Rust cover
Rust screenshot
Genre: Shooter, Role-playing (RPG), Adventure, Indie

Rust

BAGS TO BATTLES

SLEEPING BAG LIMITS





This month we’ve decided to limit the maximum number of respawn options to 15 per player. This is a big change and not one we make lightly, so we thought it would be a good idea to explain our thinking.

While this is an inconvenience to certain playstyles, we believe adapting to this change will lead to a healthier and more interesting game. Back in October 2020 we revised the death screen, unintentionally making it trivial to manage a large number of bags. This led to situations where players could respawn rapidly and rejoin fights in ways that work against the goal of death being meaningful in Rust. Ultimately we want placing new respawn points to be an interesting decision rather than something done as often as possible.

We explored alternatives such as adjusting the respawn radius on bags or grid based approaches. Unfortunately this was simple to bypass and too complicated to communicate to players. Increasing the cost of bags/beds wouldn’t have solved the issue as large groups could easily overcome any additional resource requirements.

To help manage respawn options we have made them visible on the map while alive. We also added the ability to unclaim bags you aren't using anymore. There is a new toggle on the right side of the map (below the layer controls) to hide bags while alive.



There are multiple ways to see how many bags/beds you have placed: a count on the icon as well as a notification after you place a bag/bed.



To prevent malicious behavior (such as "gifting" bags to other players and filling up their quota) you will find a new “Bag Gifting” option in the options menu. This will allow you to limit who can assign a bag to you. The choices are:


  • Anyone (default option)
  • Team (teammates + friendly in contact system)
  • Disabled (nobody allowed)




Server owners can change the maximum bags per server with the convar "max_sleeping_bags". If you would like to disable it for your server, set it to "-1".

We will keep an eye on this change over the coming months and make changes as required.


BUILD UPGRADE EFFECT



To say that our building upgrade effect was dated would be an understatement. I don't think it has been adjusted since its inception. I've taken some time to improve the effect, and bring it in to this decade. When you upgrade a building block, you will see it constructed piece by piece over the course of one second.

Short demonstration here.

Keep in mind that this is a client-only effect and the upgrade still happens immediately on the server. You can also disable this effect in the options menu. In the future, we may expand this build-over-time effect into a feature, so that very large deployables, such as watchtowers don't just appear in one frame but rather will need to be built over time.


IMPROVEMENTS & FIXES HIGHLIGHTS



Handmade Shotgun Ammo


Added handmade shotgun ammo world model

Vending Machine Debris


Vending Machines now drop debris when destroyed, preventing replacement

Pylon Fixes


Fixed floaty pylon placement edge cases

Building Skin Repair


Fixed building block getting fully repaired when switching building skin

Streamer Mode Skulls


Harvested player skulls in streamer mode now display streamer names

Sign Resolution Increased


Wooden signs & banners now have same resolution as paintings


SHIPPING CONTAINER BUILDING SKIN



If you ever wanted to know what it's like to build a home out of refurbished containers, wait no more! Coming to you this month is a new building block skin with the appearance of shipping containers and some new and unique features alongside it.





When you first build using the skin, the initial color of the container blocks are randomized. They come in 16 different colors - here is a lookup chart of the available colors:



If you wish to change the look of your crib, you can now use the spray can alternate function (RMB) to display a selection wheel of the available colors and repaint your walls.



It's worth noting that the last color you spray-painted with will now be the new building blocks color used when you build additional shipping container blocks.

We look forward to see how creative you get with this new skin!


HAMMER RADIAL MENU IMPROVEMENTS



We've listened to your feedback regarding the hammer radial menu when changing building block skins and have made some significant improvements.

You can now switch between building skins with Q and E (can be configured in the options menu) while hovering over the various building tier buttons.




MAP MARKER IMPROVEMENTS



We’ve made some improvements to the map marker system based on your feedback from their improvements in the April update.

You’ll now notice a new list of the current markers on the top left of the map screen. Clicking on these will move the map to that marker and you can delete the marker from that UI without having to move your camera, this should be helpful if you need to clear a marker quickly to place a new marker.



The marker labels can now show an extra character on the compass, the visibility of the marker labels has been improved when placed over snow, you can now hide your team leaders markers on the map and compass via the top left menu as well as several bug fixes.


PING SYSTEM IMPROVEMENTS



Pings have also seen a set of improvements based on community feedback.

One area that was flagged was being notified when a teammate has placed a ping out of your view. To help this, each ping type now has a unique sound effect and the compass will flash briefly to indicate where the new ping has been placed.



General usability has been improved; pings can now be placed immediately when the binoculars are equipped (don’t need to zoom in) and binoculars now have a crosshair for more precise placement. Pings can also now be deleted regardless of what you are holding in your hands.

Finally, the ping UI itself has been scaled up slightly and pings now fade out once they time out instead of being deleted immediately.


MEMORY POOL THREAD SAFETY IMPROVEMENTS



We've improved the way our internal memory pool handles thread safety. This should not result in any immediate changes, but it allows us to ensure we won't introduce resource contention performance issues as our multithreading scales up, particularly around networking and serialization. If you're a server owner and you notice a performance decrease from this change, please let us know.


QUERY PORT CONNECT



Players can now connect to a server using both the game port and the query port. This also fixes steam://connect link issues that were introduced back when we started enforcing separate query ports on servers. If you're a server owner and you want to use steam://connect links on your website, please make sure to use the query port in those links, not the game port.


HORSE IDLES



For a while now we've just had one long idle. It's pretty repetitive & also if you're sitting on top of a horse, you end up just getting shook around every 4 seconds. I wanted to see more variation.

There is now a short base breathe anim, and lots of small idles that play randomly after a few seconds or so. There are larger actions ( like a shake of the body or head toss) as well as smaller ones ( like a tail swish or ear flick). The result hopefully looking more natural in game.


