New top tier, RakNet errors, name tags, and demolition sounds
2:46pm EST - It is a fresh week in Rust development and we already have an exciting new addition: The top tier building components. This badass looking metal tier stands to offer the best protection against those raiding rascals. As usual, expect these changes to go live with the big update on Thursday. Before we get into that, let’s talk about these connection errors...
RakNet errors
Many people are experiencing entity errors which kick them from the server. These come in the form of “Entities out of order” or some other long message. Unfortunately, once it happens, it tends to continue happening after you reconnect. The only fix we’ve found is to kill your player in game (either have a friend kill your sleeper or type ‘kill’ in console real quick after a reconnect).
Garry is implementing some new techniques to pinpoint a culprit. These errors are caused by seemingly random packets getting corrupted. On the dev branch, he’s added hashing which should reject corrupt packets, forcing the server to resend. None of these changes will be on the main branch till Thursday’s update, however, Garry encourages anyone experiencing these problems to get on the dev branch and test it out.
New building tier
The newest building tier is now live on the development branch. This heavy duty tier will stand as the new pinnacle of base security. Here are some observations based on the current development build (and some pictures below):
- The health of each item is still the same as the lower metal tier (note: this will change prior to being live).
- As to be expected, the cost of each item is more expensive than the previous tier. On average, each piece costs 100 more metal frags.
- You can still upgrade straight to this tier from twig.
- The new door is not in yet (still the same metal door we currently have).
- The commit message noted this tier was unbalanced, meaning all the numbers are subject to change.
Name tag placement
One annoyance in gameplay this weekend was the shift in nametag placement. Instead of rotating with the camera so you can always read it, nametags have been fixed in a unicorn-like position above players heads. This was an unintentional change which snuck into the last update and Garry has fixed it today (so expect to see it in Thursday's update).
Demolish sound
Holy fuck! I thought I had heard some bad sounds in my time but this just might be the worst. If you’ve been playing the past few days, you’ve probably been startled out of your seat a couple times by a horrible crashing sound, raping your eardrums at a volume which makes the plane flying overhead sound like a purring kitten. This is the new sound for when a twig building component is destroyed. What’s worse is this sound appears to be broadcasting, equally loud, to anyone in the general vicinity. Thankfully, as I’m writing this, Minh has pushed a commit which tones down this sound effect.
Where is the dev server?
It’s that time again, I’m running an update on the dev server and it’s going to disappear off the server list on the main branch. To get back in there, you’ll need to opt your client into the development branch.
Key corrections
Last week, some big changes to the key lock were implemented. It is now cheaper (100 wood) and keys are crafted instantly. Unfortunately, I misinterpreted one commit message:
Can craft keys without unlocking door (if you have access)
I took this to mean you could craft a key on a locked door if you had building permission (via a cupboard). This is not the case, having access in this context means already having a key for the locked door in your inventory. My bad on this one, my apologies if I caused anyone to get locked out of their house.
I was speaking with Helk and he told me there are some more changes in the works for key locks. The goal is to make them a little more self explanatory (so people don’t end up getting locked in their house) and also make it possible to remove the lock, allowing an upgrade to code lock. As always, I’ll keep you up to date as these changes are implemented.
Tip of the day - Admin edition
Harpo, from Dangerloot, came up with a nifty little trick for admins to teleport to players. Here’s how you do it:
- Go into spectate, find the player
- Enter freelook (SHIFT+P)
- Type ‘respawn’ in console
- End freelook (SHIFT+P)
Question? Comments? Join the conversation at Rustaforum.com