We've added a new system for keeping track of the players you interact with.
You'll find a new tab on your inventory screen which will open the contacts panel. From there you'll be able to use the various controls to flag a player as either friendly or enemy. This will change how their name tag shows up when you encounter them in the world. Players are automatically added to the 'seen' category if you've been in close proximity for several seconds.
Any player who kills you will be added to your Enemy list.
You can select any contact from the list and filter by category (friendly/seen/enemy) as well as assign a contact to a category.
Binoculars have also received a buff, and will allow you to see a colored pip above players indicating if they are an enemy or a friend.
There is a rudimentary reputation system in the works which will very slightly shade your nametag either blue or red based on how likely you are to kill on sight. This system is a work in progress and will be expanded upon in the future.
Any server can disable the contacts system with the convar relationshipmanage.contacts false
The nametag system has also changed and you can now display your name plate at long distances to anyone you are looking at by using the 'wave' gesture. We hope this will allow players to avoid killing other 'friendly' players and grant the ability to signal your intentions.
As for the majority of hardcore rust players who kill everyone on sight anyway, you may as well pretend this system does not exist as it will not affect you. However for those less inclined to destroy and kill every living thing that passes infront of them. This system might help you find some like-minded players to team up with.
Wire Colour Coding
This was suggested on Reddit and we all felt like it was a good idea so I added the ability to colour code your electrical wires and hoses this month.
Simply hold Reload while holding the Wire Tool/Hose Tool to select which colour you’d like to use.
Demo Shot System
This month we’re adding the first iteration of a more advanced feature set for viewing and manipulating demos. This has primarily been built to improve our internal production tools, but considering the rich and diverse community of Rust content creators out there we’d love for this to be a tool that all of you can use.
Once you load a demo with “demo.hud” turned on, you’ll see a variety of new options including a shot manager and scrubbable timeline. Pressing the ALT key at any time will switch control between the demo UI and debug camera.
You can now create and manage 'shots' within demos, which are individual recordings of camera motion as well as properties such as FOV and DOF. These shots can then be played back in-sync with the demo scene.
To create a shot, simply press the “New Shot” button, give it a name and then hit record - your live camera movement will now be recorded. To end a shot recording, press the Escape key.
For added management, shots can be sorted into folders, moved between folders, renamed and deleted all from the in-game interface. Folders can also be renamed/deleted by right clicking on them in the shot list.
This current shot system is the first stage of a comprehensive cinematic toolset we’ve planned out. Our goal for the future is to expand on this system by adding features such as keyframe editing, redubbing elements of shots post-recording, UI for modifying world conditions (eg. weather, time of day) and export options so you can render your shots into actual video or image files.
Are you making videos in Rust? Let us know how this tool can help you!
AI
The first phase of the AI rework is finished and it replaces multiple different AI systems across different game locations with a single new one.
Making changes to an established game as big and complex as Rust is scary, especially due to the multiplayer nature, so there's bound to be some initial bugs. Please report anything you find and I'll get it fixed.
The advantages of having everything running on one AI system are numerous, the main one being it should be easier to keep the AI updated going forwards. New features will be easier to add, and they will work across all of the AI, and not just for AI in certain areas or specific monuments.
So whilst there's still plenty more to come in this area, there are already some new features such as animal packs to look out for.
Rust+ IFTTT
Rust+ now works with IFTTT! You'll be able to connect Rust to other apps, services, and devices through IFTTT to automate all kinds of tasks. For example, all of the deep sleepers who wanted Rust+ to have a louder alarm can now connect Rust's smart alarms to your actual smart home alarm, your bedroom lights, and other services which support IFTTT.
The IFTTT integration depends on having Rust+ set up on your phone so you can pair your Rust servers - so if you aren't using it already, install the Rust+ app on your phone! Once you're all set up with Rust+ you'll need to create or sign into your IFTTT account and head over to the Rust service page on IFTTT where you can link Rust+ to IFTTT and then build applets.
The current IFTTT integration does not support controlling smart switches at the moment - this is something we're looking into supporting in the future.
Updated Animals
The animals in Rust have sucked for far too long. They stand out more than ever now with the team dropping the amazing world revamp last month.
We've updated them with brand new models and materials, as well as a fuzzy fur shader for the longer bits of hair. This gets culled beyond LOD0 so we don't anticipate a big hit on performance - in fact, in the process of updating we discovered each model had a lot of redundant bones which we've stripped out!
Along with the new models came the arduous task of updating rigs, skinning & animation.
Some animals proved more challenging than others as the updated models correct issues in proportions of the previous models, which meant changing bone placements.
Creating new controller rigs for the whole suite of animals would of increased the workload by months & also meant every single existing animation would have needed to be replaced just to get things functional.
I decided to try and force the current rigs into submission for any animation updates, although as mentioned all redundant bones have been removed. The idles took quite a while to get something natural, but are a big improvement on what we have. I've also updated walks & some runs where possible, but this really is a baseline to build upon.
I'll be looking to update more anims like attacks/cycles, and once the ai becomes more advance we can hopefully increase their motives/goals/states and I can start to add more animations to support this. There are also current issues with some of the code-based turn movement as well which I'd really like to improve and have a greater degree of control over.
Tree Minigame: Improved tree X markers positioning
Solar Panel Update: Updated Solar Panel model
Twitch Drops
No Twitch drops this month, they'll resume in July.
Hapis Island
This has been a frequently asked question, as mentioned last month: Due to the huge world revamp Hapis Island is currently removed from the map pool while Petur works on bringing the map up to date with the new visuals.
No update on this as of yet but progress is being made.
