In this update9
Full notes
Full Rust update
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What changed
- Gameplay
- UI and audio
- Balance
- Fixes
BACKPACKS
Backpacks have been one of Rust's most highly requested additions for several years, and what is a survival game without backpacks? This month, we're excited to bring you the small and large backpack, allowing players to carry more loot.
Inventory space has become more scarce as more items have been added to Rust over the years.
Small Backpack
The small handmade backpack provides 12 slots & can be crafted for 50 cloth and five sewing kits at a T1 workbench. It is a default blueprint and will take 30 seconds to craft.
Large Backback
The military-grade backpack carries a whopping 28 storage slots and is uncraftable, found in military loot.
How To Use
Both are worn in the backpack slot and drop off your character on death. They can be looted on the ground (be careful if dropping one in a safe zone!) or from inside your own inventory. They take 3 seconds to pickup off the ground and despawn slower when filled with valuable items (up to 2 hours).
Currently, there are no negative effects from using a backpack.
NEW PLAYER REMAINS BACKPACK
To help differentiate regular player remains from the new backpack models we’ve given the player remains a visual refresh. This new model has a new open and closed visual state so you can tell at a glance if a bag has been opened by anyone. There is also some visual debris around an opened bag if the bag has more than 3 items in it.
METAL DETECTOR
The new metal detector allows you to find metal objects hidden beneath the ground.
Use the green lights to find the general area of an object, then when the green lights are all fully lit, hold the right mouse button to start sweeping the ground more closely and illuminate the yellow lights.
When all the yellow lights are also lit up, a flag will be placed. Dig this flag up with any melee tool and grab your treasure!
Different areas of the world will yield different types of loot, for example, what you may find on the beach will be different than what you find at the roadside or fields.
WEAPON CHANGES
I've modified the animations for the SAP/SAR and they should feel a bit less floaty and more snappy when reloading and aiming. I've also reduced the additional recoil added while moving when using the SAP. Over the coming months I plan to take a look at each and every weapon and do another pass at balancing them. This means timings, handling, recoil, and aimcone. I'm not saying the changes will be drastic but I'm aware there are elements that need changing. Stay tuned.
IMPROVEMENTS & FIXES HIGHLIGHTS
Legacy Shelter Limit
Players can now only have one shelter placed at any one time
Safezone Warning
When attempting to log out in a safe zone a warning now appears
Compass Death Marker
Death marker now appears on the compass UI
Repair Cost Fix
Some deployables such as the autoturret were unintentionally expensive to repair, this is now fixed.
Rotate Doors
Doors, hatches and embrasures can now be rotated while being deployed using R
Ripe Ripeness
Increased all plants ripe stage duration from 4h to 14h
MILDER SCREEN POST PROCESSING
A recurring community comment is the on-screen hurt, cold, warm and radioactive post-processing is hash, it impacts the screen too much. To address the comments we
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