There is no official Rust update today, as they ran into a bunch of problems with the Unity 5.6 update. I have gone ahead and wiped the server anyway as FP wiped their official servers also. Stayed tuned for next week’s patch, as there will most likely be another wipe if they fix the Unity issues. Read more about the issues from Garry on the Rust Devblog. Video Update No video update this week.
This weeks patch is choc full of fixes and optimizations. There is now stricter placement of High External gates on terrain. They have also added skin voting for items right on the main game interface when you join. Start liking your favorite Rust Workshop skins! There are also a handful of exploit fixes included in this patch. Thanks Facepunch! A few items are cheaper to cost in this patch: Mace Salvaged Sword Custom SMG The most notable change this week is that the Facepunch team has disabled the Legacy branch.
This weeks patch is a good one. The Facepunch team has added back Caves and all servers have been wiped! Along with the addition of the Caves system, they have also added a new pistol, the M92. Currently it can only be found in Helicopter Crates and Supply Drops. Many other changes have been included in this patch like better loot tables for components and Building Part construction cost reductions. Here is the list of parts that have had their costs reduced by at least 1/4 and up to 1/2 the resources!
This weeks update is pretty small compared to most, although it lowers the cost of crafting burlap clothing, as well as the mining hats and candle hats. Airdrops have been slowed down a bit, and no longer drop ammo, so better get out there and get them when you see them! Other than what we have mentioned, there is a bunch of new concept art and animations on the Rust Devblog to check out.
This weeks patch brings with it a bunch of bug fixes and some changes to hydration. There are also a handful of items that cost less to craft. Codelock no longer requires 400 wood. Crossbow requires far fewer components. Bota bag is cheaper. Water purifier is cheaper. Revolver is cheaper. One of the most notable fixes in this patch is the lighting on the furnaces. They now only light a small area in front of them.
This weeks update brings in the new Hazmat Suit redesign and tweaks some of the settings to the Radiation system to balance things out so that if you are wearing a full Hazmat Suit, you should take any Rads. The problem is that the suit takes up all armor slots and does not give much protection, so you better be quick about it! Aside from that, there are a lot of fixes this week in regards to last weeks big changes for the component system.
This weeks update removes the new(ish) XP system in replacement of the component based crafting system that has been in the works for a few patches on the pre-release branch. All blueprints are now open by default, but some most of the higher end crafted items will require 1 or more specialized components. Radiation is also back in full effect, or at least the current effect. There are plans in the works to raise these levels to make the Hazmat Suit more of a requirement in some areas.
This weeks update is pretty light on the Live build, but has some cool updates added to the Pre-release branch and some teasers on upcoming content additions. To start off, the devs have finalized what items will require components and have updated them all on the Pre-release Branch. So, if you don’t like the component system or are interested in it, head over and opt-in for the Pre-release branch to check it out.
This weeks update gives a first look at the Rust Steam Workshop integration. This will allow players to create and submit their own skins easily to the Rust Steam Workshop. There have been some new components added to the pre-release branch for those interested in testing out the new component system more. Last weeks patch apparently increased the map load times when connecting a bit, so some optimizations have been done there this week to reduce the load time by 6x!
This weeks update adds the new Natural Caves to the map on pre-release. That must mean we should be seeing them added for the next map wipe. It also adds the new MP5 gun to Live servers with an included buff to the silencer to drop it’s audible range by over 50% and actually hide tracers. The LR3000 rifle is now craftable due to popular demand, which should up the gunplay on most servers.
This weeks update enables Double XP until the new component system is ready, w00t! It looks like the new update video format is here to stay for now, so we will be including them in our weekly Rust Update posts. This week also includes several new items on the pre-release branch including a Recycler item and the Component System. There are a ton of graphics and performance fixes in this patch as usual.
This weeks update includes a cool new format for this weeks update summary in video format. Video Update For those who like to read about the updates, there isn’t really much to read about other than what is in the Changelog below. The main idea of this update is fixes and optimizations. The thing that stuck out the most to me in this update is that Stone Gate gibs are now stones instead of logs.
