Category: Patch

Perms, Clans, Goods

Perms, Clans, Goods

I’ve got some updates for you Bumfuzzlers! We’ve got talk about Rust patches, signals, airdrops, stacking items, smoke rockets, the SuperHeli and more! Read on!

Signal Cooldown (Modtopia)

Unfortunately it appears the supply signal cooldown was causing smoke grenades to convert into supply signals! We can’t have that 🙂 so I’ve disabled the cooldown for now. Santa will know how many of you took advantage of that one! 🙂 For now, enjoy spamming supply signals and smoke grenades to your heart’s content!

Thanks to Rumguzzler for reporting the issue and for Kreeperlink helping me duplicate it!

Stacking Items (Modtopia)

I noticed, when testing the smoke grenade and supply signal situation, that some items weren’t stacking properly. For instance, smoke grenades only stacked to 2 and the latest Halloween items didn’t stack at all. I went through the items and adjusted stacking numbers to what they should be.

  • Now stacks to 256
    • Smoke Grenades
    • SAM Rockets
    • New Burlap Gloves
    • Coffin Storage Boxes
    • Cauldron
    • Diving Fins
    • Diving Mask
    • Diving Tank
    • Diving Wetsuit
    • Fishingrod Handmade
    • Fogmachine
    • Geiger.counter
    • Gravestone
    • Halloween Lootbag
    • Hazmatsuit Scientist Peacekeeper
    • Knife Butcher
    • Large Candles
    • Leather Gloves
    • Roadsign Gloves
    • SAM Site
    • Scarecrow Head
    • Small Candles
    • Spiderweb
    • Spooky Speaker
    • Strobelight
    • Tactical Gloves
    • Wall Graveyard Fence
    • Watchtower
    • Weapon Mod 8x Scope
    • Wooden Cross
  • Now stacks to 100,000
    • Paper
    • Glue
    • Sticks
    • Blood
    • Salt
    • Bleach
    • Duct Tape
    • Battery

Skull Money (Modtopia)

Originally, you’d get some cash for crushing an opponent’s skull, but some people who will remain nameless lol! It wasn’t supposed to allow fellow clan members or friends to collect the blood money! Due to that, it’s now disabled until there’s a fix. Don’t worry though. Humiliation is still in place!

Sign Images (Modtopia)

There was an issue placing images using sign artist (/sil) on to XXL signs. That’s now been resolved so you should have no issues decorating your base with your favorite memes!

Thanks Doc and Rumguzzler for the feedback!

P.S. – There may be an issue where signs don’t keep their images after a restart. I’m trying to find time to research it further. Special thanks to Doc for helping me test this.

Airdrop Loot (Modtopia)

The airdrops were slightly OP with loot and if you consider that subscribers have been getting 5 airdrops every so often plus airdrops for voting airdrops, it needed a slight nerfing. I’ve left all of the good items in there, but simply added more items to dilute them. This means more randomization and hopefully a bit more fun in finding a good item. It shouldn’t be that difficult as there are still good items in there.

Also, I’ve lessened the subscriber airdrops from 5 to 3. This means you can get your hands on up to 5 airdrops every 48 hours between subscribing and voting. That’s still pretty darn good.

It may take a slight nerf again, but we’ll see. Obviously we all want the loot to be good, but just not over the top.

Thanks to Kreeperlink for your feedback!

Calling SuperHeli (Modtopia)

First of all, why would you call the SuperHeli? 🙂 Regardless of your reasons, when you hit level 17 (/loyalty) you can call the SuperHeli. However, as you level up, cooldowns are supposed to go down and the amount of times you can call the SuperHeli (/callheli) is supposed to go up. Unfortunately that wasn’t happening. Now it will.

Thanks to JoePerry for the heads up!

P.S. – Be careful if you call the SuperHeli either through /callheli or the store (/s). If there is a SuperHeli already up, it may cause the copter you called to be destroyed. There’s a limit imposed on the number of SuperHelis that can exist at one time for obvious reasons. Imagine there were 3 up at a time? Yeesh!

Teleportation (Modtopia)

Similar to the calling of the SuperHeli, there were some missed permissions on teleportation (/tp). Players at certain levels may have been getting the default teleport settings for cooldowns and countdowns when they should have been getting a reduction in time as their levels went up. This should now be resolved.

Thanks JoePerry for the heads up on this one!

Server Patch

There were a number of exploits with the hot air balloon and some other bugs so Facepunch was nice enough to release a server & client patch on Monday. Here’s a list of the various fixes as per Facepunch. It’s not extremely descriptive, but if you were following the various exploits and issues it might make more sense.

  • Fixed footIK mess when crouching
  • Fixed Hot Air Balloon exploit
  • Skin bundle update
  • Fixed lodding issues on rowboat
  • Fixed another Hot Air Balloon exploit
  • Fixed boats clipping in front of cargoship
  • Fixed triggerhurtnotchild warning

Btw, I saw today that Facepunch was doing some work on electricity. It’ll be interesting to see players have to first cut off a base’s electric before going in for the raid.

Clans

Lately, there’s been some talk about clans and their size and while clans are important to the game, I happen to agree some limits might be a good idea. Large clans can overpower a server, create an unsavory environment for solo/duo players and scare new players away from the server. Due to this, I’ve lowered the limit for clan members from the default of 8 to 3.

There’s a good chance I’ll raise the limit in the future, but for now let’s see how this goes. I feel clan member limits should be based on average population of the server. If there’s an average of 10 people on the server at any given time, clan size should be limited to duos or trios. If it’s 25, it can be upped to quads and if it’s 100, we can allow for 8.

Some of the other settings:

  • Alliance Limit: 1
  • Member Limit: 3
  • Moderator Limit: 1
  • Ally Friendly Fire Option: Off

Thanks to everyone for participating in the Discord discussion. I’m sure it’ll be an ongoing topic.

