Blog Feed en Fri, 22 Sep 2023 19:41 CEST is a Rust servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 COMMUNITY UPDATE 256 Fri, 22 Sep 2023 19:41 CEST CHARITABLE RUST 2023 - WATER

Twitch Drops!
October 12th - October 19th

Watch your favorite streamers and earn Twitch drops all week.

Make sure to get synced!

Main Event!
October 14th & 15th

Tune into the official Rustafied channel[] for the main event filled with mini games, art contests, talent shows, and more!

Special Charity Store Items
All week we will have unique charitable items up on the item store. These items are exclusive to the event and account-bound. Proceeds from these store purchases go to charity: water!

Get Involved!
Are you a content creator wanting to participate and help fund the charity? Want to donate?

Full event and participation info can be found at

Keep an eye on our socials for more info in the upcoming weeks.


I'm a sucker for a good speedpainting and the community did not disappoint this month.

Rust daVinci bringing us a dramatic black and white.

MonsteraRust captured a couple of divers and a birb.


u/Smecken has been working on an entire Rust miniature set. Base, accessories, minicopter, the works! Been challenged with getting the entire thing completed in 2 months. We'll follow up with this project!


Going to keep it real. Steam does not let us embed Twitch clips. If you want to see some funny Twitch moments head over to our blog[] for a better viewing experience :)


If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.

Cover image by Alpha!]]>
AIRBORNE Thu, 07 Sep 2023 19:49 CEST


The Attack Helicopter is now available to purchase from the Air Wolf store at Bandit Camp for 2250 scrap.

The main special feature of this helicopter is the gunner seat. On the front is a turret similar to the deployable autoturret, where you can equip a gun and ammo. At the side pods, rockets can be loaded in - HV and incendiary type only.

The gunner can then aim and shoot both of these while a pilot flies the heli. Simply interact with the gunner monitor and start blasting! Fire1 [left mouse button] will shoot the turret and Fire2 [right mouse button] launches rockets.

If the gunner has flares ready in his or her inventory belt, those can also be held and manually thrown to deflect any oncoming homing rockets from the new homing rocket launcher - this is a new feature for passengers in all Rust helicopter types, not just the attack helicopter.

The pilot is the driver, but can also fire rockets (left mouse button by default), albeit without the handy exact-point-of-impact guide that the gunner gets.

Standard flares can also be loaded into the rocket storage area along with rockets, and the pilot can fire them out (right mouse button).

The attack helicopter is fast and powerful when armed, but it was still be taken down with a well-aimed rocket.


The Homing Missile Launcher is a new craftable addition to your armoury that allows you to more efficiently fight flying targets while out and about. To get started simply load a Homing Missile into the Launcher and start aiming at a flying target. You’ll notice a lock-on bar will start filling in. Once locked on you can fire, but be sure to keep aiming at the target or the missile will fly off course. Changing weapon or reloading will also disrupt the targeting.

From a pilot's perspective, there are a few tools at your disposal to evade these new threats. You will hear a warning lock audio indicator in every helicopter when a missile is fired at you. The simplest tactic is just taking evasive manoeuvres - the missile lock requires a direct line of sight so getting something solid between you and the launcher should keep you safe. If that’s not possible, flares are your next best bet. Any passenger can throw Flares to disrupt any incoming missiles. The Attack Helicopter also has a dedicated Flare button that can launch flares via the secondary attack button (RMB by default).

The NPC piloted Patrol Helicopter has also been upgraded with Flare functionality, it will automatically fire Flares when a missile is launched at it.

The Homing Missile Launcher requires a Workbench Level 2 and can be crafted for 20 HQM, 3 Metal Pipes, 1 Tech Trash and 1 CCTV Camera.

Homing Missiles require a Workbench Level 2, and two missiles can be crafted for 3 Metal Pipes, 200 Gun Powder and 1 Tech Trash.


The parachute is a new craftable item that allows you to slow your fall from great heights, as well as travel silently over long distances. Once you’ve acquired one, you will need to equip it in the new dedicated backpack slot on your character’s clothing bar. Once equipped you’ll be able to press Space while falling through the air to deploy the parachute, slowing your descent and allowing you to manoeuvre your way through the sky. Your movement keys can help you manoeuvre while in mid-air, allowing you to tilt forwards to fly faster, back to slow down and left and right to turn.

You can use weapons while flying, but doing so will prevent you from steering. Simply holster your weapon again to regain steering controls.

Your flight can end either via you hitting something solid or cutting your lines with the Dismount key. After your flight an unpacked version of the parachute will drop in front of you, to use the parachute again you’ll need to hold the pickup key for 8 seconds to pick it up again. Each use will lower the condition of your parachute by 20% and a parachute will become harder to control as it loses condition. A damaged parachute will fall faster and fly forwards slower. At extreme damage levels you could still take fall damage when landing the parachute.

If you hit something solid you can take damage based on your speed, up to 80HP at top speeds.

The additional slot in your inventory has been added to the locker interface so you can store parachutes with loadout kits. Parachutes are a special new type of clothing that can be equipped alongside full-body clothing like Hazmats.

Parachutes can be targeted by SAM sites, Auto Turrets and players on the ground while in mid-air.

You can craft Parachutes at a Tier 2 Workbench for 2 Tarps, 2 Sewing Kits and 50 Cloth.


The hot air balloon can now be upgraded with a new armor upgrade.

Equipping the armor will boost the overall health of the balloon whilst also providing additional cover and protection.

The new armor upgrade can be purchased at the Bandit Camp vehicle parts vendor.


You normally only see bases ~300m away. Get ready: this feature cranks up the view distance of player structures up to 1500m away!

In the past, SAM sites could appear out of nowhere, only becoming visible after the missiles are headed your way. You should now be able to spot SAM sites & enemy bases long before you come in range!

This doesn't just benefit you in the air. While on the ground you can scout roof camping towers & big bases before you are in danger. You will notice the world feels much alive with evidence of player activity all around you.

I know you're thinking "Won't this cause performance issues?". Well, turns out the new rendering system is significantly more efficient than unity's normal one. The majority of computation is on the GPU which allows us to keep performance parity while rendering 25x the amount of bases. This also sets the stage for additional performance improvements in the future.

This feature is currently disabled by default as it required a lot of changes. Look for "Global Rendering" in the option menu to enable it.


The Weapons Rack Pack is now available from the Rust item store. Weapon racks introduce a quick, versatile and functional weapon and tool storage solution. With a Weapon Rack, you can efficiently organize, store and display your tools and weapons like a true survivor.

The weapons rack pack lets the player craft three different sized wall-mounted weapon racks and a single floor storage solution.

If you missed last month's community blog, check out the real-life Rust weapons rack[].