This weeks update mainly adds a bunch of fixes for graphics and performance which you can read more about in the Changelog below. It does however give some pretty awesome teasers on the Rust Blog about upcoming changes in the works, some of which are pretty major changes. There has also been a change to how the building blocked message displays which will deter players from using it as a way to determine where cupboards are during raids.
This weeks update includes better sounds for explosions and game music optimizations. Semi-auto pistols have been nerfed by 10 damage and pistol bullets drop faster over distances to stop semi-auto pistol sniping. Hopefully this helps, as I have noticed I typically just run around with semi-auto pistol b/c of how well they work. Other fixes have been made around projectiles and various graphics glitches like stuttering. There is also some more info about the upcoming caves and updates on the lighthouse revamp.
This weeks update is pretty light, but makes some improvements to gunplay, buffs bone armor by 10%, and reduces recoil on the semi-auto rifle. There now talk of an underground cave system in the works, which sounds really awesome. Underground Rust is something I have been looking forward to for a while. There are more teasers on the Rust blog about the upcoming changes to the Lighthouse and some more artwork for the player vending machine.
The much anticipated graphics overhaul has landed in this weeks patch. It also adds the new bone armor item and a new map called SavasIsland. Savas is conventional Rust on a tiny map. This weeks patch also fixes a longstanding exploit where players could use high gamma settings to see better at night. It is noticeably darker at night now. Don’t forget to bring a torch or a miner’s hat. There are also some sneak peaks at the new MP5 model and some more teasers of the player vending machine over on the Rust blog.
This weeks update introduces the new LR300 Assault Rifle. It’s a rare loot drop that cannot be researched for crafted. Lots of information about this new gun on the main Rust blog post. There have been a bunch of fixes and optimizations for graphics and sound. Flashlights will look a bit differently due to changes that affect how players see them like distance and brightness. You can also now pick up your sleeping bag and move it elsewhere.
This weeks patch was a little late off the presses, but it brings back researching! Research Tables can now be looted and crafted again. They even have a custom system built around them. It’s an interesting concept, as it allows you to craft items that you normally wouldn’t be able to craft, but only once. I like the idea and look forward to trying it out. As for the rest of the update, it was filled with some tweaks and optimizations for items like holosights and candle/miner hats.
This weeks update is concentrated on many peformance enchancements across the board. They have also tweaked and balanced the new shotgun. This update should improve various aspects of both CPU and GPU performance, especially on older machines. On the main blog there are some sneak peeks of some upcoming graphics overhauls to the lighthouse and military tunnels. There is also a really cool concept art showing a player craftable vending machine where players can sell other items to players.
This week Facepunch has addressed some concerns brought up by the community about some current changes and have fixed some of these issues. The crossbow has been de-nerfed, building pieces now can be rotated, and there have been lots of tweaks and balancing to armor and weapons. We also have some new additions to the game with the double-barrelled shotgun and the satchel charge. On the main blog we get some sneak peeks at some upcoming new additions to the game like door traps and a new assault rifle.
This weeks update brings some game balance to weapons, some tweaks to raiding, and continued tweaking of the graphics system. The are also some cool sneak peeks on the Rust site for upcoming new items like the satchel charge and double-barrelled shotgun. Changelog 120 Vm grenade anim updates Fixed TSSAA related dark screen bug on OSX/GL Improved graphics performance again Added server side combat log (access with combatlog console command) Reduced max projectile damage falloff over distance Increased projectile damage falloff distance Increased effective distance, projectile velocity and damage of semi auto rifle Spears use arrow damage type when thrown Removed bullet damage type from all throwables Throwables now use their own damage multipliers Twig building tier takes damage from arrows again Thrown items lose condition on impact and break when their condition reaches zero Thrown items no longer randomly break and disappear Grenades stack to 5 Grenades can be dropped with right click When looking at constructions, right click attaches grenades to them Grenades don’t do splash damage to constructions when attached Fixed projectiles very rarely breaking / sticking with break / stick probability of zero Improved skinned mesh collider performance Fixed being able to build bridges with picture frames Benchmark scenes force deterministic RNG results Source: https://playrust.