WIPE TIMER IMPROVEMENTS



For server owners - I updated the logic for the server wipe timer to support timezones properly. The default configuration aligns with force wipes so it shouldn't need any changing for most people. Make sure the time is set correctly on your servers!

  • Monthly: First Thursday every month at 19:00 (London time)
  • Weekly: Every Thursday at 19:00 (London time)
  • Biweekly: First and third Thursday of each month at 19:00 (London time), but splits 3 week gaps into 2+1 weeks for months with 5 weeks

Internally it is now using cron expressions using the Cronos library. If you'd like, you can use a custom cron expression for your wipe timer by setting the wipeCronOverride convar.

You can also use a different timezone for wipes by setting the wipeTimezone convar to an IANA timezone name (see TZ identifiers on this page).

There is now a printWipe console command which shows debug info about upcoming wipes which can help you set up your configurations correctly.


TWITCH DROPS - BELLUM



From June 11th to June 17th, Twitch drops will be enabled to support the Bellum, a Hispanic community event featuring Auronplay, Grefg, Ricoy, Agustabell, Illojuan, Rubius, and many more.

Learn more about drops at twitch.facepunch.com

COMMUNITY UPDATE 252

CREATOR PROGRAM



Earlier this week we launched our Facepunch Creator Program in efforts to collab with our creators more.

This program is a work in progress and mostly lives in a special private discord where we can all bounce ideas off each other and work together.



Currently applications are only open for Rust but we will explore options for some of our other titles in the future.

For more information on eligibility and the application process you can check out our creators site!

https://facepunch.com/creators


SADDEST RUST SONG EVER



This parody by LamSlide is for all you Simon & Garfunkel enjoyers!


It will also get stuck in your head.


NOMAD TATTOO



We absolutely love our dedicated players. Where your loyalty is measured in hours played.

LemonadeNS has taken his dedication to a whole new level! This tattoo is wonderfully done!





FISHING VILLAGE REMIX RAVE



If you like fishing, music, fireworks, parties, and fun you will very much like this next video!

Solutize and friends made this incredible Fishing Village Music Remix and had a giant dance party with it.


OPA!


ONE MAN ARMY RUST WAR EVENT



On May 31st xGuiry & RustSpain are bringing you an "end of wipe" solo only community event!



The event is to last 4 hours

  • 300 Max Players
  • No Teaming - Solo Only
  • BP's unlocked
  • Instant Crafting
  • Tier Phases


Registration starts today (Saturday the 27th) if you'd like to participate! They will announce more info on their socials.

Event statistics will be posted at https://rustspain.com/stats/


MOTION SENSOR TV



Took us a minute to catch wind of this one so it's a little older but the concept is great!

eKostiK made a laser motion sensor to project player movement onto a TV!


A+ for lack of rocket ships.


SHOW ME THE STUFF!



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

Twitch Rivals Rust III Event



Twitch Rivals Rust III



May 16th-20th

  • Twitch Drops
  • 8 Teams
  • 160 Creators
  • 100k Prize Pool
  • Custom Map
  • In-Game Challenges

Last Team Standing wins!

Tune into the event, live on Twitch, starting at 11:00 AM PDT!

Please be aware of scams!



Facepunch will never contact you about unique drops or special giveaways. Our official drops URL will always be: https://twitch.facepunch.com/




Get your Steam and Twitch synced here to get your drops.




Rust is also on sale until May 23rd!

R.U.S.T.

NUCLEAR MISSILE SILO



This month we bring you an all-new monument that we have been quietly working on for the past few months, the Nuclear Missile Silo.

While exploring the map you will run across a small military base that will be marked from the distance by a tall radio tower. While unremarkable from the outside, the base hides a secret. In its center you will find a large hatch that will allow you to access a large underground network of tunnels.



Jump in while the hatch is open and you will find yourself inside a deep underground missile silo that hosts a massive ICMB. Remember that while you're in you can't go back easily, so be prepared before you enter.



As you explore, you will find various rooms filled with loot and a new dangerous type of Scientists who will shoot anyone trying to interfere with their experiments. Fight your way through and take the elevators to the bottom of the structure and you will find a nuclear warhead connected to a laptop displaying an ominous countdown.






To exit the monument you will need to find a security room that contains a button that will temporarily let you out. The room also contains a computer station that will allow you to access several security cameras and spy on any potential campers.




WIPE EVENT



As the countdown to the cycle reset approaches zero on the laptop in the missile silo, the amount of NPC activity around the island will increase. Vehicle patrols will begin on roads and fighter jets will patrol the skies. Future wipe events will include infantry patrols and bombing runs.




SMG RECOIL



The Thompson and MP5 have received a buff to their accuracy. Both weapons will now have a higher probability to land center hits during extended fully automatic fire. In addition, the Thompson recoil will favor one side for slightly easier control. While SMGs are not intended to be used for long range engagements, we are aware that their usefulness at range should not be 0%. We will continue to monitor and make adjustments over the following few months.


ADOBE BUILDING SKIN



Available now from the Rust store is the new Adobe building skin which allows you to change the visuals of your base. This skin is for sale on the Steam store. To use, simply equip your hammer tool, display the wheel, enable building skins, this should reveal the skin's wheel on which you may choose Adobe style upgrade.






This skin is equivalent to the stone building tier for stats.

We'll be releasing more building skins in the near future.


LATEST WORLD MODELS



To complement the new shotgun ammo world models released in the last patch. I have been busy making the metal counterparts for the pistol and rifle ammo world models. Alongside the new world models, I have also made different versions for the different ammo types. So now you will be able to tell the difference between normal and explosive ammo.



So now no more losing the raid because you picked up pistol ammo instead of rifle ammo!


IMPROVEMENTS & FIXES HIGHLIGHTS


FLASHBANG AI UPDATE



Flashbangs now work against Scientists, blinding them briefly. Whilst blinded, Scientists lose their targets and are unable to accurately navigate.