Pumpjack & Quarry
Pumpjack & Quarry model have received a refresh

Hot Air Balloon Fuel
The Hot Air Balloon now uses slightly less fuel

Furnace Skin Glow
Furance glow was broken, it's now fixed and improved

Fluid Switch & Pump
The Fluid switch and Pump now stack in the inventory

Non-learnable blueprints
Improved UI to clearly feedback certain blueprints that cannot be learnt

Hot Air Balloon Decay
When hot air balloons become stuck, they'll decay much faster


When players drove vehicles to the edges of the world and went out of bounds, we killed the player and vehicles, This wasn't great as we gave no feedback for when this was about to happen. Now vehicles are unable to leave the map bounds - we now apply a force on the boat/aircraft, making it impossible to escape.

Additionally, boats, if left unattended/idle for 2 hours, will begin to be forced back to shore gradually.


From October 28th, Rust will no longer support Windows 8.1. As technology continually evolves, so do our system requirements. In January 2024, Microsoft will officially discontinue Windows 8.1 support[], no further security updates and software updates will be made available.

We highly recommend that users currently running Windows 8.1 consider upgrading their operating system to a more recent version, such as Windows 10 or newer, to ensure optimal performance, security, and compatibility with future updates.


From September 7th-14th we will be having a Twitch Drops event featuring some of your favorite creators.


Get your watch time in!

Be sure to get synced at so you can successfully claim your drops.


Recently we implemented a dashboard that gathers data constantly on how Rust is played. We have information on all kinds of things ranging from how much wood is harvested to what the most used gun is. Something we want to get better at is showcasing some of that data. So going forward we're going to try and have a retrospective of interesting data from the last wipe.

The data shown below is only from official servers, we have eliminated data from community-run servers to ensure accuracy within the data we share.

We'll try and vary the content as much as possible, so next month you might see other different types of information featured.

Let us know what type of data you'd like us to share.]]>
Save The date!
September 7th-14th we will be having a Twitch Drops event featuring some of your favorite creators.


More details on this coming soon, watch our socials in the upcoming weeks!

Be sure to get synced at so you can successfully claim your drops.


Charitable Rust[] is right around the corner (October 14th) and with that comes another set of Twitch drops and store items all going towards charity!

Rustafied[] is hosting a community skin contest[] for this event. There are rules and parameters in there, please read them! :)

Contest Rules
  • Use #CR2023 as official contest tag in Steam workshop.
  • No re-uploading old or previously submitted skins.
  • Do not steal or use any copyrighted or otherwise trademarked content.
  • Must be 100% original work (can work with others if all are listed on workshop page).
  • Must follow all basic workshop submission rules and standards.
  • If using the charity’s logo, it cannot be used on any weapon skins. Only Charitable Rust logo may be used on weapon skins.
  • Submissions must be high quality and Hi-Res, normals properly done/baked.
  • Cannot contain offensive or sexual content.
  • Don’t forget upload limit for the amount of skins you may submit.

Entry deadline is August 29th!


u/renan0803 has had a Rust Insights project going on for a while. They collected player insight data from a slew of r/playrust Reddit users and compiled it into a bunch of readable statistics!

We did tweak the original a bit to make it more blog-friendly but you can still see it here.

Very cool to see in this format. Keep an eye out for the next rendition if you'd like to partake in future surveys!


No sooner did this hit the staging (beta) announcements and our friend over at Real & Game made some IRL weapon racks in what felt like a few days.

He also recorded his whole process. This is pretty impressive!

Drilled all 600 holes by hand.


We have another banger from the Weed Farmers!

Bandit Camp is the promiseland.


If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.]]>
I've changed the wounded UI so that it now displays additional information relating to your wounded status. It will now tell you the probability of recovery as well as how many seconds are left until recovery/death.

Remember: Maintaining full water and food will grant you a higher probability of recovery, and a large medkit in your belt will grant 100% chance of recovery.


Chat Emoji is a new feature this month that allows you to express yourself in some new ways. You can access the new list of emoji’s via the emoji button on the right of the chat. From there you can search for a specific emoji as well as change the current selected skin tone for all of your emoji’s. You can also type a : into the regular chat box and start typing to get an autocomplete that you can navigate with the arrow keys and Enter.

In addition to the animated emoji’s you can also use the internal item name to create an emoji using the item icon (eg. :wood:).

Server owners can also create their own emoji's for use on their servers, placing 256px png or jpg images in the "serveremoji" folder in their root directory will automatically expose those emoji for use by players on the server.

Emoji's are not currently compatible with chat in Rust+ although we’re planning on exploring this in the future.


Available now from the Rust store is the new brick-building skin which allows you to change the visuals of your stone base.

This skin is for sale at the Steam store. To use, simply equip your hammer tool, display the wheel, enable building skins, this should reveal the skin's wheel on which you may choose brick style upgrade.


Server Crash Loot
Crafting queue items are no longer lost if a server unexpectedly shuts down

World Models Stack Size
Some world models now reflect the amount dropped.

57 Art Bug Fixes
57 Art Bug Fixes, see the change log for full details


Burst modules have been buffed. While using a weapon with a burst module, The time between each shot in the burst has been reduced, and the overall recoil felt by the user has been decreased. In addition, aim cone has been reduced, resulting in a much more accurate and viable fire mode.]]>
July 29th-30th


Rustopia Invitational Tournament[] is this weekend and they boosting up the Project Hope[] charity!
Project Hope is expanding access to mental health care for health workers, refugees, new mothers, and communities around the world.

Catch all your favorite content creators battling it out this Saturday & Sunday!


The Rustopia Invitational[] is a point-based event that rewards players and teams for individual kills on other players and team-based events.

The event will be split up into three separate stages to allow for the best gameplay and pacing.

  • The first day will be gathering resources and PvP-styled events.
  • The second and final day will be primarily raiding other teams for their points

Here is a brief overview of the Rustopia Invitational server:

  • Team Limit of 12 – No allies or cross-teaming (this includes merge raids)
  • 3x Boosted Gather and Resource Rate
  • There is a 75-minute – 2-minute day and night cycle
  • Advanced Team Sharing (Auto auth to TCs, Codelocks, Turrets etc.)
  • Boosted loot tables (better barrels and boxes)

RayC[] will be casting the event and most of the team captains will be streaming it as well!

If you'd like to be a part of this event you can help by donating[] to Project Hope!


Alpha brings us another amazing cinematic short.


Cover image by Alpha as well!


I'm just going to leave this here.

What a bop.


Riqqeloff[] is shooting fish in a barrel scrappy.


Poor Bloo[]


Last week Lootroom[] teased us with a tweet of an IRL Gamba Wheel.

I can think of about 14 streamers that need this.

While we're at it I'll mention they 3D print and paint literally everything[] Rust.

Where else can you get a hot dog eoka?


If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.
COMMUNITY UPDATE 253 Fri, 30 Jun 2023 17:56 CEST RUST IS ON SALE![]
From now until July 13th Rust and other Facepunch titles are on sale!

Just in time for our new Abyss content being released on the 6th. wink wink

Save up to 50% off our entire library. Tell your friends!

