RUST
POWER TRIP
TL;DR
- This month we're releasing a set of features we call Player Maintained Monuments - tying together our existing monuments in new and interesting ways while pushing players to interact with each other in the process.
- Using new Heavy Fuses, the power plant can be fired back up to unlock several new gameplay features for everyone around the island.
- Heavy Fuses can be found as loot and must be inserted into the new special fuse boxes located at the power plant. Not everything will be unlocked all at once - some things connected to the power plant require more fuses than others to become functional.
- Power up the new Satellite Control Computer at the Launch Site with tech trash and an aiming module and then take control of a satellite of your choosing.
- Once locked in, the satellite will start its descent, visible to all players on the server. After a short while it will impact and spill its new satellite loot crates.
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 stronger3
- The smaller terminal will increase the rate at which air drops fall across the map when charged.
- Restock time increased from 2m -> 10m
- For modders - we intend to remove SetFlag from the codebase with the September wipe (3rd Sep 26). We recently replaced this with a disposable pattern to encourage more efficient usage of updating entity flags.
Nerfsmade weaker4
- We added a cooldown to the stance switching to prevent players from spamming it - it'd lead to more randomness in gun fights rather than players strategically sticking to one stance.
- High walls now have a static upkeep cost of 20%. This brings them in the middle of building blocks (10% -> 33%) to keep them the intended way to make compounds while discouraging spamming them.
- Stock lowered from 10 -> 2
- Audible range of equipping a weapon attachment has been reduced from 60m to 20m
Fixesbug fixed4
- Use the thruster buttons to target the crash location before locking it in. It doesn't come with a manual though, so you'll have to figure out which thruster button does what, first!
- There's no nice way to fix this, so we had to just support parallel saving if we wanted to improve things further. After making all save code thread safe, I simplified the logic - now snapshots get packaged up into batches(controlled by
- This month, we've done a pass of additions, improvements and fixes to the Community UI used by the modded community. This adds new CUI components, as well as a new feature and mechanic which allows server-side pie context menus.
- Fixed: Button and Scrollbar color tweening / transition fade when it first gets created
Newadded content or feature8
- In Oxum's, the car garage has received a tune-up. When the power grid is active, or when the backup generator around the side is turned on, the garage will power up with some new features.
- NEW WORKSHOP SKINNABLE: SMALL BACKPACK
- New component: Tooltip
- New Component: Canvas Group
- Adds the ability to change graphic alpha, blocksRaycasts and interactable - this includes all child panels of the group component object.
- Adds the ability to mark an Image / RawImage as a mask, of which all child components will be masked by using the invisible alpha of the mask.
- New Mechanic: Custom Pie Menu
- New RPC: CommunityEntity.DestroyUIs - takes a list of panel names to destroy at once