The effect is also slightly more effective against the new Night Vision Goggle Scientist variant.


RECYCLER UPDATE



The recycler now animates when in operation, so you can visually see when it doing it's thing.




GAMEPLAY ANALYTICS: 1 MONTH IN



Despite some speed bumps while setting it up & a smidge of incorrect data, we already are able to make some interesting observations.

Here are some graphs to showcase the kind of things we can measure.





If you were wondering "what do people buy workbenches for"



How aks are born





Total items across 50 FP servers






RUST+ CHANGES



The camera view in Rust+ got some rendering improvements. Players no longer look completely out of place and everything is now lit according to the time of day. However, other lights (campfires, torches, etc.) will not show up yet.

I've adjusted the ranges for players to show up in the Rust+ CCTV feeds so players need to be closer to cameras to be seen in Rust+ (now 30m vs. 100m theoretically). I also added a new range for the player's name to be sent to Rust+ so you can't see names of players far away (now 10m or closer). These are controlled by the following server convars:


  • camerarenderer.entityMaxDistance (for general entities, which is just trees for now)
  • camerarenderer.playerMaxDistance (default 30, can set to 0 to never show players)
  • camerarenderer.playerNameMaxDistance (default 10, can set to 0 to never show player names)


Rust+ bots have been getting out of control so we've decided to implement a few changes to make them less effective.


  • Disallowed Rust+ from viewing all static CCTV cameras (eg. oil rigs)
  • Crate and explosion map markers are no longer sent to Rust+
  • Cameras are only usable from Rust+ when you aren't connected to the server
  • Entity/player data is now randomized by the server to make it harder for bots to understand
  • Player names are only sent to Rust+ when close enough to the cameras


We'll be monitoring further Rust+ Bot development. Automation of game input actions must be kept to a minimum using Rust+. Extensive automation of game actions such as CCTV cameras and Drones to gain an unfair advantage is not ok.


TWITCH RIVALS III + TWITCH DROPS



On May 16th at 8:00 pm GMT a team of 160 well-known Twitch creators from around the world will compete in this massive global Rust competition, taking place over 5 days with a prize pool worth $100k.



During the Twitch Rivals event, Rust Twitch drops will be enabled for 5 days from selected participating channels, and well-known streamers such as hJune, Welyn, Willjum, Panpots, Buddha, DisguisedToast, Mendo and many more.


We'd like to thank Rustoria for working with us and Twitch to make this event possible.

Learn more about this event at Twitch Rivals
Learn more about drops at twitch.facepunch.com


FACEPUNCH HARDCORE



The following hardcore servers are being retired due to low player activity.


  • EU hardcore facepunch 2
  • EU hardcore facepunch 3
  • EU hardcore facepunch Small 1
  • US hardcore facepunch 2
  • US hardcore facepunch 3
  • US hardcore facepunch Small 1


We'll be looking at implementing improvements based on community feedback to the hardcore and softcore gamemodes in the coming months.

COMMUNITY UPDATE 251

TWITCH DROPS



SAVE THE DATE!


May 16th-20th!



Make sure you are synced at twitch.facepunch.com to get your skins once they're live!

More details to follow on our socials.


NEW MONUMENT TESTING



In Case You Missed It!


Staging Aux02 branch is now available for public testing for the upcoming Nuclear Missile Silo (NMS) monument.



This is early testing, you'll encounter bugs and missing gameplay features. Please report any issues using F7.

You can get to this branch of the beta by making sure you have the Rust - Staging Branch downloaded in your Steam Library.



From there you can right-click Rust - Staging Branch >> betas tab >> use the dropdown to select aux02 - upandcoming



Your game files will reallocate and you'll download the testing branch.

Have fun!



LIFE SIZE AUTOTURRET



This thing deserved its own section. Ok_Marsupial6435 has created a life size airsoft autoturret!





Seems it's a work in progress.

"It will feature 2-axis AI motion tracking using CV, 2 T-motor pancake actuators, a servo for the trigger, and a STM32H7A3 microcontroller. It will mirror the game mechanics exactly. Most of the parts are CNC aluminum, weighing about 60 lbs."

You can follow along here!


3D BLENDER ART



Dust recently embarked on a somewhat self-taught adventure of re-creating 3D rust scenes using Blender. I've always been a big of fan of this type of art style. We see a lot Youtube creators adopting these for thumbnails. Happy to see it getting more love!

Here's a handful of scenes he's made. Enjoy! :)





He asked we give a special shoutout to the 3D artist community! He said they helped him out a lot with learning and were very welcoming!


MORE 3D



Sinks is making a Rust movie! All he would give me was this teaser. He was being rather stubborn about it too.



I will say the music choice is really giving off some kind of vibe. I'll try and get some more from him. This looks exciting!


EPICDESK MATS



EpicDesk has a great campaign going! They specialize in huge desk/mouse mats curated by some of your favorite Rust creators!

Current campaigns:



MarkPlayz - Pre-orders end May 2nd


iRisk - Pre-Orders end May 4th


Dust - Pre-orders end May 3rd


Watch their socials for any new campaigns in the future!


REDDIT BITS



Just nevermind.


How to ruin roofcampers ...and your FPS.


Favorite comment was "Eggiggity"


Grenades use gravity :)



SHOW ME THE STUFF



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

Cover art by Dust!

MAKE YOUR MARK


MAP MARKERS



Map markers have received an upgrade this month, with the maximum amount of markers increasing to 5 and a new set of controls to help you store useful information along with your map.



Placing more markers is as simple as using the RMB as normal, and markers are deleted in the same way. If you have reached the maximum number of markers (5 by default) you will need to delete another marker to make room.

To edit a marker simply click on it with the LMB and use the controls that pop up. You can select from multiple colour and icons as well as adding a label. Note that the label will be slimmed down to three characters when displayed on the compass.

If you are the leader of a team all of your teammates will see all of your markers, as well as their own.