Changelist
New Demo shot system
Contact system
Rust+ IFTTT integration
Fixed certain monuments sometimes spawning partially underwater
Fixed terrain height artifacts that were causing extreme slopes on certain seeds
Fixed edge case where tunnel entrance would not connect to tunnel network
Fixed tunnel network gap when two stations were spawned right next to each other and a tunnel tried to cross them
Fixed harbors and fishing villages spawning at ridiculous slopes
Fixed edge case that could make rivers overlap each other
Fixed being able to break Injured animation by playing a gesture
Fixed demos over an hour not displaying time correctly in the demo list
Fixed being able to shoot over a ledge while in a beach chair at extreme height differences
Fixed some headgear blocking vision while injured (Lunar New Year masks, NVG goggles, etc)
Fixed M39 viewmodel sometimes ejecting two shells every shot
Sleeping players will no longer blink
Fixed some potential gib errors when destroying bases (likely resulting in a disconnect)
Fixed Storage Monitor bounds, often causing LOS to fail resulting in not sending the paring notification to app
Don't spawn harbors in tight places where they end up adjusting the coastline opposite to them (looks bad, leads to glitchy topologies)
Full rewrite of monument prefab prioritization when determining their spawn locations and which monuments not to spawn if there isn't enough space for all of them
Changed giant excavator monument to default priority
Changed mining_quarry_c monument to default priority
Can now press Reload to change the colour of placed electrical wires and hoses
Added a tooltip when first using a grenade to explain the controls
Prevented tree X markers from travelling too far down the tree
Ladder hatches that hit a vehicle while opening will now cancel their animation (like regular doors)
Allow gestures to be used while mounted on Secretlab chair
Reduced road vehicle wrecks to lessen the impact on roadside junkpiles
Improved small battery placement
Small battery can now be rotated before deployment
Small battery can now be deployed on tables / boxes
Censorplayerlist now enabled by default on servers
Rock colliders improved, still requires continued work
Icelakes not generating on procedural maps - this will be fixed in July's update.
Bone error in SkeletonProperties - this is a harmless server warning which can be ignored. We're investigating the cause.
World Revamp
[previewyoutube="6FvHkjTNbc8;full"]
A Whole New World
This month Rust has received a huge visual update, the biggest to date! From new terrain, trees, rocks, cliffs, decor, grass, monument reworks and so much more.
This is the culmination of work by several people that took place on and off over the last couple of years. It greatly improves how the game feels and gives it a fresh look.
Most of the new visuals were developed alongside the transition of the game to the High Definition Render Pipeline of Unity (HDRP) that we subsequently dropped after unsatisfactory performance results. We didn’t want to waste the efforts made to make the game look better during that time and ported them to the current version of the game instead.
We also took the opportunity in the last two months leading up to this update to fix a vast amount of long-standing issues revolving around monuments, world procedural generation, and exploits.
For example, you'll find cliffs, road, terrain, river generation much improved.
We re-worked some monuments completely such as the Junkyard, Satellite dish and integrated many of them inside the procedurally generated world more seamlessly than before. For example, you'll now see larger monuments and hubs now have bespoke subway tunnel entrances within their perimeter.
When it comes to performance, we did our best to keep the current status quo or improve upon it in some areas of the game. But since this update adds more content than it removes, we do not expect a major improvement in performance overall.
The Bandit Town is known for one if not the worst performance area, and this gave us the perfect opportunity to address this. We reduced the number of NPCs, reduced the forest density and completely remodelled the huts.
This is only touching the surface of changes, and you'll find many more changes and new additions while playing.
Junkyard Revamp & Crane
The Junkyard monument has received a complete overhaul, our original vision just didn't work out as well as we hoped. Once we adding flight into Rust it only made things worse. The revamp should hopefully resolve all the commonly complained about issues and make it a hotspot for action.
Not only did the Junkyard receive a complete overhaul we've also added a driveable crane that can pick up vehicles and drop them in the shredder located at the centre of the yard. Dropping cars into the shredder will yield scrap.
- Moving the crane too far away from the Junkyard will destroy the crane
Bush Displacement
Since the HDRP content backport comes with much nicer foliage, we noticed during playtesting that bushes got in the way when building a base a lot more than with the old foliage. To counteract this, bushes are now removed when building on top of them. Of course bushes won't be gone forever and will automatically respawn in suitable locations around the map.
This uses the same system as trees, which guarantees that a nice and even coverage across the map will be preserved and we don't end up with large areas that don't have any bushes at all.
Nvidia Reflex
Nvidia Reflex is now available! Reflex can be enabled via the options menu for all Nvidia users using GeForce GTX 900 Series or newer. Enabling Reflex has shown up to 38% reduced input latency within Rust.
Improvements & Fixes Highlights
Mounted Gestures Gesture while on horses, boats, seats, etc
Alt Look Restored 3rd person feedback when a player is alt looking
Poker Table Multiple poker table fixes and improvements
Bandit Camp Recycler Due to popular demand the Bandit camp now has an extra recycler
Hitch & Trough Improvments Doubled health recovered by horses and decay time reset after eating food
Junkyard Carlift Public carlift can now be used at the revamped Junkyard
Check out the changelog for more changes.
Server Changes
As of this update, the servers that were moved temporarily due to the fire at the OVH datacenter in Strasbourg have now been moved to a permanent home, we'll be moving all the player blueprints etc. over so the affected servers may be delayed by a few minutes starting back up.
The following EU servers have moved to new IP:
Facepunch EU3 - 51.210.222.140:28015
Facepunch EU4 - 51.210.222.140:28020
Facepunch EU Small 1 - 51.210.222.140:28025
Facepunch EU Large 1 - 51.210.222.141:28015
Facepunch EU5 - 51.210.222.141:28020
Facepunch EU Softcore 1 - 51.210.222.142:28015
Facepunch EU Softcore 2 - 51.210.222.142:28020
Facepunch EU11 - 51.210.222.218:28015
Facepunch EU12 - 51.210.222.218:28020
Facepunch EU Small 2 - 51.210.222.219:28015
Facepunch EU Small 3 - 51.210.222.219:28020
Facepunch EU Small 4 - 51.210.222.219:28025
Facepunch EU13 - 51.210.222.220:28015
Facepunch EU14 - 51.210.222.220:28020
Facepunch EU Small 9 - 51.210.222.220:28025
Facepunch EU17 - 51.210.222.221:28015
Facepunch EU18 - 51.210.222.221:28020
Facepunch EUS10 - 51.210.222.221:28025
Facepunch EU Softcore 3 - 51.210.222.222:28020
Facepunch EU Softcore 4 - 51.210.222.222:28025
Facepunch EU Softcore 5 - 51.210.222.222:28015
Please note due to these servers moving they'll no longer display within your history or favourites list.
