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  1. 12:00am EST - Another week for Rust development and we're seeing improvements to the new compass, Hapis puzzle progress, the launch of Rust World SDK, and a new type of boat entering the game! Our update preview stream goes live at 3pm EST. Follow @Rustafied for news throughtout the day. Let's get into it... Rigid-hulled inflatable boat addedThe newest form of water transportation in Rust has made its way onto staging. Rigid-hulled inflatable boats can now be spawned using the ‘spawn rhib’ command. At the moment, this is a rough implementation. That means boats are not spawning on their own around the map and there is no functionality for fuel consumption yet. That said, we do know some specifics. First, the boat seats a total of six people (one driver, four behind him, and one upfront). There’s also a small wood storage crate out front which holds space for 12 items. I’d say it’s a safe bet that we will see this fully implemented in game for the next forced wipe on July 5th. Expect more functionality and details coming to light over the next two weeks. Compass improvementsAfter adding the initial compass functionality last week, Helk has improved on it over the past few days. Along with adding the ability to toggle the compass hud view on and off in the escape menu, he’s added the ability to have it be toggled on and off with a shortcut key ('c' by default). Players will now be able to choose whether the hotkey only displays the compass while holding it down or they can select to have clicking the 'c' key just toggle the compass on and off. Hapis puzzlesAlistair has continued his work on adding monument puzzles to the Hapis Island map. Although we have no visuals on this yet, we can expect similar puzzles to those on procedural maps come the next forced wipe. Rust World SDK releasedExciting news in the realm of custom maps, the Rust World SDK has officially been released on github. Although it doesn’t come with any map editing tools, it is expected that members of the community will soon create map editors utilizing this SDK. As always, we will keep you posted on further developments. Paddle progressThe Rigid-hulled inflatable boats don't appear to be the only new watercraft coming to Rust. We’re also seeing a lot of work on title hold types, in preparation for a canoe and paddle. Although neither of these are in game yet, it does appear they soon will be. Bandit town progressDamian continues his work on the newest monument, Bandit town. This week he's done various tweaks and optimizations along with working on the cabins and tree's for this new swampy monument. I reached out to him for some teaser shots and will post them if he sends any. Other stuffBBQ exploit fixSmall refinery can no longer be fully submerge underwaterFix Junkpile Scientists not registering with Junkpiles properly.
  2. Rustafied

    Compass on the horizon

    12:00am EST - Another week in Rust development and we're seeing some interesting things coming. Along with several new models and items, a fresh feature to the HUD has hit staging. Our update preview stream will go live at 3pm EST. Follow @Rustafied for news throughout the day. Let's get into it... HUD CompassHelk is experimenting with a HUD based compass. Similar to Fortnite, it shows up on the top center of the screen and points at your current heading (North, South, East, West, and degrees in between). This is not a craftable, rather, it’s a new addition to the in game GUI (like the map). I asked Helk if he was thinking of tying it to an item you have to carry. He said, ‘Horse shit’ - so yeah, I don’t think it’s going to be part of an item any time soon. From a community perspective, this compass has received mixed reviews. Some are very happy at the idea of callouts being much easier (I.E. There’s a naked by the tree around 280). Others worry this is just another thing which breaks immersion and caters to large groups. Although I agree this will come much more in handy when you are in a group as opposed to solo (unless you like to call out specific locations to yourself), I don’t really think any benefit provided is anything to get worked up about. With regards to immersion, I agree, and think it’d be nice to have the option turn it off while leaving the rest of the HUD on. This is why I think having this be a crafted item would be a nice compromise. If you don’t want it, don’t craft it. And, for groups to gain from it, they have to make sure they are all equipped with one. As with all new things added to staging, nothing is set in stone. We’ll keep you posted as this new functionality progresses. Puzzles polish (and Hapis)Vince has resolved some issues with the new puzzles on a separate branch. Along with shifting some positions of barricades, he’s fixed a rooftop exploit at the trainyard. I’d expect some more tweaks and fixes to these in preparation for the next monthly update. Also with puzzles, Alistair has started adding them to the monuments around Hapis. As with the polishing, we’re not going to see any of this launch till July 5th at the earliest. New stone world modelAlistair has slipped in a new world model for stones (see above). New C4 modelSpeaking of new models, a fresh look for C4 is on its way in. Although it’s not on staging yet, you can see a sneak peek here. Jackhammer progressTom has made some great progress on the upcoming Jackhammer item. Like the Chainsaw is to trees, the Jackhammer will allow people to gather ore much quicker than ever before. No word on an exact launch date of this new item, but I wouldn’t be surprised if we see it in the July 5th update. See more here. Custom map progressAndre continues his work on custom mapping. As he mentioned in the devblog last week, this will open up a ton of new possibilities for modders, server owners, and players. This week it appears he’s mainly focused on some refactoring in preparation for the world SDK. Although we can’t quite create and load custom maps yet, it seems that functionality isn’t too far off! Puzzle guidesIn the wake of puzzles being added to monuments last week, we have released some new guides which run you through how to solve them. So far the Green and Blue guides are live and the Red guide will be live later today. Green Puzzle Solutions Blue Puzzle Solutions Note: Red Puzzle Solutions will be live later today but here's a Google Doc in the mean time.
  3. Rustafied

    One week to go!

    12:15am EST - With just 7 days before the forced blueprint and map wipe, we’ve got some exciting things on the horizon! Our update preview stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. Monument puzzlesHelk and Vince continue their work on the largest upcoming shift to gameplay: Monument puzzles. With an expected debut at the update next Thursday, this shift to monuments will add an extra level of complexity to loot gathering. Instead of utilizing your parkour skills (and just pure luck) when finding that sweet swag around the map, you’ll now have to accomplish new criteria to gather that highest tier loot. With a mix of kinetic wheels, blast doors, switches, electrical boxes, fuse boxes, and more, these new puzzles not only increase the dynamism of gathering loot, they lay the foundation of electricity for the game. Still on a separate branch, monument puzzles will surely be a highlight for big update next week. Check back earlier in the week (once the branch is merged to staging) for a full write up on what to expect. In the mean time, here's a teaser picture Helk sent me of some of the new puzzle pieces... Updated Diving GearTaylor has done an update on some of the diving suit model art. With a more refined approach to the diving tank, mask, and fins, he’s provided aquatic-seeking Newman's with a fresh look. As always, pictures speak louder than words, so here’s some eye candy: New peeks at Bandit TownSpeaking of eye candy, Damian sent me a couple fresh shots of the newest work-in-progress monument, Bandit Town. As discussed last week, this new point of interest stands to be the antithesis of the Compound monument (or Outpost) - instead of catering to the PvE players, Bandit town will appeal to the assholes (Helks words, not mine). It may also usher in some new game dynamics such as faction ratings and other experiments. As with many good things, we’ll have to wait to see this in the wild. Bandit town is not expected to go live with this next update. That said, I’d be surprised if it doesn’t make its way into staging sometime in June for its debut early July. As always, we’ll keep you posted - oh, and here’s those new shots from Damian. Canoe and oarA new form of water transportation is in the works. No visuals or definitive timeline in place yet, but know that another form of water transportation will be here before you know it. Procgen nativeAndre is working on some shifts to procedural map generation in anticipation of the next forced map wipe. As he told me just before, "it's all a secret for now". Stay tuned as we get closer to the wipe for more info. AI ImprovementsPal has been doing a bunch of work on improving various elements with AI (both NPC and animal) this week. Along with starting work on NPC’s taking note of interesting throw objects such as flares, he’s started a new branch which addresses various optimizations with navmesh - the foundation of how NPC’s and animals navigate the terrain of Rust.