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On The Pulse of Rust


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Blog Entries posted by Icarus

  1. Icarus
    Ocean level
    Last week, a new cvar was added on a separate branch which allows server admins to change the water level on the map. This week, that was added to staging along with some shifts to AI were added to make sure they don’t run around under water and changes to rivers.
    The command, ‘env.oceanlevel’ is by default set to 0. Putting the value up raises the ocean level, turning it to a negative number lowers the level. The functionality is currently on staging but it still needs some tweaks and fixes. This could provide some interesting modded and custom map experiences for community builders, but likely won’t have much to do with vanilla game play.
      Farming progress
    Shifts to agriculture continue to take place on the farming2 branch. This week we’ve seen the addition of a fluid switch (perhaps to work with the new sprinklers), a new sensor for planters, potato progress (icons and the like), UI works, and most important of all, models and materials for horse dung.
    All this shit is still on a separate branch, but based on commits we can see this next iteration of farming includes sprinklers, advanced genetics, new plants, compost, fertilizer, and more. No word on when this will make it in the game - chances of that being for the update next week is slim.
    Faster server starts
    Andre is working on some updates to navmesh on a new branch. He’s already implemented some great improvements, most notably, having navmesh bake 4 times faster at server start up than before. Navmesh currently accounts for a significant portion of the startup time for a server, so this improvement stands to make server restarts much quicker than before.
    Cinematic tools
    An exciting new set of tools for content creators is in the works on a new branch. So far it appears to feature a demo browser along with framing guides (rule of thirds, golden ratio, etc). It’s not exactly clear what the entire feature set for this tool will be, but it seems the goal might be to give content creators more control over demos, allowing them to achieve effects which were previously difficult or impossible.
    We’ll keep you posted on how this progresses over the coming weeks
    Modular vehicles
    Work on modular vehicles continues this week. With a focus on engine storage and internal items, the team checks off another important functionality. There’s also been some progress on vehicle sounds.
    Overall it looks like vehicles are really taking shape, it’s only a matter of time till they are merged into main for testing on staging. That likely won’t be till after the update at this point given large functionality isn’t normally merged in at the last minute. As always, we’ll keep you posted.
    New monument?
    A preview image of what may be a new monument was posted on the Facepunch instagram the other day.
    Other stuff
    Garry is working on some improvements to Steamworks integration and networking
    A new background for the EAC window on start of the game
    More foliage optimization
    Ring road updates from last week merged in
    Fix aim jumping when stopping shooting when mounted on something
    Add meta.add console command to add a value to a convar (useful in binds)
  2. Icarus
    Update summary video
    Here’s an update summary video from Puddy!
    Functional CCTV Cameras
    CCTV Cameras are no longer just for crafting Auto Turrets or recycling - they now can be used as actual security cameras! Deployed on a wall or door, each CCTV camera can have its own identifier.
    Once deployed, simply run electricity to the camera, set the identifier (hold ‘e’ with your hammer equipped), and set direction (by tapping ‘e’ while looking at the camera you set the camera to look where you are standing). To view your camera feeds from anywhere on the map, you add the identifier to a Computer Station (more on this below) and you’re all set. 
    As expected, CCTV Cameras have health (150hp) and can be destroyed by either melee (3hp per Pickaxe swing) or gun fire (5hp per AK hit). You can also pick them up with a Hammer if you have building privilege.
    CCTV Cameras can still not be crafted, so you must find them in loot around the map (see list here). At the moment, they stack to 64, but I imagine that will change.
          Monument CCTV’s
    Another huge part of this CCTV update is the addition of various CCTV feeds at monuments around the map. Now any player with a Computer Station can view a live feed of different places on the map simply by typing in the correct identifier. What are some identifiers? Well that seems to be up in the air at the moment. I’ll post more information here as I have it.
    Edit: A teaser list of monument CCTV’s was posted here. Also, these are not on Hapis yet.
    Computer Station
    So how do you view all of these new CCTV’s? That is where the Computer Station comes in. About the size of a Research Table (plus a chair sticking out), the Station is comprised of a Targeting Computer, RF Broadcaster, RF Receiver, and some High Quality Metal.
    To use the Computer Station, mount it and start adding your CCTV identifiers on the bottom left. You’ll then be able to select the different cameras and view their feeds. As an added benefit, although each CCTV you place requires power, the Computer Station does not currently require any electricity to operate at the moment.
