12:00am EST - With one week until the big update, there’s an exciting new base dynamic along with some great progress on upcoming features.
A more convenient option for traversing the levels of your base is here. The Elevator Block allows players to install a multi-story lift which changes floors using the magic of electricity. Each block takes up one foundation square, and they can be stacked on top of each other to provide access to other levels of the base (up to 6 in total).
To get started, simply craft an elevator block and plop it on a foundation or floor. As you deploy more elevators on top, it’ll create an elevator shaft (the lift defaults to the top as you build). To get this puppy moving you’re going to need to supply power. This can be done by running a wire from your power source to the power socket on the engines at the top of the elevator shaft. Once the electricity is flowing, you can go up and down using the raise and lower buttons in the elevator car — hold E to access ‘go to top’ and ‘go to bottom’.
There’s also a ‘call elevator’ socket on each floor which will bring the lift to that level when a burst of power is received - by say, attaching a button, which will now provide a burst of power even with no power source hooked up. Be careful when calling an elevator though, because it’ll smash your ass dead if you end up standing under it when it comes down.
These elevator blocks come with 600 health and will stand up to all sorts of melee attacks. That said, 2 well placed rockets or 1 C4 will destroy them. Interestingly enough, they can even transport horses, so it’s now possible to park your horse on another level!
Although not a default blueprint, you can research them or purchase some at Outpost for 250 scrap. There are likely ome tweaks and changes to be done prior to going live next week. Stay tuned for more information as it arises.
Level 2 required
Some significant shifts are coming to procedural map generation for the October update. With the main goal seeming to be more connection between monuments, we’re seeing changes to monument placement rules along with a new type of road (known as trails).
Trails will basically be a third tier pathway, generated after ring road and secondary roads to tie up any loose ends when it comes to monuments being connected. Along with this, we’re seeing various tweaks to monument spawns to improve overall placement and optimization.
No visuals on any of this yet as it’s still on a separate branch. That said, we expect it to be merged with staging soon, so stay tuned for more details.
Rust+ CCTV support?
An interesting looking branch called ‘platform_types’ has had a number of commits relating to a spectator client. Although not confirmed, it is speculated that this could be the beginnings of allowing players to view their CCTV camera feeds from the Rust+ mobile app. It’s a little early to tell for sure that this is the case, but we’ll keep you posted as we know more.
Hapis being saved?
After the removal of Savas the other month, it’s been expected that Hapis is not long for this world, too. This was in part due to a new static map system in the works which would make upkeep a lot simpler when new items are added to the game. There may be hope for Hapis yet, however, as Petur started a new branch called ‘Hapis_Rescue.’ Word is he’ll be taking over maintenance of this map in the long term so Hapis is safe!
The Push Button will now send a small burst of electricity when pressed, even if it has no input
Reduced range of bandit sentry turret
Updated some old and incorrect/outdated item descriptions
Fix windmill not rotating to the wind direction
Reactive Target now requires a hammer to pickup
Changed demo.splitmegabytes default value to 200 (from 100)
Fix the point of interest and death map markers using the center of the image as the origin, should have been bottom center
Fixed allowing deployment through reinforced glass
Weather 2 progress