RUST
NAVAL UPDATE
TL;DR
- Player-made boats are here, providing a new way to explore the seas, including the Deep Sea!
- Place the new Boat Building Station deployable in the water and get building with your shipmates! Use the new Boat Building Plan to construct your dream boat, utilising a new set of boat-specific building blocks.
- Be sure to set a lock code on your steering wheel to stop unwanted access or theft of your shiny new boat.
- To get your vessel sea worthy, we've now got some new deployables - specifically for your boat!
- The Deep Sea is a new offshore region you can travel to using boats. It’s high risk, high reward, and intentionally unforgiving.
What do the tags mean?
- +Buff green = made stronger
- −Nerf red = made weaker
- ~Fix yellow = bug fixed
- *New blue = added content or feature
Lines are quoted from the official notes; on cards, the › bullet and left stripe use the game's colour, not a tag; tags are auto-assigned, so check the full notes for edge cases.
Buffsmade stronger4
- We've added a new boat - the PT Boat. Only found in the Deepsea - It's slower than the RHIB and consumes more fuel, but is stronger and packs a punch.
- Each PT Boat comes equipped with two turrets. One packing dual 50 caliber machine guns, and the other with a single more precise 50 caliber gun. Each can be reloaded with standard 5.56 rifle ammo.
- This ends up being 4x faster in a scenario with 200 boats (each boat having multiple buoyancy points), and scales better than it previously did as you add more objects.
- // keep recording and export only when expend more than 5ms
Nerfsmade weaker3
- These changes bring the artificial test of 500 Furnaces smelting Metal Ore down to a maximum of 0.25ms, often less than that and with no visible changes to players.
- I’ve also reduced the networking overhead of flame turrets. They were sending their rotation to every player in network range every 0.1 seconds, which was unnecessary.
- It's designed for code that runs in 0.05ms or more, so don't use it to profile something cheap (setting up profiler and installing profiler hooks costs)
Fixesbug fixed5
- This work additionally brings in several QOL fixes and improvements to existing missions and NPC conversations, as well as related background optimisations.
- ) visualizes how the sampling works and why samples get rejected. Various rejection reasons are color coded, with only "Green" being success. Here's the before fixes visualization
- This cost was also being increased by AI that are mounted to vehicles, which was increasing by a bunch this patch. Thankfully these improvements also fix AI increasing the cost.
- Last month I notice some unusual performance drop when running around Outpost, turned out the static caboose train was using an excessive amount of canvases, this is now fixed.
- We've noticed some unusual spikes caused by flame turrets and shotgun traps. It was happening every few seconds in large bases without any TC. Quite rare, but fixed nonetheless.
Newadded content or feature7
- NEW BOAT DEPLOYABLES
- For years, the ocean has just been a blue void between you and the Oil Rigs. With this update, we are introducing a brand new biome in the Deep Sea, the Tropical Islands.
- NEW SCIENTIST AI ON OILRIGS AND AT SEA
- New scientist AI is progressively coming out, but only to
- NEW WORKSHOP SKINNABLE: SKS
- NEW - tick_update_ms (default 1) -
- NEW - ammo_update_ms (default 0.1) -