July 14th-17th - Live, on multiple platforms!
In this event, the map is the world with every continent, country and island. This event acts as a normal rust server where you can build anywhere you want. But with the map being the world, territories will be fought for, and wars will breakout between civilizations.

This is an open event to content creators and viewers! Join the Global Warfare discord[] to be more involved.

There will be in-game items and packs you can buy as well. Proceeds go to charity!


Alpha brings us another fantastic cinematic. If you missed his Cobalt Recruitment one go check that out too.


Couple months ago we showed you a teaser[] for an upcoming cinematic video Sinks was making.

Happy to say it's done and it's awesome.


Destructoid published an article a few days ago discussing the most toxic online gaming communities.

We're happy to announce Rust did not make the list! While this list itself is a bit of a uncalculated grab-bag from subreddits, I'm glad you all figured out to to keep your caps lock keys in check.

More stats on their site as to how they got to these super duper accurate numbers. Keep up the good work!


If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.

Cover image by Dust!]]>

This month we’ve decided to limit the maximum number of respawn options to 15 per player. This is a big change and not one we make lightly, so we thought it would be a good idea to explain our thinking.

While this is an inconvenience to certain playstyles, we believe adapting to this change will lead to a healthier and more interesting game. Back in October 2020[] we revised the death screen, unintentionally making it trivial to manage a large number of bags. This led to situations where players could respawn rapidly and rejoin fights in ways that work against the goal of death being meaningful in Rust. Ultimately we want placing new respawn points to be an interesting decision rather than something done as often as possible.

We explored alternatives such as adjusting the respawn radius on bags or grid based approaches. Unfortunately this was simple to bypass and too complicated to communicate to players. Increasing the cost of bags/beds wouldn’t have solved the issue as large groups could easily overcome any additional resource requirements.

To help manage respawn options we have made them visible on the map while alive. We also added the ability to unclaim bags you aren't using anymore. There is a new toggle on the right side of the map (below the layer controls) to hide bags while alive.

There are multiple ways to see how many bags/beds you have placed: a count on the icon as well as a notification after you place a bag/bed.

To prevent malicious behavior (such as "gifting" bags to other players and filling up their quota) you will find a new “Bag Gifting” option in the options menu. This will allow you to limit who can assign a bag to you. The choices are:

  • Anyone (default option)
  • Team (teammates + friendly in contact system)
  • Disabled (nobody allowed)

Server owners can change the maximum bags per server with the convar "max_sleeping_bags". If you would like to disable it for your server, set it to "-1".

We will keep an eye on this change over the coming months and make changes as required.


To say that our building upgrade effect was dated would be an understatement. I don't think it has been adjusted since its inception. I've taken some time to improve the effect, and bring it in to this decade. When you upgrade a building block, you will see it constructed piece by piece over the course of one second.

Short demonstration here[].

Keep in mind that this is a client-only effect and the upgrade still happens immediately on the server. You can also disable this effect in the options menu. In the future, we may expand this build-over-time effect into a feature, so that very large deployables, such as watchtowers don't just appear in one frame but rather will need to be built over time.

Handmade Shotgun Ammo
Added handmade shotgun ammo world model

Vending Machine Debris
Vending Machines now drop debris when destroyed, preventing replacement

Pylon Fixes
Fixed floaty pylon placement edge cases

Building Skin Repair
Fixed building block getting fully repaired when switching building skin

Streamer Mode Skulls
Harvested player skulls in streamer mode now display streamer names

Sign Resolution Increased
Wooden signs & banners now have same resolution as paintings

If you ever wanted to know what it's like to build a home out of refurbished containers, wait no more! Coming to you this month is a new building block skin with the appearance of shipping containers and some new and unique features alongside it.

When you first build using the skin, the initial color of the container blocks are randomized. They come in 16 different colors - here is a lookup chart of the available colors:

If you wish to change the look of your crib, you can now use the spray can alternate function (RMB) to display a selection wheel of the available colors and repaint your walls.

It's worth noting that the last color you spray-painted with will now be the new building blocks color used when you build additional shipping container blocks.

We look forward to see how creative you get with this new skin!

We've listened to your feedback regarding the hammer radial menu when changing building block skins and have made some significant improvements.

You can now switch between building skins with Q and E (can be configured in the options menu) while hovering over the various building tier buttons.


We’ve made some improvements to the map marker system based on your feedback from their improvements in the April update.

You’ll now notice a new list of the current markers on the top left of the map screen. Clicking on these will move the map to that marker and you can delete the marker from that UI without having to move your camera, this should be helpful if you need to clear a marker quickly to place a new marker.

The marker labels can now show an extra character on the compass, the visibility of the marker labels has been improved when placed over snow, you can now hide your team leaders markers on the map and compass via the top left menu as well as several bug fixes.


Pings have also seen a set of improvements based on community feedback.

One area that was flagged was being notified when a teammate has placed a ping out of your view. To help this, each ping type now has a unique sound effect and the compass will flash briefly to indicate where the new ping has been placed.

General usability has been improved; pings can now be placed immediately when the binoculars are equipped (don’t need to zoom in) and binoculars now have a crosshair for more precise placement. Pings can also now be deleted regardless of what you are holding in your hands.

Finally, the ping UI itself has been scaled up slightly and pings now fade out once they time out instead of being deleted immediately.

We've improved the way our internal memory pool handles thread safety. This should not result in any immediate changes, but it allows us to ensure we won't introduce resource contention performance issues as our multithreading scales up, particularly around networking and serialization. If you're a server owner and you notice a performance decrease from this change, please let us know.


Players can now connect to a server using both the game port and the query port. This also fixes steam://connect link issues that were introduced back when we started enforcing separate query ports on servers. If you're a server owner and you want to use steam://connect links on your website, please make sure to use the query port in those links, not the game port.


For a while now we've just had one long idle. It's pretty repetitive & also if you're sitting on top of a horse, you end up just getting shook around every 4 seconds. I wanted to see more variation.

There is now a short base breathe anim, and lots of small idles that play randomly after a few seconds or so. There are larger actions ( like a shake of the body or head toss) as well as smaller ones ( like a tail swish or ear flick). The result hopefully looking more natural in game.


For server owners - I updated the logic for the server wipe timer to support timezones properly. The default configuration aligns with force wipes so it shouldn't need any changing for most people. Make sure the time is set correctly on your servers!
  • Monthly: First Thursday every month at 19:00 (London time)
  • Weekly: Every Thursday at 19:00 (London time)
  • Biweekly: First and third Thursday of each month at 19:00 (London time), but splits 3 week gaps into 2+1 weeks for months with 5 weeks
Internally it is now using cron expressions using the Cronos[] library. If you'd like, you can use a custom cron expression for your wipe timer by setting the wipeCronOverride convar.

You can also use a different timezone for wipes by setting the wipeTimezone convar to an IANA timezone name (see TZ identifiers on this page[]).

There is now a printWipe console command which shows debug info about upcoming wipes which can help you set up your configurations correctly.