P.S. – I also configured clans to purge the inactive clans after 60 days of inactivity.

Selling Smokes (Modtopia)

Smoke rockets have two modes – locked-on = lots of damage, not locked on = not so much damage. When locked on they do about 20 times more damage and because of that, and the perk of locking on, I’ve gone ahead and lowered the quantity in the store to 1 and raised the cost to 2.

Also, it appears the blueprint for the smoke rocket will actually seem to work, but the crafting menu doesn’t show it there so you can’t actually craft it. Due to that, I’ve removed the blueprint from the store and credited back money to anyone who purchased it.

At the same time, keep in mind you can use /craft.lockon to create lock-on rockets. It’ll require 1 regular rocket and 1 tech part which seems fair.

Thanks to Kreeperlink and Doc for the feedback!

Loot & Resources (Modtopia)

Modtopia used to be set to a 1 week wipe cycle, so in some situations, the loot is still reflecting a shorter life cycle.  Both loot and resources are probably a little higher than they need to be for a 1 month wipe cycle and it’ll take a little bit of time to get it right.

The more feedback I get from you Bumfuzzlers the faster it’ll go. Maybe by next wipe, the server will be tweaked just in time for the North Pole to come to Modtopia. Yes, Santa is coming soon so you better be good for goodness sake! 🙂

Thanks to all the Bumfuzzlers who provided feedback. It’s so critical to ensuring the server is configured properly and the various aspects of the configuration work properly. Let me know what you think about the changes. Nothing is set in stone! Please keep it up and have fun!

 

Kits, Nights, Zambies

Kits, Nights, Zambies

Whew! This last week has been rough! The patch and my host have been giving us all agita! Unfortunately, much of the graphical parts of the server have been having issues and in many cases I’m hamstrung by my host who has been dragging their arses on the issue that is clearly theirs. At the same time, hey, it’s Rust. We keep moving Bumfuzzlers! We fight through the stupid issues and keep it going. Aside from the various issues, I did make some changes to the server that should improve gameplay so let’s talk!

AI Changes

I get lots of complaints that NPCs shoot through rocks across 100’s of meters and so on. This isn’t anything I can fix as it’s a Facepunch issue left over from the days where animals ran through rocks. Who knows when they’ll fix it.

  • I’ve disabled the monument NPCs for now.
  • I’ve increased the zambie horde quite a bit. Now, there is a max of 50 zambie hordes, each starting with 3 zambies each. They have the ability to grow up to 10 zambies per horde.
  • I’ve disabled the blue scientists. I personally found them annoying and mostly useless. They don’t offer much challenge, they’re all over the place and they’re predictable. You know they’re at certain monuments and at junk piles, etc. I’d rather have a much more dynamic situation.

There’s one thing I’m concerned about that you’ll have to give me feedback about. The zambies are set to kill animals right now. I have it that way because it seems more realistic, but I fear this will create fisherman out of all of you lol If they kill too many animals, there won’t be much animal meat, fat or leather around. This could cause issues.

Also, in the future, if the zambies work well, I may still enable a few NPCs here and there who don’t ‘belong’ anywhere, but simply wander around. Chances are however, because I’ve configured NPCs to shoot at zambies and vice versa, they’ll be killed by zambies due to sheer numbers, but it may create a more interesting environment.

Recyler

As you know a few weeks back I changed the /rec command to allow you to craft a recycler instead of being able to use a virtual recycler. This is only available for players who have reached level 18 – 3,500 loyalty points – (/loyalty). So that some players, at lower levels might get lucky, I’ve put the recycler into the loot tables so everyone has a 14% chance of finding a recycler in boxes. It’s certainly nice to have!

Loyalty Surprise

By default when you reach a new level, an explosion sound would play. It was a great idea that didn’t turn out the way I planned since it surprises the crap out of players and may alert other players you’re near. It was originally only intended to play for the player themselves, but that seems impossible based on how sound works in Rust.

Anyways, I’ve disabled that sound. Thanks JoeKillera for the heads up!

Plane Crash

I don’t know why, but that dang plane keeps crashing into mountains and I keep raising the height of it! I’ve gone ahead and raised the height again, but it seems to defeat the purpose since the plane is meant to be a low flying plane! Well, I have to ensure it doesn’t crash since MrNiceGuy will be scooping up all the loot like he was doing last night! Thanks MrNiceGuy for the heads up 🙂

Kit Menu

Due to image related issues on the server, the kit menu (/kit) doesn’t work. I have however gotten the command line to work fine. This means you’ll have to go old school in order to get the kits instead by typing /kit <name>. You should also be able to type /kit list to see a list of kits available, but it might be long preventing you from seeing them all.

For your convenience, here’s a list of all the kits.

  • build
  • aid
  • tools
  • weapons
  • signal
  • trumpborderagent
  • trumpbuildwall
  • hillaryjailbreak
  • hillarymailserver
  • subscriber
  • vip_m249
  • pc_murderer
  • pc_sniper
  • pc_swordsman
  • pc_fighter
  • pc_gunslinger
  • pc_deadshot
  • pc_archer
  • pc_assassin
  • pc_rocketeer
  • pc_handyman
  • pc_architect
  • pc_lumberjack
  • pc_farmer
  • pc_miner
  • pc_gunsmith
  • pc_hunter
  • pc_tailor
  • pc_bombtech
  • pc_adventurer
  • pc_medic
  • pc_apckiller
  • pc_npckiller
  • pc_helikiller

The kits starting with pc_ are related to the Player Challenges (/pc) so if you’re not leading you won’t have permissions to them. Hopefully this will hold us over until the issue is resolved.

