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Armed and Animated

This month's update brings you TWO new weapons - the handmade SMG and SKS rifle, additionally, new and improved wolf AI, Gesture Pack DLC, plus the usual bug fixes & QoL changes!

07 November 2024
DEVBLOG
This month, we're adding new weapons. Firstly, filling a gap in the weapon lineup, the Handmade SMG is unlockable near the end of the T1 tech tree.
While it lacks accuracy and raw damage, it compensates for this with sheer volume, letting players unleash a hail of bullets. Skilled survivors can use it to stay competitive by timing their attacks and positioning themselves carefully, allowing for surprise bursts against better-equipped foes.
Unlockable at the start of the T3 tech tree, the SKS bridges the gap between the SAR and the M39. This mid-tier powerhouse combines punchy damage with accuracy, making it a reliable pick for players who want a no-nonsense rifle with solid range and stopping power. The SKS delivers balanced performance with a kick that seasoned survivors will appreciate.


Hello, I'm Maverick! 
I recently joined Facepunch to work full-time on the AI and it's been a blast so far.

This month, we're releasing the first step of a major AI overhaul. We're starting small by just updating the wolf, but long-term, the goal is to update Scientists and all other animals.

The why

The current wolf feels a bit like a landmine: if you're walking around and you didn't see it or hear its footsteps, you die. That issue is of course amplified in the pitch black night.

Since wolves run faster than players, once spotted, your only options are to try to kill it before it kills you, or jump out of reach if possible.

Since the wolf charges in a straight line, you don't really have to aim and if you have a nailgun or better, it's just a matter of unloading the magazine into the animal as quickly as you can.

Assuming you spotted the wolf before it spotted you, hunting it was not really engaging. When shot from a distance, wolves don't charge and just flee very far away, often forcing you to engage in a long hike to get it's loot.

The result of this is that the wolf was either frustratingly hard to handle, or trivial, with no in between. This motivated us to reshape the wolf into something that would pose a challenge that feels fair, and can be tackled in multiple ways.

The how

I could write an exhaustive list of all the new behaviors, but I think it'll be way more fun for you to experiment, and I'm confident the community will find even the cool hidden ones.

Forget everything you know about the old wolves and just try out stuff that seems like it should work!
IO Arrows
New arrows that show input/outputs when looking at IO deployables
Floating objects drift down rivers
Corpses, Boogie Boards, Boats now float down rivers
Hear player voices over CCTV
Listen in on the group taking Oil Rig
Disable Monument CCTV
Can now damage monument CCTV cameras to disable them for 5 minutes
Copy Paste IDs in F7 menu
Easily get a player's ID when using the Report menu
Add vendor NPC's to all Water Wells
Every Water Well variant now has killable vendor
This month, we've added more ways for players to communicate and express themselves with the introduction of our first gesture pack - available now on Rust's permanent item store.
The pack includes 8 new gestures:
  • Rock Paper Scissors (Mini-game)
  • Loser / L Hand
  • Knuckle Crack
  • No-No / Wagging Finger
  • Cut Throat
  • Shush
  • Watching You
  • Finger Gun
NOTE: You'll need to assign the gestures to a slot on the gesture wheel via our new gesture wheel customisation on the main menu under Options > Gestures (learn more below)

Rock Paper Scissors

Included in the pack is our first ever gesture minigame; Rock Paper Scissors.

Trying to decide which teammate does the next farming run? Or who gets to use the L96? Now you can settle the score with a round of Rock Paper Scissors.
To play, select Rock Paper Scissors from the gesture wheel then wait for an opponent to interact with you to start the minigame. (Note: you'll need to assign the gesture to a new slot via the main menu for it to appear on the gesture wheel)

Once a 2nd player joins, you'll be prompted with UI to choose a hand/option to play - use the numerical keys on your keyboard to make a selection of either rock, paper or scissors. Both you and your opponent will have 10 seconds to make a choice; if the timer runs out or a player moves too far away, the mini-game will end.