From June 11th to June 17th, Twitch drops will be enabled to support the Bellum, a Hispanic community event featuring Auronplay, Grefg, Ricoy, Agustabell, Illojuan, Rubius, and many more.

Learn more about drops at]]>
Earlier this week we launched our Facepunch Creator Program in efforts to collab with our creators more.

This program is a work in progress and mostly lives in a special private discord where we can all bounce ideas off each other and work together.


Currently applications are only open for Rust but we will explore options for some of our other titles in the future.

For more information on eligibility and the application process you can check out our creators site!


This parody by LamSlide is for all you Simon & Garfunkel enjoyers!

It will also get stuck in your head.


We absolutely love our dedicated players. Where your loyalty is measured in hours played.

LemonadeNS has taken his dedication to a whole new level! This tattoo is wonderfully done!


If you like fishing, music, fireworks, parties, and fun you will very much like this next video!

Solutize and friends made this incredible Fishing Village Music Remix and had a giant dance party with it.



On May 31st xGuiry & RustSpain are bringing you an "end of wipe" solo only community event!

The event is to last 4 hours
  • 300 Max Players
  • No Teaming - Solo Only
  • BP's unlocked
  • Instant Crafting
  • Tier Phases

Registration starts today (Saturday the 27th) if you'd like to participate! They will announce more info on their socials.

Event statistics will be posted at


Took us a minute to catch wind of this one so it's a little older but the concept is great!

eKostiK made a laser motion sensor to project player movement onto a TV!

A+ for lack of rocket ships.


If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.]]>
Twitch Rivals Rust III Event Tue, 16 May 2023 20:00 CEST

Twitch Rivals Rust III[]

May 16th-20th
  • Twitch Drops
  • 8 Teams
  • 160 Creators
  • 100k Prize Pool
  • Custom Map
  • In-Game Challenges
Last Team Standing wins!

Tune into the event, live on Twitch, starting at 11:00 AM PDT!

Please be aware of scams!

Facepunch will never contact you about unique drops or special giveaways. Our official drops URL will always be:


Get your Steam and Twitch synced here[] to get your drops.

Rust is also on sale until May 23rd!

R.U.S.T. Thu, 04 May 2023 19:50 CEST NUCLEAR MISSILE SILO[]
This month we bring you an all-new monument that we have been quietly working on for the past few months, the Nuclear Missile Silo.

While exploring the map you will run across a small military base that will be marked from the distance by a tall radio tower. While unremarkable from the outside, the base hides a secret. In its center you will find a large hatch that will allow you to access a large underground network of tunnels.

Jump in while the hatch is open and you will find yourself inside a deep underground missile silo that hosts a massive ICMB. Remember that while you're in you can't go back easily, so be prepared before you enter.

As you explore, you will find various rooms filled with loot and a new dangerous type of Scientists who will shoot anyone trying to interfere with their experiments. Fight your way through and take the elevators to the bottom of the structure and you will find a nuclear warhead connected to a laptop displaying an ominous countdown.

To exit the monument you will need to find a security room that contains a button that will temporarily let you out. The room also contains a computer station that will allow you to access several security cameras and spy on any potential campers.


As the countdown to the cycle reset approaches zero on the laptop in the missile silo, the amount of NPC activity around the island will increase. Vehicle patrols will begin on roads and fighter jets will patrol the skies. Future wipe events will include infantry patrols and bombing runs.


The Thompson and MP5 have received a buff to their accuracy. Both weapons will now have a higher probability to land center hits during extended fully automatic fire. In addition, the Thompson recoil will favor one side for slightly easier control. While SMGs are not intended to be used for long range engagements, we are aware that their usefulness at range should not be 0%. We will continue to monitor and make adjustments over the following few months.


Available now from the Rust store is the new Adobe building skin which allows you to change the visuals of your base. This skin is for sale on the Steam store. To use, simply equip your hammer tool, display the wheel, enable building skins, this should reveal the skin's wheel on which you may choose Adobe style upgrade.

This skin is equivalent to the stone building tier for stats.

We'll be releasing more building skins in the near future.


To complement the new shotgun ammo world models released in the last patch. I have been busy making the metal counterparts for the pistol and rifle ammo world models. Alongside the new world models, I have also made different versions for the different ammo types. So now you will be able to tell the difference between normal and explosive ammo.

So now no more losing the raid because you picked up pistol ammo instead of rifle ammo!



Flashbangs now work against Scientists, blinding them briefly. Whilst blinded, Scientists lose their targets and are unable to accurately navigate.

The effect is also slightly more effective against the new Night Vision Goggle Scientist variant.


The recycler now animates when in operation, so you can visually see when it doing it's thing.


Despite some speed bumps while setting it up & a smidge of incorrect data, we already are able to make some interesting observations.

Here are some graphs to showcase the kind of things we can measure.

If you were wondering "what do people buy workbenches for"

How aks are born

Total items across 50 FP servers


The camera view in Rust+ got some rendering improvements. Players no longer look completely out of place and everything is now lit according to the time of day. However, other lights (campfires, torches, etc.) will not show up yet.

I've adjusted the ranges for players to show up in the Rust+ CCTV feeds so players need to be closer to cameras to be seen in Rust+ (now 30m vs. 100m theoretically). I also added a new range for the player's name to be sent to Rust+ so you can't see names of players far away (now 10m or closer). These are controlled by the following server convars:

  • camerarenderer.entityMaxDistance (for general entities, which is just trees for now)
  • camerarenderer.playerMaxDistance (default 30, can set to 0 to never show players)
  • camerarenderer.playerNameMaxDistance (default 10, can set to 0 to never show player names)

Rust+ bots have been getting out of control so we've decided to implement a few changes to make them less effective.

  • Disallowed Rust+ from viewing all static CCTV cameras (eg. oil rigs)
  • Crate and explosion map markers are no longer sent to Rust+
  • Cameras are only usable from Rust+ when you aren't connected to the server
  • Entity/player data is now randomized by the server to make it harder for bots to understand
  • Player names are only sent to Rust+ when close enough to the cameras

We'll be monitoring further Rust+ Bot development. Automation of game input actions must be kept to a minimum using Rust+. Extensive automation of game actions such as CCTV cameras and Drones to gain an unfair advantage is not ok.

On May 16th at 8:00 pm GMT a team of 160 well-known Twitch creators from around the world will compete in this massive global Rust competition, taking place over 5 days with a prize pool worth $100k.

During the Twitch Rivals event, Rust Twitch drops will be enabled for 5 days from selected participating channels, and well-known streamers such as hJune, Welyn, Willjum, Panpots, Buddha, DisguisedToast, Mendo and many more.

We'd like to thank Rustoria for working with us and Twitch to make this event possible.

Learn more about this event at Twitch Rivals[]
Learn more about drops at


The following hardcore servers are being retired due to low player activity.

