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Furnace UI, Molotovs, and more!

1:00pm EST - Our update preview stream is live! twitch.tv/rustafied

12:00am EST - With 2 weeks to go before the August update, the team moves forward on a variety of features and functionality. 

Our update preview stream goes live at 1pm EST. Follow @Rustafied for news throughout the week.


Furnace UI shifts

First spotted on the AUX branch last week, the furnace / cooking UI updates continue this week. Addressing some concerns around balance, Jake has increased the speed of large furnaces and added one more slot for materials. In addition, he tweaked the UI layout a bit to make it more intuitive. Still on AUX, we may see some more tweaks and changes to this new UI prior to going live. Either way, here is what the new UI’s currently look like:


Molotovs incoming

A new weapon is in the works as Helk has pushed the first commit for Molotov Cocktails. Still on a separate branch, we can imagine how Molotovs in Rust will function. Based on what we know of this hand thrown incendiary weapon, you’ll pull out the bottle, light the fuse, and toss it, spreading fire over the area. We’ll keep you posted as more comes to light.

Edit: It appears flashbangs might also be making an appearance in the game shortly.


Trainyard update

Certainly no lack of activity on the Trainyard update branch as commits continue coming in. This week, much around finalizing the new Ore Harvester (name pending) monument functionality and tweaking train movement. Based on commits, it appears this new monument will feature some sort of puzzle.

All of this remains unseen so far to us non-developers as none of this large body of work is available for testing on staging quite yet. Nevertheless, it does seem as though the team is pushing to release this and more on the August 4th update.


Monument changes

On the same Trainyard update branch we continue to see work and tweaks to various other monuments around the map. Light switches have been added to a number of monuments, allowing players the ability toggle visibility during night time looting. Along with the switches, commits show a number of tweaks and changes to environmental lighting in general.

Also in a potential shift to loot balance, the underwater labs have been made smaller in general. As mentioned above, none of this is available on staging quite yet. We’ll have all the details once it is.


Other stuff

  • ADS toggle convar

  • Wooden sign models and textures updated (no visuals yet)

  • More work on pets branch

  • Fix for incorrect total required scrap in tech tree dialog

  • Initial work on fish swarms

  • Added new command to remove user generated content in a certain radius: global.clearugcentitiesinrange (eg. clearugcentitiesinrange 5,5,18 30)