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

Rust

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!

Gingerbread Mines



Merry Christmas & Happy Holidays!



From everyone at Facepunch, we'd all like to wish you a Merry Christmas and happy holidays to everyone!

The Christmas Event is once again live! If you haven't been around for this before, here's what you can expect:

Every once in a while you will hear the sound of jingle bells. Run outside and look for a gift! Two gifts are spawned per player, in a radius of about 40m from where you are standing. Run up and bash it open to receive your Christmas presents. They come in three sizes: small, medium, and large. If you have enough small presents stashed, you can "trade up" to a medium or large. The contents of each present vary, but you'll find a mix of resources, weapons, and candy.



Once again, you will be able to find Santa hats and reindeer antlers, both of which can be worn and provide a decent amount of protection. There’s also a lickable candy cane club, and two types of stockings. If you hang a stocking inside your base when the jingle bells ring the stocking will fill up with loot. The larger stocking has a higher chance for better items and both last around 5-10 refills.



The advent calendar is a craftable deployable available to everyone during the Christmas event. Once placed you can claim an in-game surprise once every in-real-life day.



The Christmas event ends on January 5th @ 19:00GMT

Have fun!


Gingerbread / Cake Mines



Run, run fast as you can, the gingerbread men are coming! Gingerbread houses have mysteriously started appearing throughout the world, leading to an underground dungeon, smelling a little like grandma's baking, but be careful, it's not going to be a cakewalk if you enter!







Server owners can adjust the portal count using the xmasdungeon.xmaspopulation convar.


Ice King Pack



Today we're releasing a "cool" new item pack to the permanent item store, the Ice King pack! The pack includes three reskins:

Ice Throne Chair, Ice Facemask, & Ice Chestplate



A throne fit for the king of the north!





This pack will be available on the item store. The Ice Throne is a reskin of the chair item.


Rustmas Store Items



We have brought some items from previous years, now purchasable from the Rust Item Store.

The festive garland pack now includes a double door garland. If you've already purchased this pack you'll now be able to craft this item.




Christmas Competition





We are excited to announce Rust's second Rustmas base decorating competition!

We're looking for the best festive base Rust has ever seen!

I know a few of you are going to go ham on this! Hoping this Rustmas will be the best one yet. Go big or go home, right?

Winner



£120 worth of skins of their choosing and two Rust DLC keys.

Runner up



£75 worth of skins of their choosing and one Rust DLC key.

How To Submit



Once you’ve completed decorating your base, take some screenshots and upload the images to Twitter using the hashtag #Rustmas2022

The winner and runner up will be announced from Rust's official Twitter account on January 13th.

Please also be following the Rust Twitter so we can DM you. If we do not get a response within 1 week of the winner announcement a new winner will be chosen.

Evaluation



Submissions will be judged based on the following:

  • Creativity
  • Design

Judging will be performed by Facepunch Staff.

Bonus points if you remove the UI and your graphics are set higher than 1 :)

Terms


This competition is run by Facepunch Studios Ltd at Concept House, Elmore Green Road, Bloxwich, Walsall, UK. The competition ends on January 5th 2023 23:59UTC. No more than three entries per person. The winner and runner-up will be selected based on which Facepunch thinks is the most original/creative and any decisions Facepunch makes will be final. The winner and runner up must claim their prizes within one month of the closing date (which Facepunch may exchange for an alternative of the same or greater value). Our terms of service apply to any content you make for the competition: https://facepunch.com/legal. Winning entries must pick items from the Rust marketplace with market value.


Decorated Monuments


The Big QoL Update

RUST 9TH BIRTHDAY



Rust turns 9 this month, that's 9 years of weekly and monthly updates. We’ll celebrate for one day only on 11th December with in-game birthday cake and hats.



In the January end of years blog, we'll talk more about how 2022 has gone, what we've achieved and what we learned as well as our upcoming plans.


MODULAR CAR CODE LOCKS



Car keys have been removed from the game and replaced with code locks, which should be a lot more useful. These can be added at a vehicle lift in the same way key locks were added, and for the same price (75 metal fragments).