  • EU hardcore facepunch 2
  • EU hardcore facepunch 3
  • EU hardcore facepunch Small 1
  • US hardcore facepunch 2
  • US hardcore facepunch 3
  • US hardcore facepunch Small 1

We'll be looking at implementing improvements based on community feedback to the hardcore and softcore gamemodes in the coming months.]]>
May 16th-20th!


Make sure you are synced at to get your skins once they're live!

More details to follow on our socials.


In Case You Missed It!
Staging Aux02 branch is now available for public testing for the upcoming Nuclear Missile Silo (NMS) monument.

This is early testing, you'll encounter bugs and missing gameplay features. Please report any issues using F7.

You can get to this branch of the beta by making sure you have the Rust - Staging Branch downloaded in your Steam Library.

From there you can right-click Rust - Staging Branch >> betas tab >> use the dropdown to select aux02 - upandcoming

Your game files will reallocate and you'll download the testing branch.

Have fun!


This thing deserved its own section. Ok_Marsupial6435 has created a life size airsoft autoturret!

Seems it's a work in progress.

"It will feature 2-axis AI motion tracking using CV, 2 T-motor pancake actuators, a servo for the trigger, and a STM32H7A3 microcontroller. It will mirror the game mechanics exactly. Most of the parts are CNC aluminum, weighing about 60 lbs."

You can follow along here!


Dust recently embarked on a somewhat self-taught adventure of re-creating 3D rust scenes using Blender. I've always been a big of fan of this type of art style. We see a lot Youtube creators adopting these for thumbnails. Happy to see it getting more love!

Here's a handful of scenes he's made. Enjoy! :)

He asked we give a special shoutout to the 3D artist community! He said they helped him out a lot with learning and were very welcoming!


Sinks is making a Rust movie! All he would give me was this teaser. He was being rather stubborn about it too.

I will say the music choice is really giving off some kind of vibe. I'll try and get some more from him. This looks exciting!


EpicDesk[] has a great campaign going! They specialize in huge desk/mouse mats curated by some of your favorite Rust creators!

Current campaigns:

MarkPlayz[] - Pre-orders end May 2nd

iRisk[] - Pre-Orders end May 4th

Dust - Pre-orders end May 3rd

Watch their socials for any new campaigns in the future!


Just nevermind.

How to ruin roofcampers ...and your FPS.

Favorite comment was "Eggiggity"

Grenades use gravity :)


If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.

Cover art by Dust!
MAKE YOUR MARK Thu, 06 Apr 2023 20:00 CEST MAP MARKERS[]
Map markers have received an upgrade this month, with the maximum amount of markers increasing to 5 and a new set of controls to help you store useful information along with your map.

Placing more markers is as simple as using the RMB as normal, and markers are deleted in the same way. If you have reached the maximum number of markers (5 by default) you will need to delete another marker to make room.

To edit a marker simply click on it with the LMB and use the controls that pop up. You can select from multiple colour and icons as well as adding a label. Note that the label will be slimmed down to three characters when displayed on the compass.

If you are the leader of a team all of your teammates will see all of your markers, as well as their own.


Pings are a new system to help you more effectively communicate to your teammates when using reconnaissance tools like cameras, drones and the binoculars.

While using any of those items (and holding down RMB when using the binoculars) you can double tap (KEYBIND) to pop down a ping. All of your teammates will see this ping, even if you are not the team leader.

Single tapping the ping key will place a contextual ping when possible, for example placing a node ping when aiming at a node, a loot ping when aiming at a storage entity or a gun ping when aiming at a dropped weapon.

Double pressing the ping key will place a red hostile ping, designed to represent danger.

You can also hold the ping key down to access a radial menu with all of the ping options in case you need more flexibility.

Single tapping while looking at a ping will cancel it, otherwise the ping will expire in 10 seconds.


The new double saddle item lets two players mount and ride a horse. This is in addition to the old single seater saddle, so the choice is yours!

Wild horses spawn with a single seater saddle and you can swap it for a double seater via the horse radial menu, if you have the required saddle item (and the other way around!).

Both saddle items are available for purchase from the stablemaster or via crafting.


The new refresh for the world models has finally arrived. Finally, you will be able to tell if you have dropped HV, Incendiary, or Normal Rockets! Alongside the world model refresh new world models have been created for the different types of shotgun shells.

Some of the items that have had a world model refresh are :
  • Road Sign Gloves
  • Snap Trap
  • High-Velocity Rocket
  • Incendiary Rocket
  • Shotgun Ammo

Hopefully, soon there won't be any more brown burlap sacks on the island!


I've made a few improvements to the computer station UI this month.

You can now use arrow keys or mouse wheel to switch between selected entities. The UI will also now show the health of the entity you're currently controlling.

We have an existing console variable - vehicleDismountHoldTime - that can be set to a value above zero to enable hold-to-dismount on vehicles. This is now also used if you're remote-controlling a drone at the computer station. Setting it even to something small like 0.2 seconds can be a simple way to avoid accidentally dismounting and crashing your drone.

Alt-click to ignore loot
Alt-click inventory items to ignore loot containers

Computer station UI
Health bar, key controls, hold-to-dismount

Floating Single Items
When subs and boats are destroyed, storage drops single items in a floating container

Vending Machine Genetics
Vending machine and marketplace now display plant genetics

Steam Nickname Fix
Team UI will use steam nicknames


This month we extend our analytics platform by recording gameplay stats on official servers.

There was actually an existing analytics system in place but it only showed totals for the whole game such as "100M stone mined per day". That doesn't tell us much, we are looking for more detailed info like:
  • max sulfur per hour you can mine
  • number of players gathering the same nodes in forest vs snow
  • how quickly you get into fights while farming based on base location
  • how far players travel to farm
  • etc
We are still in the stage of rolling it out so we don't have many pictures to show off.


A couple months back I made a commit to see if doors could be placed on top of deployables, which caused a bit too much excitement. It needed some extra fixes but now should work[]!

After upgrading to a 7950x3d I realized you can't change CPU affinity when EAC is running. I added some commands so anyone can change their Rust's core affinity & process priority. You can specify multiple ranges of cores, like "0-7,15-23"

Everyone should try using cpu_priority high and see if it makes any difference.

If you have a 7950x3d, try using cpu_affinity 0-15 to keep Rust running only on v-cache cores.

You can add these as steam launch parameters too: '-cpu_priority high'


Multithreaded networking is now enabled by default for both client and server. This should help with performance of both the client and the server, particularly with network encryption enabled, which should be the case on most servers.

As an additional optimization, we improved the way our memory pool handled contention between multiple threads to ensure there are no negative performance edge cases from all those additional threads.

Earlier last month, we also addressed an issue where one thread was spinning at 100% utilization at essentially all times with multithreaded networking enabled. Since this was resolved, there are now no known issues and we really recommend all server owners to leave multithreaded networking enabled.


It's now possible to launch or reset Rust into safe mode - a basic, extremely low quality settings config to help diagnose problems. You can use safemode with a new button in the Options menu or by passing the -safemode command in the Steam launch settings. You should only use this feature if you are advised by our Support team or are experiencing problems with launching the game. Using this feature will overwrite your current settings so be sure to back them up beforehand.


