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Rust is getting supply drop changes that'll make them a lot easier to spot

With the team at Facepunch Studios busy working away on new content and gameplay changes for its flagship survival game, there's always - well, often - news to share on what's headed Rust's way. Rust YouTuber Shadowfrax has just shared the latest details on what the devs have been cooking up, and it includes a key change for supply drops.


In the game's staging - that is, live testing - branch, there are some updates to how visible supply drops are, as Shadowfrax explains in the clip below. "Many supply drops delivered between the in-game hours of 8pm and 7am will now have a big, rotating light on top and white lights on the bottom," he notes - and there's some footage giving you a good idea of what this'll look like in practice to see.


These lights will stay switched on for "a while" after a supply drop hits the ground to help players locate it in areas with dense foliage - though it's worth noting the siren light will only be visible once you're within a certain distance of the box o' goodies.


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Rust has a whole bunch of quality-of-life changes coming up

The Rust devs are making underwater labs more worthwhile

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

Rust has a whole bunch of quality-of-life changes coming up

It's time for another rundown of what's coming up in the world of Facepunch's survival game. Rust YouTuber Shadowfrax has just shared the latest clip in his series of developer updates giving us an idea of the changes and additions heading the game's way, and it looks like we've got a bunch of quality-of-life changes in store.


While a bunch of new content, like the new desert monument and other bits, is still in the works, "this month in general has been focussed on quality of life", the 'Tuber explains in the September 17 clip (below). There's a pretty hefty list of changes coming, with a spread of different tweaks and tinkerings across gameplay. You'll now be able to pick up painted signs and get them to retain their image, ShadowFrax explains, and viewed - delightful daubings included - in your inventory. Non-painted signs, though, will now stack up to five in their slots.


In the same vein, the changes also mean you'll be able to use voice chat while painting your next masterpiece on a sign. "Bob Ross would be proud," ShadowFrax muses. I'm sure he would. Signs - and also the game's map - will also now display at full quality irrespective of your graphics settings, too. Lovely.


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The Rust devs are making underwater labs more worthwhile

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

Rust skins - here are this week's new items

The Rust devs are making underwater labs more worthwhile

Rust's August update added a whole lot of fresh underwater content, and the September update is here mostly to make that stuff better. Underwater labs are getting a major revamp to make them more worth visiting, submarines are getting nerfed, and we're getting fishing shops. Here's what you can expect.


The map labs count has been cut in half to three, but each lab you find will be larger. As the devs say in the announcement, "you will no longer find underwater labs that are only a couple of rooms in size, so they should all be worth a visit". Red and blue keycards will no longer spawn, and loot crates will no longer spawn when people are close by. You'll also find human-sized moonpools now.


We've talked about the submarine nerfs before, but surface torpedoes have been removed, and submarines are now forced to surface for air every ten minutes. You can still shoot at surface targets, but you'll have to surface yourself to do so. Both types of submarines now have 12-slot storage.


Read the rest of the story...


RELATED LINKS:

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

Rust skins - here are this week's new items

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

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