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    Kayaks and Storage Monitors

    12:00am EST - With just one week till the monthly update the team is cranking on some new items and functionality. 

    Our update preview stream goes live at 1pm EST. Follow @Rustafied for news throughout the day.


    Kayak added

    Some big changes to water travel are on the horizon. Here to help usher them in, the Kayak and Paddle have been added to staging this week. Both found in wood crates and able to be crafted, these items combine to allow one or two people to propel themselves through the water with no fuel required. 

    Getting around in the Kayak requires a little finesse. One does not simply hit a ‘go’ button like in a car go move forward. Instead, you must paddle on the left and right side to move in whatever direction you need. To paddle on right - which will turn left - left click your mouse or press ‘A’. To paddle on the left (which turns right), right click or press ‘D’. To move forward in a straight line, alternate between the two. 

    With one person paddling, the Kayak goes slightly faster than a Boogie Board. Add another person and paddle in the mix and you’re able to propel yourself through the water at a healthy click (that is, if you’re paddling properly in unison). 

    As mentioned above, both the Kayak and Paddle can be found in wood crates but also can be researched and crafted. As an added benefit, the Paddle can double as a weapon for melee combat - it’s comparable to a stone spear (deals less damage but attacks faster). And, like a spear, it can also be thrown in a pinch.

    Kayak details

    Cost
    75 frags
    600 wood
    100 cloth

    Workbench
    Level 1 required

    Craft time
    30 seconds

    Research cost
    20 scrap

    Paddle details

    Cost
    15 frags
    200 wood
    1 metal blade

    Workbench
    Level 1 required

    Craft time
    30 seconds

    Research cost
    20 scrap


    Boat Shop Monuments coming

    The Kayak is just a part of the shifts coming to water travel in the near future. Potentially father reaching, the new Boat Shop Monuments stand to change much about how we acquire boats in the game. Still on a separate branch, we’re unable to show all the details quite yet. That said, it does appear as though the developers are pushing to get this in for the September update. 

    Although the details are still unknown, here’s the long and short based on commits: There will be 3 varieties of Boat Shop around the map, each with the ability to purchase boats and scuba gear. More details to come once this branch is merged into main.


    Storage Monitor (WIP)

    A new smart device showed up on staging this week. Still a work in progress, the Storage Monitor will link up with the Rust+ mobile app and provide you insight into the quantity of materials you have in any given storage (mainly, cupboard). This item can be found in wood boxes around the map or researched and crafted (details below). 

    The art is placeholder still and we weren’t able to exactly get it working on our test server, but I imagine these things will be worked out before prime time next week.

    Cost
    5 HQM

    Workbench
    Level 1 required

    Craft time
    30 seconds

    Research cost
    75 scrap


    Workbench changes

    Some large quality of life changes to the Work Benches this week. They can now all be picked up with a hammer allowing them to be moved after placement. Warning on this move, however, as they lose half their health when they are picked up. There are also some new health values:

    Level 1

    Old
    500

    New
    500

    Level 2

    Old
    750

    New
    500

    Level 3

    Old
    1000

    New
    750


    Other highlights

    • Added pickup support for water purifier (requires hammer, building privilege and both water barrels to be empty)

    • Weather in the works again!

    • Fixes to Wire Tool measurement values

    • client.connect will now fill in the connection screen properly and add the server to your history

    • Fix dashboard indicator lights (engine, low fuel) turning on after cars take damage

    • Made multi-engine vehicles a little slower, since they end up so hard to control on Rust's landscape

    • Fixed cockpit-with-engine module engine not being accessible when the module wasn't in the front slot. Engine can now also be accessed from inside the module, as long as the car isn't on.

    • Dynamic vehicle glass added

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