For the next week, every 24-38 hours in-game hours an Easter egg hunt will begin. You'll have 3 minutes to collect as many eggs as you can. The top 3 players are given special eggs as a reward. These eggs can be cracked open for various types of loot ranging from scrap all the way up to an M249!

If you don't make the podium, that's okay. The painted eggs you collect can be upgraded to Bronze eggs once you collect 10. If you collect 10 bronze eggs then you can upgrade to a silver egg, eventually all the way to gold!

There are various items available to help you during your hunt. The Easter Basket will allow instant pickup of eggs and the Bunny Onesie and Ears will provide you with an advantage via Egg Vision.

Have fun!


Egg Suit
The Egg suit is an eggsquisite egg themed craftable costume which can be painted when unequipped.

Rustigé Egg
This years beautiful handcrafted Rustigé Egg will feature a miniature underwater lab scene contained inside.

EYE IN THE SKY Thu, 02 Mar 2023 20:00 CET


The Drone is a new player-controlled craftable deployable, operated from the Computer Station. Easily damaged from impacts. Can be picked up and deployed just about anywhere - but it doesn't have the best signal, so you'll need to control it using nearby Computer Station.

The Drone can be unlocked from the tier 2 workbench tech tree.


C4 can now be remotely detonated via RF.

Select the item and click enable RF, then set a frequency. An RF Broadcaster or detonator can then be set to the same frequency and as soon as the C4 detects the signal, BOOM. Please note that C4 deployed outside of your building privilege zone will decay after 24 hours. Also, anyone can pick it up (with a 5 second delay) so keep a look out when using it during raids. Use it to set traps in your own base or for controlled demolition of someone else's. There has never been a better time to bankrupt a clan!


A new player-craftable CCTV Camera system can be used for real-time surveillance and security when paired with the Computer Station. This camera has pan, tilt, and zoom capability and must be placed on a ceiling.

All cameras now require 3 power instead of 5.

The PTZ camera can be unlocked from the workbench level 2 tech tree.


Autoturrets can now be configured to be pairable with a Computer Station. While the autoturret is turned off, there is a new menu to set the ID which you can then add in your Computer Station.

When connected to an autoturret from a Computer Station you will take control of it so you can look around and even shoot at things. However, the camera on the autoturrets don't have a great view of far away objects.

The autoturret cannot be controlled whilst in peacekeeper mode.


Something that has constantly been requested in Rust+ is the ability to view cameras. I've tried a few different solutions to get that working but had nothing that worked good enough until recently. You'll now be able to add cameras from a paired server in Rust+ and view them from your phone!

This is an alpha release of the feature. I'll be working on improvements over time but, if there are any issues found, it may be disabled or limited to preserve server stability. Server owners can control this feature using the 'camerarenderer' set of convars.

Video Example Here[]

The signal from your cameras has got to travel a long way to get to your phone so everything is low quality but you should be able to make out most things in the world.

All of the new, controllable cameras can also be used from Rust+!

You will need to make sure you have the very latest version of Rust+[] from the App Store or Google Play. You will need Rust+ native version 0.0.29 as seen in the Rust+ settings. This version of the app is currently in the process of being released so you may need to wait a bit if no updates are available on your device yet.


It was great to see the response to the Industrial Update last month, particularly the bases filled to the brim with pipes! As well as some general bug fixes and performance improvements, we’ve made some QOL improvements this month to help with some of the more common complaints. As always we’ll be improving this further in the future so please keep the feedback coming.

New Filtering Options
There is now a new option when modifying filters to allow more advanced controls. You can now change a filter to require ANY of the listed items, ALL of the listed items, or NONE of the listed items. The default is Any, which is the behaviour from last month.

There have also been some changes to the number based filters, there are now 3 different number fields you can modify per item: Min, Max and Buffer.
  • Maximum is unchanged from last month, it will stop moving items if there is greater than the amount provided in the output container.
  • Minimum will now only move if you have greater than the supplied amount of items in the input container. For example, if you set minimum to 40 wood and you have 50 wood in the container, 10 will be moved.
  • Buffer is the old minimum behaviour, and will only move items in predetermined buffer sizes. For example, if you set Buffer to 40 wood and you have 50 wood in the container, 40 will be moved. This is helpful when supplying the Industrial Crafter with items required for crafting.

Minimum, Maximum and Buffer are only available when using “Any” and “All” filter modes, these options are not available when using the “None” filter mode.

To help understand buffer transfers there is also a new UI that shows any transfers in process.

Placement Improvements
The minimum distance between pipe points is now dramatically smaller, allowing for neater pipe placement around corners. There’s a new colour available (green) and “soloing” a connection by pressing RMB while looking at a plug will now keep the connection highlighted even if mousing over other entities. You can also now hold SHIFT when placing a pipe to make it collide with deployable entities, this can help run pipes around boxes and other objects in a more natural looking way.

Crafter Improvements
The Industrial Crafter now has 4 blueprint slots, allowing you to craft multiple items without having to connect conveyors to the blueprint slots (although those connections are still possible). When a crafter is deciding what to craft, it will look left to right and craft the first blueprint it has the required ingredients for.

Network Size Limits
The maximum size and depth of Industrial networks has been increased to 32 (from 16). This should allow more complex networks without having to resort to inserting extra containers. Along with this the behaviour of some item movement logic has changed: daisy chained boxes will now be filled in order rather than items being split up between them (the splitter will still split stacks though).


When the vending machine is destroyed, it drops no loot. This was too incentivise players to sell high-value items and discourage raiding player-run stores. Over the years vending machines have undergone many changes, such as drone trading via the market terminal. We've also seen players use vending machines to despawn loot in various methods and act as additional base armour.

From today, when the vending machine is destroyed, it'll now drop 50% of the loot stored inside.

We have spent the month thoroughly testing and fixing multithreaded networking and are happy to report that as of the writing of this post all known issues with it have been addressed. In order to play it extra safe we will continue testing it on official servers over the coming days and then release a server update to enable it by default for all servers. As a reminder, if you're a server owner, feel free to test things ahead of time by adding the -networkthread startup parameter to your server.

Simultaneously, we will continue testing it on the client internally and then enable it for all clients by default next week.


