Rustafied

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Mapping and no more wall-walking animals

Another beautiful day in Rust.

11:45pm EST - No client update today but expect one before the devblog goes live tomorrow.


After a huge day of new items yesterday, the team is working on some more behind the scenes stuff today. Before we get into that, I want to share with you a fix for if your locks aren't working.


Locks not working?

There is currently a bug which causes keys / locks to stop working after a server restart. Here's a couple steps which can help repair your broken lock:

  1. Hit door with rock or hatchet (lock should turn green)
  2. Open and close the door
  3. Hit E on lock (nothing will happen)
  4. Hit with hammer to repair hatchet damage
  5. The door will lock (lock will be red)

This may not work everytime, but we've seen some success in getting otherwise broken locks to function. Thanks for OHG for providing these steps!


When animals attack... through walls...

Have you ever been in your house, minding your own business when all the sudden a bear walks straight through the wall and starts mauling you? Well you're not alone! Thankfully, Andre has tweaked some of the AI around the animals so they can no longer attack a target they can't see.


Legacy terrains (it's not what you think)

Garry posted a tweet about adding back support for legacy terrains. Hearts skipped a beat and eyes widened as lovers of the old map on legacy Rust read this. Garry quickly pointed out, "not what you think." Turns out, this does not mean they old legacy map is coming back. Rather, it relates to some work on the SDK to allow for developers to create their own maps in the future. Personally, I think this is way more exciting than bringing the old legacy map back!


Building skin transitions

Garry is experimenting with building skin transitions. I'm curious to see what this looks like in action... will we be able to see if a wall if half way between two levels? I'd like that.

Edit: And here we can see it in action! 


That's all for now, more to come later!