5/28 @ 12:00pm - No update today, and no update post from me either, I'm running around trying to find a new power supply and motherboard after mine fried last night. The devblog should be out in a couple hours though, so we've got that going for us...
4:44pm EST - The pinkness has intensified on the dev branch, now taking over the menu's also. But big-ass high voltage powerlines have made it into the procgen8 branch, so we've got that going for us.
3:28pm EST - We’re at the halfway point for Rust development this week and some exciting things are afoot. As you may already know, there will be no big update launching tomorrow (there will still be a devblog). You can test out the new things now by opting into the development branch, however, you may want to wait a bit on that, shit is very pink at the moment. Let’s get into it...
Garry’s focus today has been improving the crafting menu. He’s accomplished this by adding a materials needed chart and several buttons to set crafting amounts (including a forward button which instantly sets it to the max amount you can craft). This new view also shows the crafting time and what appears to be a multiplier. Could this be a prerequisite to a workbench which speeds up crafting time? I hope so…
Garry has also added a new crafting queue, allowing you to see and cancel what’s being crafted.
Along with all the new additions to the UI, Garry has added a scaling ability on the F2 menu. At 100 by default, this slider allows you to make the entire UI smaller. It affects everything from the inventory screen to in game chat:
It appears we will soon have a new way to capture people in Rust. Last night, Minh implemented animations for handcuffing a person, and today, Garry added the handcuffed hold type. No visuals on this yet, but I'll be sure to post more information and pictures as soon as handcuffs go live on the development branch.
Officially announcing there will be no update tomorrow, Garry posted this teaser picture earlier today on the Rust Twitter. Two interesting things of note: First, I’ll be damned if that ain’t snow falling. Second, this appears to be the first glimpse of the miners helmet. Sweet!
Andre continues his work on the procedural map generation branch. Today, along with some tweaks to the powerlines, he's made roads and rivers wider while shifting the way they generate on the map. I can't wait to see this updated landscape once it is merged into main (don’t expect that this week though).
Stream team continues
Furthering my new found addiction to streaming, we'll be going live again tonight around 9pm EST. To assist with in game efforts, we've been growing the Rustafied Stream Team. If you're a mature individual looking for a group, email me at [email protected] to discuss joining this new team. Follow Rustafied on twitch to know exactly when we go live.