This week’s update brings a ton of fixes related to the new XP System update and gameplay in general. There are also a bunch of optimizations this week to graphics and the sentry gun now unlocks much earlier at level 18 instead of 24. Overall it looks like a solid update worth of fixes and optimizations to make grinding out the new XP system more enjoyable. Have fun out there Rustafarians!
This week brings in a bunch of fixes and tweaks to the XP leveling system, as well as a new hitbox system that is based on overall armor level instead of individual item coverage. There are also a few performance and graphics tweaks, as well as some exploit fixes and anti-hack updates to round out this weeks patch. There were a handful of smaller hotfixes throughout the week, that I am not sure are included in this changelog or not.
The XP System has launched. Lots of new changes involved with that. There are actually a bunch of other fixes and enhancements mixed in with the big XP update, so check out the changelog. Changelog 100 Added Xp + Levelling System Removed Blueprints, blueprint fragments Removed Research Bench Moved crafting menu to its own screen Added search to crafting screen Cleaned up options screen Added motion blur Can write in notes Rock is craftable Added "Barren" map Can always/only craft cap, boonie hat or facemask if you have a steam skin for them Dropped weapons show the correct skin Added EAC launcher UI Bullet weapons are projectile for the first x meters Fixed bullet projectiles not moving until the frame after being shot Added Quick Craft to inventory menu Fixed shadow distance/cascade not saving to config Fixed antialias not working Dragged icons are bigger Added tooltips Nametags are more visible (especially at night) Fixed plants showing #harvest instead of localized string Fixed glowing eyelashes Fixed main menu news image bugs Fixed serverlist scrollwheel speed Water quality defaults to high Death/kill console messages include steamid Added ownership system Harvested skulls show the victim as owner Paper crafts faster Note costs 1 paper (instead of 5) Airfield dungeon reworked Doors, barricaded doors and covers added in dungeons Dungeons higher military crates spawn rate Nerfed pillar and roof stability New aiming system for throwable weapons Throwable weapons now spin Aim throwing while sprinting enabled Standard bows are no longer hostile to helicopters Buffed Eoka pistol (+25% dmg, more reliable) Reduced craft cost of Machete Reduced craft cost of salvaged sword FIsh traps ignore minnows as bait Most craft times reduced and made sensible Buffed stone spear Source: https://playrust.
This week’s update includes a bunch of fixes and added hack protections. In the original post there are also a bunch of updates about the upcoming XP system, new game items, and the ongoing graphics overhaul. Changelog 116 Added protection against some exploits for construction placement inside rocks Added protection against a number of throw weapon hacks Fixed flyhack_protection 2 false positive when jumping on floating ice caps Fixed projectile line of sight protection issue inside caves Fixed projectile line of sight protection issue on fence and twig building blocks Fixed rare false positives in the server side melee weapon repeat rate verification Fixed chain link fence exploits against turrets and the patrol helicopter Fixed issues when connecting to a server from the in-game main menu Updated EAC Source: https://playrust.
This week’s Rust update brings some improvements to the updated decay system, a new map called Barren is available in the pre-release branch, and cheaters will start to have their main accounts banned. It would be nice to see other Steam games like CS:GO implement this sort of banning method, as it’s really just too easy to buy a new game and keep hacking to protect your main account. Some improvements to performance to color grading and occulsion have been made, which will help those who run those settings, especially on lower-end cards.
This week’s update is fairly uneventful on the client side, with some fixes to graphics and mostly server side components and hack detections. Nothing else to see here. Move it along. Hoping for more info on the upcoming experience update next week! Changelog 114 Hapis/Savas Maintenance update and bug fixes Fixed large scale occlusion (graphics.lso) not working in some cases Fixed various false positives with flyhack_protection set to 2 Changed the flyhack_protection default value to 2 Added server side melee attack verification (distances, line of sight) Added lag compensation to server side projectile firing rate Changed decay.