Skip Night

Sorry guys, but unfortunately for now the Skip Night plugin doesn’t work. I’m not sure if it’s entirely due to the same image related issue as kits (the voting menu has images in it), but I can say during testing it flat out crashed the server so I’m not bothering with it for now.

I’m going to try to create a workaround using the store (/s) where players can buy the option to skip night, but that will take me a few days.

In-Game Store

The In-Game Store does in fact work (/s), but unfortunately there won’t be any images. This is again due to the image related issue. So it should work as you expect. It just won’t look at pretty.

Skin Shop

Unfortunately, the skin store (/skin shop) is also a casualty on both Modtopia and Vanillatopia. Yes, the image related issue. You can expect other items like the startup graphical menu (/ui) also not to work.

Server Issues

Overall, considering the amount of plugins we have on the servers, it could be worse. I was able to get much of the plugins going again including the map. However, the image related issues are out of my control at this point.

The issue was triggered by the patch, but it seems to be some combination with the patch and my host – who says they’re working on it, but I fear they have no clue. I have been shopping around for another host, but that’s not a comfortable process to undertake so I’m trying to be patient.

I’m considering a full wipe tonight (entirely reinstalling everything) to see if that helps, but I’m not very optimistic as I believe it’s a connectivity issue at the server level. Others who are having these same issues say they tried a full wipe so I might not bother.

Wipe

Tonight Modtopia is a wipe so the world starts a new! It might not happen until later in the evening since I have to be somewhere around 9pm EST and I’m not sure how long it’ll take. Regardless, this time around it’ll be interesting how things go with the zambies! Be careful out there Bumfuzzlers!

 

Triangles, Buoyancy, Chinook

Triangles, Buoyancy, Chinook

Big update this past Thursday! Got lots of new toys for all you Bumfuzzlers! We’ve got everything from motor boats, to a new Chinook event, to triangle walls and more! Here’s a quick overview of what’s new in Rust!

Motor Boats

They call them row boats, but that doesn’t make any Bumfuzzler sense to me. They have an outboard motor and speed around in the water! Ain’t no oars in sight! lol

You’ll find somewhere around 48 spawned around the map. Make sure you fuel them up, push them into reasonably deep water and sit in the seat closest to the motor. Oh! And make sure to start the engine!

Check them out! And don’t forget, with the fishing plugin we have on Modtopia you can use /castfishingpole to fish 🙂

Also, now that you can skip around on your new high speed aquatic vehicle, you can get to the loot piles out in the ocean!

Buoyancy

As they were working with making boats float, it appears making bodies float was just as easy so now… bodies float! 🙂 It’s a good addition for those of us who enjoy realism.

Chinook Event

This thing rocks! 🙂 It’s filled with scientists, flying bullets and special cargo!

The cargo has a special lock on it that will take some time to open so you’ll have to defend it against other players. It’s said damaging the laptop will simply slow it down so best not to do that!

Water Impacts

Now bullets have the proper reaction when shot into the water. It looks really nice!

The Forest

The foliage is looking quite awesome with the changes!

 

New Map

Personally, I love using LustyMap (key m or /map – only available on Modtopia) but the game map has gotten some great improvements! There’s so much more detail now and you can really see the topography of the land. I do wish you could fully zoom out, but it’s still nice. It shows the crate for the Chinook event real clearly on the map. I’m expecting an update to LustyMap to do the same.

Triangular Walls

Now more weird looking roofs now that we have triangle walls. I wonder what else people will use them for?!? Guess we’ll have to see 🙂

Tons of Balances

Here’s a quick list of some of the changes:

  • The AK47 now has increased recoil and a slightly more complicated recoil pattern during the initial burst.
  • The AK47 now has less accurate firing from the hip due to an increased aimcone value for hipfire.
  • Semi Automatic Pistol now has a HQM cost of 4 (was 8)
  • Semi Automatic Rifle now has a HQM cost of 4 (was 0)
  • All SMGs cost half the HQM they used to (including mp5)
  • Heavy Plate Armor pieces are half price
  • T-Shirt costs 20 scrap to research (was 75)
  • Longsleeve shirt costs 20 scrap to research (was 75)
  • Longsword crafting cost was halved
  • Hide armor leather costs halved
  • Bolt action rifle cost reduced significantly
  • BAR more damage
  • Heavy Plate less nerf
  • Shirt/longshirt more radiation protection
  • HV rockets deal 1/4 rocket damage
  • HV Rockets cost 1/4 what basic rockets cost
  • Rocket launcher cost reduced

Enjoy Bumfuzzlers! Lots of great things in this patch and a lot of great things coming! Below I’ve highlighted the major changes (IMO)

