2:04pm EST - It is the second day of Rust development for this week and, after a slow start yesterday, things are really starting to take shape. We're seeing a whole bunch of new items being added, leading toward some potentially huge shifts in gameplay when the update hits on Thursday. As I write this, most of these new items are still in the middle of being implemented and are not yet accessible on the development branch. As always, I will be sure to keep you up to date as more visuals and information becomes apparent. Let's get into it…
Up till now, water has played a relatively small role in the game. Thirst is quenched by eating meat (or the occasional small water bottle) and there has been no way to gather or store water. This is all about to change as two water catchers have been added. The small and large water catcher are both non-default blueprints, both currently cost 50 metal frags and 100 wood (which I expect to shift), and the small has 100 health while the large has 300. At the moment, as with most of these new items, the functionality has not been completely added. Here are a couple pictures of these two new gathering devices:
New water resources
In addition to the water catchers, two new resources can be found in the item list: water and salt water. They are measured in milliliters and also doesn't do much of anything at the moment. Expect that to change as the implementation of these new items gets further along.
Helk is continuing his work on the mining survey branch. As you may recall, this is the quarry which people have been a buzz about since it was first announced the other week. Providing a new way to gather resources, the days of searching for nodes may be numbered. I spoke with him briefly about it, and he told me to expect this to be merged to the development branch soon. Expect a full write up on the quarries in tomorrows post.
A new form of headgear is on the way; Xavier has the added the textures and models for the wolf headdress. Sounds fucking sweet. No visuals on this one either yet (except what was posted on the devblog), but my eyes are peeled for when it gets added to the development branch.
Xavier has also completed some animations for the new oil jack. Once again, no visuals yet, but are you getting a sense for how much shit they are adding in this week?!
Portable electric generator
As if everything else wasn’t enough, the models for a portable electric generator have been added by Minh. Here's the picture from the devblog if you missed it:
Alex has added to the list of ambient noises, further improving immersion as you roam the luscious landscape of Rust.
To sum it up
Holy shit, there are some huge changes to how we gather and operate in the game coming this week. Quarry’s, water catchers, electricity, oil. My sense is this’ll be a huge, game changing week. I can’t fucking wait to rock my wolf headdress while I operate my first quarry.
I know, I know, you get it, I’ve been streaming like a motherfucker. I love doing it so I’m going to keep at it. Here’s a schedule of broadcasts for the rest of the week:
- Tonight, Tuesday, 10pm EST - Tunnel life continues on Hapis
- Thursday, 3pm EST - Live update stream followed by some gameplay to test all these new items in action
- Friday, 10pm EST - Continued gameplay
As always, follow Rustafied on twitch to know exactly when we go live.