Rust Update 135
Posted November 10, 2016 by Rust Blog ‐ 3 min read
This weeks update brings in the new Hazmat Suit redesign and tweaks some of the settings to the Radiation system to balance things out so that if you are wearing a full Hazmat Suit, you should take any Rads. The problem is that the suit takes up all armor slots and does not give much protection, so you better be quick about it! Aside from that, there are a lot of fixes this week in regards to last weeks big changes for the component system. Many of these were balancing tweaks, but another component was added this week called the Semi-auto Body. This component will be required to make the Semi-auto Pistol, and the Semi-auto Rifle. The devs thought the Semi-Auto Pistol was to OP and everyone was using it and nothing else until they got a rifle crafted. Sounds good to me, as I am really liking the change in the pace of the game with the component update.
Food boxes are back in this update, as well as some new skins for some items. It appears the Rust Workshop is creating cooler content than the devs thought and they are having a hard time keeping up. It just shows how creative the Rust community is. Whether it’s unique base builds, player paintings in-game, or the vast amount of awesome Oxide plugins out there it’s one of the most creative gaming communities I have been a part of. Last but not least, there is now a new Steam Inventory feature where you can break down some items you don’t want into other items. It seems pretty cool for people who have been playing Rust for a while and have lots of duplicate items in their inventory. So far I don’t have any duplicates. Aside from that there are the usual fixes and tweaks they have been working on for performance and sound enhancements. Check out the Rust Devblog for some sneak peaks at some upcoming alternative junk piles that should give relevant loot given the type of junk pile you find. It sounds like a neat concept. See the Changelog below for the full set of changes this week.
Fixed excess dsp usage on surround sound setups Fixed physics sound lag when destroying loot boxes Optimized reverb zone triggers River sounds come in and out more smoothly Wounded screams stop on death Viewmodel sound timing tweaks Ambient sound timing tweaks Fixed placement effects spawning at the world origin when deploying objects to sockets Misc sound polish Added placement sounds for deployable building parts Fixed decor NRE with pool.mode set to 2 Fixed chat graphics issues with pool.mode set to 2 Fixed building placement guide with pool.mode set to 2 Rewrote network group updating (less traffic, more robust) Fixed editor-only components being included in release build Fixed empty update being called on hundreds of entities (overhead) Enabled pool.player_model by default on 64bit systems Shortened prefab names in print_prefabs console command Optimized some light components Rocket launcher costs more HQM Rockets cost an additional pipe Oil Barrel HP lowered to 50 Waterpipe shotgun no longer needs pipe (lol) Flamethrower balance - Much more fuel needed to raid Flamethrower stream graphics tighter Added Semi Auto Body (SAP/SAR component) Reduced Spring and Sheet Metal HQM yield in recycler Radiation has more of an exposure gradient Reduced radpill spawns SAR buffed Added Food Box to Junk Piles Added new full body hazmat suit Reduced crafting costs of bone type armor Added protection to wolf headdress