Features:

  • Add, change, or remove code locks from a car at any vehicle lift.
  • Code locks prevent mounting the vehicle - except for taxi modules - and also prevent access to storage. Players in a taxi module cannot swap seats to any other type of module.
  • To capture a car with code locks, you can reduce the health of a seating module to 20% or less, which will enable an option to break the lock.
  • Alternatively, if you can push the car to a vehicle lift, a new code can be set there. Note that locked cars cannot be pushed in safe zones.
  • A mounted player can flip the Central Locking switch in a cockpit module to unlock all doors, temporarily disabling code access. Code locks on the exterior of the car will light up green instead of red. If all players in cockpit modules dismount, the central locking is automatically re-engaged.
  • After entering the correct code, players are automatically whitelisted, and won't need to enter the code again.



IMPROVEMENTS AND FIXES HIGHLIGHTS



Planter Improvements
Harvest/Clone/Remove all plants in a planter in one action

Stone Spear
Stone spear is cheaper and quicker to craft

Miner's Hat Buff
Miner's hat now offers better protection values

Roof Rotation
Roof can now be rotated before placement

Grenade Crafting Times
All grenade crafting times have been reduced

Attack Helicopter Loot
Improved Attack Helicopter loot tables

Garge Doors Pickup
Equipping a Hammer to pickup the Garage door is no longer required

Armored Door HP
Armored door HP increased by 25%

Repair Cost Fixes
Repairing deployables no longer require components

Instrument Range
Increase pitch range on several instruments

Junkpile Scientists
Reduced the number of Scientists at junkpiles

M92 Sway
Reduced sway when aiming with the M92

Despawn times
Various high value items 5min -> 60min

IO Deployment
Various IO entities can be placed near floor level

Projectile_Invalid
Will show when you died first vs projectile_invalid

X Days Upkeep
Shows days of upkeep rather than >72 hours

No Components For Repair
Shotgun Trap, Garage Door, etc

UI Scaling
Fix small UI on 4k+ resolutions


CABOOSE AT OUTPOST



We've added a static (non-moving, indestructible) train caboose at the Outpost, which has the standard casino games inside: Poker, Slots, and the new Blackjack machine - so now you can play without the constant fear of death!



Find it at the small train platform.


EXTERNAL WALL DEBRIS





The debris system was introduced in 2019 to prevent the ability to replace walls and doors during raids immediately, we feel this system has worked well but often still see raids won purely from spamming walls. To make it a little fairer for the raiders, from today, external walls and gates now have the debris system applied.

When external gates or walls are destroyed, they'll now leave debris for 2 minutes.


WORLD EVENT NOTIFICATIONS



Players will now be automatically notified via a small UI prompt when world events begin, such as Cargoship, Oilrig crate, Ch47 Cargo etc. We hope this encourages players to engage with world events more actively and addresses a growing problem of players using third-party services to gain this information instantly before others and having an unfair advantage.

We acknowledge a UI notification is not the best solution, but for now, it'll put everyone on the same playing field while we work towards a better solution in the near future.


COMBAT QOL



Burst
Following last month's burst module implementation, I have made the following changes and improvements:

  • Burst can now be toggled using the "M" bind
  • Burst module slightly lowers aim cone


LR & MP5
The LR and MP5 has seen lower usage since the recoil changes, players who used to opt for the LR often now feel more confident using the AK, so we're experimenting with the following changes:

  • MP5 and LR now have inbuilt burst module

We'll continue monitoring and adjust accordingly in future updates.

Slug Ammo
Slug ammo is regularly used over large distances effectively, whilst it's great to see slug ammo used to a greater effect with the recent changes, we agree with player feedback it's too effective. The slug should be a hard-hitting option in close to mid-range combat and less effective over larger distances, so I've made the following changes:

  • Slug now does 50% damage at 40 meters+ instead of 75% damage at 80+
  • Slug does 100% damage from 0-20m instead of 0-10m



QUARRY UPDATE



Mining quarries have been updated to run on diesel fuel and output rates greatly improved. In the past, quarries have seen little to no use. We hope these improvements will encourage their use more. We'll be monitoring and tweaking accordingly.



In addition to spawning at the Dome, Oil Rigs and Junkyard, diesel fuel now spawns at the following monuments: Water Treatment Plant, Power Plant, Military Tunnels and Airfield.