Hapis Island Temporary Removed
Due to the huge world revamp Hapis Island is currently removed from the map pool while Petur works on bringing the map up to date with the new visuals. We expect these changes will be completed within a few weeks, we'll keep you updated on Hapis Island progress.
Facepunch Hapis Islands servers will stay online but will now run a procedural map for the time being.
Twitch Drops
Starting from today till May 13th 18:00UTC Twitch drops are enabled for Rust Twitch streamers. You can earn special and unique skins simply by watching your favourite Rust Twitch streamers.
We've teamed up with Abe, Tacularr, Spoon kid, Shiphtur, PeterParkTV, Masayoshi,imPheetus, Enardo, Brit, Big Chase, Berne and Fuslie to bring you special unique drops which can only be earned by watching their channels.
Later this month in the community update post we'll be announcing details for the first community map-making contest. If you're interested keep an eye out!
Changelog
New generation cliff placement and cliff visuals
New terrain visuals
New terrain clutter visuals
New terrain foliage visuals
New cliffs and rocks visuals
New roadside junkpiles
New forest populations
New Satellite Dish Monument
New Junkyard monument
New workshop scene
New ice sheets visuals and spawn rules
New young and dead pine tree variants
Updated Sewer Branch monument
Updated Dome monument visuals and puzzle
Updated Trainyard monument middle and north sections for improved cover/flow, better visuals
Updated all monuments road connections to procedural roads to be more seamless
Larger monuments and hubs now have bespoke subway tunnel entrances within their perimeter
Biome dependant foliage, foliage at monuments will display the right type for the biome they are in
Updated colliders of large hero trees in the swamps to be more accurate, easier to build around
Fixed areas of the Military Tunnels not inflicting any radiation
Fixed several monuments sometimes being flooded
Fixed a large amount of stairs colliders that were stee-through but not shoot-through
Fixed puzzle bypasses at Trainyard
Fixed a large amount of 'low object quality settings' visual exploits around monuments
Fixed the 'red pipe of death' at Launch Site, where velocity could kill you
Fixed Launch Site south puzzle door exploit
Fixed exploit where you could jump inside vents at various monuments to gain peak advantage
Fixed some props that allowed exploitable one way shooting (oilrig in particular)
Fixed getting stuck inside Outpost/Compound decor by the way of roofs
Fixed an issue whereby dropping items on the floor in Water Treatment Plant would not let you pick them up
Fixed an exploit at Water Treatment Plant allowing to skip green card puzzle steps
Fixed Out of Bounds/fly hack violations issues around Water Treatment Plant sewer tunnels
Fixed Out of Bounds/fly hack violations issues inside Launch Site tunnels happenning on certain seeds
Fixed exploits at both oilrigs whereby players would swim up pipes to gain advantage
Fixed being unable to harvest trees around some monuments
Fixed Giant Excavator mining the wrong resource when mining Metal Fragments
Fixed dropped items falling into Bandit Camp shop keepers cabins
Roadside props LOD distances now cull later, preventing revealing players hiding behind them
Extended cover props LOD distances at Airfield to ensure players remain hidden behind them
Various fixes for poker gameplay
Electrical counter font size now scales smaller when the number doesn't fit
When dismounting the Work Cart train seat, sometimes the player's view angle would be incorrect. This is now fixed
Fixed horse trough sometimes not affecting decay time when a horse eats from it
Fixed belt items sometimes being visible in a players hand even if the item wasn't equipped
Fixed tree billboards sometimes getting stuck and sticking around forever
Fixed first person lights/particle effects still being visible when gesturing
Improved procedural terrain generation, ring road generation also improved as a result
Improved terrain grass displacement
Improved dynamic foliage to reduce floating over terrain
Improved lighting volumes inside Military Tunnels, no more shadow clip in the distance
Improved distant LODs for Oilrigs
Improved lighthouse visuals at night
Improved monuments 'fading' into procedural map, better looking player paper map visuals
Improved a large amount of colliders around which gun fight occurs whereby bullets were blocked before
Improved visuals at Bandit Camp
Optimized decor at Bandit Camp
Most of static art now uses shadow proxies for improved performance
Harbors only spawn on mainland
Bushes hide when building on top of them
Poker players are no longer obliged to show their hand at the end of the round unless they're the winner in a showdown. Anyone can optionally show their hand by pressing R
It's not possible to still see what cards you had after you've folded
Can now use gestures while mounted (with some exceptions)
Restored 3rd person feedback when a player is alt looking
Improved tree and bush billboards
Improved visuals for fallen logs and wood stump pickups
Improved contact shadows settings, enabling will no longer create black outlines around grass
Rust comes to Dying Light! Check out the crossover event and a free DLC!
The combination everybody needed! See what happens when two worlds of survival are brought together and meet in the midst of a zombie apocalypse! Don’t worry, though, we won’t leave you without proper equipment. Grab the free Rust DLC to get a set of unique items that will help you make it through the dangers of the unforgiving world.
When your life’s at stake, there’s only one thing you can do—grab whatever you find and use it to your advantage. Like that Heavy Plate outfit that’s apparently all the rage and will show everyone around how inventive you are. Or the Salvaged Cleaver with which you’ll chop both zombies and bandits as if they were veggies (quick disclaimer: do NOT eat the zombies! Or the bandits!). Prefer fighting from a distance? Then shoot your enemies with the Custom SMG or the Rust Assault Rifle, the latest advance in unconventional weapon-making. And for the final piece of your survivor’s kit—the new buggy, Rust Bucket—the capstone of your engineering skills. You can be sure it’ll put to shame all who have ever doubted your talent as well as remind you that nothing is impossible. Even building a car in the middle of a post-apocalyptic wilderness.
Now, let’s put all that equipment to good use and see just how long you can survive against flesh-hungry zombies and ruthless bandits. What’s more, the scientists from Rust must’ve heard about the Harran virus and have come to investigate the deadly pathogen. Surprise them with your amazing parkour skills and show them what you’ve learned from years of fighting the infected. They’re not the only enemies you’ll encounter, though. In both the Slums and the Old Town, you’ll find outposts full of Rais’ bandits. They’re dangerous places, but you’ve been to such by now, haven’t you? Crash through the front door and wreak havoc among the enemy lines or take them silently, through stealth. They won’t know what hit them, and you’ll leave with powerful elemental C4 explosives. You’ll use them better anyway, right?
