Fixes and Chicken Costumes
12:00am EST - It’s one week since the update and forced wipe and we’re seeing fixes and forward progress on various features.
Our update preview stream goes live at 1pm EST. Follow @Rustafied for news throughout the week.
Hotfixes
As is pretty common after a monthly update, some hotfixes were required in the days which followed. There was a serious performance issue directly after wipe which was thankfully quickly resolved by the developers. In addition, a hotfix was released over the weekend which resolved a number of miscellaneous issues. Here is a summary of what was fixed:
Fixed nightlight lighting under the water's surface
Fixed weapon burst mode indicator not displaying on the toolbar
No longer destroy players sleeping bags when starting the tutorial
Fixed some tutorial island help prompts displaying incorrect binds in certain situations
Fixed for RPC error in StartTutorial
Various Store UI fixes and improvements
Vending machine now displays item condition when selected on the map
Now able to use emojis in Vending machine names
Increased the max number of server tags to show to 4
Fixed tutorial island missing terrain splats
Chicken Costume hype!
Last week, a new costume was added to the staging branch. This Chicken Costume is undeniably awesome, with its quirky, blow up look and little swish sounds it makes when you walk around. From the looks of it, this will be a costume made available on the item store for the upcoming Easter in game event later in the month.
Electricity improvements
There are some great improvements for electricity coming down the pike. This project appears to be in active development still, so it’s very likely we’ll see more added to this list, but here’s what we’re seeing so far:
Removed power consumption from all the following logic gates: AND, OR, XOR, memory cell, timer, blocker, rand, counter, switch, smart switch, splitters, root combiners and electrical branches
Fixed memory cell draining battery on both sides instead of from the active output
Fixed AND, OR & XOR gates draining batteries on both sides instead of only the side with the highest power input
Fixed electrical lights requiring 1 power when off
Fixed ceiling lights being powerable using only 1 power instead of 2
Removed button active usage and power consumption
Fixed unpowered components draining batteries, much more common now that branches do not waste power anymore
Prevent electrical branch from draining power when nothing is connected to its left side
Breadboards may also soon be available for testing!
Entity Snapping
Along a similar vein, IO entity snapping has been added. This allows you to snap align to nearby entities when deploying any electrical or industrial item. Just press left shift to align and snap! It automatically aligns up and down near any objects then snaps in place when it lines up on certain axis. Very nice!
Motorbikes
A new vehicle is in the works! Motorbikes are progressing nicely over on the ‘bikes’ branch. Although few specifics exist at the moment, the commits did show a basic motorbike (without sidecar) getting added this week. No visuals as all of this work is still on a separate branch, but we’ll post more details as soon as we know them.
Other stuff
Added a new blooded version of the burlap sack world model for the Head Bag
Some player rig updates to improve the way players hold certain items
More work on the Harbor updates which will account for Cargo Ship stopping by
More work on Bradley Scientists patrolling with Bradleys on the map
More work on updating Oilrig to potentially add a moonpool access (like underwater labs)
More fixes on Tutorial Island
More work on the redesign of the Compound monument
Skin picker mouse wheel scroll is now 4x as fast