  • Reduced minimum gap between pipe points
  • Can hold Shift to place entities on top of other deployed entities
  • Reworked Maximum and Minimum filter behaviour and added a Buffer mode
  • Added 3 more blueprint slots to the Industrial Crafter
  • Improved pipe generation performance and fixed pipes being regenerated too often
  • Added a green pipe colour
  • Added an extra slot for storage adaptors on the front of small boxes
  • Electric Furnace and Storage Adaptor performance improvements
  • Buffer transfers will now be cancelled if a conveyor is turned off or runs out of the item mid-transfer
  • Added a UI visualisation to show what buffer transfers are in process
  • Conveyors will now turn back on when they receive power if they were on when they lost power
  • Reduced volume of Industrial sounds
  • Industrial Crafter will now only make noise when it is crafting
  • Industrial Crafter will now pulse red if it’s output storage is full
  • Various server garbage collection improvements

  • Looking at another entity while an IO connection is solo’d will now maintain the solo visualisation
  • Fixed being able to place storage adaptors in places where they would intersect with other colliders (eg. top of a small box placed under a workbench)
  • Fixed some cases where blueprints wouldn't respect number based item filters
  • Fixed sometimes being unable to build in areas where pipes used to be
  • Ziplines should now be much less likely to kill the player if they collide with the terrain
  • Ziplines should now use alternate paths more often if the terrain is too close to the desired zipline
  • Fixed some cases where the Repair resources required UI wouldn’t appear when attempting to repair an entity
  • Fixed contacts button staying disabled permanently after connecting to a server with contacts disabled
  • Fixed water catchers no longer filling up with water when connected to a full water container
  • Fixed edge case where underground train tunnel entrance would not connect to underground train station
  • Various fixes for multithreaded networking

Bring new levels of efficiency and unlock new avenues for automation with this month's set of Industrial entities. With these new tools you can move items around your base as well as craft items automatically without you needing to lift a finger.

Storage Adaptor
The Storage Adaptor is the starting point for most of your Industrial plans - simply attach an adaptor to an existing storage entity to make that entity compatible with your Industrial systems. The adaptor does not require power.

Some entities have more than one slot that a storage adaptor can be attached to for ease of placement. Typically the storage adaptor can use all inventory slots on it's attached storage for input/output, although there are some exceptions:
  • When attached to a furnace the Input will insert items into the Fuel/Inputs item slots while the output will remove items from the output slots
  • When attached to a locker the storage adaptor will only access one partition, to access all partitions you'll need to place three storage adaptors

The storage adaptor is compatible with:
  • Tool Cupboard
  • Large Wooden Box
  • Small Wooden Box
  • Small Furnace
  • Large Furnace
  • Refinery
  • Electric Furnace
  • Locker
  • Fridge
  • Drop box
  • Vending Machine

Industrial Conveyor
The Conveyor is responsible for moving items from one entity to another, generally via Storage Adaptors. Once powered and turned on the conveyor will look for items in containers connected to its inputs and then divide those items amongst its outputs.

By default a Conveyor will move any item it can find, but you can also assign a filter to have more precise control over exactly what items you're moving. Each Conveyor's filter can have up to 12 items or categories (resources/components/clothing/etc). When a filter is assigned the Conveyor will only transfer items that pass those conditions. You can also assign values to each item in a filter to control quantities, by setting the Maximum amount (don't send resources if the target container has over X of that resource already) and Minimum amount (only send resources in a minimum batch of X size).

You'll also find a Filter Pass and Filter Fail electrical passthrough, these will activate based on the current state of the conveyor allowing you to control other parts of the Industrial network based on what items are being moved around.

Pipe Tool
The Pipe Tool is how you connect industrial entities - if you've used the Wire or Hose tool before you'll be right at home. Pipes come in 4 colours to help identify what's going where. Same distance rules apply here except that the anchor points need to be a small distance apart from one another and that pipes cannot go through building blocks or Vending Machines. They can go through deployables like doors.

Industrial Splitter/Combiner
These work as you'd expect, allowing you to funnel or split the flow of items. In the case of a splitter connected to the output of a Conveyor, the Conveyor will spread its resources across all of its connections (eg. a Conveyor connected to a splitter which connects to three boxes that wants to send 600 wood will send 200 wood to each box).

Industrial Crafter
Once attached to a workbench (any tier) the Industrial Crafter allows you to automatically craft items once provided with a blueprint and the required materials. Simply insert the blueprint of your choice in the blueprint slot, insert the required materials, connect some power and turn it on to start producing items.

The Industrial Crafter has built in Industrial slots (so no need for an adaptor) so that you can use Conveyors to insert materials and then extract the finished result. There is also a Blueprint In/Out Industrial slot allowing you to swap out the blueprint being crafted. The Crafter can only craft items that are appropriate for the workbench it's attached to and will take the same amount of time to craft an item as a player would.

Electric Furnace
To complement the Industrial items we're also releasing the new Electric Furnace. It works similarly to other furnaces with a slightly accelerated smelting rate except that it requires power instead of a fuel item. This also means that it doesn't produce charcoal.

Limitations and Server options
To maintain server performance there are several limitations to prevent Industrial networks from becoming too out of control. There is a hardcoded 16 container input/output limit for each conveyor. This means that as well as the max depth limitation of regular IO, a conveyor will only be able to see the first 16 containers it encounters in the input/output network.

There is also a hardcoded limit on how many items in a stack a Conveyor can move in a single tick - 32. If a stack has a count higher than this it will be moved gradually over several ticks.

There are also several convars to control the speed and efficiency of industrial systems:
  • server.conveyorMoveFrequency - How often conveyors attempt a move (default 5s)
  • server.industrialCrafterFrequency - How often crafters attempt to craft something (default 5s)
  • server.maxItemStacksMovedPerTickIndustrial - How many whole stacks a conveyor can move in a single tick (default 12)


Previously doors would show "Open" as the default option whether you had the code or not, requiring you to randomly stumble upon doors you couldn't open, beeping in your face then requiring you to holding E to bring up radial menu and select unlock.

The new default options are as follows:
  1. first placed = "change code" (to quickly set your code)
  2. unauthorized on codelock & auth on TC = "enter code"
  3. authorized on codelock & unlocked door = "lock door" (to prevent leaving doors unlocked)
This should allow you to see at a glance what you still need to enter a code on & open the codelock UI much easier.


Train wagons containing crates now have different variants of varying qualities. Overall should be seeing wagons with much higher-quality loot from crates.


Performance is always a hot topic but it is difficult to address without having an accurate image of the problem. This month I setup logging of client performance and displayed them in various graphs.

This has already proven to be useful. We noticed that exclusive fullscreen had lower FPS than borderless. Rather than guessing, we were able to query the database and confirm it.

See below for various graphs to get an idea of the insights we are seeing & some interesting data.

Overall FPS
First up is median FPS across all hardware. It doesn't give a full picture: players with 60hz monitors are included beside 144hz gamers.

A better metric may be comparing average fps to monitor refresh rate to see how many players are getting lower FPS than their monitor supports... something we will look at in the future.

Best Performing Hardware
These charts clearly shows how Rust is CPU bottlenecked (no surprise). What is interesting is how much the extra cache does: a 5800x3D is on average 50% faster than a 5950x!

Please don't use this as an excuse to go buy a better CPU as performance is subject to change... but do use this info so you avoid buying a new GPU for Rust then being surprised when it yields no performance improvement (at this time).

Hardware Capacity
~75% of the playerbase is running 16GB or less of RAM.... perhaps we should really prioritize why Unity is hogging all the RAM.