Still, surviving in Harran may prove harder than expected—but you already know that. Fortunately, you’re a skilled inventor and a full-fledged survivor. Who better to build something out of nothing than you? With the right materials, you’ll be able to research and craft improved versions of your weapons. Look for the necessary resources and let ’em see how deadly scrap can become in the right hands.
The bundle contains:
Heavy Plate outfit
Buggy skin—Rust Bucket
Short axe—Salvaged Cleaver
SMG—Custom SMG
Assault rifle—Rust Assault Rifle
Global goal:
Hunt down bandits (1 000 000). Reward: A docket for the C4 Elemental Variation Blueprints
Collect Scrap (20) and Nails (10) Reward: Gold Rust Custom SMG Blueprint
Collect Scrap (10) and Tin Cans (5) Reward: Gold Rust Salvaged Cleaver Blueprint
Raiding bounties:
Find and raid Rais' Bandit Outpost in the Slums Reward: Elemental C4 Bundle
Find and raid Rais' Bandit Outpost in the Old Town Reward: Elemental C4 Bundle
The Rust crossover event and the Rust DLC will come to PC on April 19, 19:00 CET. The event’ll last for a whole week (until April 26, 19:00 CET).
Both the crossover event and the Rust DLC will appear on consoles mid-May.
[previewyoutube="B8FLEP9TUhE;full"]
[previewyoutube="8q3D-9DAQdg;full"]
What are you waiting for? Grab the Rust Weapon pack DLC for Dying Light HERE
Gestures Update
[previewyoutube="4chPEUTrvXM;full"]
Gestures
You can now express yourself with a new selection of gestures, available to everyone in a simple popup menu during gameplay. Just press B (by default) to open the menu and look at your options. These new gestures have been built to be used in first person, so you get nicely animated hand movements instead of just seeing your shadow gesture. This new system for gestures is a bit more flexible than the old system, and it has already supports some future features like looping animations and third person gestures.
A core goal of this new gesture system was reducing as much risk as possible when using them during tense gameplay. Gestures will now no longer unequip your weapon and can be cancelled at any point, with a small (~0.2s) delay before your weapon is fireable again. Feel free to wave at your victims when roof camping!
Fun fact: these gestures are all left-handed because they were initially meant to be used while holding the weapon at the same time (which is generally in the right hand), however we felt it limited our future options for gestures - clapping with one hand is tricky.
As we felt that the quality of the legacy gestures weren't up to scratch compared to these new animations, we've made the decision to remove support for playing the old gestures. You can however still bind these new gestures using the same commands/keybinds if you don't want to use the gesture wheel.
Poker Tables
We've added Poker Tables to Bandit Town this month, completing our casino barge overhaul that we started last month. You'll find a variety of tables supporting anywhere from two to six players.
Deposit at least 100 scrap to the storage at your seat to get started. Once you're in a game, use the button prompts on the right of the screen to play. Standard Texas Hold 'Em rules apply. Be sure to take your winnings at the end of your session!
While in a poker game you'll have access to a poker chat window for you to chat with your fellow players, and you can also use your mic.
Server Optimizations
We've made a variety of optimisations on the server to improve performance when lots of players are online:
Floating junkpiles will no longer process buoyancy if no players are nearby
Better balanced server load when lots of turrets are scanning for targets
Upgraded SQLite and removed lots of GC allocations in the connector code
Update Facepunch.Steamworks with buffer pooling for swnet (Steam Networking only)
Rewrite NetWrite to have less CPU overhead
Add caching to TechTreeData since it could cause short CPU spikes on the server
Got rid of some small GC allocations that happened every frame
Slot Machines
The Slot Machines we added to Bandit Town proved popular last month, but I wanted to make some changes to make it a more interesting experience. I've rebalanced the payout scale to have fewer possible rewards, but the chance of getting a proper payout (three matching symbols) should be much higher than before. The majority of scrap payed out last month was via the wildcard symbols which felt a bit unexciting.
I've also added a multiplier option, so you can increase your bet and multiply your winnings accordingly. You can change the multiplier on a machine when depositing your scrap. Be sure to check the spin cost before spinning on a new machine!
Unity 2019.4.22
We've upgraded from Unity 2019.4.4 to Unity 2019.4.22 this week. This release contains mostly fixes, but we've been waiting for some of those fixes for a long time and they've finally been backported to our LTS version. If you notice any sort of compatibility issues you didn't have before, definitely let us know.
Mac Improvements
Over a year ago, we filed a bug report regarding Unity's graphics jobs feature causing a crash on macOS after a few minutes of gameplay. This has finally been fixed and backported, so we re-enabled graphics jobs on macOS. This should greatly improve performance.
We also re-enabled incremental GC on macOS, which should reduce stalls from the garbage collector. We've had issues with this feature causing huge stalls in the past, which is the opposite of what it's supposed to do, so definitely contact us if you're playing on macOS and you notice any second-long stalls you didn't have before.
Hapis Update
We've tackled the Red Keycard shortage by making them available in all corners of the island again. In addition, we've added a marketplace and gambling den to the Compound.
Viewmodel Jitter Fix
The view model jitter is finally fixed. It's an issue that's as old as Rust itself (and no it wasn't on purpose). The reason that this happens is because of floating point precision, the further away from 0 you get, the less precise things get.
Pretty much every game that has View Models, probably has some kind of hack to support them. In the past we didn't really think it was worth using hacks to fix it. HDRP was supposed to allow us to fix this kind of issue, but since we aren't going to be switching to HDRP I decided to see if I could fix it with some not so new Unity features that I'm pretty sure wasn't available when we started Rust.
