1:00pm EST - Our update preview stream is live! twitch.tv/rustafied
12:00am EST - With one week till the update, the team is trucking on new functionality.
Our update preview stream goes live at 1pm EST. Follow @Rustafied for news throughout the week.
Here’s our weekly development summary video from TGG.
Although not merged into a staging branch quite yet, it does appear the above ground rail network will make its way into the update next week. Currently on the Save223 branch with the latest power zipline stuff, this new top-side train track network will likely be merged in soon. We’ll keep you posted as more comes to light.
Edit: The rail network has been merged into the staging branch! Here are some details:
The rail network is a procedurally generated ring around the map
There are currently no natural spawning trains (you can spawn a workcart)
This is still very much a work in progress
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New recoil branch
It appears work on the PvP update is underway as Helk is working on a ‘new recoil’ branch. No changes have been merged in yet but we’ll keep you posted!
A new item appeared on staging this week: Dog Tags. Available in 2 colors, red and blue, it’s not clear exactly how these will be used. Word is they are for an upcoming event.
Some shifts and additions to the newest short-hop transportation method. Here are some specifics:
Change "Mount" interaction name to "Use Zipline"
Zipline now takes 3s to get to top speed
Slightly increased top speed
Added the ability for ziplines to route through multiple destination points, via specially marked chain destinations
Added an extra dismount point with a raised height to reduce the chance of the player getting killed if the zipline hits terrain
Easter is coming
The next Rust seasonal in-game event is coming next month! Hitting mid-month (the 14th or 15th), the Rust Easter event will run for a couple weeks. Along with the classic Egg Hunts and Bunny Suits, some new items are starting to appear on staging. Specifically, there’s a new Egg Suit which will be paintable when un-equipped!
Monument lighting tweaks
Some more tweaks to monument lighting incoming. This week includes:
Tweaked some of the commonly used textures that were either too dark, too saturated or had too much contrast for the sake of consistency across different lighting conditions
Excavator lights update
Stables environment volumes and lighting tweaks
Fishing villages lighting tweaks
Status information (wet, cold, starving) no longer blocked by helmet
Fixed graphics quality setting defaulting to 0/6 ("Super Potato") on first install. Set the default to 4/6 ("Good")
More work on official server analytics
Use a random image from the manifest as the loading screen background
More work on pets
More work on Hapis conversion
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