Rust

Rust Dev Tracker




08 Feb

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I try and avoid p2w the slot thing was an oversight and I think a minor one in the grand scheme of things but we are working on a solution, unfortunately we aren’t sure if we can increase clothing slots to 8 without a wipe, we also can’t make it exactly like a wolf headdress because of no bandana and then it would be useless, so maybe we have to rework the art so it works with the bandana and it’s a 1:1 wolf headdress replacement, not sure yet but the tl;dr is p2w for this item was not by design (and I think slightly overblown at that)

EDIT: Good news, Taylor was able to modify it and I was able to make it a true wolf headdress replacement as it is now compatible with with bandana. It's stats have been modified accordingly. This is what it was supposed to be all along, just a tiny oversight regarding the slot, whoops.

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Originally posted by Ze_Sloth

[QoL] Can't play the game in borderless. Extremely annoying.

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Originally posted by F41LUR3

You could always bootcamp your Mac to Winblows and play it on that shrug.

Definitely expected to find this comment in this thread.


07 Feb

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Originally posted by 5ingle5hot

I have no idea what Facepunch does or if they even are doing what you suggest they are doing.

But as to preventing the tactic you describe, ideally you want a steady pace of releasing features and bug fixes - the more frequently the better. Some companies release many times per day, some daily, some weekly, etc. The longer your release cycle, the more you have to test, the more unpredictable the finish line is, and the more likely you are to "cram" at the end (assuming you have a defined date to release on). However, the more frequently you release, the more infrastructure you need. Companies of non-trivial software that release multiple times per day have invested a ton in building up infrastructure and processes to make it happen and they have very large organizations.

Rust is incredibly complex (besides the gameplay, think of all the variations of OS, graphics card, etc. they have to test) and the dev team is small. The fact that they release as much and as often...

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Did not expect to find a heartwarming comment like yours in this thread.


06 Feb

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Originally posted by arehberg

Still on my list! I've been mostly focused on getting Clatter and Chippy ready for release for a while, so more important stuff like sounds for new guns has been getting priority when I do spend time on Rust. I swear I really really want to do this still though haha

I think you should focus on optimization instead.

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I hope you enjoy them. All programmers have been putting optimization work on hold for the last 3 weeks and spent all their time on learning how to create 3D models. I think the new palms and hemp really demonstrate it was all worth it.


09 Jan

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Originally posted by Cruxall

I'm calling mom.

You rang?


05 Jan

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All of those "27 new stable versions on the Unity site" are more broken than the one we are currently on. Yes, we've tried them all and reported every game breaking bug to Unity. The only good news is that there is a slight chance one of the next 2018.3 releases will allow us to upgrade.


19 Dec

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Originally posted by aStiffSausage

Absolute unit.


17 Dec

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Originally posted by [deleted]

[deleted]

This most likely means the server has not updated yet.

Post

Since many people have been wondering about this bug and why it took us so long to address it, here's a quick post-mortem.

  • The bug was relatively rare and our testers were unable to reproduce it altogether
  • When it happened to a base and we checked that same base we couldn't reproduce it there anymore either
  • I went over the tool cupboard code about 5 times and did not find anything wrong with it

The thing that finally gave us a lead was that Alistair noticed that sometimes when repairing an item in his base he could briefly see the base decay message pop up when he interacted with the tool cupboard immediately afterwards. When reproducing this in the editor I could also sometimes see resources that should not be there pop up in the upkeep cost overview for a brief moment, which was no the case in the standalone build. The same weekend we received a video of a clan reproducing it by repairing an item with the repair bench in their base.

... Read more External link →

14 Dec

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Although there is no way to exploit this in a targeted way we'd like to give server owners some more time to update before we post any details.

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Originally posted by defunkd7

Would be great to get a dev response on the problem and how it was fixed. Been an issue that’s bothered the game a long time now.

It was a doozy. Maybe after the fix has been rolled out


12 Dec

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Originally posted by AllMightyWhale

I get your point, but how does not finding your body help with player interactions exactly? It’s just annoying, it would be a small quality of life change.

I agree, and I think this should be a thing. I'll look into it early next year

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Patch on Thursday will fix this issue- it currently only displays the output of the battery, so if it isn’t powering anything it’ll read 0 even for the input

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Server out of date

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Originally posted by F41LUR3

Yeah, I think it's a temporary measure due to exploits involving looping combiners for infinite power or something. Perhaps Helk will figure out how to avoid it without this annoying caveat so we can chain more than 2 power sources together.

It should be fixed on staging, (along with a lot of battery issues) so you can combine root combiners and will go live this Thursday with the xmas patch


11 Dec

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Originally posted by TomiSepa

No, the signal generator is actually 4 times faster, but I have to limit its speed because the electronics break if you make them go to fast, I think it has something to do with the server tick rate.

try increasing ioentity.framebudgetms to 10 and decreasing ioentity.responsetime to 0

also lets see what it looks like under the hood!