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Drones and Card Games

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

12:00am EST - It’s another week in Rust development, and with the large update just one week away, we’re seeing a ton of progress on new functionality along with some miscellaneous fixes.

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


Note: This is just a bad photoshop - not an actual pic of the drone.

Drone progress

The ‘drone/shop’ branch, which appeared earlier in the week, has seen a slew of commits in the past several days. Granted, a ‘drone’ branch has been around for a while, but this new ‘shop’ has some interesting commits, raising questions on what these drones will actually be used for.

“Hide Pee Pee 9000 on the map” aside, the various commits point to some form of purchasing / orders system along with terminals around the map. Will these drones be used for some form of new product delivery functionality? No one can say for sure as Facepunch hasn’t released any specifics quite yet. That said, it does appear this functionality is progressing with high velocity, so we’ll keep you posted as more comes to light.


Card games

A new branch has been in the works recently which alludes to some promising new mini-games in Rust. The CardGames branch, which first appeared just over two weeks ago, has mostly flown under the radar as pretty much every single commit has been hidden. 

That is with the exception of one commit which was public. This allows us to see there have been well over a hundred hidden commits towards this branch in the last two weeks. What games will be included exactly? Speculations point to poker, blackjack, and slot machines — but we’ll have to wait and see for sure.

With so many commits in a short period of time could Facepunch be pushing to get this functionality out asap? Could be. Regardless, we’ll have the full scoop of what all these card games entail once more information is available.


Bradley loot nerf

Taking down the treacherous tank NPC, Bradley, at Launch Site will be a bit less rewarding after the update next week as the drop rate for high end weapons was lowered from the crate. *Cue sad trombone*


Camper module

Over on the vehicles branch there are some murmerings of an exciting new module. The Camper module, first seen about a month ago, has received some more work this past week. With colliders, gibs, LODs, glass, and health conditions initially set up, it appears as though this mysterious new module may not be far from seeing the light of day.

Although no information has specifically been released from Facepunch, the idea of a Camper module does rightfully raise a few eyebrows. Might this be some form of mobile base? Could we deploy objects on it? This all remains to be seen, but with much of the fundamental work seemingly being complete, we might not have to wait long to find out.


Save 203

Generally speaking, upcoming changes to map generation happen on a ‘saveXXX’ branch (new number for each iteration). This month, those shifts appear to encompass some fixes for instant deaths at a certain cave entrance along with a fix for a Trainyard green puzzle bypass. Alistair just started on this branch yesterday, so I wouldn’t be surprised if we see some more tweaks prior to the update next week.


Other stuff

  • UI improvements to skin picker in crafting and repair bench

  • More Hapis rescue love (looks to be prepping for merge!)

  • HDRP progress

  • Game modes progress

  • Fixed dying by poison damage not showing on the death screen

  • Fixed clipping deployables on watch tower

  • Large wooden box can no longer be clipped into world layer

  • Standardized floor triangle twig collider to prevent some upgrading issues

  • Jackhammer skins incoming (maybe?)

  • Stricter shotgun trap placement

  • Update entity.uploadsign so it works with photo frames too (admin only)