OFFSHORE MONUMENTS




  • Lower lab count but larger
  • Oilrig reset timer increase
  • Cargoship event rarer



UPDATED COLORED IO



There were only 5 colors of wires originally (4 hose colors) which hasn't been enough to organize the creative builds the community has made!

Existing Colors

  • black
  • red
  • green
  • blue
  • yellow


New Colors

  • light blue
  • orange
  • pink
  • purple
  • white


Press "R" while looking at an existing wire to recolor it.


SEPARATE NETWORK GROUPS FOR TUNNELS



For some background, network groups are what Rust servers use to figure out which entities to network to players. It basically divides the world up into chunks and tracks which entities are within each chunk. This way the Rust server just needs to network the few chunks around each player.

Previously the world was divided up into a two dimensional grid of chunks, and that worked great for a long time, but then we added the underground tunnels. Using two dimensional network groups means the tunnels would network to players up on the surface, and players in the tunnel are being networked things from the surface, which isn't great because they can't see any of that so it's just wasted work.

I updated the network group system this month to add support for vertical layers. So now, instead of a just a single two dimensional grid, it essentially stacks multiple two dimensional grids on top of each other and uses entity's altitude to figure out which layer it belongs on.

Tunnel entities will no longer network to the surface, and the surface will no longer network to players in the tunnels. We have found that this can save up to 0.4ms of frametime on the surface by not networking tunnel NPCs to the client.


JUNKPILE AI



I've made a few improvements to help with some of the complaints that people have with Junkpiles.

The bushes that spawn with junkpiles now block AI line of sight. This should make the Scientists easier to spot when they're shooting at you because they will no longer stand in the middle of a bush.

I've also made the junkpile Scientists more defensive in nature, and they won't engage from as far as they used to.

Lastly, I've tweaked the AI data for the junkpile cover positions so they're fully in cover, which has the knock on effect of reducing return fire.


ANIMAL AI



I've added some biome and topology-specific functionality:

Animals will no longer roam directly to ocean-side locations, to help keep them away from beaches.

Polar bears will now only roam to arctic and tundra areas, and they will also now return to these areas if they need to leave briefly for any other reason.


WORLD FOOT QUICK-EAT



I've added a menu option for eating world foods, such as berries, corn, mushrooms, etc, directly from the ground. Look directly at the food and hold E then select "Eat".

You still receive seeds and other items as usual.


NETTING FIXED



Netting now allows you to walk above without getting stuck. You can also climb up and slide down without bouncing off the wall frames.


TURRET AUTH EASIER



Turret UI used to close after you authorized each player. The UI now stays open after each player you click, until you press "Esc".


WALL PLACEMENT IMPROVEMENT



Building jump ups used to be difficult when you had to look down precisely to get it to snap to the correct place. It now will correctly try to attach to the top of walls.


LOCKER FILL IMPROVEMENTS



Filling lockers was difficult with the amount of left click dragging required. You should now be able to mindlessly right click armor and have it go into all the correct slots.


SAM SITE PASS-THROUGH



It used to be devastating if enemies shot out your SAM sites & were able to shoot off a MLRS strike before you had a chance to react.

You can now pass power through the sam site & link it to a smart alarm to detect it being destroyed


STEAM NETWORKING POSTPONED



As mentioned in last month's blog, Steam networking was planned to be switched to the default networking layer for Rust today. Due to several issues discovered recently (now fixed), we're postponing enabling Steam networking by default until January, by then, we hope to be completely satisfied with server stability.

As a reminder: This change requires servers to have a separate Steam query port set via the -queryport server startup parameter. When no query port is set, the server will default to either game port + 1 or rcon port + 1, depending on which number is larger.

Hosts of shared servers will need to ensure the query port is forwarded correctly, which is why we are making this announcement ahead of time. Servers can be switched over to Steam Networking for testing via the -swnet startup parameter, which we recommend doing ahead of time in order to ensure a smooth transition.


CHRISTMAS UPDATE



On December 15th at 19:00GMT / 14:00 EST we'll be releasing a mandatory server and client update to enable the Xmas event and some festive features!


