Rustafied

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More resources, new admin tool, and beefing up main

5/26 @ 2:27pm EST - The client update is out!

5/26 @ 2:23pm EST - The devblog is out! Client update hitting any moment...

5/26 @ 2:10pm EST - The server update is already out, looks like an early one today!

5/26 @ 11:40am EST - It's update day and this post still covers pretty much everything coming in today (I added a couple lines to the 'other things' section). Tune in to our update stream at 3pm EST and follow @Rustafied for news as the day progresses.

5/24 @ 3pm EST - It is a new week in Rust development and the team is rocking out some welcomed features. We also have some exciting news about our main server (see bottom of the post). The update is set to go live this Thursday and will not force a map or BP wipe. Let’s get into it...


More resources!

Have you ever noticed how resources seem to become scarcer as more and more bases pop up around the map? No, it’s not just your imagination, it’s because resources (tree’s, nodes, etc.) have been set not to spawn in the radius of a tool cupboard.

Thankfully, Andre changed that yesterday so resources will now continue to spawn, regardless of cupboard placement. This should make gathering a lot easier in the long run!


New admin tool!

Admins are in for a treat this update - the developer tools which allow you to toggle off certain game layers has been made accessible to all moderators. Allowing for things like turning off buildings while still leaving deployables visible, this tool could help admins more easily spot ESP cheats.

To access it (if you have moderatorid on the server), simply hit F1 then go to the tools tab on the top.


Water caustics

Diogo has improved on the ambiance under water by adding caustic effects. For those who don’t know what a water caustic effect is, it’s basically the pattern on the ground of a body of water created by light refractions from the surface. Here is a before and after shot to give you an idea (but you really have to see it in motion to get the full effect)...


Throwable tweaks

Alex and Andre are working on some changes to throwable weapons. It’s still on a separate branch, so we’re unable to preview the changes at the moment, however, it is likely throwing weapons after the update will look and feel a bit different.

Edit: Throwable iron sights are making progress on another branch, but as of this moment, they are not merged into main (so they might not make it in today).


Dungeon art updates

Vince is working his magic on the dungeons, updating the power plant and trainyard, adding textures for big tanks and the conveyor belt crane, along with several other things. As usual, these changes won’t go live till the next forced update (June 2nd).


Other things

There’s been several other bug fixes and miscellaneous things being worked on. Here are some highlights:

  • Improved world model animations
  • More item pickup/drop ui sounds (and meat cutting)
  • Fixed monument metal buildings roof being transparent (low decor & object quality)
  • Fixed missing collision on small section of wall
  • Fixed weapon attachments leaking their entities to clients
  • Reset all antihack values on disconnect

Beefing up main

For several weeks now, performance on our 300 slot server has been dropping. To help resolve this, I’ve moved main to its own dedicated box. This should make gameplay much smoother and maybe even allow us to increase the number of slots in the near future. It's a new IP, so update your favorites. You can still find it on the official list, or connect using the new ip:

client.connect 192.223.26.55:26032