Devblog 199 April 05 2018

  • NEW Added Powered rowboat vehicle
  • NEW Added Chinook Event
  • NEW Multiple seats in vehicles
  • NEW Added lakeside forests
  • NEW Added Birch, Oak and Beech trees
  • NEW Added projectile pooling (gunfight performance)
  • NEW Bullets now impact water
  • NEW Added server asset warmup (performance hiccups)
  • NEW New client side entity parenting (performance, vehicle support)
  • NEW Added triangular conditional wall models
  • NEW Junkpile Scientists
  • NEW Hapis – Added Junkyard monument
  • NEW Hapis – Added Outpost B3 small monument
  • NEW Hapis – Added sewer branch monument
  • NEW Hapis – Added Collapsed Tunnel small monument
  • NEW Hapis – Mining outpost
  • NEW Added vehicle spawns to Savas KOTH
  • NEW Added horse meat (needs icons)
  • NEW vehicle_flipy and vehicle_sensitivity convars (unused)
  • NEW Hair Cap system
  • NEW Head and Facial hair styles
  • NEW Player Corpses float on water
  • NEW Variable wind animation
  • NEW Added floating offshore junkpiles
  • UPDATED Updated ingame map to be more detailed
  • UPDATED Map coords swapped so that the letter is horizontal
  • UPDATED Eye Adaptation and LUTs updated
  • UPDATED Tweaks to dynamic grass and terrain splat colours to align
  • UPDATED Re-added display of decals on static furnace, mining quarry, pumpjack & small refinery
  • UPDATED Changes to ocean and river reflectivity to be more physically accurate
  • UPDATED Caves Spikes Trap nerfed
  • UPDATED Major network interpolation & extrapolation improvements
  • UPDATED Updated EAC
  • UPDATED Stripped server schema refresh (performance hiccups)
  • UPDATED Significantly improved shading on new foliage
  • UPDATED Increased overall forest sizes
  • UPDATED Big mix pass over most of the sounds in game
  • UPDATED Spawning scientists are invulnerable until activated
  • UPDATED Scientist reaction time goes up when they get hit
  • UPDATED Hapis – Updated Site A and B tunnels
  • UPDATED Hapis – 8 new cave and tunnels
  • UPDATED Hapis – updated roads
  • UPDATED Hapis – Updated site b tunnels to have radiation
  • UPDATED Updated Savas KOTH loot table with all recently added items
  • UPDATED AK47 has more hip aimcone
  • UPDATED Water reflections
  • UPDATED Temporal anti-aliasing
  • UPDATED Pubic, Armpit and Eyebrow hair
  • UPDATED AK47 has more difficult recoil
  • UPDATED Added 4 HQM to SAR cost
  • UPDATED Removed most Junk from Airdrops + Elite Crates
  • UPDATED TShirt/LongShirt additional radiation protection
  • UPDATED Reduced SAP HQM cost by 4
  • UPDATED Heavy Plate Armor slightly less movement speed reduction
  • UPDATED Heavy Plate Armor cost Halved
  • UPDATED HV Rockets cost slightly more than 1/4 that of regular rockets
  • UPDATED HV Rockets do 1/4 damage of regular rockets
  • UPDATED Reduced longsword cost
  • UPDATED Reduced rocket launcher cost
  • UPDATED Rocket lancher has increased durability
  • UPDATED You can now research and craft Binoculars
  • UPDATED CCTV + Targeting Computer are stackable to 64
  • UPDATED Hide armor costs halved
  • UPDATED SMGs HQM cost halved
  • UPDATED TShirt/LongShirt costs reduced
  • UPDATED TShirt/LongShirt research cost now 20
  • FIXED Fixed gather amounts being inaccurate on HUD
  • FIXED Fixed NPCs showing in the report list
  • FIXED Fixed main menu only showing one friend
  • FIXED Fixed hitching when opening map
  • FIXED Fixed that servers needed a restart before newly released skins could be used
  • FIXED Fixed health bars not updating when buildings are repaired via upkeep
  • FIXED Fixed being able to walk far away while looting
  • FIXED Fixed ore bonus nodes doing pointless position update ticks
  • FIXED Fixed field rocks sometimes overlapping monuments
  • FIXED Fixed some floating rocks near monuments
  • FIXED Fixed sometimes falling through terrain near monuments
  • FIXED Fixed rare world checksum mismatch on certain seeds
  • FIXED Fixed exploits to dive underneath terrain
  • FIXED Fixed some rock terrain adjustments having reverted
  • FIXED Fixed skin selection icons not refreshing until clicked
  • FIXED Junkpile scientists no longer hover above ground
  • FIXED Hapis – Fixed some out of bounds exploits
  • FIXED Hapis – Fixed junkpile spawns on cliff edges
  • FIXED Fixed gap in Garage door which allowed traps to be trigged through
  • FIXED Fixed blueprint read not using master sound
  • FIXED Fixed flame turret been trigger through walls
  • FIXED Pubic hair clipping through clothing
  • FIXED Broken wrists on some clothing items
  • FIXED Placement guides not showing underwater looking from above
  • FIXED Z-fighting in stomped grass when grass displacement is enabled
  • FIXED Particle shadowing inside caves and interiors
  • FIXEDArgument exception in motion blur
  • FIXED Number overflow in occlusion culling
  • FIXED Null reference exception in MaterialColorLerp
  • FIXED River UV stretching in direction of flow
  • FIXED Crash in terrain texturing initialization
  • FIXED Fixed skin shading when in shadow
  • FIXED Foliage biome tinting
  • FIXED Fixed Chainsaw chain direction
  • FIXED Fixed garage door culling at short range when gfx settings low
  • FIXED Fixed thrown objs impacting vehicle they were thrown from
  • REMOVED Removed workshop vote counts (Valve doesn’t send them anymore)
Gestures, Oak, Floaters

Gestures, Oak, Floaters

There’s a bunch of things in the Rust pipeline I wanted to make sure you Bumfuzzlers knew about. Here’s a quick rundown of some goodies coming our way!

Floaters

Finally, players won’t be able to run out into the ocean to deny attackers loot. In the coming update, bodies float in the water and will even travel down streams with the flow of the water! Very nice update to enhance the realism!

Gestures

Finally gestures seem to be closer to reality with this video posted on Twitter by one of the Rust developers. Check out the video below to see the player wave hello, give a thumbs up/down, clap, surrender, give an ok sign and even point! This is really awesome!

Motor Boats

The motor boats that we’ll see in the next patch coming on April 5th now has some updated looks as it’s been polished and textured. It now has storage and requires fuel to run.

This water craft won’t be craftable and is said to disappear after about an hour – presumably if it’s not used. You can find it spawning on beaches and near lighthouses. Should be a nice addition.

Bullet Impact

Apparently now bullets will kick up the surface of water properly, but at the moment, at least in the staging branch, it just works on the ocean. I assume this is coming to streams soon.