Improvements & Fixes Highlights
Disable Blood Option - Blood can now be disabled through the options menu
Player Hitbox Bug - Fixed projectiles fired at players joints not impacting
News Menu Update - News section now displays the full content of the blogs
Hostile Timer Reduced - Safezone hostile timer reduced from 30 minutes to 5
Heavy Armour Riding - Players can no longer mount horses with heavy armour equiped
L96 Skinnable - L96 skins coming this month
Team Member Mounting - Team members can now mount vehicles after purchased
Vehicles Reposessed - Vehicles are now reposessed after 5 minutes instead of 2
Revolver & SAP Recoil - Tightened up recoil response on revolver/sap including animations
HDRP Backport Beta
In May 2019 the team set out on a mammoth task to explore and switch Rust over to Unity's HDRP pipeline. HDRP boasted many visual fidelity improvements and new tech, best of all it was said HDRP was more optimized resulting in better performance. Switching and updating all our assets over to HDRP was months of work but we figured it would be worth it in the end. Long story short after months of work, testing and profiling we never saw the performance gains we expected from HDRP, in fact, it was worse. Faced with this dilemma we took the difficult and long overdue decision to halt all progress on HDRP and begin to backport all the updated assets back to the current pipeline.
After many more months we're now at a stage we feel the backport is approaching the final stages and ready for public testing and feedback. Wednesday, April 7th we'll be opening HDRP backport publically which will be available to play from the "Rust - Staging" client via Steam by opting into the "Aux01" beta branch.
The backport has updated nearly all of the world objects, rocks, foliage, trees and even many monuments have received some love.
Due to the nature of continued changes on the backport wipes will be frequent, we do not recommend regular play, at least until later into the month.
Mapmakers be aware a number of assets have been removed/updated which may have an impact on your existing designs.
If testing and feedback prove positive we'll be aiming to release the backport on Thursday, May 6th. We don't expect performance to be better than release but we also don't expect it to be worse.
Easter Event
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 an advantage via Egg Vision.
Have fun!
New Items
This year we've added a new workcart themed Rustigé Egg and a Bunny hat with wobbly ears and eyes.
In addition to this weeks skins, You can find these items available on the Item Store
Freight Transit Line
This month we've added an underground transit system, slot machines, a new round of Twitch drops and more improvements and fixes.
[previewyoutube="XG41f-llelM;full"]
Rail Network
You'll now find train entrances scattered across the world, typically you'll find entrances next to existing monuments. Upon the first inspection, they may not appear to be anything special but after venturing inside deep below the terrain, you'll now find a vast rail network with drivable workcarts.
When entering the train entrances you'll notice the huge spiral staircases penetrating deep into the terrain, central to the stairs you'll find a much quicker, but perhaps less safe elevator shaft.
Everything in Rust wants you dead, these tunnels are no exception. Upon reaching the bottom of the shafts you'll encounter some not so friendly tunnel dwellers. From this point forward you'll likely to encounter many more dwellers if you decide to continue exploring.
With risk comes reward, while the dwellers may be unwelcoming the loot they protect could well worth the risk.
After exploring the shafts and tunnels you'll finally be standing at the rail platform. On each platform, you'll encounter more dwellers but increasingly better loot.
At the end of each platform, you'll find a driveable workcart.
Consider this a first pass of a new dungeon system. Everything here is procedurally generated and we plan to add new track segments, bespoke entrances at each monument, puzzles, new NPCs, and eventually use this system to procedurally generate the cave network.
Workcarts
Each station of the Freight Transit Line will have two workcarts facing opposite directions. Running on Low Grade Fuel, these can be used to rapidly traverse the map. There are 6 throttle settings (3 forward and 3 reverse) and the vehicle will remain in operation even after you depart the cabin.
You may also encounter NPC barricades deep in the tunnel system. Be sure to slow down when approaching as hitting barricades or other work carts at high speeds will damage your workcart. Don't worry though, when a collision is imminent, a proximity alarm will sound and you can adjust the throttle accordingly. Barricades can be broken through without damage to your cart if approached at low speed.
If you encounter a track junction, you can use your left or right strafe key to choose which track to follow. Lastly, damage will slow the speed of a workcart and it can be repaired with a hammer for metal fragments.
Slot Machines
Test your luck with 3 new Slot Machines in the gambling room of Bandit Town. To operate the Slot Machine you need to mount it and then deposit Scrap to start betting.
Each bet is 10 Scrap and the payouts range anywhere from 3 to 6k Scrap. Be sure to grab your winnings and any unused betting Scrap before leaving. Good luck!
Server Browser
As I'm sure many people are aware, there are quite a few issues with the server browser. You will likely never be able to see every Rust server out there due to the how Steam implements this functionality, but it can be improved. I made a few internal changes to the server browser to improve discoverability of servers:
Empty servers are now hidden by default
Unless you're on the official, friends, history, or favorites tabs (they will always be shown here) Note: This means you will need to enable showing empty servers sometimes
The "Show Empty" filter will now apply filtering within Steam
This means when "Show Empty" is off you should see no empty servers and see more of them Toggling the "Show Empty" filter will force a refresh of the community and modded tabs
We also made the tags look less terrible. We're working towards a UI refresh for the server browser so the filtering will improve even more in the future. We're also always working on cleaning up the server list to remove servers that are spamming, advertising, or lying to try and get ahead.
Server Performance
Whilst looking through the server profiles recently, We noticed that certain entities were updating and sending data more than they needed to. Two of the biggest offenders were entities with buoyancy (boats) and horses. Now we try our best to not update them if there aren't any players around or they aren't in use.
Combining these fixes with some fixes that Jarryd made with entity flag networking, servers should handle more players a bit better both in terms of CPU and bandwidth usage.
Steam Family Share
Players abusing Steam family share to circumvent bans and other malicious behaviour is not uncommon, on February 17th we disable Steam family sharing for the foreseeable future.
We currently have no plans to re-enable Steam family share.
Improvments & Fixes Highlights
Healing 3rd Person Animations Bandage and syringe 3rd person animations when used on another player
Oilrig RF Frequency Fixed Oilrig RF constantly enabled
Smoother Horse Movement Smoother horse movement when traversing bumpy terrain
Mixing Table Box Due to popular demand you can now place a small box under the mixing table
Marketplace Flat Fee Marketplace now charges a flat fee for delivery instead of per quantity
Compound Monument Spawn The compound will no longer spawn in the arctic / snow biome
Puzzle Loot Reset All puzzle room loot is destroyed before respawning - no half looted boxs
Substation Radiation Radiation is now removed from all roadside subtations
Skin Picker Update Skin picker now places the last picked skin to the front of the queue after closing UI.
Twitch Drops
Starting from today till March 11th Twitch drops are enabled for Rust Twitch streamers. You can earn special and unique skins simply by watching your favourite Rust Twitch streamers.