PINGS



Pings are a new system to help you more effectively communicate to your teammates when using reconnaissance tools like cameras, drones and the binoculars.

While using any of those items (and holding down RMB when using the binoculars) you can double tap (KEYBIND) to pop down a ping. All of your teammates will see this ping, even if you are not the team leader.




Single tapping the ping key will place a contextual ping when possible, for example placing a node ping when aiming at a node, a loot ping when aiming at a storage entity or a gun ping when aiming at a dropped weapon.



Double pressing the ping key will place a red hostile ping, designed to represent danger.

You can also hold the ping key down to access a radial menu with all of the ping options in case you need more flexibility.



Single tapping while looking at a ping will cancel it, otherwise the ping will expire in 10 seconds.


DOUBLE HORSE SADDLE



The new double saddle item lets two players mount and ride a horse. This is in addition to the old single seater saddle, so the choice is yours!

Wild horses spawn with a single seater saddle and you can swap it for a double seater via the horse radial menu, if you have the required saddle item (and the other way around!).

Both saddle items are available for purchase from the stablemaster or via crafting.




WORLD MODEL REFRESH



The new refresh for the world models has finally arrived. Finally, you will be able to tell if you have dropped HV, Incendiary, or Normal Rockets! Alongside the world model refresh new world models have been created for the different types of shotgun shells.



Some of the items that have had a world model refresh are :

  • Road Sign Gloves
  • Snap Trap
  • High-Velocity Rocket
  • Incendiary Rocket
  • Shotgun Ammo




Hopefully, soon there won't be any more brown burlap sacks on the island!


COMPUTER STATION UI



I've made a few improvements to the computer station UI this month.

You can now use arrow keys or mouse wheel to switch between selected entities. The UI will also now show the health of the entity you're currently controlling.

We have an existing console variable - vehicleDismountHoldTime - that can be set to a value above zero to enable hold-to-dismount on vehicles. This is now also used if you're remote-controlling a drone at the computer station. Setting it even to something small like 0.2 seconds can be a simple way to avoid accidentally dismounting and crashing your drone.


IMPROVEMENTS & FIXES HIGHLIGHTS



Alt-click to ignore loot


Alt-click inventory items to ignore loot containers

Computer station UI


Health bar, key controls, hold-to-dismount

Floating Single Items


When subs and boats are destroyed, storage drops single items in a floating container

Vending Machine Genetics


Vending machine and marketplace now display plant genetics

Steam Nickname Fix


Team UI will use steam nicknames


GAMEPLAY ANALYTICS



This month we extend our analytics platform by recording gameplay stats on official servers.

There was actually an existing analytics system in place but it only showed totals for the whole game such as "100M stone mined per day". That doesn't tell us much, we are looking for more detailed info like:

  • max sulfur per hour you can mine
  • number of players gathering the same nodes in forest vs snow
  • how quickly you get into fights while farming based on base location
  • how far players travel to farm
  • etc

We are still in the stage of rolling it out so we don't have many pictures to show off.




PLACE DOORS ON DEPLOYABLES



A couple months back I made a commit to see if doors could be placed on top of deployables, which caused a bit too much excitement. It needed some extra fixes but now should work!


CPU AFFINITY, PRIORITY & 7950X3D FIX



After upgrading to a 7950x3d I realized you can't change CPU affinity when EAC is running. I added some commands so anyone can change their Rust's core affinity & process priority. You can specify multiple ranges of cores, like "0-7,15-23"

Everyone should try using cpu_priority high and see if it makes any difference.

If you have a 7950x3d, try using cpu_affinity 0-15 to keep Rust running only on v-cache cores.

You can add these as steam launch parameters too: '-cpu_priority high'


MULTITHREADED NETWORKING



Multithreaded networking is now enabled by default for both client and server. This should help with performance of both the client and the server, particularly with network encryption enabled, which should be the case on most servers.

As an additional optimization, we improved the way our memory pool handled contention between multiple threads to ensure there are no negative performance edge cases from all those additional threads.

Earlier last month, we also addressed an issue where one thread was spinning at 100% utilization at essentially all times with multithreaded networking enabled. Since this was resolved, there are now no known issues and we really recommend all server owners to leave multithreaded networking enabled.


SAFE MODE



It's now possible to launch or reset Rust into safe mode - a basic, extremely low quality settings config to help diagnose problems. You can use safemode with a new button in the Options menu or by passing the -safemode command in the Steam launch settings.

You should only use this feature if you are advised by our Support team or are experiencing problems with launching the game. Using this feature will overwrite your current settings so be sure to back them up beforehand.


EASTER



For the next week, 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!



If you don't make the podium, that's okay. The painted eggs you collect can be upgraded to Bronze eggs once you collect 10. If you collect 10 bronze eggs then you can upgrade to a silver egg, eventually all the way to gold!

There are various items available to help you during your hunt. The Easter Basket will allow instant pickup of eggs and the Bunny Onesie and Ears will provide you with an advantage via Egg Vision.

Have fun!


EASTER STORE RETURNS



Egg Suit


The Egg suit is an eggsquisite egg themed craftable costume which can be painted when unequipped.



Rustigé Egg


This years beautiful handcrafted Rustigé Egg will feature a miniature underwater lab scene contained inside.

EYE IN THE SKY



DRONE



The Drone is a new player-controlled craftable deployable, operated from the Computer Station. Easily damaged from impacts. Can be picked up and deployed just about anywhere - but it doesn't have the best signal, so you'll need to control it using nearby Computer Station.




The Drone can be unlocked from the tier 2 workbench tech tree.


RF DETONATED C4



C4 can now be remotely detonated via RF.

Select the item and click enable RF, then set a frequency. An RF Broadcaster or detonator can then be set to the same frequency and as soon as the C4 detects the signal, BOOM. Please note that C4 deployed outside of your building privilege zone will decay after 24 hours. Also, anyone can pick it up (with a 5 second delay) so keep a look out when using it during raids. Use it to set traps in your own base or for controlled demolition of someone else's. There has never been a better time to bankrupt a clan!




