these Items once the Item is in a players inventory, then delete the entity when it is moved back into an inventory. This should dramatically cut down on the number of entities taking up memory for no real reason.

We also applied this change to Syringes and Bandages, specifically because these item types also don’t need an Entity if they aren’t in the players inventory and are often stored in large quantities (5,769 and 1,206 respectively in the above EU2 sample). Syringes in particular have been a performance bottleneck for the Industrial system due to the need to create and destroy an Entity every time the item is moved, so this change should have flow on server performance improvements there as well.

We think this change should reduce entity counts on the server by roughly 6-9% but we’ll be monitoring the results over time.


INDUSTRIAL PERFORMANCE


We received reports from several servers this month with Industrial performance issues. After investigating we found some extremely complex conveyor systems moving large amounts of Syringes as the culprit. The above changes to Entity counts will largely solve the issue, but I’ve also added a new convar (Server.industrialTransferStrictTimeLimits) to better handle time budgeting in these situations. While the Industrial system is time budgeted per frame (eg. Only process three conveyors per frame) it struggled if one conveyor took an excessive amount of time (eg. One conveyor takes 15x the allocated budget).

This new convar will allow the conveyor system to stop half way through a transfer if it is taking too long. Crucially it will then resume the transfer from where it left off on the next tick, so the final results should be the same, they may just take longer in real time. From the players perspective, this may result in conveyors splitting things in unintuitive ways (eg. a conveyor splitting into three boxes might do 2 on the first tick, then the last one on the last tick) but it should eventually produce the same result. Therefore we’d recommend turning this on selectively if a server is experiencing Industrial performance issues.

As well as this new convar some general performance optimisations were made, so things should be a little faster across the board in the Industrial system.


MEMORY OPTIMIZATIONS


Despite having some guards in place, asset memory can easily run ouf of control. We keep adding awesome new content and, unfortunately, it keeps increasing our memory footprint. In order to be able to sustain this rate of content expansion, memory usage has to be low and stable, regardless of world complexity. Until we can implement more aggressive and effective streaming, every once in a while we have to sit down and look at what we missed and make the necessary corrections.

On this update we nuked almost 3 GB of memory usage in shader assets, plus a few hundred MB on textures and meshes. This is a bit of a soft start, in regards to textures and meshes, but we expect to reduce memory usge by a few more gigabytes in the coming months.

We do care about memory and performance, and we're actively working on it. This is just the first stage of many that will target not only improve memory usage but also frame rate.


IMPROVED TEXTURE QUALITY


Modern games universally depend on asset compression to maximize the efficient utilization of available system memory. To justify the efforts invested in compression, developers often turn to lossy techniques, which, particularly in the realm of textures, frequently lead to a compromise in image quality. Rust was long overdue for a texture quality review. Below is a before and after.



The improvement in detail and color fidelity can be striking in some cases (right). This is an ugly texture but it's a good example of how compression can ruin a high frequency image. Regions of pixels get merged together and color shifts slightly (left).

Texture compression was being used quite aggressively and, after tweaking some settings, we were able to significantly improve image quality without sacrificing memory. In the end, because a lot of textures had untapped potential for savings, we actually ended up saving runtime memory, at the cost of disk space, while still improving overall image quality.


TEAM MARKERS WITH NV GOGGLES


These were quite mis-aligned while wearing NV Goggles, especially near the screen edges, where they would sometimes float above seemingly nothing. This has now been fixed.


IMPROVED DOOR/GATE VEHICLE BEHAVIOR


Doors and Gates have been cancelling their open/close animation when hitting a vehicle since Modular Cars were introduced, however that would sometimes lead to cases where the animation cancelling would crush vehicles if they hit the Door/Gate from the opposite side. This has been improved this month and colliding with an animated Door/Gate in the direction that it is moving will no longer cause the animation to cancel. This should lead to less cars getting crushed.