We've teamed up with blooprint, Ricoy, Bnans, Willjum, deathwingua, Shroud, Swales, iRiskpvp, albin, r00t, Vice Versa Gaming and TwinkleCave to bring you special unique drops which can only be earned by watching their channels
Learn more at twitch.facepunch.com.
Change List
Added Rail Network
Added Rail Monument
Added Workcart
Added Slot Machines to Bandit Town
Thompson viewmodel - Fixed finger clipping on admire anim
Bow viewmodel - Fixed thumb clipping through glove meshes
Bow 3p - fix for incorrect arrow material, updated arrow model
Medical syringe viewmodel - Fixed floating elements during anims
Fixed sometimes not being able to throw Mace
Fixed missing downloadable workshop meshes for Jackhammer
Fixed bandage and syringe 3rd person animations not playing when using these items on another player
Fixed item spend notifications not appearing (while repairing, building and upgrading)
Fixed Dropbox deployment difficulty on stone walls
Fixed heavy helmet overlay covering chat UI
Fixed RFBroadcaster stackable
Fixed wind generator volume prevent building and deploy volume mismatches causing confusing behaviour
Fixed fridge excessively large prevent building volume
Vending machines at different heights will now group together on the map
Marketplace now charges a flat fee for delivery instead of per quantity
Improved server and network performance for Boats
Removed radiation from road side substations
Holding RF Transmitter no longer flags the player as hostile
Allow small box placement under mixing table
Stricter large swimming pool volumes
Reduced Gong crafting cost
Smoother horse movement when traversing bumpy terrain
All puzzle room loot is destroyed before respawning - no half looted boxs
Lunar New Year
Happy Lunar new year to everyone! To help everyone celebrate we have added some new and old items to the Steam item store.
First off, throughout the Lunar New Year celebration, everyone will be able to craft a set of throw-able firecrackers to make a racket. Traditionally set off to scare away evil spirits, many people would set them off when opening the front door before they went out. We somehow doubt these will scare off a dedicated door camper but you can try!
Server update is required to enable craftable firecrackers - experience on community servers may vary.
Ox Mask
To celebrate the year of the Ox we have created a beautiful Metal Ox Mask with jiggling tassles. Similar to last years Rat Mask, it replaces the wolf headdress.
The Ox mask can be purchased on the Rust item store.
New Year Items
In addition to this year's Ox mask, we’ve added items back from prior years sale to the item store, the Dragon Door Knocker, Gong, Fireworks Packs and the Chinese Lantern.
Also, Don't forget Rust is currently 33% off in the Steam Lunar New Year Sale until the 15th February, now is the perfect time to get your friends involved!
Softcore Update
This month we launch the Softcore Gamemode to soften the Rust experience for those that want it, a new automated drone delivery service for your vending needs, work on the Hapis revamp as well as the usual fixes and improvements.
Now catching disk I/O exceptions when e.g. trying to take a screenshot with a full hard drive
Death screen now displays death by poison correctly
Fixed water jug filling sound not using positional audio
Fixed items losing their skin when a stack is split (satchel charges)
Fixed instrument midi playback still working when wounded
Fixed not being able to buy/sell spacesuits in vending machines (is treated as a distinct item)
Fixed couch and chair dismount issues
Fixed deploying items on top of auto turrets
Fixed keylock floating
Fixed building plan conflicting phrases and inconsistencies
Fixed finger clipping on admire Thompson
Fixed thumb clipping through glove meshes with bow equipped
Fixed metal shopfront preventing construction placement in certain builds
Multiple anticheat improvements
Can now wield items while sitting on the sofa deployable
Improved padding and removed dead space when scrolling through skins (crafting/repair bench)
Skin picker will now sort by recently used
Stricter Vending machine placement
Can now deploy items inside deployable watch towers
Jackhammer skinnable
Returned blue barrel
Shotgun trap now has more accurate colliders
Wooden shopfront default BP
Reduced wooden shopfront cost
Lowered high end weapons drop rate from APC crate
Removed wooden shopfront from the loot table
Change lock position on tool cupboard to not clip with cupboard handle
Fixed being able to play instruments when wounded
Keylocks now auto-lock on deploy
Large wooden box can no longer be clipped into world layer
Monument loot container size reduced
Stricter shotgun trap placement
January Update
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 is a light blog and we are looking forward to the journey ahead in 2021!
We're happy to announce Twitch Drops are now enabled for all Rust Twitch streamers. You can earn special and unique skins simply by watching your favourite Rust Twitch streamers.
Additionally, we've teamed up with Auronplay, Jacksepticeye, lilypichu, ludwig, Myth, pokimane, shroud, Sykkuno and xQc to bring you special unique drops which can only be earned by watching their channels - Learn more by clicking the Link
Changelist
Fixed some clothing casting incorrect shadows
Fixed respawn icons not properly merging when creating a combined respawn icon
Fixed push to talk setting not being respected when talking on a phone (if this is enabled you need to hold your push to talk key to speak into a Telephone)
Fixed some non English characters in player names causing display issues in the inventory
Fixed being able to slide open the windows of a locked armoured cockpit module that's directly in front of a taxi module that a player is riding in
Sleeping bags that are too close to another sleeping bag will now be tinted orange while placing (also affects Beds and Beach Towels)
Fixed some incorrect sound effects on the Telephone
Voice audio transmitted through Telephones now has some audio filters applied
Car lock info tooltips wait a while before showing up again
SAM sites no longer target hot air balloons that aren't inflated
Reduced research cost of T2 engine parts
Reduced weather event chances - more clear skies
Allow players to boost voices from the options menu rather than needing to use the console
Disabled Xmas event and craftable item
Season's Beatings
From everyone at Facepunch, we'd like to wish you all a Merry Christmas and Happy Holidays! 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. We've also added wrapping paper allowing you to wrap up items as gifts to other players, perhaps sold in your vending machine...
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.
More details on the new items can be found on the link
[previewyoutube="Y0ZwJNCkXx8;full"]
Tech Tree Update
This month we have added the tech tree which will give you the choice of how you unlock your blueprints, this has also led to a huge update on item crafting recipes, tiers and the loot you will find in airdrops and heli/bradley crates.