PTZ SECURITY CAMERA



A new player-craftable CCTV Camera system can be used for real-time surveillance and security when paired with the Computer Station. This camera has pan, tilt, and zoom capability and must be placed on a ceiling.



All cameras now require 3 power instead of 5.

The PTZ camera can be unlocked from the workbench level 2 tech tree.


PLAYER CONTROLLED AUTO TURRET



Autoturrets can now be configured to be pairable with a Computer Station. While the autoturret is turned off, there is a new menu to set the ID which you can then add in your Computer Station.



When connected to an autoturret from a Computer Station you will take control of it so you can look around and even shoot at things. However, the camera on the autoturrets don't have a great view of far away objects.

The autoturret cannot be controlled whilst in peacekeeper mode.


CCTV IN RUST+ [ALPHA]



Something that has constantly been requested in Rust+ is the ability to view cameras. I've tried a few different solutions to get that working but had nothing that worked good enough until recently. You'll now be able to add cameras from a paired server in Rust+ and view them from your phone!

This is an alpha release of the feature. I'll be working on improvements over time but, if there are any issues found, it may be disabled or limited to preserve server stability. Server owners can control this feature using the 'camerarenderer' set of convars.

Video Example Here

The signal from your cameras has got to travel a long way to get to your phone so everything is low quality but you should be able to make out most things in the world.

All of the new, controllable cameras can also be used from Rust+!

You will need to make sure you have the very latest version of Rust+ from the App Store or Google Play. You will need Rust+ native version 0.0.29 as seen in the Rust+ settings. This version of the app is currently in the process of being released so you may need to wait a bit if no updates are available on your device yet.


INDUSTRIAL IMPROVEMENTS



It was great to see the response to the Industrial Update last month, particularly the bases filled to the brim with pipes! As well as some general bug fixes and performance improvements, we’ve made some QOL improvements this month to help with some of the more common complaints. As always we’ll be improving this further in the future so please keep the feedback coming.

New Filtering Options


There is now a new option when modifying filters to allow more advanced controls. You can now change a filter to require ANY of the listed items, ALL of the listed items, or NONE of the listed items. The default is Any, which is the behaviour from last month.

There have also been some changes to the number based filters, there are now 3 different number fields you can modify per item: Min, Max and Buffer.

  • Maximum is unchanged from last month, it will stop moving items if there is greater than the amount provided in the output container.
  • Minimum will now only move if you have greater than the supplied amount of items in the input container. For example, if you set minimum to 40 wood and you have 50 wood in the container, 10 will be moved.
  • Buffer is the old minimum behaviour, and will only move items in predetermined buffer sizes. For example, if you set Buffer to 40 wood and you have 50 wood in the container, 40 will be moved. This is helpful when supplying the Industrial Crafter with items required for crafting.


Minimum, Maximum and Buffer are only available when using “Any” and “All” filter modes, these options are not available when using the “None” filter mode.

To help understand buffer transfers there is also a new UI that shows any transfers in process.



Placement Improvements


The minimum distance between pipe points is now dramatically smaller, allowing for neater pipe placement around corners. There’s a new colour available (green) and “soloing” a connection by pressing RMB while looking at a plug will now keep the connection highlighted even if mousing over other entities. You can also now hold SHIFT when placing a pipe to make it collide with deployable entities, this can help run pipes around boxes and other objects in a more natural looking way.



Crafter Improvements


The Industrial Crafter now has 4 blueprint slots, allowing you to craft multiple items without having to connect conveyors to the blueprint slots (although those connections are still possible). When a crafter is deciding what to craft, it will look left to right and craft the first blueprint it has the required ingredients for.



Network Size Limits


The maximum size and depth of Industrial networks has been increased to 32 (from 16). This should allow more complex networks without having to resort to inserting extra containers. Along with this the behaviour of some item movement logic has changed: daisy chained boxes will now be filled in order rather than items being split up between them (the splitter will still split stacks though).


VENDING MACHINE LOOT



When the vending machine is destroyed, it drops no loot. This was too incentivise players to sell high-value items and discourage raiding player-run stores. Over the years vending machines have undergone many changes, such as drone trading via the market terminal. We've also seen players use vending machines to despawn loot in various methods and act as additional base armour.

From today, when the vending machine is destroyed, it'll now drop 50% of the loot stored inside.


MULTITHREADED NETWORKING RELEASE SCHEDULE



We have spent the month thoroughly testing and fixing multithreaded networking and are happy to report that as of the writing of this post all known issues with it have been addressed. In order to play it extra safe we will continue testing it on official servers over the coming days and then release a server update to enable it by default for all servers. As a reminder, if you're a server owner, feel free to test things ahead of time by adding the -networkthread startup parameter to your server.

Simultaneously, we will continue testing it on the client internally and then enable it for all clients by default next week.


ADDITIONAL CHANGE LOG



Improvements



  • Reduced minimum gap between pipe points
  • Can hold Shift to place entities on top of other deployed entities
  • Reworked Maximum and Minimum filter behaviour and added a Buffer mode
  • Added 3 more blueprint slots to the Industrial Crafter
  • Improved pipe generation performance and fixed pipes being regenerated too often
  • Added a green pipe colour
  • Added an extra slot for storage adaptors on the front of small boxes
  • Electric Furnace and Storage Adaptor performance improvements
  • Buffer transfers will now be cancelled if a conveyor is turned off or runs out of the item mid-transfer
  • Added a UI visualisation to show what buffer transfers are in process
  • Conveyors will now turn back on when they receive power if they were on when they lost power
  • Reduced volume of Industrial sounds
  • Industrial Crafter will now only make noise when it is crafting
  • Industrial Crafter will now pulse red if it’s output storage is full
  • Various server garbage collection improvements