Chinook

The Chinook is coming in this next patch is seems! It’ll be awesome to have a new event. What’s awesome is that they seem to have made it somewhat intelligent and it’s said they will be updating the Helicopter with that same intelligent AI in the future!

Scientists

They’ve been tweaking things a bit and it seems there is now a delay between sighting players and shooting at players. Also, they should be spawning at junk piles by default.

Skin Loading Fixes

I have had nothing but issues with plugins that use skins for roughly a month. It affected the loading of Skins for players and plugins like SkinBox (allows you to change skins of items /skinbox), SkinLoot (spawns in various skins for SkinPerks), SkinPerks (gives special powers to skins – “still broken it seems :'(” ), PlayersSkins (allows players to set default skins for items) and I believe even LustyMap (the map shown using key M and in upper left).

Apparently this last Thursday they’ve made some updates which have allows many of the plugins to work again. I’ll be tweaking all of this stuff soon and posting separately about it, but I’m hoping to see the server getting back to normal soon!

Oak Trees

The Rust landscape should get a great makeover soon with some new trees. In the next patch we’ll see Oak trees of all variations of leafy to bare, to dead.

In the future we’re going to see birch and beach trees too! You can see a pic of them below.

They’ve made some really nice graphical improvements over the recent months. I’m very impressed from where it’s come.

Hair Styles

Facepunch wants to ensure we get an assortment of player look and feel. They’re going to be adding shaved heads with larger beards, short afro’ish hairdos and even ginger setups!

I’ll keep you Bumfuzzlers updated as I have more news about upcoming changes.

Here’s a great overview of some of the things I’ve mentioend!

Motor Boats, Puzzles, Vehicles

Motor Boats, Puzzles, Vehicles

Got a weekly update for you Bumfuzzlers! If you want to know what items might be in the next revisions of Rust, take a look!

Motor Boats

Boats will spawn at monuments like lighthouses, 4 seats, outboard motor, fast, use fuel to power and you can sink them and repair them! There’s also a push mechanic that allows you to push it back into the water in case you run them ashore!

Now we’ve had rafts and viking boats for a long time so it’ll be interesting to have this new style of watercraft! No doubt, we’ll balance it with the others on both Modtopia and Vanillatopia.

Navigation Map

It appears the map is getting quite the update. It’s looking really good. It’s a lot more detailed in terms of topography.

Dining Horse

Finally horse meat is no longer called deer meat! 🙂 Now you can feel guilty towards the proper cuddly animal as you eat them. Don’t forget to ride the horse before you eat it! (Yes, you can ride horses on both Modtopia and Vanillatopia!)

Monument Puzzles

Not sure they’ll be in the next patch on the 5th, but Facepunch will be adding puzzles to the monuments, presumably to allow access to some of the more lucrative areas you can get to. In fact, there will be some puzzles that require teamwork like the one shown below. One person uses the override valve and the other goes in. In other puzzles they’ll have key cards and such that you have to find so some of them will allow for solo play.

Roof Building Changes

Due to some exploits, they’ll be changing the way roof pieces will be placed. No more having those sides automatically appear when you build a roof. Now only the actual roof will be built and you’ll have to add the other triangular parts yourself. IMHO, this is so much better. I always hated how those parts would sometimes muck up a design.

Additional Vehicles

It appears that old Buick is going to have some companions, however, they won’t be making it into this next patch. It may not be until around a month from now probably. It appears they all have some sort of storage on them, so they might be a great way to loot the map. I see one in particular that has a trailer!

There’s a good chance these vehicles will be in need of repairs so you’ll have to find other parts around the map, such as an engine or engine parts to get the cars running. Should add for some interesting gameplay!

Here’s a pretty good overview for the goings on with Rust.

Looking forward to the 5th for the new updates! Keep having fun until then Bumfuzzlers!

Homes, Teleports, Skin Choice

Homes, Teleports, Skin Choice

Time for some new plugins Bumfuzzlers! There’s a bunch of goodies coming your way! Graphical user interface for teleportation, more control over skinning, crafting lock on rockets and more! 🙂 Also, after a few hours of work and a wipe, the server seems to be behaving and your beloved plugins seem to all be working – including Skinbox! Check it out.

Once again thanks to WRecKLeSS for the map seed choice!

Plugin Fixed

There were a few items not working on Modtopia. Here’s a run down on those issues:

  • Skinbox is now working
  • Furnace Splitter is now working
  • Skin Loot is now working
  • Lusty Map is now working
  • Building Restrictor is now working

There’s some other items I still have to test, but overall it’s a good thing. Not sure what was wrong, but completely wiping the server and installing/re-configuring the plugins one by one got things working again.

Homes GUI

Let’s make getting home a little easier shall we? You teleport home all the time and you mistype your home name or forget your home name all the time! How annoying is that? Now, you’ll have a graphical menu like the one below and all ya gotta do is simply click the name and off ya go! This change affects only Modtopia.

You’ll find the commands are very much the same as they’ve always been, but it’s a lot smoother and of course /home will bring up a menu with your homes.

  • /home – Opens the homes GUI
  • /home {home} – Teleports you to the home
  • /sethome {home} – Creates a new home at your position
  • /delhome {home} – Deletes the home
  • /listhomes – Lists all your homes

Here are the settings again for Loyalty point levels:

  • Default: 3 homes, 30 daily, 5 min cooldown, 15 sec countdown
  • Legitimate: 3 homes, 32 daily (+2), 5 min cooldown, 15 sec countdown
  • Veteran: 4 homes (+1), 34 daily (+4), 4 min cooldown (-1), 12 sec countdown (-3)
  • Allegiance: 5 homes (+2), 40 daily (+10), 3 min cooldown (-2), 10 sec countdown (-5)
  • VIP: 6 homes (+3), 50 daily (+20), 2 min cooldown (-3), 5 sec countdown (-10)

Teleport GUI

Similar to Homes GUI, we’ve got a graphical user interface for teleporting to people! No more typing in another players name and making typo after typo trying to get to where you’re trying to get to. You can of course use Friends UI to teleport to friends too (/fmenu), but for players who aren’t your best buds this is going to be super helpful! This affects only Modtopia

You’ll find the commands are very much the same as they’ve always been, but it’s a lot smoother and of course /tp will bring up a menu with players.

