4:28pm EST - Given it doesn't look like there will be an update today and our server is running like shit, I am wiping the map in a couple minutes, selecting a new seed and upping the slots. Lets kick this weekend off right!
4:20pm EST - Based on the devblog, the building system will not be launching today. I know it will come as a disappointment to some, but it is for the best.
4:16pm EST - Devblog 34 just came out! http://playrust.com/devblog-34/
4:04pm EST - Just saw some stuff get archived by Garry on the rust art trello page. Tension builds...
3:25pm EST - No commits for a couple hours now... does that mean we're going to see the update launch soon? I hope so!
1:05pm EST - It is Friday, all hands on deck! The big question on everyones mind: Is the new building system launching today? I get the sense the team is pushing for it, but your guess is as good as mine as to whether or not it'll launch. If you didn't see it, check out my post from yesterday on my first impressions of the new building system. Already, we are seeing some interesting changes to this new system. Lets get into it...
New proficiency system
One of my biggest concerns about a launch of the new building system today was how long it took to break down walls. When I first tested the time it took to demolish a top level (stone at the moment) wall, it took just over 1.5 minutes. This was scary fast, especially considering it was the strongest option for building as of me testing. Can you imagine the impact on gameplay if a group of 3 could knock down any top level building part in 30 seconds flat?
Thankfully, it appears Garry saw the unworkability with this and subsequently has created a new, simpler melee vs building block damage proficiency system. He does note, it is unbalanced. I'm not surprised given most any new system needs to be in play for a bit before a balance can be struck. Hopefully, this system makes it take longer to break down walls.
Edit: I was just looking at Garry's tweet again and realized '(unbalanced)' could just as easily mean he added this new system because the old one was unbalanced.
Fans of hammering shit are in luck: Hammering blocks now increases health or demolishes faster. Although I don't think I'll miss the mandatory hammering sessions to get my base up to snuff, it is therapeutic to stand there and whack a wall every now and again. Having the ability to upgrade health faster than normal could really come in handy (especially because it can take over 20 minutes for the health to rise fully on level 2 block).
If you're wondering why it’s saying ‘or demolishes faster,’ I believe that is referring to the new self deconstruct option I mentioned in yesterdays post. Long and short, you can remove your own items automatically without having to hatchet them down yourself.
Bye, bye, wood piles
In a move I've been expecting for a while, Andre has removed wood piles. Good! Who needs those fucking things when there are trees everywhere? Although it may be slight, this is a very welcomed optimization. Less things spawning can make the game load faster and run more efficiently.
Global chat convar
Garry added a new convar: server.globalchat. I'm not positive but I believe this is a server wide toggle on whether chat is local or broadcasts to the whole server. This is good news for server owners who are not keen on the new local chat feature. Personally, I'm excited to try out the local chat.
Garry has put Tom’s new keypad on the code lock. For more on what this looks like, check out the trello card.
We now have an alternate type of chicken.
Some new concept art has been posted by Meg: Solar panels
Rustafied: The Sign
One of our regulars, RiddleyWalker, created a Rustafied sign. Nice work man!