Fixes



  • Looking at another entity while an IO connection is solo’d will now maintain the solo visualisation
  • Fixed being able to place storage adaptors in places where they would intersect with other colliders (eg. top of a small box placed under a workbench)
  • Fixed some cases where blueprints wouldn't respect number based item filters
  • Fixed sometimes being unable to build in areas where pipes used to be
  • Ziplines should now be much less likely to kill the player if they collide with the terrain
  • Ziplines should now use alternate paths more often if the terrain is too close to the desired zipline
  • Fixed some cases where the Repair resources required UI wouldn’t appear when attempting to repair an entity
  • Fixed contacts button staying disabled permanently after connecting to a server with contacts disabled
  • Fixed water catchers no longer filling up with water when connected to a full water container
  • Fixed edge case where underground train tunnel entrance would not connect to underground train station
  • Various fixes for multithreaded networking

INDUSTRIAL UPDATE

INDUSTRIAL





Bring new levels of efficiency and unlock new avenues for automation with this month's set of Industrial entities. With these new tools you can move items around your base as well as craft items automatically without you needing to lift a finger.

Storage Adaptor


The Storage Adaptor is the starting point for most of your Industrial plans - simply attach an adaptor to an existing storage entity to make that entity compatible with your Industrial systems. The adaptor does not require power.



Some entities have more than one slot that a storage adaptor can be attached to for ease of placement. Typically the storage adaptor can use all inventory slots on it's attached storage for input/output, although there are some exceptions:

  • When attached to a furnace the Input will insert items into the Fuel/Inputs item slots while the output will remove items from the output slots
  • When attached to a locker the storage adaptor will only access one partition, to access all partitions you'll need to place three storage adaptors




The storage adaptor is compatible with:

  • Tool Cupboard
  • Large Wooden Box
  • Small Wooden Box
  • Small Furnace
  • Large Furnace
  • Refinery
  • Electric Furnace
  • Locker
  • Fridge
  • Drop box
  • Vending Machine


Industrial Conveyor


The Conveyor is responsible for moving items from one entity to another, generally via Storage Adaptors. Once powered and turned on the conveyor will look for items in containers connected to its inputs and then divide those items amongst its outputs.



By default a Conveyor will move any item it can find, but you can also assign a filter to have more precise control over exactly what items you're moving. Each Conveyor's filter can have up to 12 items or categories (resources/components/clothing/etc). When a filter is assigned the Conveyor will only transfer items that pass those conditions. You can also assign values to each item in a filter to control quantities, by setting the Maximum amount (don't send resources if the target container has over X of that resource already) and Minimum amount (only send resources in a minimum batch of X size).

You'll also find a Filter Pass and Filter Fail electrical passthrough, these will activate based on the current state of the conveyor allowing you to control other parts of the Industrial network based on what items are being moved around.


Pipe Tool


The Pipe Tool is how you connect industrial entities - if you've used the Wire or Hose tool before you'll be right at home. Pipes come in 4 colours to help identify what's going where. Same distance rules apply here except that the anchor points need to be a small distance apart from one another and that pipes cannot go through building blocks or Vending Machines. They can go through deployables like doors.



Industrial Splitter/Combiner


These work as you'd expect, allowing you to funnel or split the flow of items. In the case of a splitter connected to the output of a Conveyor, the Conveyor will spread its resources across all of its connections (eg. a Conveyor connected to a splitter which connects to three boxes that wants to send 600 wood will send 200 wood to each box).




Industrial Crafter


Once attached to a workbench (any tier) the Industrial Crafter allows you to automatically craft items once provided with a blueprint and the required materials. Simply insert the blueprint of your choice in the blueprint slot, insert the required materials, connect some power and turn it on to start producing items.



The Industrial Crafter has built in Industrial slots (so no need for an adaptor) so that you can use Conveyors to insert materials and then extract the finished result. There is also a Blueprint In/Out Industrial slot allowing you to swap out the blueprint being crafted. The Crafter can only craft items that are appropriate for the workbench it's attached to and will take the same amount of time to craft an item as a player would.


Electric Furnace


To complement the Industrial items we're also releasing the new Electric Furnace. It works similarly to other furnaces with a slightly accelerated smelting rate except that it requires power instead of a fuel item. This also means that it doesn't produce charcoal.



Limitations and Server options


To maintain server performance there are several limitations to prevent Industrial networks from becoming too out of control. There is a hardcoded 16 container input/output limit for each conveyor. This means that as well as the max depth limitation of regular IO, a conveyor will only be able to see the first 16 containers it encounters in the input/output network.

There is also a hardcoded limit on how many items in a stack a Conveyor can move in a single tick - 32. If a stack has a count higher than this it will be moved gradually over several ticks.

There are also several convars to control the speed and efficiency of industrial systems:

  • server.conveyorMoveFrequency - How often conveyors attempt a move (default 5s)
  • server.industrialCrafterFrequency - How often crafters attempt to craft something (default 5s)
  • server.maxItemStacksMovedPerTickIndustrial - How many whole stacks a conveyor can move in a single tick (default 12)



CODELOCK DEFAULT OPTIONS



Previously doors would show "Open" as the default option whether you had the code or not, requiring you to randomly stumble upon doors you couldn't open, beeping in your face then requiring you to holding E to bring up radial menu and select unlock.

The new default options are as follows:

  1. first placed = "change code" (to quickly set your code)
  2. unauthorized on codelock & auth on TC = "enter code"
  3. authorized on codelock & unlocked door = "lock door" (to prevent leaving doors unlocked)

This should allow you to see at a glance what you still need to enter a code on & open the codelock UI much easier.


TRAIN WAGON LOOT



Train wagons containing crates now have different variants of varying qualities. Overall should be seeing wagons with much higher-quality loot from crates.




CLIENT PERFORMANCE METRICS



Performance is always a hot topic but it is difficult to address without having an accurate image of the problem. This month I setup logging of client performance and displayed them in various graphs.