For more details follow the link to veiw the blog post!
Changelist
Added Workbench Tech Tree
Fixed Stables safezone overlapping other monuments
Reduced Stables safezone slightly
Fixed top gap when placing vending machine inside a doorway
Fixed unable to plant next to Pumpkin in phases mature, fruiting and dying while planted in a planter
Fixed modular car chassis allowing repair with a hammer (had no useful effect, only modules should allow for repair)
Fixed some spacing issues on sleeping bag buttons on death screen
Fixed some issues with Skull Spike skins
Fixed gib issues on Skull Spikes and crate_basic
Fixed camera clipping on vm chainsaw when wearing jacket
Kayak Paddle model and animation update
AND Switch Stackable
Audio Alarm Stackable
Binoculars no longer require a workbench
Blocker Stackable
Boats and rideable horses now spawn procedurally again
Button Stackable
Can now pick up Kayak with hammer, loses 25% condition each time it's picked up
Chainlink Fence Stackable
Chair Stackable
Counter Stackable
Diving Fins can be recycled
Diving Mask can be recycled
Diving Tank can be recycled
Door Controller Stackable
Double shotgun now requires two pipes and an additional 25metal fragments
DropBox Stackable
Electric Fuse Stackable
Electric Heater Stackable
Electrical Branch Stackable
Elevator Stackable
Flasher Light Stackable
Floor grill Stackable
Floor triangle grill Stackable
Fluid Combiner Stackable
Fluid Splitter Stackable
Greatly reduced the amount of dehydration when consuming anti-radiation pills
Hazmat suit can now be repaired
Hazmat suit now uses condition
Hide Vest protection rebalance
Hide Vest reduced crafting cost
Holosight workbench Tier 2
Hoodie crafting cost reduced
Hoodie protection rebalance
Igniter Stackable
Increased Long Sword condition
Increased Mace condition
Increased Machete condition
Increased Prison Cell Gate health
Increased Prison Cell Wall health
Increased rocket launcher deploy delay
Increased Salvaged axe crafting time
Increased Salvaged Cleaver condition
Increased Salvaged Sword condition
Large medkit now provides small amount of instant health
Large Solar Panel Stackable
Laser Detector Stackable
Launch site floodlight towers now have radiation
Long sleeve T-Shirt protection rebalance
Memory Cell Stackable
Nail gun reload time now matches animation (reloads slightly quicker)
OR Switch Stackable
Paddle no longer requires a workbench to be crafted
Prison Cell Wall Stackable
RAND Switch Stackable
Reduced 8x weapon attachment crafting time
Reduced Advanced ore tea yield to 35%
Reduced AND Switch crafting cost
Reduced Assault Rifle crafting time
Reduced Audio Alarm crafting cost
Reduced Auto Turret crafting time
Reduced Bass crafting time
Reduced Beancan crafting time
Reduced bear rug crafting cost
Reduced Bed crafting time
Reduced Binoculars crafting cost
Reduced Blocker crafting cost
Reduced Bolt Action Rifle crafting time
Reduced Bone armour crafting cost
Reduced Bone Armor crafting time
Reduced Bone Helmet crafting cost
Reduced Bone Helmet crafting time
Reduced Bucket Helmet crafting time
Reduced building planner crafting time
Reduced Burlap Gloves crafting time
Reduced Burlap Headwrap crafting time
Reduced Burlap Shirt crafting time
Reduced Burlap Shoes crafting time
Reduced Burlap Trousers crafting time
Reduced Button crafting cost
Reduced Clatter Helmet crafting time
Reduced Coffee Can Helmet crafting time
Reduced Computer Station crafting cost
Reduced Counter crafting cost
Reduced Cowbell crafting time
Reduced Custom SMG crafting time
Reduced Door Controller crafting cost
Reduced double armoured door crafting cost
Reduced Double Barrel Shotgun crafting time
Reduced double metal door crafting cost
Reduced Double Sign Post crafting cost
Reduced Double wooden door crafting cost
Reduced Electrical Branch crafting cost
Reduced Elevator crafting cost
Reduced F1 Grenade crafting time
Reduced Flame Thrower crafting time
Reduced Flame turret crafting time
Reduced Flame turret crafting time
Reduced Flasher Light crafting cost
Reduced Fluid Combiner crafting cost
Reduced Fluid Splitter crafting cost
Reduced Fluid Switch & Pump crafting cost
Reduced Flute crafting time
Reduced Gate external high stone crafting time
Reduced Gate external high wood-crafting time
Reduced Guitar crafting time
Reduced gunpowder crafting cost of landmine
Reduced HBHF Sensor crafting cost
Reduced HE grenade radius and damage
Reduced Heavy Plate Helmet crafting time
Reduced Heavy Plate Jacket crafting time
Reduced Heavy Plate Pants crafting time
Reduced Hide Vest crafting cost
Reduced Hitch and Trough crafting cost
Reduced Hitch and Trough crafting time
Reduced Holo sight attachment crafting time
Reduced Hoodie crafting cost
Reduced Hose Tool crafting cost
Reduced Huge Wooden Sign crafting time
Reduced Icepick crafting time
Reduced Igniter crafting cost
Reduced Incendiary 5.56 rifle ammo crafting time
Reduced Incendiary Pistol Bullet crafting time
Reduced Jerry Can Guitar crafting time
Reduced Kayak crafting cost
Reduced Key lock crafting cost
Reduced Key lock crafting time
Reduced Landmine crafting time
Reduced Landscape Photo Frame crafting time
Reduced Landscape Picture Frame crafting time
Reduced Lantern crafting time
Reduced Large Banner Hanging crafting time
Reduced Large Banner on pole crafting time
Reduced Large Furnace crafting time
Reduced Large furnace crafting time
Reduced Large medkit crafting cost
Reduced Large medkit crafting time
Reduced Large Photo Frame crafting time
Reduced Large Rechargeable Battery crafting cost
Reduced Large Solar Panel crafting cost
Reduced Large Wooden Sign crafting time
Reduced Large wooden storage box crafting time
Reduced Laser Detector crafting cost
Reduced Laser sight attachment crafting time
Reduced Longsword crafting cost
Reduced Longsword crafting time
Reduced Mace crafting time
Reduced Medical Syringe crafting time
Reduced Medium Rechargeable Battery crafting cost
