Stables Update – Rust 6/11/2020

Stables Update

This month’s update brings horse stables to purchase your trusty steeds, a new telephone system you can add to your base or find public phones along the roads and at monuments, a Taxi module for vehicles along with changes to vehicle costs, crafting and balancing along with the usual improvements and fixes and a moustache ??

Stables

You’ll now be able to acquire horses at one of the two new monuments, the Ranch and Large Barn. Simply approach the Stable Master and start a conversation. You can purchase a Saddle from him and use this to claim a horse of your choosing. Keep in mind that not all horses have the same stats, so make sure to press E to examine each horse before claiming your steed.

  • You’ll now find two Stables around the map.
  • Stables are safe zones and hostile action will result in a swift death.
  • Horse related items can be purchased from the Stable master NPC.

Additionally, I went through some of the most commonly horse-related bug reports and have made the following improvements:

  • Horses should no longer kill the rider near uneven terrain and rocks (rip trausi et al).
  • Horses should no longer snap to the floor / terrain underneath causes the horse to become stuck.
  • Horses now regain their health when fed.

Also just a note for the next patch. Expect to find wild horses in fields and a handful of motorboats along the shore. We had to pull this at the last minute due to some unforeseen bugs.

Weather

Blustery and chillier today and tomorrow with showers or longer spells of rain. Drier by midweek.

It’s no secret that our old weather system was a huge mess of programmer art and performance issues, which is why it had to be removed from the game a long time ago. We were able to resolve the performance issues by doing more optimizations ourselves and relying less on Unity’s particle system optimizations. We sort of rolled our own super primitive voxel collision to handle the coarse, large-scale collisions. Unity then only has to sort out the detailed collision on the last couple of meters above ground.

As for visuals, I think we did it right this time by having a system that is almost entirely artist-driven. The code then simply blends between various weather presets. This also has the advantage that everything can be adjusted by server mods, allowing for endless customization in the future.

Admin Convars

Here’s a short explanation of the main weather convars for server owners:

  • weather.load loads a specific weather type
  • weather.reset resets to dynamic weather
  • weather.report prints the current dynamic weather

There are currently the following weather types that can be loaded this way:

  • Clear
  • Dust
  • Fog
  • Overcast
  • RainHeavy
  • RainMild
  • Storm

In terms of affecting gameplay, server owners can also adjust how wet players get from rain and snow:

  • weather.wetness_rain
  • weather.wetness_snow

When using the normal dynamic weather, server owners can adjust the probability of every weather type individually:

  • weather.clear_chance
  • weather.dust_chance
  • weather.fog_chance
  • weather.overcast_chance
  • weather.storm_chance
  • weather.rain_chance

If all of that still isn’t enough customization for your particular server, then you can also adjust every individual parameter of the weather system. Note that negative values (-1) indicate that the value isn’t overwritten and is using whatever the dynamic weather system is currently outputting.

  • weather.rain How much it should rain
  • weather.wind How much wind there is (mostly visual, affects certain vegetation)
  • weather.thunder How much thunder / lightning there is
  • weather.rainbow Can be set to forcefully trigger a rainbow
  • weather.fog How much fog there is
  • weather.atmosphere_rayleigh Rayleigh scattering intensity (determines the color of the sky – it’s complicated, just play around with it)
  • weather.atmosphere_mie Mie scattering intensity (determines the color of the sky – it’s complicated, just play around with it)
  • weather.atmosphere_brightness Overall brightness of the sky
  • weather.atmosphere_contrast Overall contrast of the sky
  • weather.atmosphere_directionality Directionality factor that determines the size of the glow around the sun
  • weather.cloud_size Scale of the cloud layers (does not affect the cloud billboards)
  • weather.cloud_opacity Opacity of the cloud layers and billboards
  • weather.cloud_coverage How much sky is covered by the cloud layers
  • weather.cloud_sharpness How sharp the clouds formed by the cloud layers are
  • weather.cloud_coloring Determines the blending of indirect light from the sky and direct light from the sun
  • weather.cloud_attenuation How dark the clouds should be are when they get thicker
  • weather.cloud_scattering How much sunlight the clouds should scatter (makes them bloom)
  • weather.cloud_brightness Overall brightness of the clouds

Telephones

Catch up with friends and prank call your enemies with the new Telephone deployable. Once deployed and connected to power, you can use the telephone to call any other telephone on the island. Simply enter a number, hit Dial and the other phone will start ringing and can be picked up by anyone.

Looking for someone new to chat with? You can use the Directory tab to see a list of public phones. Any phone with a name will be listed in the directory, so to make your phone public you just to need to name it in the Dialing UI. You can delete the name of your phone to disable the public listing if you want some peace and quiet.

You’ll find Phone Booths in several Monuments that are available for use if you wanted to check in on your base while in the outpost. Monument Phone Booths are all publicly listed and will appear in the Directory tab for everyone. There are also a small number of Phone Booths on the side of the road.

If you find yourself calling friends regularly you can also use the Contacts page to manually save numbers for future use.

Taxi Module

A new “Taxi” module is now available for modular cars.

The module is superficially similar to the existing Rear Seats, but with a few extra features:

Solid barrier between the taxi module and the cabin in front.

Trade dropbox, the same as in a metal shopfront.

Kick button, allowing the driver to dismount any unwanted passenger (only at low speed!).

Glass on the windows. Not invincible, but providing a little protection.

As a minor bonus that may be useful to someone, if the taxi module is placed at the front of a vehicle, the location of the dropbox naturally allows trading with someone outside.

Vehicle Balance

We’ve been looking closely at how we can further incentivise land vehicle use, we accept there are multiple issues which we’ll need to address in future updates but for now, we’ve made the following changes to lower the barrier to entry.

  • Reduced car lift crafting cost.
  • Reduced car lift power requirement.
  • Reduced crafting cost of all car modules.
  • Tier 3 engine components are now researchable and craftable.
  • Engine components no longer require HQM to craft.
  • Reduced vehicle parts purchase cost.
  • Updated vehicle loot model to avoid confusion with the toolbox.

Destroyable Road Signs

Road signs can now be destroyed and harvested for road signs (surprise!) and pipes.

Left Handed View Models

I’ve added an experimental new convar that flips the View Model to the other side of the screen to feel more natural for left handed players – graphics.vm_horizontal_flip. If you’re a leftie feel free to let us know how it feels and we might make it a more official option in a future update.

Vending Machine Tweaks

Since we first introduced the Storage monitor item one of the most common feature requests was to allow deployment on the Vending machine so we went ahead and did just that – You can now deploy the storage on the vending machine.

Additionally, another common complaint was the awful item searching. This should now be much improved.

Moustache item and supporting Movember

Tom Selleck. Burt Reynolds. Sequisha. Rust. What have they got in common? Moustaches.

100% of the profits from Rust’s new moustache item go to our friends at Movember – a charity dedicated to raising awareness of men’s health.

You can take part in a bunch of ways and it’s open to everyone. Buy and wear the moustache in Rust ofc, or grow a moustache irl – some of us at Facepunch will be doing that too and even sharing photos of our creations for your amusement. We’ve set up a Facepunch Movember page where you can join us and help fundraise for Movember.

Purchase your magnificent moustache at the Rust Steam Store or from the in-game Items Store.

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