CHARITABLE RUST RECAP



On November 19th Rustafied held their 8th annual Charitable Rust event. They had event servers up where hundreds of content creators all took part in fun custom games, bed wars, carnivals, boat combat contests, and much more.



The community raised over $27,000 in donations alone.



We also put up some unique charity skins on the Rust item store for a week and the proceeds to that go towards the charity as well.

While we do not have exact totals yet and the skin sales take a few weeks to come in but we guestimate $150,000 in total, going to World Central Kitchen.

We're very proud of everyone involved and thank you to those that helped out in any ways to make this event possible!

COMMUNITY UPDATE 248

TWITCH DROPS



Charitable Rust is in just a few days!



November 19th-21st


There will be 48 hours of exclusive drops on the Rustafied channel along with all of the creator/special guest channels participating in the event.

November 19th-26th


The generic drops can be obtained from any channel streaming Rust that has drops enabled. These drops go for the entire week!



Don't forget to get your accounts synced at https://twitch.facepunch.com/ to ensure you can claim your drops!

We will have an array of Charity skins on the item store for sale as well, starting Thursday the 17th. These will be account-bound (cannot trade or sell them) as the proceeds from them go to World Central Kitchen.


RUST'S BIRTHDAY



Rust is going to be celebrating our 9th Birthday on December 11th, 2022!



There will be an active server event enabled for the day. You spawn with cake and party hats. Many loot boxes around the map will have balloons on them. Just a little slice of fun in your day of death and destruction :)

Special thanks to our community for your continued support and helping us make it this far!


LIFE SIZE STORAGE BOX



Our friend over at Real&Game built us a life-size storage box!



He's made an assortment of other Rust items be sure to check out his other videos!


CRUST?



Memeio been living up to his name this month.

I present to you: cRust

  • He made it in 7 days ..allegedly
  • It's better than Rust ..allegedly
  • 1 person at PAX enjoyed it ..allegedly
  • Absolutely no copyright infringements ..maybe




WHENS CAPYBARAS??


CREATOR SPOTLIGHT



This month we have your resident building inspector, Dust!

"Yo! My name's Dust, I'm a Rust YouTuber with a focus on base build videos, but also high quality cinematics and full length gameplay movies! My friend convinced me to download Rust in 2018 and I’ve barely seen a blade of grass since. What really hooked me was watching awesome content by Evil Wurst, Blooprint, Tesla, Frost, aloneintokyo and a ton of other insanely talented creators.

I started YouTube pretty recently and things quickly took off. Even though I started as a build channel, there’s been a ton of demand for more movies so I’m working on putting out more action packed wipe content! Stay tuned!

On a real note, my favorite part about this whole journey has been the friendships that I’ve made along the way. Rust is a super unique game where you’ll end up spending hundreds or thousands of hours with people, so you’ll tend to build some really strong and genuine friendships. The creator community in Rust is also super collaborative and filled with some awesome people."




He's gotten pretty good with those cinematics!


PAX COSPLAY



Camomo sent us in some awesome cosplay pics from PAX AUS last month!

Think one of these guys was in Memeio's cRust video :)




There are professional versions too!




JINGLE JAM 2022



Just a heads up for all you Rust Roleplay enjoyers out there! Yogscast JingleJam Charity event is set for December 10th, 2022.



Keep an eye on their socials for news and more details.


SHOW ME THE STUFF!



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

PROTOTYPE 17



PROTOTYPE 17



Arms manufacturers contracted by Cobalt were tasked with producing a new side arm to meet the personal defense requirements of the organization. After an exhaustive review of potential candidates, the Prototype 17 was selected. This new weapon has a magazine capacity of 18 and fires in deadly 3 round bursts with the single pull of the trigger.



In addition, it features tritium sights for rapid target acquisition and engagement under low light conditions. It has been noted that some survivors have scavenged and reverse engineered the weapon, extracting some of its components and allowing them to augment their own weapons with the 3 round burst ability.





CABOOSE



We've added a new train carriage that you might find on sidings.



Inside you'll find a poker table with four seats, two slot machines, and a brand new blackjack computer that can handle 1-3 players.



