2:30pm EST - We’re almost at the halfway point of the week in Rust development and the team is cranking out commits like crazy. A lot of great functionality changes are on the way and Roads have been merged into main. Before we get into all that, let’s discuss the current state of the development branch...
State of the dev branch
As I mentioned yesterday, Garry is doing a lot of work on underlying systems of the game. Last night he merged the ItemSystem2 branch into main, subsequently making the development branch virtually unplayable. Today he has been going through and fixing all the broken things (gathering, bows, furnaces, dropping, picking up, etc). At the moment, the development branch is still pretty fucked. We’re waiting on some new client builds before our server version becomes compatible again. This should get worked out soon so we can get in and test what's new!
Andre has merged the roads branch into main. That means roads are live on the dev branch (that is, once the builds complete). I’m excited to get in there and see them in action! Expect an update later today with some more info and screens on this.
One note: Bridges were put on hold pending some art. Roads now just stop at the shore.
Maurino has started work on the repair bench. So far, it looks like this will work the same way as legacy: place the item on the bench, repair it for some resources, and health is restored. Because this functionality is on it’s own branch at the moment, I haven’t gotten any visuals quite yet. Expect some soon though!
Eat food / use bandage in hotbar
Food and bandages placed in the hotbar will now be used when you hit the matching number key. Thank fucking god! I don’t know how many times I’ve bled out in combat because I’m fiddling in the tab menu, just trying to use a damn bandage.
Lantern uses fuel
Lanterns will no longer burn eternally, they now require low grade fuel to function.
For the past week, there has been a bug where all the wood in someone's inventory is taken when trying to craft a tool cupboard. This should no longer happen as of the next update.
At the moment, clothing protects a couple damage points where it covers and there has been no difference between any of the clothing items (except Rad gear, which amplifies the damage you receive). As part of the new item system, Garry has hooked up actual stats to each piece of clothing, meaning a snow jacket should now provide more protection than a T-shirt. No specific numbers on this yet, however, I’ll be testing this out when dev comes back online.
Forced BP wipe
Garry added a protocol version to the persistent player data. This has forced a wipe of blueprints on the latest update to development. This means you can expect a game-wide blueprint wipe when the next update hits main on Monday.
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