This weeks update finally sheds some light on the upcoming XP system, updates some dungeon art, fixes for a bunch of procedural map variables and added weapon mods! There are as usual a bunch of fixes, which is great to see with the looking XP system update coming. I’m sure they want to get a bunch of outstanding weirdness out of the way before that change this live servers. Great update overall and go Facepunch!
This week brings a bunch of new fixes to the game including some performance tweaks and graphics issues. There are some new sounds that have been added and a new tools tab for admins on the F1 screen. Still no sign of the experience tree changes, so they must be on radio silence about that until it is ready for testing and feedback. The suspense is killing me! Changelog 112 Added physics sounds for in world items Added more inventory item pickup/drop sounds New fish/meat cutting sounds Added projectile line of sight protection Resources can now also spawn inside the tool cupboard radius Fixed performance issues caused by an entity leak at the center of the map Fixed certain anti hack values not resetting on player disconnect Fixed water catchers not taking any damage from explosions Fixed water catchers taking very low damage from melee weapons Fixed water catchers not using the load balanced LOD system Fixed players and projectiles colliding with certain farmed plants Added additional entity info when projectiles are ignored by the server Added player stall time to projectile desync server messages Added projectile_desync server convar (max allowed client desync) Added new F1 tools tab for admins (toggle object visibility) Added water caustics Fixed alt + enter crash Fixed revz broken censor boxes Fixed revz water splashes and other refractions Fixed revz underwater thickness Fixed revz d3d9 issues; flickering sky, holosight, blinds artifacts Source: https://playrust.
There are a ton of fixes this week, and just a few additions such as decay on other deployables like tool cupboards, barricades, and traps. We will probably turn this off on our server, because decay is outrageously fast for some reason. Other than that there are a few more tweaks to hack detections and blocking. There is also a cool new concept for a Harbor Rad Town that looks promising for some new scenery and tactics.
This week’s update introduces more new items including the water purifier, women’s clothing, and farmable hemp! There are a bunch of bug fixes across the board including antihack fixes, more sound tweaks, and fixed a longstanding bug in decay. Large community servers should be able to run longer without wiping, as restarts no longer affect decay. Still no word about the impending experience update that Gary has been working on, so stay tuned!
Rust Update 109 has brought a ton of polishing and fixes, along with a totally new look for the power plant and a new craftable item, the fish trap. The fish trap is used to catch different types of fish to eat. It’s the first try at integrating fishing into Rust outside of plugins. Currently I’m finding it a little buggy to cook the gutted fish, but I’m sure that will be ironed out in a patch.
Rust Update 108 has brought some performance fixes in a few departments along with some teasers of new flame physics. Nothing mentioned about the upcoming XP tree, so Gary must be busy. Changelog 108 New eat/drink sounds New flamethrower sounds Fixed gradual ambience performance degradation bug Fixed coroutine leak in entity particle emission Optimized building block despawns some more Fixed another performance issue when looking at players Fixed tree culling performance issue caused by wind Optimized UI variable display code Adjusted grass LODing (less upscaling on lower LODs) Updated player preview idle Added wave displacement to water quality level 1 Limited shadow distance to 50 when shadow cascades are disabled Icesheet prefabs use LOD grid Fixed horizon sky / water blending Improved aerial perspective density computation Added shadowmode convar to adjust sun shadow casting Sun shadows disable completely when shadow distance is set to 0 Added additional procgen benchmarks Procgen benchmarks reset GC, LODs, grass, decor and tasks before every run Stripped legacy fog modes from shader compilation and scenes Fixed that the door animation was stopped one frame too early Fixed regression that sometimes skipped entity linking when building Fixed entities not sending slot updates when server side changes are made Made perf convar display async task queue when set to 6 Server restart command calls quit command after the timer reaches 0 Fixed missing ignite and extinguish icons on small furnace Slightly higher starting calories Fixed flames doing less damage to objects when sitting on stone/metal Map cost reduced to 1 paper Fixed water barrels not blocking building Fixed water bucket having drink as default option (impossible to deselect) Fixed being able to transfer water into an unheld bucket Source: https://playrust.