In an attempt to garner more playerbase, I’ve added the PVP server to toprustservers.com. All voters who vote will enter into a drawing for a free copy of rust.
Once the first 25 votes are received I will record a live raffle for the winner on a future date. All admin votes are of course exempted for the drawing.
More details will be announced once we approach 25 votes.
Hey All -
We moved to a new IP for our PVP server.
You can find all the information here:
However, you can just copy any paste this into your console (F1 by default):
The map, and playerdata has been transferred over. The old server was wiped.
Hello all you patient hats – we got our new machine! We will be moving the PVP server over tomorrow morning.
Due to the confusing nature of something like this. The timeline will be as follows:
- Old server will be brought down and items will be migrated to new machine.
- Server will be brought up on a new IP (net.connect 188.8.131.52:28015) and all your buildings, blueprints, and sanity will be transferred over to it (It’s up right now so feel free to bookmark it).
- Old server will be brought back up with a MOVED message, and a wipe. I’m expecting to remove the old server after a few weeks.
We will be performing this migration early tomorrow morning (2/26) while the playercount is lower.
In the meantime we’ve already launched a PVE Carebear/no sleepers/no mods server with 200 slots over at:
We’ve updated the server to the latest version.
Here is our traditional copy-pasta via playrust.com!
Hey guys. Your weekly patch here. One week late. Sorry about that. We did want to get it out last week but we don’t like running the risk of having something broken over the weekends. So we opted to wait a couple of days instead.
The biggest most obvious change in this update is the new sky. We’re still tweaking to get it looking how we want it to look.
So why bother? There’s hundreds of other things you want – why bother changing the stupid sky? Well I’m glad you asked. The old sky was a slow horrible FPS killer. It rendered using two cameras.. which induces a bug in Unity that meant we couldn’t (without a bit of hacking around) have refraction effects in game. Everyone should see a nice framerate boost thanks to the sky being replaced. And it renders in a single camera – which means we’re free to use the refraction effects again (so expect to see pixelated penises again).
One gameplay change the new sky might have is the with mr moon. Depending on the moon cycle night is no longer pitch black. We think this is a good thing.
There’s a few rendering issues that we hope to fix as we go on. One is the tree lighting. Distance trees appear too bright. This is something we’ve battled with before – and as far as I’m aware it’s a Unity3D bug because I’ve seen it happen before. I’m sure we’ll be able to solve it though – so please excuse any issues like this for now. We’re working towards making it as perfect as we can.
As a happy consequence of the sky being replaced, we were able to bring you much better looking water. We expect water to play a bigger role in the game as we push forward (instead of the death plane that it currently is). So having it not look terrible anymore is a big win for us.
There’s an extra option in the options menu to turn reflections on/off, as they do have an effect on performance. When you turn reflections off, it’ll still reflect the sky. Which has no real performance effect and stops it looking terrible.
OSX and Linux Fixes
We hired the new sky’s creator, André Straubmeier last week and as well as improving the sky for Rust, he’s been making Linux and OSX work properly. So Linux and OSX users should now see the grass being rendered properly and be able to join the game with high graphics settings (which is apparently caused by compiling for 64bit, we’re going to investigate that further).
You know how you’ve had to replace your mouse and keyboard 3 times since you got Rust because you’ve used them so much? Well now you can experience that feeling in game too.
Items will now become damaged in game due to repeated usage. Items can be repaired at a workbench. You can keep repairing your items but eventually they’ll just get that unreliable that you’ll want to throw them off a cliff.
Armor also loses condition when damage is taken, so you’ll probably have to eventually throw your pants of a cliff too.
While I had little doubt Gary would reach out to us, it appears we are finally moving forward with our dedicated machine with our current host.
What this means is when it’s finally provisioned (set up, and the details handed over to me), we will being transitioning the map to the server. From there we will be letting everyone know the new IP of the server, and start our marvelous adventures over on the new hardware.
We’re looking to move to a quite powerful dedicated machine in the coming weeks if our GSP can provide us with that. Though it’s not looking good if all my requests take days to respond to. This can be problematic in several ways, and could also be a community killer in the event of any emergency.
This is why ultimately I would prefer to manage, and host my own server for a multitude of security, up-time, and flexibility reasons.
I’m going to reach out to Gary Newman over Twitter (I know, this is unlikely) to see if he will release to me a dedicated subscription for rust so I can ensure the continued success of RustZ.com.
Wish me luck.
If you follow reddit, you might have saw this post yesterday in response to data collected by VAC related to cheaters:
It does appear to be a well timed release due to all the payhacks/botnetware/cheats (sometimes) ruining aspects of gameplay on Rust.
I’m sure that it also points to cheating in CS:GO, among other games. It’s just good to hear Valve is on the defensive with these hacks.
See you in Rust!
While we await a fix for the door hacks (notice my clever title for this post), some other things have been hotfixed:
There was also this interesting thread on reddit about VAC supposedly collecting DNS data:
Hopefully it leads to more legitimate research, and explution of people using hacks/payhacks over the next several weeks.
Hey All -
I just wanted you to know we’re working to move our server onto extremely powerful dedicated hardware this coming week. We are currently in negotiations with our game server provider, and we will be keeping everyone apprised.
Facepunch released two updates this past week. You can see the changes here:
With this in mind, we’ve enabled our server for cheatpunch just yesterday – and it looks to be working out great so far.
Best luck everyone.