    It has 500hp, works for anyone who gains access to mount it (no password or auth required), can be picked up with a hammer (with building auth), and requires a Workbench Level 2 to craft.
    Here are some more details:
    Crafting Cost
    20 HQM
    1 Targeting Computer
    1 RF Broadcaster
    1 RF Receiver
    Level 2 required
    Research Cost
    75 Scrap
            Trumpet Turret
    A new pinnacle of base defense has been reached this month with the advent of the Trumpet Turret. That’s right! You can now arm a Trumpet to a Turret (no other instruments work) and it’ll play said Trumpet whenever it detects an enemy. Although this may sound ridiculous (literally), it actually stands to have some practical application for alerting of intruders.
    New default map size
    The default map size has been increased slightly (6.25%) from 4000 to 4250. As stated in the commits, this is to give monuments slightly more space to spawn in with the new Ring Road. 
    Other map changes
    Along with increasing the default map size, roadside monuments can now spawn next to both main roads and side roads. Also, the large monuments have been given spawn priority.
    Finally, Ring Road was removed from maps smaller than 4k since it takes away too much space. All in all, this should make it so map seeds have a much better offering of monuments.
    Composite key binds
    A new functionality has been added for keybind You are now able to account for alternative presses when saving keybinds. For example: bind [leftcontrol+x] kill
    Ocean level
    A new server command has been added to shift the ocean levels. The command, ‘env.oceanlevel’ is by default 0. Raising the value raises the ocean level, and changing it to a negative number lowers the level. 
    Building messages
    A couple more useful messages have been added in for when you are building:
    Show a more helpful message when trying to build in a prevent building volume (including monuments)
    Show a message when building too close to another building
    Show a message when trying to build in an area where you do not have building privileges
    Steamworks and other improvements
    Garry has been fiddling with a bunch of various things under the hood including updating Steamworks, fixing some foreign names not showing on the team dock, NRE fixes, and updating some phrases. He also cleaned up the demo menu UI and fucked with Steam networking a bit. 
    Other stuff
    Logging for when admins spawn things to protect against abuse
    Fix aim jumping when stopping shooting when mounted on something
    Fixed wooden sign medium and small placement issues
    Reduced hide poncho to 30 seconds craft
    Added env.cloudrotation convar
    Report dialog now closes when Esc is pressed
    Fixed cargo ship sometimes spawning out of world bounds and immediately killing its scientists
    A new background for the EAC window on start of the game
    Other projects
    The team is also working on a bunch of other long term projects that weren’t ready for primetime this month. Here is a list; expect some more detail in the devblog:
    Cinematic tools
    Foliage optimization
    Navmesh optimization
    Update Unity
    Applications are open!
    Applications for our Moderation, Community, and Discord Moderation teams are open! If you’re over 18 years of age and would like to become part of the Rustafied team, go fill out an application today!
  3. Icarus
    2:00pm EST - The update is live, devblog out, and items are on the item store! Happy Lunar New year!
    1:00pm EST - Our update stream is live! twitch.tv/rustafied
    12:00am EST - Rust is celebrating Lunar New Year with a bang! There is a mandatory server and client update coming out today which will introduce a bunch of fireworks along with some other fancy new items.
    Our update stream will go live at 1pm EST. Follow @Rustafied for news throughout the day.
    Lunar New Year update
    The patch is expected around normal time (2pm EST / 7pm GMT) and will not force a wipe. Rustafied maps will still wipe at their regularly scheduled times. Along with a festive menu logo and fresh background video, you’ll be treated to a slew of new in-game objects to aid you in celebration…
    Highlight of the Lunar New Year update, 8 fireworks (or Boomers) have been added. They have varying colors, sizes, and styles. You’ll be able to purchase them on the item store after the update hits.
    They can be stacked to 20 and deployed on ground surfaces (no walls). To set any of these off, simply whack them with a lit torch (or use a flamethrower if you’re a fucking baller). You can also use the new Igniter electrical component (see below).
    Each colored Boomer sends up around 10 individual firework explosions. The Champagne Boomer sends up several large fireworks each with 5 or so small explosions following the large one. The Volcano Firework is basically a large sparkler which shoots up out of the ground and the Roman Candle shoots a bunch of red balls in the air.
    Here is the crafting information for each (subject to change):
    Edit: A couple more variations of Volcano Fireworks and Roman Candles have been added.
    Edit 2: These are now on the item store in two packs: large (boomers) and small (roman candles and volcanoes).
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