  • /tp – opens the tp GUI
  • /tpr {player} – sends a tp request to {player}
  • /tpa – accepts the incoming tp request
  • /tpd – denies the incoming tp request
  • /tpc – cancels the teleport
  • /tpb – teleports you back (Available for players who purchase the Warp package)

Here are the settings again for Loyalty point levels:

  • Default: 30 daily teleport requests, 5 min cooldown, 30 sec countdown
  • Legitimate: 32 daily teleport requests (+2), 5 min cooldown, 24 sec countdown (-6)
  • Veteran: 34 daily teleport requests (+4), 5 min cooldown, 12 sec countdown (-18)
  • Allegiance: 40 daily teleport requests (+10), 4 min cooldown (-1), 10 sec countdown (-20)
  • VIP: 50 daily teleport requests (+20), 3 min cooldown (-2), 5 sec countdown (-25)

Teleport Adjustments

I also noticed a couple of settings I didn’t expect so I adjusted them:

  • Teleport cooldown for players with the Warp package was changed from 300 to 90
  • Teleport countdown for legitimate was changed from 30 to 24

Craft Lock-On Rockets

Now, on both Modtopia and Vanillatopia, you can craft smoke rockets so you can lock on to whatever you’d like! Great for taking down the heli or damaged supply plane!

Simple type /craft.lockon and make sure you have a basic rocket and 3 tech trash. 

Player Skins

There’s a new skin mod in town and it allows you to do some pretty nice things.

The Player Skin plugin will allow you to purchase skins using tokens converted from your earned currency and then set default skins for the items you craft. The great thing is it covers everything from weapons to clothing to chairs and boxes. You can even vote for the skins to tell people if you like them!

This change will be for both Modtopia and Vanillatopia, however on Vanillatopia there won’t be any need for tokens or economy.

/skin shop – Opens the Skin Shop Menu
/skin – Attempts to Skin the item you are holding (You need to get skins in the shop first)

Thanks to Orion for feedback.

Unavailable Plugins

I didn’t enable every single plugin on Modtopia after the wipe as I’m working through them. It might take me a couple days to do that. I believe I got all the popular ones and most of the semi-popular ones. If you find something isn’t working, please let me know. I’ll jump right on it.

As always thank you Bumfuzzlers!

Chainsaw, SPAS-12, Greif

Chainsaw, SPAS-12, Greif

Patch and wipe time Bumfuzzlers! The map and blueprints were wiped and you can thank WRecKLeSS for the choice of map this time around. Very nice job choosing the venue! And there’s a bunch to talk about! We’ve got Chainsaws, a new shotgun, chinook previews, new incendiary shells, a bunch of changes and grief protection! Looky here!

Chainsaw

It’s in! And it’s great for collecting wood for sure! Take a gander!

Pop in some low grade fuel and right mouse to start it up.  It appears it’ll take a few tries since it has a 40% success rate of starting, but once it’s going it destroys trees and people, but that’s about it. People will hear you using it for sure. Shame they didn’t make it cut down wood structures. I mean, that doesn’t make sense. It’s a chainsaw!

SPAS-12

Wow! I didn’t see this coming! Rust meets Modern Warfare 2 lol Take a look at this bestiality!

You can’t craft it which means by default it’ll only be in the airdrops and Bradley or Helicopter crates. I’ll have to adjust the loot tables to ensure its in there so it might not be immediately. It’s semi-automatic and great for close quarters!

CH47 Chinook

No it’s not in just yet, but you can get more looks at it below.

They are also creating a new crate specifically for the chinook event

Nailgun Balance

They adjusted the nailgun so it’s a little easier to use by increasing the fire rate a bit.

Incendiary Shells (aka Dragon’s Breath)

These are going to look awesome in a gunfight at night! Take a look!

They contain much larger projectiles, making it easier to hit your target as well as producing a magnesium flame on contact, slowing movement and dealing damage over time. That’s some serious benefits!

Oak Trees & Bushes

They aren’t in there yet, but take a look at what’s coming most likely in the next patch.

Here are the new bushes. Apparently they’re native to North America and are called the Glaucous Willow and the Spicebush! They’re tall enough to use for cover.

Here are the oak trees. There’s going to be leafy and dead varieties.

Cupboard Grief Protection

Now, if your cupboard is destroyed and it has resources in it, your base will use part or all of those resources to purchase up to 24 hours of decay protection on all building blocks that are currently connected to the building. This requires resources to be in the cupboard, so make sure to put a code lock on it. Seems better than being cupboard raided!

Water Reflections

They’ve added some major glare to the water which I’ve already had some of you complain about. If you want to turn it off, change the world reflections setting in your options.

Repair Reduction

Repairs now will cost 20% of the item cost instead of 50% and of course the repair bench no longer requires wood to craft!

Here’s a bunch of other changes in the game. I’ve highlighted the ones I think are more important. Enjoy gaming with the new items Bumfuzzlers!

