Update day is upon us and there are some game changers making it in today.
Most noteworthy addition of the update by far, the Mixing Table is in. And what does it do exactly? Simple. It mixes berries into teas with benefits - and a couple other things.
Here’s how it works: Berries have been added into the game. You collect said berries and place them in the mixing table to craft teas. Teas provide boosts for player health or gathering abilities. Add 5 teas together to make a better tea (which has better benefits). You can make a couple other things too like gunpowder, low grade fuel... oh and explosives (if you have the blueprint).
Since adding this to staging last week, the developers have tweaked some things. With a buff to duration, gathering teas now last around 30 minutes while health teas still last roughly 5. Also, instead of 5 tiers, there’s only 3 - so instead of over 3k berries to get to top tier, it’s more like 125 (much better). They’ve also added a recipe book to the UI for easy reference.
For all the details and recipes for the new Mixing Table, check out our new guide: Mixing Tables in Rust.
200 metal frags
Level 1 required
Types of Tea
more info in…
Wooden Barricade Cover
Game changing in a slightly different way, a new type of barricade has been added. A homage to the days of Legacy, the Wooden Barricade Cover provides quick cover in a firefight. These wood deployables can be stacked to 10 and are a bit taller than a player model.
Much less expensive than the High External Wooden Wall, these puppies will block several clips of gunfire while also decaying faster to reduce map clutter.
Level 1 required
You’ll notice some significant shifts to roof pieces as you’re building your first base post wipe. A slew of improvements have been implemented for conditional roof blocks, filling previous gaps and giving them a much more natural look and feel.
Armored passenger module added
The first new vehicle module has arrived and it’ll help protect you and your brosephs as you roll through the rough roads of Rust. The Armored Passenger Module goes live today and it is quite the beast. With working front and side windows, this two passenger, one socket module pairs perfectly with its cockpit older sibling.
Speaking of which, the Armored Cockpit also got a bit of a facelift.
Level 3 required
A new module isn’t the only change with vehicles this month. The team has completed a number of quality of life shifts to make it a bit easier for you Rust gearheads. Here is a lowdown:
Make sure modules have some health when initially spawned in
Engine internals now survive twice as long
Cars can climb hills better
Lifts can be placed in tighter areas (including T-shaped floor sections)
Fixes and improvements for car collisions
Our fun in the sun items which went live last month got a little love for this update. Boogie boarders of Rust will be happy to know the board now inherits 50% of player velocity when placed, allowing for a smoother transition into water. Also, picture frames are no longer tinted, making photos darker than they should be. Finally, the above ground pool’s health has increased to 600.
Horseshoe cave nerf
A big setback for all the cave dwellers out there as a large nerf was applied to some prime cave real estate. Players are no longer able to build in the middle building pocket in the horseshoe cave. They can still build on both ends, but losing that middle build zone is a real nerf in the nuts.
Produce exchange nerf
Exchanging goods for scrap got a bit of a nerf this month. Now it’ll take either 80 cloth or 15 corn to get 10 scrap. Although this won’t necessarily stop groups from farming for a ton of scrap, it should slow them down a bit.
Some awesome functionality for content creators is now available too. These tools allow you to bind certain hardware controls to admin commands which can be used in demo playback for easy access to cinematic effects. Sound complicated? Well, it kind of is. But it’s also fucking awesome:
More info on the Rust Wiki.
Tons of misc stuff
The team also completely a huge amount of miscellaneous fixes, tweaks, and improvements throughout the month of July. Here is a portion of it all:
Fixed supply drop flying away after getting hit by projectiles
Fix for minicopters and modular cars becoming unusable after loading from a save if the server was saved during engine start up
Only show hostile marker when within 200m of safe zone
Fix drink icon on water catcher panel being under the item icon
Also disable moving on the item icon because it's water
Move heavy helmet overlay above the scope overlay
Fix RF transmitter frequency sometimes not showing up on the item icon
Fixed skin not getting applied to thrown satchel charge. Skin also gets applied when picking up a dud satchel charge
Fixed skins not applying to bone knife and club in third person
Added Hapis Farming vending machine for map makers
Fixed getting dismounted while flying low over AirWolf on HapisIsland
Faster water pumps and pumps yield more water per pump
Reduced Transport Heli outer bounds to match its actual size, they were massive
Updated HBHF sensor description to match the true detection range
Slightly increased HBHF range (15m)
Increase HackableCrate mass from 500kg to 1500kg
Fixed a bug in F9 screenshots, they now disable AA as they're supposed to
Added inventory.listloadouts to list all saved loadouts. Loadouts will now save the contents of an item, so weapon attachments will now be saved/loaded