This month's update brings fishing villages to purchase boats including the new kayak blueprint, a storage monitor for use with the Rust+ app, some changes to electrified items and other improvements and optimisations.
Once crafted, the Kayak can be placed in the water (similar to the Sunburn DLC boogie boards). Once deployed, you can sit on the Kayak and use a Paddle to move. LMB will paddle left and RMB will paddle right, so to travel forward you’ll need to alternate between left and right paddles. You can also paddle backwards by holding the back key (S by default) and paddling to slow down or reverse.
The Paddle is a new weapon that you will need to craft in order to operate the Kayak. While not on the Kayak you can also use the paddle as a melee weapon, including using it as a thrown weapon.
The Storage Monitor is a new electric deployable which integrates with Rust+. It can be deployed onto the Tool Cupboard and Large Wooden Box to show you how much upkeep you have left and the items inside of the inventory.
The Storage Monitor also detects when items are added or removed from the inventory and will output a pulse of electricity so you can hook it up to traps and alarms.
Please make sure your Rust+ app is up to date to make use of these changes.
The Door Controller has been updated to include a passthrough electric output. This should make wiring up circuits for multiple controllers a breeze and cause less headaches for your base electrician.
Having been in the plans for a long time, the searchlight deployable now takes electricity instead of low grade fuel. It currently consumes 10 units of power.
Reactive Targets still behave the same as always, but they now have four optional electrical connections, acting similarly to a pressure pad:
| Type | Name | Function |
|---|---|---|
| Input | Lower | Lowers the target if it's raised |
| Input | Reset | Raises the target if it's lowered |
| Input | Power In | Power that will be passed through if the target's lowered |
| Output | Power Out | Passes (Power In - 1) if the target's lowered |
Modular Car cockpits now have glass which provides additional protection, particularly in the armoured module.
Tier 2 and 3 Work Bench health has been reduced.
I’ve reworked this to use pooling so we use a smaller number of reusable gibs instead of creating and destroying them every time you destroy something. While I was at it I also reworked the system to allow us to start using simple collider shapes instead of more complex mesh shapes. In this month's update every gib in the game is now being pooled, and almost all of the gibs that are spawned when destroying building blocks are now using simple shapes.
In our tests we’ve seen that this new system spawns objects twice as fast and uses less memory since we don’t need to include the physics mesh, hopefully this should reduce the number of frame hitches when destroying lots of objects (during raids in particular).