After selections are made by both parties, each player will "shoot" simultaneously on the count of three to determine a win, lose or draw result.
We look forward to seeing how you all use the minigame - our plan is to add similar interactive gestures in the near future.
In order to support the new gesture pack, we’ve added the ability to customise your gesture wheel this month, as well as adding a new wheel so you can access double the gestures. You’ll find this in the Options > Gestures menu. 

Customising your wheel is straightforward from this menu. Simply click on a slot to change what gesture is assigned, or use RMB to clear a slot. You can access the second wheel via the arrows at the top, and use E/Q to switch between gesture wheels in-game. 

We’re just exposing two wheels as even with the new gestures, you won’t be able to fill them up, but we’ve now got the system built so we can add more wheels as we release more gestures down the line.

The introduction of Radioactive Water last month was pretty weak. We felt it needed a buff to bring it in line with the original vision.

Here are the changes to Radioactive Water:
  • We have increased the radiation amount from sprinklers by 70%
  • We have increased the radiation amount from splashes by 40%
This makes Radioactive Water the counter against full kits that it should be.
This month I added some nice QOL improvements for the mixing table.
  • You can now click a recipe to add the required ingredients to the mixing table inventory, in the correct slots.
  • Repeat clicking will stack the additional ingredients required to produce another of the same item.
  • Shift-clicking will add the ingredients for the maximum number of items you can afford to produce.
  • Recipes that you cannot afford to produce are now greyed out, making it much quicker to see what you can currently create.
Finally, I made some minor performance and memory improvements for the mixing table UI.
Many official Facepunch servers, especially those in Eastern and Western Europe and Eastern US, have been upgraded to new, higher-performance hardware. This long-awaited upgrade should significantly improve stability in these regions during peak time. Some servers also received a slight increase in their max player capacities.

Following this update, you may find that your favourite Facepunch server is no longer on your favourites list. To find it, please use the search bar in-game and, if needed, enable the "show empty servers" option.

Upgrades for other regions will be rolled out in the coming weeks.

All blueprints have been transferred, so no progress has been lost.
Since our last anti-cheat update back in July, we have applied an additional 91,676 bans, 19,398 of these were temporary, and the remaining were permanent bans. Here's the breakdown per patch:

World Update 2.0 - October
  • 22,473 permanent bans
  • 6,735 temporary bans
  • 113,580 reports

Time To Kill - September
  • 14,885 permanent bans
  • 5,294 temporary bans
  • 77,871 reports

Stay Alert - August
  • 22,827 permanent bans
  • 1,386 temporary bans
  • 105,031 reports

Road Renegades - July
  • 12,093 permanent bans
  •  5,983 temporary bans
  • 102,764 reports

Notes

  • Patch-specific report data is only from Facepunch Official servers due to data reliability originating from non-official servers, the total number of reports across all server since July is 5.3 million.
  • Patch-specific ban data is global, and counts for all Facepunch applied game bans across any servers
  • Bans that were later reverted are excluded from these metrics.
  • Bans are placed for multiple reasons. The numbers above do not strictly reflect only cheat-related bans, but cheat-related bans make up the vast majority of bans.
  • A single player can receive multiple bans, for example, if a user is temporarily banned and then later switched to a permanent ban, this is counted as 2 bans in the above metrics.
The above is to provide context and transparency, not to state we're doing a good job, there is much more to be done in this area, and we are continuing to work on it.

Next

In July, I talked about server-side player culling, if a player is behind a hill and you can't see them, don't network the player. We feel we've done all we can in internal testing and will now roll out this change slowly across all official servers starting this month.

We teamed up with a third party to handle takedowns on our behalf. One of the core objectives is aimed at cheat-related material. The takedowns will be made at the request of Facepunch staff after manual review. There is no automation, and there is no room for innocent content to be taken down.

  • We've taken down over 1200 cheats-related media on social platforms.
  • We're working continuing to work on several other legal fronts to disrupt cheaters.
Copy Paste is a new admin tool that allows server admins to copy, paste & save bases!

This brings a number of improvements; such as speeding up testing on staging, and allowing admins to submit a copy of a base alongside bug reports.