Reduced Medium Wooden Sign crafting time
Reduced Memory Cell crafting cost
Reduced Metal Chest Plate crafting time
Reduced Metal Facemask crafting time
Reduced metal Pickaxe crafting time
Reduced MP5 crafting time
Reduced Muzzle booster attachment crafting time
Reduced Muzzle break attachment crafting time
Reduced Oil Refinery crafting time
Reduced One Sided Town Sign Post crafting time
Reduced OR Switch crafting cost
Reduced Portrait Photo Frame crafting time
Reduced Portrait Picture Frame crafting time
Reduced Powered Water Purifier crafting cost
Reduced Prison Cell Gate crafting time
Reduced Prison Cell Wall crafting time
Reduced Prison Cell Wall reduced crafting cost
Reduced Prison Gate reduced crafting cost
Reduced Pump Shotgun crafting time
Reduced Pure ore tea yield to 50%
Reduced Python Revolver crafting time
Reduced RAND Switch crafting cost
Reduced reinforced glass window health (350)
Reduced Repair Bench crafting time
Reduced Research Table crafting cost
Reduced Research Table crafting time
Reduced Revolver crafting time
Reduced RF Broadcaster crafting cost
Reduced RF Pager crafting cost
Reduced Riot Helmet crafting time
Reduced Road sign jacket crafting cost
Reduced Road sign jacket crafting time
Reduced Road sign kilt crafting cost
Reduced Road sign kilt crafting time
Reduced Root Combiner crafting cost
Reduced Salvaged Cleaver crafting time
Reduced Salvaged Sword crafting time
Reduced Satchel crafting time
Reduced Search light crafting time
Reduced Sign Hanging crafting time
Reduced Silencer attachment crafting time
Reduced Simple sight attachment crafting time
Reduced Siren Light crafting cost
Reduced small furnace crafting time
Reduced Small Generator crafting cost
Reduced Small Rechargeable Battery crafting cost
Reduced Small Wooden Sign crafting time
Reduced Spinning Wheel crafting time
Reduced Splitter crafting cost
Reduced Sprinkler crafting cost
Reduced Stash crafting time
Reduced Stone spear crafting time
Reduced Stone Stone spear crafting cost
Reduced Stone tools craft time
Reduced Switch crafting cost
Reduced Tall Picture Frame crafting time
Reduced Tambourine crafting time
Reduced Tank Top crafting time
Reduced Tesla Coil crafting cost
Reduced Thompson crafting time
Reduced Tier 1 Workbench crafting time
Reduced Tier 2 Workbench crafting time
Reduced Tool Cupboard crafting time
Reduced Trumpet crafting time
Reduced Tuba crafting time
Reduced Tuba crafting time
Reduced Wall external high stone crafting time
Reduced Wall external high wood crafting time
Reduced Watchtower crafting cost
Reduced Watchtower crafting time
Reduced Water Barrel crafting time
Reduced Water catcher large crafting time
Reduced Water catcher small crafting time
Reduced Water pipe shotgun crafting cost
Reduced Water Pump crafting cost
Reduced Wind Turbine crafting cost
Reduced Wire Tool crafting cost
Reduced Wood Armor Pants crafting time
Reduced Wood Chestplate crafting time
Reduced Wood Storage Box crafting time
Reduced Wooden floor spikes crafting time
Reduced XL Picture Frame crafting time
Reduced XOR Switch crafting cost
Reduced XXL Picture Frame crafting time
Reinforced Glass Window renamed to Strengthened Glass window
Reinforced window bars health reduced (500)
Reinforced window bars now have glass
Reinforced window bars renamed to Reinforced Glass Window
Relaxed rug placement to allow deployment on ceilings again
Ripe potato plants yield more potatoes
Root Combiner Stackable
Scarecrow Stackable
Secret Lab Chair Stackable
Shirt collared requires cloth instead of leather
Shirt protection rebalance
Siren Light Stackable
Small oil refinery now uses similar deployment behaviour as the Large furnace
Small Stash Stackable
Smart Alarm Stackable
Smart Switch Stackable
Smoke grenade craftable and researchable (T2)
Smoke grenade now stacks to 3
Snap Trap Stackable
Snowman Stackable
Splitter Stackable
Sprinkler Stackable
Survival Fish Trap Stackable
Switch Stackable
T-shirt protection rebalance
Tank Top no longer requires workbench
Tank Top now requires cloth instead of leather
Tank Top protection rebalance
Tesla Coil Stackable
Timer Stackable
Wetsuit can be recycled
Wooden barricade cover no longer requires workbench
XOR Switch Stackable
Can now use Delete or Backspace in Code Lock UI
Planters will now slowly fill up with water when exposed to rain
Can now equip sunglasses with more face and head attire (including moustaches)
Added Phone Booths to Harbor, Supermarkets and Gas Stations
Added maxconnectionsperip server convar to limit the number of connections from the same IP (default=5)
Added build_terraincheck server convar to protect against exploits to build inside terrain (default=true)
Monument markers fall back to root game object name when phrase is not set
Added assets/bundled/prefabs/modding/monument_marker.prefab for custom map monument markers (displayed name is taken from the PrefabData "category" string)
Added support for maxreceivetime to Steam Networking (client perf)
Fixed async disconnect callback race condition in Steam Networking (could result in corrupt connection)
Optimized Steam Networking packet processing server overhead
Metal Embrasures now Workbench level 2
Glass Window now Workbench level 2
Garage door now Workbench level 2
RF Detonator now Workbench level 2
Rand Switch now Workbench level 2
Memory Cell now Workbench level 2
Laser Detector now Workbench level 2
Storage Monitor now Workbench level 2
Smart Switch now Workbench level 2
Smart Alarm now Workbench level 2
Tesla coil now Workbench level 2
Advanced Horse Shoes now Workbench level 2
Roadsign Horse armour now Workbench level 2
High External Gate now Workbench level 2
Saddle price reduced to 75 scrap
Boat cost reduced to 125 scrap
Rhib cost reduced to 300 scrap
Revamped Air supply crate
Updated APC event crate
Updated Attack helicopter event crate
Chainsaw never takes more than 3 attempts to start