Devblog 198 March 01 2018

  • NEW Added Chainsaw
  • NEW Added Incendiary Shotgun Shells
  • NEW Added Spas-12 Shotgun
  • NEW Terrain Blend Maps for better monuments transition
  • NEW Added upkeep grief protection
  • NEW Added glaucous willow and spicebush plants
  • NEW Added world reflection graphics setting
  • FIXED Fixed painted signs sometimes resetting on server restart
  • FIXED Fixed workshop skin corruption issue
  • FIXED Fixed dark lighting at the gates of Military Tunnels
  • FIXED Fixed incorrect star positions relative to sun and moon
  • FIXED Fixed foundation rotation exploit
  • FIXED Fixed workshop skin loading issue
  • FIXED Fixed S11 Cave having no build block volumes (Hapis)
  • FIXED Fixed locker, bed, workbench floating slightly after construction placed on no longer exists
  • FIXED Bandages and syringes now show their healing information
  • FIXED Searchlight no longer accessible without TC access
  • FIXED Fixed weird sprint+aim exploit
  • UPDATED Optimized conditional model performance
  • UPDATED Vastly improved interior lighting
  • UPDATED Upgraded to Unity 2017.1.3
  • UPDATED Improved cliff mesh placement next to monuments
  • UPDATED Moved our grass and overgrowrth to new foliage shader
  • UPDATED Optimized client file cache performance
  • UPDATED Increased tree view distance at high tree quality settings
  • UPDATED Optimized tree performance at low tree quality settings
  • UPDATED Slightly harder to wall off southern convoy (Hapis)
  • UPDATED Reduced forest size in areas for performance reasons (Hapis)
  • UPDATED Xmas tree no longer craftable
  • UPDATED Mailbox repairable
  • UPDATED Water purifier can no longer be placed on barbecue and fireplace
  • UPDATED All signs, banners and frames are now repairable
  • UPDATED Bed can be repaired
  • UPDATED Bed can be picked up with hammer + building privilege
  • UPDATED Repair bench wood cost removal
  • UPDATED Repairing items now costs 20% instead of 50% of their total cost
  • UPDATED Scientists have slightly more health
  • UPDATED Scientists have proper loot tables
  • REMOVED Stripped unused tree assets (disk space usage)
World, Frog Boots, Pickles

World, Frog Boots, Pickles

Today marks the end of early access for Rust as it’s officially released today! This means a higher price and hopefully higher quality releases despite the lower frequency. So, they released a patch today and forced a map and blueprint wipe, but they gave us some pretty changes to the world and trees. There’s also some other nuggets such as frog boots, pickles, animal redistribution via biome and more! Let’s get crackin’ Bumfuzzlers!

World Updates

It’s come a long way since the original release. Over the last months they’ve really made some great strides in improving the look and feel of the game.

Here’s the original Rust release:

Now here is how it looks now:

Updated Trees

The new trees look great and when paired with the world generation changes it makes for a great looking, more realistic world.

View Model Details

We’re still waiting to see our clothing in the first person view, but here are some new pictures of how it might look when completed.

Here’s a complete list of changes with highlights from yours truly! Bet you’re going to eat your pickles with your Frog Boots on aren’t ya, ya Bumfuzzler!

Devblog 197 February 08 2018

  • NEW Added Frog Boots, My Dudes.
  • NEW Added new trees
  • NEW Added Road Exploration Tutorial
  • NEW Added Workbench Tutorial
  • NEW Added Research Tutorial
  • NEW Section Names for each tutorial instead of “task list”
  • NEW Added Pickles, with a chance of botulism
  • UPDATED Improvements in lighting process/ Higher IBL contribution
  • UPDATED Post Processes and LUTs refresh
  • UPDATED Visual upgrades on the world generation (terrain, rocks, foliage and lot more)
  • UPDATED Improved overall terrain splat mapping
  • UPDATED Higher Densities of Icebergs and Icesheets
  • UPDATED Optimized foliage system with a lot of different foliage types
  • UPDATED Vm animation updates
  • UPDATED Netting costs 1 Rope instead of 3
  • UPDATED Fire arrows cost 2 cloth instead of 10
  • UPDATED Scientists have reduced accuracy
  • UPDATED Changed default server information image
  • UPDATED Loot Barrels now drop 2 Scrap instead of 1
  • UPDATED Double Metal Door now default blueprint
  • UPDATED AK47 horizontal recoil kicks in faster
  • UPDATED Aim Sway inactive for several seconds after a shot
  • UPDATED Melee tip hides sooner
  • FIXED Fixed some streaming sound related performance spikes
  • FIXED Fixed missing mesh references on skinnable items
  • FIXED Wild Animals now spawn in biomes and terrain that fits their environment
  • FIXED Fixed inaccurate upkeep time on the tool cupboard
  • FIXED Fixed doors not decaying when their upkeep was not paid for
  • FIXED Fixed harbors not spawning correctly
  • FIXED Fixed hilltop rocks sometimes overlapping monuments
  • FIXED Fixed various small world generation issues
  • FIXED Workbench Experiments can now reveal ammo types
  • FIXED Fixed Garage Doors taking splash damage
  • FIXED Fixed task list not displaying under some resolutions
Tunnels, Pillars, Chainsaw

Tunnels, Pillars, Chainsaw

We get a forced wipe this week, blueprints and map, but of course it’s part of our schedule anyway. What isn’t part of our schedule is that next week Facepunch is forcing a wipe of blueprints and map again! Very poor on their parts, but what can ya do? We’ll Bumfuzzler on. They must be doing something special to mark their leaving early access.

Anyways, we have an update here to talk about! There’s at least one somewhat controversial change which is related to pillars.

Military Tunnels Rework

The new pictures really look sweet. Take a look at this pics!

Pillar Removal

We have one less item to use in building now that they removed the pillars. Here’s what they had to say about it.

“We’ve removed the pillar building block since it was rarely ever used and came with significant disadvantages in terms of upkeep. We realize that some people preferred pillars for aesthetic reasons, and we have some conditional models for wall frames planned for the near future to address those concerns.