If you are interested, head over to the wiki page to learn more!
Rust Kingdoms returns! The ultimate battle for control begins this Friday on Twitch!

Watch live as some of the biggest creators both in and out of the Rust scene stake their claim for the throne, through serving/defying their masters, picking battles carefully, or risking all their rewards - who will rule the kingdom by Sunday 17th?
Event hosted by Rustoria.

Don't miss out on lots of epic Twitch Drops too! You can sync your account at any time here.

In case you or your friends missed the World Update 2.0 sale, the game is now 40% off again for this weekend!

This also includes all standalone DLC on the Steam store

Head on over to Steam to take advantage of this 48 hour sale, just in time for this month's wipe and the latest patch update.
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Features

  • T1 Handmade SMG
  • T3 SKS
  • Gesture Pack
  • Added Gesture Wheel customisation
  • Replaced old cliffs and rocks in monuments with the new ones
  • Improved wolf AI
  • Copy Paste
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Improvements

  • Improved radio frequency IO items server performance
  • Vending machines with custom names now appear in the F1 UGC admin panel
  • Implemented PR #61 in CUI - Steam avatar support (thanks rostov114)
  • Added NPC vendors to all Water Well variants
  • Player in-game voice chat and music can now be heard over CCTV feeds
  • Player SteamId can now be copied in the F7 report menu
  • Changed outfit of military tunnel scientists to the NVG outfit
  • Monument cctv cameras will now be disabled for 5 minutes after taking damage
  • IO ports will now show arrows for the inputs & outputs
  • You can now surrender whilst ducking
  • Admins can now hold left Alt to use an orbit camera when in third persion view.
  • Teleportpos admin command now has more consistent behaviour.
  • Buoyant objects now properly follow the flow of water on rivers and near the shoreline.
  • Reworked Large Backpack model to allow for easier workshop skinning
  • Reworked Flashlights & Miner Hat, and fixed the inconsistent light output for wearer vs others.
  • Added small rock formations that spawn around hill cliffs.
handyman

Fixed

  • Fixed halloween candies spawning inside cliffs
  • Fixed halloween hunt chat score announcement typo
  • Fixed CCTV camera being used to see through geometry - we now show interferences when the camera eyes are clipping
  • Fixed binoculars screen overlay being affected by the UI scale setting
  • Fixed an error when multiple people are talking to an NPC and one player accepts a mission
  • Fixed not being able to place elevators too close to rocks or ice
  • Ensured a player dies if they manage to clip into the bottom of Cargoship
  • 'npc_spawn_on_cargo_ship' command now works as it should
  • Fixed divesites despawning and taking loot with it even if a player was nearby
  • Fixed patrol helicopter crashing at bunker entrances
  • Fixed an NRE that occurred on the server in Travelling Vendor::IgnorePlayer
  • Fixed the Travelling Vendor spawning on top of stuff inside Radtown
  • Fixed the Travelling Vendor spawn sequence not trying multiple spawn locations should the first one fail
  • Fixed the Travelling Vendor spawn location being guessable
  • Fixed divesite buoys being able to spawn on top of a player
  • Fixed issues with Bradley when moving through Radtown
  • Fixed server NRE occurring in patrol helicopters orbit strafe
  • Fixed quarry appearing to be turned off when 100m+ away
  • Fixed computer station input field losing focus after entering each camera
  • Fixed water jug dumping on ground if leaving water while filling
  • Fixed crafting queue showing '0s left' when re-ordering crafting queue
  • Fixed radiation protection showing at 10 when it was only 9 for certain clothing combinations
  • Fixed planters not receiving rain water between the hours of 8pm and 10am
  • Optimized HBHF sensor server performance
  • Fixed various conditions where players would get stuck inside of objects
  • Fixed various cloth-related issues with the Dracula Cape
  • Fixed hand model clipping through gloves on many of the glove types
  • Fixed holes behind coastal cliffs appearing on some seeds
  • Fixed incorrect Rad tea dropping in Water Well food caches

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