The top image is a shot I took myself. Its on the Fury Road server, and shows the value of a couple of neat plug-ins. It's a pleasantly lo-fi way of doing a 'you are here' sign: the first one is the server plugin that generates an overview of any Rust map. I had lots and lots of fun with that one in earlier Community Updates. The second plug-in? Sign Artist, which allows external images to be imported into the game. Together they made this.
I really should do a post on the most interesting plug-ins.
Interestingly, this map echoes a popular reddit thread started by user yuv912, who envisioned a few tweaks to our systems, including wall-mountable in-game maps.
That is a good point about the door flap in the other ideas, too.
Rust has a day and night cycle, shadows, pillars, and paintable signs, so I'm surprised that something so obvious hasn't popped up before. bjenkins359 on Reddit looked at all that and thought: 'I could make a sundial,' and they did.
There's some fiddly-ness to how it works, but as a rough guide to the daytime hours it's really good. I love seeing how people will take multiple objects and make them work together without an in-game system deliberately driving it. We know what'll happen with guns and helmets, but the stuff people have made with signs has been incredibly inventive.
Rust's favourite horse-based Let's Player Shadowfrax has a Raid-Cam of an assault on one of the largest compounds I've ever seen. A multi-team group have taken over an entire island. The size and design of the base gives the attackers a very hard time.
There's some amazing turns of phrase in this video, with "another piece of raid-kill" probably being my favourite of his lyrical gymnastics.
A quick update to last week's 3D recreation of the Caretaker concept art, by Rust fan Joachim Gerber. He's skinned the terrifying beastie.
This time next week it'll probably be murdering people with impunity.
There have been a few stories about players making shops in Rust, but they've all been largely anecdotal: lots of after the fact screenshot galleries of empty shops and stories of visitors. Not everyone has the presence of mind--nor the graphics card--to show what it's like running a store, but thankfully Youtuber The Grumpy Spanner has both.
His General Store sits waiting for visitors on the HappyNnaked #1 server, and he created a set of units that correspond to in-game resources, so an axe at five units could be paid with a combination of both wood and metal ore, as long as their numbers match the unit cost.
All he needed was customers...
I love this. It's probably the least exciting Let's Play we've ever covered, but all the processes cover are fascinating, even if it uses a glitch to work.
Loop's Guide To Trading
If it's something you want to get involved with, you need to read this reddit post. It's a guide on how to set-up a shop, and it goes way beyond telling you how to just build one. It suggests what sort of server and server population you should look for, what ancilliary buildings to build, and what professions you can get out of running a store. Hint: you probably need woodsmen.
It's an incredible and in-depth post, and it holds a lot of information you might not have considered.
You don't need to be an American general to realize that war in rust is very profitable, if you're NOT caught in the collateral damage. If you can encourage some espionage, or shenanigans between clans to make them fight each other, that will be in your best interest, because both parties will flock at your door in request for goods.
Think you're working on something awesome? Tell me all about it. Now's the time to share your base designs, or get into the growing Raid Cam business.
There's a dedicated forum post, or you can fish for upvotes in the Subreddit. I also shuffle around the the Steam Community, so feel free to show me to things from there. You can follow and respond to Rust on Twitter, and I'm on there as well.
I can't respond to everything, but I read every comment and take it all in.