The Trainyard update
2:00pm EST - The update is live and devblog is out!
1:00pm EST - Our update stream is live! twitch.tv/rustafied
12:00am EST - Update day is here! Along with the forced map wipe, we’re in store for a bunch of fresh additions to the game including Molotov Cocktails, Flash Bangs, resource wagons with new locomotives, and a bunch more!
The update is expected to hit at the normal time (2pm EST / 7pm BST) and does force a map wipe (no sign of a forced blueprint wipe). Our update stream goes live at 1pm EST. Follow @Rustafied for news throughout the day.
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Molotov cocktails
Before we discuss the train stuff, two new throwable weapons have been added! First, we have Molotov Cocktails. As I’m sure most of you are aware, Molotov’s are an incendiary, hand-propelled weapon. Made of a bottle, flammable liquid, and rag for a fuse, Molotov Cocktails allow players to spread flames with a simple toss (a radius of about 1-2 foundations).
It’ll cost you cloth and low grade fuel to craft or can be found in Chinook and Oil rig crates. Requiring a workbench level 2, they are 75 scrap to research and sit parallel to the F1 grenade on the tech tree. And yes, these are viable for raiding wood — about 2 Molotov’s will get through a wood door.
Crafting cost
10 cloth
50 low grade fuel
Workbench
Level 2
Research cost
75 scrap
Stacks to
5
Flashbangs
Also coming this month, Flashbangs have entered the mix. Used for disorienting enemies and clearing rooms, Flashbangs don’t cause much direct damage from a HP standpoint, but they still can mess up your senses for a moment. If detonated near you, your player’s vision and hearing will get distorted for a of couple seconds.
Costing gunpowder and metal frags to craft, you can also find these in Chinook and Oil rig crates. They sit below the F1 grenade on the tech tree and cost 75 scrap to research.
Crafting cost
25 gunpowder
50 metal frags
Workbench
Level 2
Research cost
75 scrap
Stacks to
5
New Locomotive
Walking around the map post-update, you’ll notice some new things on the train tracks. Potentially first to strike your eye, the new Locomotives. These more proper looking train engines do exactly what you’d think: pull train wagons. And you guessed it! They are more powerful than work carts.
In fact, the Locomotive has twice the HP (2000) of their work cart counterparts and can pull almost double the number of wagons (~17) without slowing down. It’s also about 10% faster than the work cart based on our tests. They are operated the same way as work carts and also run off low grade fuel (accessed on the outside bottom sides of the Locomotive). Although you’ll still find work carts around the map, Locomotives will often be a better option, especially if you’re linking up a bunch of resource wagons.
Resource wagons
You’ll also notice some new looking wagons on the train tracks around the map. Unlike their barren relatives we’re used to, these new wagons actually have loot in them! Trick is, you can only preview what the loot is.
To actually acquire any loot in these new wagons, you must transport them to the Trainyard monument and unload them at the new Coaling Tower (more on that below). And I know what you’re thinking: no, you can’t destroy these to access the loot.
Here are the 3 types of resource wagons:
Loot wagon
An uncovered wagon full of gravel buried in which you’ll find loot
Loot: 3 military crates and 2 normal crates
Resource wagon
An uncovered wagon full of either sulfur ore, metal ore, or charcoal
Loot (one of the following): Sulfur < 4k, Charcoal < 4k, or Metal < 7k
Fuel wagon
A tanker wagon where you’ll find low grade fuel
Loot: < 300 low grade fuel
Trainyard monument changes
The trainyard monument has received a bit of a facelift this month. Along with some new textures and increased spawn priority (now high), the tracks of the monument now link up in two places with the above rail network around the map. This allows for players to drive trains in via two directions. Whichever way you choose, you will be able to park your train under the new Coaling Tower to unload.
Using the Coaling Tower
As mentioned above, the loot in these new resource wagons can only be accessed via the Coaling Tower at the Trainyard Monument. Although this can be done with one person, I’d highly recommend going in a group. You’ll also want to bring a green keycard and a couple fuses to get this puppy running.
Here is how you access and operate the Coaling Tower:
Pull your train / wagons under the Coaling Tower
Enter the coaling tower on the first floor by swiping a green card
Power up the control panel by inserting a fresh fuse
Use the control buttons to unload and move the train wagons forward or backwards
All unloaded resources will be placed in a storage dumpster on the first floor (or outside on the wagon if you’re dealing with a loot crate wagon)
Monument light switches
Many monuments around the map have had light switches added. These player operated switches control a variety of lights depending on which monument you’re at. Off by default on server start, these switches will automatically turn off at varying times depending on which monument you’re at (general time is between 15 to 30 minutes before they switch off automatically).
You’ll find these switches at Harbor, Train Yard, Launch Site, Lighthouses, Gas Stations, Supermarkets (sign on top now illuminated), Airfield, Power Plant, Arctic Base, and Mining Outpost.
Updated wooden signs
The wooden signs of the game have received a bit of an update this month. Although they still cost and operate the same, you’ll notice the models have been updated.
Misc. fixes
Fixed invalid projectiles when mounted bug
Fixed armored double door hatch sound
Fixed rowboat small stash culling at 10m
Fixed missing rad tea world models
Fixed a broken radio station, added new stations
Reworked radio streaming LOD system to fix connected speakers playing distorted audio if a player leaves the range of root boom box
Improved audio sync when playing radio through multiple connected speakers
Other stuff
Underwater labs have been made smaller overall
Scrap tea now yields more scrap and lasts longer
More interaction sounds added
ADS toggle convar added (input.toggleads 1)
New admin commands
The team also added a number of new commands for admins and server moderators.
Remove user generated content in a certain radius: global.clearugcentitiesinrange (eg. clearugcentitiesinrange 5,5,18 30)
Added --json option to most text table commands
Added server.listtoolcupboards
Added global.usersinrangeofplayer - identical to userinrange but uses a provided player (eg. userinrangeofplayer Jim 50)
Added server.clearugcentity convar, when provided an entity id it will delete any user generated content from that entity (can be used via rcon and will work for any entity that's compatible with the admin browser). Offensive content report dialog now finds the UGC content closest to the center of the screen (so it can be uploaded with the report)
Hardcore on the horizon
Although not coming in the game this month, the recently announced hardcore mode of Rust has been gaining some attention. Still a work in progress, we have confirmed some features via the commits. Keep in mind: this is a new game mode, it will not impact vanilla gameplay.
Here is a summary of hardcore mode:
No safe zones
No compass / maps
No global chat
Local chat within 100m
No contact / friend system
No wounded crawling
No Rust+ app
Map seed hidden