Rust

Rust Dev Tracker




04 Dec


02 Dec

Comment

Originally posted by PostEditor

[QoL] Tier 1 car parts don't show up in the level 1 tech tree and also they aren't known by default.

Why not just make them a default BP since you can find them everywhere anyway and they really aren't that useful once you get to T2.

The game design intention is for you to scavenge for the pieces during the early game, they're easily found at and around the roadside.

Better parts can be bought at the Vehicle Parts shop at the bandit camp or unlocked at tier 2 tech tree.

We've no intention of adding them to the workbench level 1 tech tree or adding them as default blueprints at this time.

Comment

Originally posted by quietconundrum

[Bug] My server would not fully boot until I removed the halloween.murdererpopulation declaration from my .cfg file. Now, vanilla murderers do not seem to spawn or work anymore, despite halloween.enabled being True and changing the population convar once connected.

Is this issue an intended change? If so, PVE server owners benefit greatly from having the murderers/zombies roaming the map for added immersion and I would request this be reconsidered.

Seasonal content may break outside of when it's officially enabled. We should be handling that better so we'll take a look, thanks for the report.

Comment

Originally posted by ProdPXVL

[BUG] Deployable placement is scuffed.. When I try to place boxes on the top shelf in my loot room I get "Line of sight blocked"

Thanks - which server are you playing on?


27 Nov


09 Nov

Comment

Ordered one myself - in theory, it should be the best CPU for Rust with its strong single-threaded performance.


04 Nov

Comment

Originally posted by BillBFacepunch

Thanks for the report, this has now been fixed. An update with the fix will be out soon.

Update: Fix is now released

Comment

Originally posted by p0nygirl

[QoL] Let us sell PHOTOS in vending machines. They even let us sell vodka now so why not photos?

We'll look into this.

Comment

Originally posted by PostEditor

[BUG] ONCE AGAIN... please fix animals being able to attack you while sitting in a vehicle. Unless this is supposed to happen which wouldn't make any sense at all.

We'll resolve this issue in the near future.

Comment

Originally posted by Tanquerist

[BUG] Scientists don’t take any damage on oil rig. Please see a short video attached. Sry for the bad quality. It is from today’s wipe on an official!

https://www.reddit.com/r/playrust/comments/qmt2rt/gamebreaking_bug_no_damage_from_scientists/?utm_source=share&utm_medium=ios_app&utm_name=iossmf

This is an issue with Oxide. Contact your server owner and ask them to update Oxide.

Comment

Originally posted by iGameInc

[BUG]

Server console kicking back -

(15:10:30) | The referenced script (MLRS) on this Behaviour is missing!

(15:10:30) | The referenced script on this Behaviour (Game Object 'mlrs.entity') is missing!

(15:10:30) | The referenced script on this Behaviour (Game Object 'mlrs.entity') is missing!

(15:10:30) | CreateEntity called on a prefab that isn't an entity! assets/content/vehicles/mlrs/mlrs.entity.prefab

(15:10:30) | IndividualSpawner failed to spawn entity.

(15:10:35) | The referenced script (MLRS) on this Behaviour is missing!

(15:10:35) | The referenced script on this Behaviour (Game Object 'mlrs.entity') is missing!

(15:10:35) | The referenced script on this Behaviour (Game Object 'mlrs.entity') is missing!

(15:10:35) | CreateEntity called on a prefab that isn't an entity! assets/content/vehicles/mlrs/mlrs.entity.prefab

(15:10:35) | IndividualSpawner failed to spawn entity.

an...

Ensure you're using the latest Oxide and Rust server versions.


28 Oct

Comment

If you're experiencing this issue please can you try the following while we continue to investigate:

  • Restart client, connected to EU or US Facepunch Small 2 then disconnect and connect to your desired server of choice.
  • If the above fails try a system restart.

27 Oct


19 Oct


09 Oct

Comment

Originally posted by DeeYouBitch

[Bug] Weird bug with bag timers, when it gets down to 0 it then just randomly jumps to 120s. Killing yourself after the jump it appears back as usable

We've pushed out a fix for this issue.

Comment

Originally posted by Mad_OW

The spark on nodes on Rustafied EU main is about 1m above the node, floating in the air.

Can't hit it either.

Edit: https://www.reddit.com/r/playrust/comments/q3jjbw/brand_new_stars_update

If anyone else is seeing this issue please state which server you're on.


07 Oct

Comment

Originally posted by RSN_Razor

[BUG] Heavy scientists seem to not spawn on rigs when called in.

Testing alongside Oxide developers and other server owners, this issue appears to be a problem with third-party modding Oxide / uMod framework.

We do not believe this to be an issue on our end.

Comment

Originally posted by Rapidsniperz

[BUG] leaving on a balloon from cargo kills everyone on board https://www.reddit.com/r/playrust/comments/q3j22o/do_not_try_to_leave_on_a_balloon_from_cargo/

Looks like the cargoship parent is overtaking the hotairballon - we'll get that fixed.

Update - We've pushed out a fix for this issue.