All the features of blackjack are here, and blackjack pays out 3:2. The computer hates to lose, but he plays fair. You can make an initial bet of between 5 and 500 scrap. Just keep an ear out for what's going on nearby - this isn't a safe zone!




QUALITY OF LIFE CHANGES



Swap Attachments


Swap Attachments more easily by right clicking or click and dragging to attachment slots

Get new bags while dead


Death screen will now update if you are assigned a new bag while already dead

Cap Menu FPS to 60


New setting in Options menu, prevents high framerates


HLOD



For the past few months I've been working on a new system to improve how we render monuments at a distance while maintaining or improving the current performance. It uses a technique called HLOD (Hierarchical Level of Detail) and involves baking the monument as it should be seen at a distance down into a single mesh. A key requirement was to make sure this didn't add any extra work for our environment artists, this process is almost entirely automated.





The final performance improvements were minimal, but the increased visual fidelity at a distance still seemed worthwhile to ship. You should notice more geometry and detail, as well as entire monuments that will now be visible when they weren't before.


ANNOUNCEMENT: STEAM NETWORKING / QUERY PORT



We have plans in place to switch the default networking layer of Rust servers from RakNet to Steam Networking in late November or early December, further communication will follow.

This change requires servers to have a separate Steam query port set via the -queryport server startup parameter. When no query port is set, the server will default to either game port + 1 or rcon port + 1, depending on which number is larger.

Hosts of shared servers will need to ensure the query port is forwarded correctly, which is why we are making this announcement ahead of time. Servers can be switched over to Steam Networking for testing via the -swnet startup parameter, which we recommend doing ahead of time in order to ensure a smooth transition.


HALLOWEEN



Halloween events have come to an end, good job survivors at closing all of Cobalt's project R.U.I.N portals! Hopefully, that's the last of them we see...


TWITCH DROPS - CHARITABLE RUST 2022



Every year Rustafied hosts a giant charity event. They have servers dedicated to mini games, live streams, Twitch drops, giveaways, and more!

We will also be listing some exclusive skins on the Rust Item Store where the proceeds of these items will go to World Central Kitchen.



There will be some exclusive Twitch drops for 2 days starting November 19th and some generic drops for the whole week.

Make sure you get synced up at twitch.facepunch.com to get and claim your drops when the event starts!

COMMUNITY UPDATE 247

RUST IS ON SALE!



Now through November 2nd Rust is on sale at 33% off across the board!



This includes all the DLC's and the Soundtrack!


CHARITABLE RUST EVENT



Just dropping in another reminder that Charitable Rust is next month!

Every year Rustafied hosts a giant charity event. They have servers dedicated to mini games, live streams, Twitch drops, giveaways, and more!

We will also be listing some exclusive skins on the Rust Item Store where the proceeds of these items will go to World Central Kitchen.



There will be some exclusive drops for 2 days and some generic drops for the whole week.

Make sure you get synced up at twitch.facepunch.com to get and claim your drops when the event starts!

If you are a content creator/live streamer and you want to participate in the event you can sign up here.

Full details to follow when we get closer to the event!


THE GREAT RUST RIVALS WAR



Last month we had an epic Twitch Rivals event and Frost has a great high octane and emotional recap of all of it.

Settle in and grab some popcorn.



That end though...


LOW POLY RUST



Project Nova is breaking the mold again bringing you a unique low poly Rust!



They have a couple different servers to try out on both sides of the globe.

You can join their discord for more information or check out their website!


HOW TO FIND NORTH



This is one for you illuminati tin foil hatters. Raynbirds takes a deep dive into what it means when a gun flops down on the ground in a certain direction.

Seems possibly useful on Hardcore servers that don't have maps if you feel like chucking guns on the ground!



Half life 3 confirmed?


LIFE SIZE WORKBENCH



Panpots, in collaboration with MilesdetusFiguras3D, has made an amazing life size T3 Workbench!

This has been a bit of a work in progress and we're amazed at the results. So much talent out there!






BREAKING BASES



Listen, there's a few Breaking Bad Rust memes out there but this one has to take the cake.

Jonkari P plz make more




CUT-THROAT CANDYMAN



I'm just going to leave this here.




SHOW ME THE STUFF!



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

Covert art by llennoco22.