Howdy Bumfuzzlers! Bunnies abound with goodies and tweaks and eggs and… Ok, there are no eggs, but the rest is true. We have new combat knife skin perks, grenade launcher for scrap, special tools for sale and more! Check it out!

Easter Bunny (Modtopia)

As you know by now, April showers bring err… the Bunny Ranch and with it, the Easter Bunny boss and his thugs with hugs.

The Easter Bunny will now drop his weapon and attire. This way you can get a hold of his coveted pink AK47 🙂

Happy Easter to those who celebrate!

Turret Issue (Modtopia)

There was an issue discovered with turrets that caused them to fire into walls, wasting their ammo, when non-authorized players stood on the other side of said wall.

This has now been resolved. Turns out it was related to the same plugin that brings us, Jason Vorhees. I’m so glad I was able to fix it so that you can all continue to be terrorized by him.

Thanks to Thransduil for the heads up and his very valued help testing.

Grenade Launcher (Modtopia)

The new Grenade Launcher isn’t craftable, but it appears you can sometimes get it from the heavies on the oil rig.

Until then, you can enjoy the satisfaction of the steamy plunk sound distributing HE and smoke grenades to your ‘friends’. It’s now available for purchase along with its ammo at the Outpost and Bandit Camp.

  • 40mm HE Grenades @ the Outpost is sold 5 for 500 scrap
  • 40mm Smoke Grenades @ the Outpost is sold 5 for 500 scrap
  • Grenade Launcher @ the Bandit Camp is sold 1 for 1200 scrap

The smoke grenade has an awesome effect. I can see it being great for online raids… you know, those very popular online Rust raids lol

Special thanks to CannonFodder who pointed out I had the wrong price on the tuna can lamp at the outpost.

Codelock Crate Loot (Modtopia)

As you know, loot is a neverending balancing act. This time around I increased the valuable items in the code lock timed crate.

There were already good items in it, but lots of other low-quality items would suppress them. Now I’ve lessened the lower quality items so the higher quality ones can shine more often.

Thanks Hodgecat30 for the feedback.

Blueprint Adjustments (Modtopia)

There wasn’t a whole lot of selection when it came to blueprints in the loot. It appeared breaking barrels and violating crates resulted in the same old handful of schematics over and over.

I’ve gone in and performed round 1 of adding blueprints to crates and barrels so now you should find the pool to be much bigger. I’m going to continue adding more blueprints to the mix as I have time.

Thanks to JakeHillKing for the feedback.

Store Sales (Modtopia)

I’ve been trying to find some time to get around to adding other special power items to the store for selling. I only added the weapons giving you the ability to sell 1.25x, 1.5x and 2x damage weiling weapons as you come across them in the world.

Now, all of the special tools, 27 of them in all, are sellable in the store. Here’s a couple of them that are out there for you to find:

I’ve also added a new 1.25x hatchet to replace the old one that wasn’t working due to some changes in the Steam Workshop. It’s called… Tomohatchet!

To sell items type /s for the store and then click on the Sell tab. Make sure the item you want to sell is in your inventory (not hotbar) and it’ll show as sellable.

Regular everyday items are not sellable right now. The new combat knife skin perks are also for sale in the store (read more below), but I have a feeling you may want to keep those 🙂

SuperHeli Crash (Modtopia)

I got a heads up about there being no pilot when the SuperHeli crash event took place so I looked into it. Sure enough, the SuperHeli was flying on its own!

The pilot now exists and has some goodies on him. Don’t be surprised if he’s hostile though.

Thanks Cannonfodder for the feedback.

Skin Perks (Modtopia)

The perky items that give you dodge ability, extra damage or require fewer resources to build are loads of fun, but they haven’t been as frequent as I’d prefer and it’s especially hard to find the top tier items out there in the wild.

I’ve changed the chances involved in the spawning of special items so they show up more often than they did.

