4:20pm EST - The update is live and the devblog is out!
2:00pm EST - Our update stream is live! twitch.tv/rustafied
12:12pm EST - Woah, Helk just dropped some bombs with nodes! Metal nodes only give metal, Stone only give stone, sulfur only gives sulfur. 20% finishing bonus, 2 HQM bonus for metal nodes.
8:30am EST - Updated despawn time list and some other things below based on Andre's morning commits.
1:55am EST - The team at Facepunch is on fire this week! Huge quality of life changes, graphical enhancements, performance increases, and more. There will be no forced wipe till next week (July 6th) because, as always, forced wipes occur on the first Thursday of every month.
Update summary video
Here's an update summary video from Puddy.
Dead bodies turn into backpacks
In a throwback to Legacy Rust, dead bodies now turn into backpacks after 5 minutes. You loot them just like you would a body, and they despawn when they are empty. Reason being: ragdolls are expensive to render. The switch to backpacks increases performance and allows for longer despawn times.
How much longer? It depends on what items are in the backpack, and how rare they are - the more rare, the longer it sticks around. I’m very happy to report, my test backpack with an AK and some metal armor stuck around for 65 minutes!
Backpacks with less rare items appear to last for around 25 minutes while a naked with just a rock and torch hangs around for about 10 minutes. This is a huge increase from the several minute despawn time we’ve been dealing with.
One potential downside of these camouflaged backpacks is they blend in with grassy environments. Thankfully, they do at least displace the grass around them:
Server owner note: A ‘corpsedespawn’ cvar has been added so you can change how long it takes bodies to switch to backpacks - it defaults to 300 (5 minutes).
In the same vein as backpacks, when a storage container is destroyed (box, furnace, etc.), objects inside now drop into an ‘item pouch’ as opposed to spewing individual burlap sacks. They are the same model as the small stash, except they sit about twice as high off the ground.
As with backpacks, the goal is increased performance (in this case, by generating only one item instead of many). Also, pouch despawn times appear to be similar to the backpack.
Edit: Andre has shifted the color of the item pouch so it doesn't look exacatly like a small stash. Updated header picture accordingly.
Helk has made some huge shifts to how nodes work. They now only give one resource (stone nodes only give stone, sulfur only give sulfur, etc.). Also, finishing bonuses of ~20% have been added, and 2 HQM are rewarded for completing (when using the proper tools).
What about yield? The provide roughly the same amount of single resources as they previously have (the amount of metal ore you got out of a metal node is the same you'll get now). That said, with the finishing bonuses, you'll end up with a bit more in total. Also, the yield of stone nodes has been increased overall to account for not getting stone in other node types.
Also, temperate biome has more stone nodes, less metal + sulfur nodes. Arid + arctic biomes remain unchanged.
250 Metal ore
469 Metal ore
600 Metal ore
600 Metal ore
00 Sulfur ore
229 Sulfur ore
300 Sulfur ore
300 Sulfur ore
Dropped item improvements
There have also been a bunch of improvements to individual items which are dropped on the ground. Here’s a rundown:
- Lube removed! Dropped items are less likely to slide all willy nilly
- They take twice as long to despawn across the board
- Total despawn time of a dropped item is based on its rarity (the rarer the item, the longer it takes to despawn - see examples below)
- Dropped items now displace grass, making them easier to find
Dropped item despawn examples
Here are some example despawn times for individual dropped items. Keep in mind: it is very likely some of these numbers will change - so take this with a grain of salt.
* These numbers are estimates (not down to the second) and are subject to change.
Edit: Andre has shifted some of the despawn times, I've updated the list accordingly.
Helk has implemented all new explosion effects. These fresh blasts appear bigger, more realistic, and send particles and smoke out in a new, better looking way. To accompany this new FX, a screen shake effect has been added to the first person view for anyone in the vicinity of detonation.
The physics behind grenades has shifted significantly (for the better) this week. Grenades no longer slide all over the place, they only tumble. Along with that, their bounciness has been reduced. All in all, it should be easier to toss grenades where you intend.
There are some minor changes to decay this week. Mainly, deployables only decay when they're outside. This means as long as your deployables have a roof or overhang over them, they will no longer decay. With this, the deployable decay timer no longer resets when someone looks in - the deployable must be repaired with a hammer to reset the decay timer.
Note: This does not impact small stashes, that uses something else for decay.
- Cost of mining quarry is now 5000 wood, 1500 frags, 6 gears, 4 sheet metal
- Ores have a smash effect when changing stages
- Can hold down left mouse click to continuously hit with hammer
- Fixed bow sometimes spamming RPCs to server
- More progress on foliage assets branch
D-Day Community Event: Saturday
I’m excited to announce a new Rustafied community event this Saturday at 3pm EST: A D-Day inspired Rust server, featuring a bunch of streamers and special guests, along with a whole ton of action. Two sides will battle it out over 4 areas of the map during this 3 hour event.
Tune in on the Rustafied Twitch channel and check back here on Saturday for the server information.
Rust: Prime servers wipe today!
After launching last week, I'm happy to report Rust: Prime now has over 3,000 verified users! Our prime servers wipe today, check below for the specifics.
Wipe @ 5pm BST
Wipe @ Update