This has already proven to be useful. We noticed that exclusive fullscreen had lower FPS than borderless. Rather than guessing, we were able to query the database and confirm it.



See below for various graphs to get an idea of the insights we are seeing & some interesting data.

Overall FPS


First up is median FPS across all hardware. It doesn't give a full picture: players with 60hz monitors are included beside 144hz gamers.



A better metric may be comparing average fps to monitor refresh rate to see how many players are getting lower FPS than their monitor supports... something we will look at in the future.

Best Performing Hardware


These charts clearly shows how Rust is CPU bottlenecked (no surprise). What is interesting is how much the extra cache does: a 5800x3D is on average 50% faster than a 5950x!

Please don't use this as an excuse to go buy a better CPU as performance is subject to change... but do use this info so you avoid buying a new GPU for Rust then being surprised when it yields no performance improvement (at this time).




Hardware Capacity


~75% of the playerbase is running 16GB or less of RAM.... perhaps we should really prioritize why Unity is hogging all the RAM.



The majority of players (73%) using 1080p... yet only 2.5% of players using 4k?!



Popular Hardware


Looking at most popular CPU & GPU we find that it is similar to steam's hardware survey but differs slightly as for Rust. Here are some GPUs as % of total:

Our Metrics:

  • GTX 1650 = 6%
  • GTX 1060 = 2.5%
  • GTX 2060 = 5.5%
  • RTX 3060 = 7%
  • RTX 3090 = 0.6%
  • RTX 4090 = 0.2%




Graphics settings


30% of people using motion blur 👀 only 5% of players using SMAA, 20% of players using primarily windowed mode (not borderless)... all interesting. I thought more players would have turned shadows off.



Operating System


Our Mac playerbase is very small, only 0.3% of players.



Yet even stranger are the people still on Windows 8... laptops perhaps?



Future


Next steps are to expand to gameplay metrics. Technically.... we already have some gameplay stats but they are very limited: "total wood gathered", "total kills", etc.

Better gameplay metrics will give us the ability to drill down to specific information such as:

  • most popular weapon each day of a wipe
  • win ratio of different weapon match-ups
  • deaths per size of team
  • hourly loot per monuments
  • least used items



WATER IO SERVER IMPROVEMENTS



We've been aware of some server performance degradation with large scale farms and Water Catcher networks for a while and we've made some improvements this month to hopefully improve the situation.

The primary performance issue at play here is the amount of processing required when an entity in an IO chain switches on or off. Under normal circumstances this doesn't happen that often but water containers are considered On when they have water and Off when they are empty. When a chain of Water Catchers are connected and sending water down a chain each container will turn on when it receives the water and then turn off as it passes the water to its next container. Water transferring is quite quick and responsive, this results in rapid sequences of entities turning on and off repeatedly which sends a lot of network updates to any clients in range and involves a lot of (largely useless) IO processing as the network changes state so rapidly.

To solve these issues water will now take 10 seconds to start draining once it's inserted into a container. This means that when water travels through multiple containers each container in the sequence will build up a buffer (usually 50-100 water) in each container. This allows the same water flow as before but mostly prevents the containers rapidly turning on/off. The result is that a small sequence of 3 full barrels connected to each other powering a sprinkler used to be sending 10-20 network updates every few seconds will no longer send any updates at all while the system is active, only a few updates when the system runs out of water. This should improve performance primarily on the server but receiving less network traffic will help client performance as well.

We've also modified the behaviour of Water Catchers, when a Water Catcher is going to generate some water, it will now deposit its water as far down the chain as possible. This means that if you have 3 Water Catchers connected to a Water Barrel, the catchers will actually never receive water at all, instead the water will be deposited directly into the barrel.

In a benchmark of 1000 water catchers connected to each other, we found that the server's IO would become unresponsive after several minutes of gameplay as the system became overloaded with water transfer processing. With the above changes server IO performance remains instantaneous even if we artificially limit the servers frame rate.

There is also a new optional server convar "server.waterContainersLeaveWaterBehind" that modifies the draining behaviour to leave one unit of water behind in a liquid container that drains into another container. This keeps the container in its "On" state permanently and further helps performance. Since this is a change in functionality it is disabled by default, if your server is still experiencing IO performance issues due to water entities turning this on may improve performance.


HAPIS RETIREMENT



Today we're permanently retiring Hapis Island map. Hapis Island was first introduced in April 2015 by Petur, inspired by the original Rust legacy map. Over the years, Hapis has gone through countless revisions to where it is at today.




Why Retire Hapis?


We're a small development team with no dedicated staff focusing on map design and creation, our mapping attention is focused on procedural maps. Hapis has continuously been developed on the sidelines as a lower-priority project with any free time Petur has. Free time is harder to find nowadays as we focus more on larger, longer-term features with a higher level of polish. Hapis Island needs a lot of attention requiring hundreds of work hours to be polished and kept fresh, which we can't currently give it.

Hapis Island is missing many key features we've added over the past couple of years, zip lines, subways, new monuments and above-ground rail systems, to name a few. When Hapis can support newer features it often takes an extra month, or few for the features to be introduced to Hapis, leaving players waiting and disappointed, some features, such as the rail systems Hapis can't currently support due to a lack of internal tools.

This isn't the end for static maps on Facepunch servers, we'll be working with the custom map community to fill this void over the coming weeks and months.


UNITY 2021.3 UPGRADE



We have upgraded the client engine to Unity version 2021.3 earlier this month. Initially there have been a number of issues from the upgrade, but we've gone through and addressed all the major ones with several small patches.

This new version of Unity should open up new possibilities for both performance and visual improvements that we're hoping to introduce over the coming months. A big one is Unity's Burst compiler that will help us transition existing code in the Jobs system to a higher performance version of it.