I also ensured that wall frames now provide the same stability as walls and doorways to make bases easier to plan. This also makes wall frames a great option to add additional stability to your builds.”

I’m eager to see what they add to cover this.

Around Corners

If you ever got killed by someone peeking around corners you’ll be happy they’ve made this change. They’ve changed the way game traffic is communicated to ensure there’s no delay between players when peeking.

Player & Monument Spawns

There should be no more spawning of any kind on islands. I like this change, especially when players spawn onto an island that other players have tried to take over. Also, with monuments, players could build around the monuments easily and prevent others from getting to them.

AI Improvements

They’re working on giving AI the ability to open doors and break down barricades which sounds really awesome.  Also, they are adding the ability to have AI move between patrol points better. AI will now also take transparent walls, like fences, into account when generating the Navigation meshes. I wonder if they’ll stop shooting through obviously solid objects.

First Person Clothing

In the video below you’ll see the progress on making shirts visible in the view port. This adds quite a lot of depth to the game and I’m really looking forward to this.

Chainsaw

Looks like we’ll eventually get ourselves a chainsaw 🙂

As always here are some highlight updates that make the patch! Enjoy Rusting Bumfuzzlers!

Devblog 196 February 01 2018

  • NEW Added 10 tutorials
  • NEW Added functional water wells
  • NEW Mini Water Well Monuments
  • NEW Added hilltop rocks
  • NEW New network interpolation and extrapolation
  • FIXED AI no longer ghost through fences and other transparent walls
  • FIXED AI no longer ghost through barricades
  • FIXED Fixed an ice lake exploit that allowed people build near trucks
  • FIXED Fixed Hapis floating barrels at Site A
  • FIXED Fixed spawning in the ocean on Savas
  • UPDATED Military Tunnels Level Design Refresh
  • UPDATED Added recycler to Savas KOTH
  • UPDATED Ak47 admire animation
  • UPDATED Double shotgun admire animation
  • UPDATED Eoka admire animation
  • UPDATED Mp5 admire animation
  • UPDATED Water bucket admire animation
  • UPDATED Rock admire animation
  • UPDATED Players no longer spawn on islands
  • UPDATED Maps have significantly more cliffs and hills
  • UPDATED Rivers have a nicer color
  • UPDATED EAC SDK update
  • UPDATED Monuments no longer spawn on islands
  • UPDATED Reduced player tick delay (peeker’s advantage)
  • UPDATED Removed wood cost from double sheet metal doors
  • UPDATED Hapis old caves now have lighting
  • UPDATED Hapis updated with new water well monuments
  • UPDATED Updated Savas KOTH loot table with newly introduced items
  • REMOVED Removed pillar building block
Hands, Water Wells, AI

Hands, Water Wells, AI

With the impending Early Access exodus upon us, it appears the Facepunch crew is trying to tie some loose ends for you Bumfuzzlers! We’ve got various tips, AI changes and more so read on!

Noob Tips

To help new players along, there’s been a surge of Game Tips and Loading Tips. About 20 Game Tips will help new players survive in that first day while Loading Tips will make sure you get a full edumacation while loading the game on your 486. Pay attention!

Smarter AI

It appears the NPCs got a kick in the pants this week as “they will charge less, hug cover more and sidestep in/out from it.” Facepunch goes on to say “They will know the difference between advancing, flanking and retreating to cover, and when they retreat they will turn and sprint. They will also know when their cover has been compromised. They’ll stop to shoot, rather than run-and-gun with perfect aim.” Sounds to me like they’re getting much smarter so watch out out there! Especially with the Boss of Hearts! 🙂

Viewmodel Clothing

Finally we will be able to see our clothing in the first person view and in admires. This definitely will add more realism to the game and make it feel more complete. Check out the picture below to see what I mean. That’s going to look great with all the Skin Perks!

Water Wells

They’re adding two more variations of the water wells. I really like the look of them. They add a lot to the game.

Admire Changes

Looks like you can now admire your geetar while you play your magical tunes for the other players on the server!

There’s a bunch of other changes and fixes abound as you can see by the list down below. As usual I’ve highlight my favorites.

Devblog 195 January 25 2018

  • NEW New third person sounds for all handheld water containers
  • NEW New flare sounds
  • NEW Add burning fuse sound to survey charge
  • NEW New third person sounds for the medical syringe
  • NEW New third person deploy sound for the building planner
  • NEW Flare admire animation
  • NEW Flashlight admire animation
  • NEW Added 20 new contextual game tips
  • NEW Added printpos / printrot / printeyes admin console commands
  • NEW Added 25 loading screen tips
  • NEW Added eat / drink admin console commands
  • FIXED Lower global max voice count on gunshots (perf fix w/ many scientists shooting at once)
  • FIXED Fix for Patrol Helicopter floating in Junkyard
  • FIXED Fixed barrels floating at site B (Hapis)
  • FIXED Fixed players spawning in ocean (Savas Island)
  • FIXED Fixed cheat report opening when typing in chat
  • FIXED Fixed wind generator not been able to be removed by admins using “ent kill”
  • FIXED Fixed having hat skins not allowing the root item to be craftable
  • FIXED Fixed physics.steps exploit
  • FIXED Fixed memory leak in vending machine UI
  • FIXED Fixed crash on exit
  • UPDATED Misc minor sound tweaks & polish
  • UPDATED Guitar admire animation updated
  • UPDATED Machette is now default blueprint and needs WB1
  • UPDATED Note and Building Plan now require wood to craft
  • UPDATED SMG Costs reduced by 1 spring and 5 HQM
  • UPDATED Optimized player network updates
  • UPDATED Optimized reflection probe refresh
  • REMOVED Removed paper