  • Regular Items (no special ability) were lowered from 40% chance to 36% chance
  • 1.25x items were lowered from 30% chance to 29% chance
  • 1.5x items were raised from 20% chance to 21% chance
  • 2x items were raised from 10% chance to 14% chance

I’ve also added some new skins for the recently added Combat Knife:

Nuke Caution 1.25x Damage

Aqua Marine 1.5x damage

Gator Slayer 2x damage

Unfortunately, there are so many items Facepunch hasn’t given the ability to skin. This is the only reason not all items have special skin perks. For instance, the bow and the compound bow aren’t skinnable 🙁

Elevator Adjustments (Modtopia)

It appears players climbing up the loyalty ladder (/loyalty) – or moving up the loyalty elevator – weren’t getting the awesome lift perks I designed for them which is a bad, bad thing! I think I’ve worked out those kinks.

There are two levels that players get perks – Level 6 and Level 28.

  • Level 6
    • Comfort goes from 0 to 25
    • Temperature goes from 0 to 17
    • Build Cost goes from 2 to 1.5
    • Fuel Consumption goes from 5 to 3
    • Max Floor level goes from 3 to 5
    • Max Elevators per player goes from 1 to 2
    • Max Move Speed goes from 1 to 3
    • Max Placement Floor goes from 2 to 3
  • Level 28
    • Comfort goes from 25 to 50
    • Temperature goes from 17 to 34
    • Build cost goes from 1.5 to 1
    • Fuel is no longer required
    • Fuel Consumption goes from 3 to 0
    • Max floor level goes from 5 to 10
    • Max Elevators per player goes from 2 to 3
    • Max Move Speed goes from 3 to 5
    • Max Placement Floor goes from 3 to 4

Thanks to Cannonfodder for the feedback and the most valued testing.

Also, thanks to NormsterG14 for reporting an issue with elevators and the removal tool. In a note about that, it appears there’s a known issue where sometimes using the removal tool on an elevator will create invisible walls. It’s expected they are removed after a server restart, but to avoid this, don’t use the removal tool to remove an elevator. Just use the elevator’s menu option to remove it.

Thirsty Rad Pills (Modtopia)

It appears Radiation Pills were not working as advertised. Instead of making you full of goodness, they were salting your stomach and making you thirsty.

Welp, I fixed the issue so now it should work as expected.

Thanks to whompmaster for pointing out the issue.

Auto Lights (Modtopia)

It appears the Night Lantern plugin works a little differently than I had documented as there were changes. It doesn’t seem you can use /lantern anymore to disable or enable all lights at once. You have to turn them on/off by type. This is a bit tedious I know.

So I made a couple of changes:

  • The bot will now give you better instructions when you type !lights or !lantern
  • The site just lists !lantern so the bot helps you.
  • The command is now /lantern <itemname> where item name is Fireplace, JackOLantern, Lanterns, Searchlight, TunaLight or ChineseLantern. For instance, ‘/lantern Lanterns‘ will turn on/off the automatic switching on of lanterns at night and automatic switching in the morning.

Thanks to Thransduil for the heads up on this one.

Wipe

There’s an upcoming wipe on Thursday 4/18 and in non-typical fashion, Facepunch is releasing a mandatory patch – usually, this is only for the 1st Thursday of the month. My guess is that this is meant to address all of the issues that Rust has had since the upgrading of the Unity engine a couple of patches ago. In that case, I’m happy to see it. This means Modtopia will be wiping the map (blueprints and currency will stay) and also Vanillatopia will be wiping which goes against its wipe schedule.

The wipe time will be based on when they release the patch which can be between 3 pm and 7 pm EST, but sometimes later if they have issues. I’m also trying to leave for a short vacation at the same time lol which means I may be wiping the server from the side of the road haha I’ll do my best to keep you all updated in Discord as things develop.

Thanks to all you Bumfuzzlers for the amount of feedback you’re giving me as always. It’s so challenging to keep things working without eyes on the ground. Please keep it up and have fun out there!

Here’s some Rust news for ya.