Unfortunately the upgrade also introduced a bug in fullscreen exclusive mode that caused a significant performance degradation compared to borderless fullscreen mode. Due to this we had to retire fullscreen exclusive mode. If you're encountering issues that seem related to this, please contact our support team to figure out a workaround for your specific setup.

The server build of the game will remain on 2019.3 for this month while we continue testing the new engine version to make sure the server build is stable enough for a wide release. More on that hopefully next month.


MULTITHREADED NETWORK TESTING



We've been working on a major networking performance improvement called multithreaded networking. This will apply to both the client and the server, but naturally it will have a significantly higher impact on the server. Due to the nature of the change we wanted to make sure it's working as intended before enabling it by default, so we're first going to start testing it on select official servers this month before hopefully enabling it by default on all servers next month. If you want to start testing it before then, simply add the startup parameter -networkthread to your server or client. Please note that this is a highly experimental feature that may cause significant problems when enabled.


SERVER QUERY PORT SHARING RETIREMENT



As announced in the November and December devblogs, we are working on a number of networking improvements that require us to retire server query port sharing. Because of this, we have requested that all server owners that are still using this feature update their server startup parameters to use a query port that is separate from the game port.

We have decided to pull the trigger and finally retire query port sharing this month. If you're a server owner who still hasn't updated their server startup parameters, please make sure to do so immediately.

Community Update 249

TWITCH DROPS



They are back!


Join us! Starting Sunday January 15th at 1PM PST / 9PM GMT for the next Trust in Rust Charity tournament!



hJune and Rustoria teamed up to raise money for YouAreRAD.

They're a mental health and counseling charity that gives back to the community. With the funds raised from the event RAD provides FREE therapy sessions to the Rust community in return. Tune into the event to find out how to take advantage of this offer and get signed up!

Store Items


There will be amazing charity and event-specific item skins on the store this week only. They are exclusive & non-tradable as the proceeds go to RAD.

Twitch Drops


Starting January 15th 1PM PST / 9PM GMT Twitch drops will begin!

  • 4 Exclusive drops from hJune's Twitch channel
  • 4 general drops you can get by watching any creator participating in the event


These drops go all week as well. Ends January 22. Get your watch time in!

Get synced up at https://twitch.facepunch.com/

If you're not hyped yet this trailer may help :)




XMAS BASE WINNERS



Our Rustmas Base Decoration contest has concluded!

We announced the winners on Twitter already and they're claiming their prizes.

First place was @Hell_Faerie




Second place was @5_40i




Congrats to both! We'll see you all in the next one!


COBALT RECRUITMENT



Not too many words are needed for this one. Alpha made a cinematic Cobalt Recruitment ad.




RUST GLOSSARY



Our friends at Corrosion Hour have done quite a lot of guides in the past but this Rust Glossary is good if you're trying to be a cool dad in front of the kids.



"To bridge the language gap between veteran players and those spawning in for the first time, we have compiled the RUST glossary of terms and phrases to lift the veil, so to speak."

It's basically a decoder for all things Rust slang. Goes through abbreviations and callouts one would need to be in the know.

Even if you are a Rust veteran it's rather amusing to go through some of these and see how we've evolved over the years.

Check it out!


SMARTEST FARMERS IN RUST



FancyOrb is usually known for his curated experimental and event challenges. He's dusted off his pickaxe and played an actual Rust wipe with the best botanists this side of launch.

The Weed Farmers.




EPICDESK CAMPAIGNS



EpicDesk has some great campaigns going right now!



They specialize is huge deskmats curated by your favorite creators. They are limited edition and once the campaign is over you can no longer get them!

From now until early February you can get your hands on preorders for:







Don't miss out!


SHOW ME THE STUFF!



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

SURVIVING 10 YEARS

BACK TO WORK



Servers are now wiped, Santa is packing up and clearing out the bodies, we hope you enjoyed the Holiday Season. We're getting back to work after a couple of weeks off, which is why this blog is lighter than usual, we're looking forward to the journey ahead in 2023!

Later this year will celebrate Rust's 10th Birthday, which has been an incredible journey. We have some big plans to finish out the year, we'll share details in the coming months.

In this blog, we'll look back at 2022, some of Rust's achievements, and give a sneak peek at what to expect from us in 2023.





Visit rust.facepunch.com/2022 to see the full recap.


LOOKING FORWARDS



What can you expect from us in 2023? More of the same! Guaranteed monthly updates every first Thursday of the month, along with occasional hotfixes and holiday events.

NEXT MONTH



In February, we'll release the industrial update, which includes the electric furnace, item piping and filtering, allowing you to automate many aspects of your base storage troubles.

Can't wait till February? Starting tomorrow Rust Staging Aux2 branch will be publicly playable, allowing everyone to test and give feedback.



HAPIS ISLAND RETIREMENT



Additionally, in February, we'll be permanently retiring Hapis Island map, this will be your last month to play Hapis.



We'll be launching another map maker competition in the coming weeks.

FORWARDS



We have a ton of content currently in development, if you're keeping an eye on our commits page, you'll already know. This year you can expect to see new monuments such as the Nuclear Missile Silo Monument, Ferry Terminal and more. New DLC such as building block skins, new items and weapons and so much more.


TWITCH DROPS



SAVE THE DATE - TRUST IN RUST IS BACK!!





We're excited to announce that hJune has teamed up with Rustoria again for the next Trust in Rust tournament on Sunday, January 15th, 2023.



Tournament starts at 1:00PM PST / 9:00PM GMT.

THERE WILL BE TWITCH DROPS!



Some exclusives for the event and general drops you can earn from your favorite creator channels.

THIS IS A CHARITY EVENT!



Proceeds from exclusive store skins sales and event donations go to You Are RAD. Rise Above the Disorder is a non-profit mental health organization that provides counseling for a lot of the gaming community.

They are creating a fund for our very own Rust community. Anyone, anywhere, can have access to free therapy sessions regardless of their financial situation so they can begin on their journey of healing.

More details to come later. Watch socials and our community blog next week!