The majority of players (73%) using 1080p... yet only 2.5% of players using 4k?!

Popular Hardware
Looking at most popular CPU & GPU we find that it is similar to steam's hardware survey but differs slightly as for Rust. Here are some GPUs as % of total:

Our Metrics:
  • GTX 1650 = 6%
  • GTX 1060 = 2.5%
  • GTX 2060 = 5.5%
  • RTX 3060 = 7%
  • RTX 3090 = 0.6%
  • RTX 4090 = 0.2%

Graphics settings
30% of people using motion blur 👀 only 5% of players using SMAA, 20% of players using primarily windowed mode (not borderless)... all interesting. I thought more players would have turned shadows off.

Operating System
Our Mac playerbase is very small, only 0.3% of players.

Yet even stranger are the people still on Windows 8... laptops perhaps?

Next steps are to expand to gameplay metrics. Technically.... we already have some gameplay stats but they are very limited: "total wood gathered", "total kills", etc.

Better gameplay metrics will give us the ability to drill down to specific information such as:
  • most popular weapon each day of a wipe
  • win ratio of different weapon match-ups
  • deaths per size of team
  • hourly loot per monuments
  • least used items


We've been aware of some server performance degradation with large scale farms and Water Catcher networks for a while and we've made some improvements this month to hopefully improve the situation.

The primary performance issue at play here is the amount of processing required when an entity in an IO chain switches on or off. Under normal circumstances this doesn't happen that often but water containers are considered On when they have water and Off when they are empty. When a chain of Water Catchers are connected and sending water down a chain each container will turn on when it receives the water and then turn off as it passes the water to its next container. Water transferring is quite quick and responsive, this results in rapid sequences of entities turning on and off repeatedly which sends a lot of network updates to any clients in range and involves a lot of (largely useless) IO processing as the network changes state so rapidly.

To solve these issues water will now take 10 seconds to start draining once it's inserted into a container. This means that when water travels through multiple containers each container in the sequence will build up a buffer (usually 50-100 water) in each container. This allows the same water flow as before but mostly prevents the containers rapidly turning on/off. The result is that a small sequence of 3 full barrels connected to each other powering a sprinkler used to be sending 10-20 network updates every few seconds will no longer send any updates at all while the system is active, only a few updates when the system runs out of water. This should improve performance primarily on the server but receiving less network traffic will help client performance as well.

We've also modified the behaviour of Water Catchers, when a Water Catcher is going to generate some water, it will now deposit its water as far down the chain as possible. This means that if you have 3 Water Catchers connected to a Water Barrel, the catchers will actually never receive water at all, instead the water will be deposited directly into the barrel.

In a benchmark of 1000 water catchers connected to each other, we found that the server's IO would become unresponsive after several minutes of gameplay as the system became overloaded with water transfer processing. With the above changes server IO performance remains instantaneous even if we artificially limit the servers frame rate.

There is also a new optional server convar "server.waterContainersLeaveWaterBehind" that modifies the draining behaviour to leave one unit of water behind in a liquid container that drains into another container. This keeps the container in its "On" state permanently and further helps performance. Since this is a change in functionality it is disabled by default, if your server is still experiencing IO performance issues due to water entities turning this on may improve performance.


Today we're permanently retiring Hapis Island map. Hapis Island was first introduced in April 2015 by Petur, inspired by the original Rust legacy map. Over the years, Hapis has gone through countless revisions to where it is at today.

Why Retire Hapis?
We're a small development team with no dedicated staff focusing on map design and creation, our mapping attention is focused on procedural maps. Hapis has continuously been developed on the sidelines as a lower-priority project with any free time Petur has. Free time is harder to find nowadays as we focus more on larger, longer-term features with a higher level of polish. Hapis Island needs a lot of attention requiring hundreds of work hours to be polished and kept fresh, which we can't currently give it.

Hapis Island is missing many key features we've added over the past couple of years, zip lines, subways, new monuments and above-ground rail systems, to name a few. When Hapis can support newer features it often takes an extra month, or few for the features to be introduced to Hapis, leaving players waiting and disappointed, some features, such as the rail systems Hapis can't currently support due to a lack of internal tools.

This isn't the end for static maps on Facepunch servers, we'll be working with the custom map community to fill this void over the coming weeks and months.


We have upgraded the client engine to Unity version 2021.3 earlier this month. Initially there have been a number of issues from the upgrade, but we've gone through and addressed all the major ones with several small patches.

This new version of Unity should open up new possibilities for both performance and visual improvements that we're hoping to introduce over the coming months. A big one is Unity's Burst compiler that will help us transition existing code in the Jobs system to a higher performance version of it.

Unfortunately the upgrade also introduced a bug in fullscreen exclusive mode that caused a significant performance degradation compared to borderless fullscreen mode. Due to this we had to retire fullscreen exclusive mode. If you're encountering issues that seem related to this, please contact our support team to figure out a workaround for your specific setup.

The server build of the game will remain on 2019.3 for this month while we continue testing the new engine version to make sure the server build is stable enough for a wide release. More on that hopefully next month.


We've been working on a major networking performance improvement called multithreaded networking. This will apply to both the client and the server, but naturally it will have a significantly higher impact on the server. Due to the nature of the change we wanted to make sure it's working as intended before enabling it by default, so we're first going to start testing it on select official servers this month before hopefully enabling it by default on all servers next month. If you want to start testing it before then, simply add the startup parameter -networkthread to your server or client. Please note that this is a highly experimental feature that may cause significant problems when enabled.

As announced in the November[] and December[] devblogs, we are working on a number of networking improvements that require us to retire server query port sharing. Because of this, we have requested that all server owners that are still using this feature update their server startup parameters to use a query port that is separate from the game port.

We have decided to pull the trigger and finally retire query port sharing this month. If you're a server owner who still hasn't updated their server startup parameters, please make sure to do so immediately.]]>
Community Update 249 Fri, 13 Jan 2023 18:16 CET TWITCH DROPS[]
They are back!
Join us! Starting Sunday January 15th at 1PM PST / 9PM GMT for the next Trust in Rust Charity[] tournament!


hJune[] and Rustoria[] teamed up to raise money for YouAreRAD[].

They're a mental health and counseling charity that gives back to the community. With the funds raised from the event RAD provides FREE therapy sessions to the Rust community in return. Tune into the event to find out how to take advantage of this offer and get signed up!

Store Items
There will be amazing charity and event-specific item skins on the store this week only. They are exclusive & non-tradable as the proceeds go to RAD.

Twitch Drops
Starting January 15th 1PM PST / 9PM GMT Twitch drops will begin!
  • 4 Exclusive drops from hJune's Twitch channel[]
  • 4 general drops you can get by watching any creator participating in the event

These drops go all week as well. Ends January 22. Get your watch time in!

Get synced up at

If you're not hyped yet this trailer may help :)


Our Rustmas Base Decoration contest has concluded!

We announced the winners on Twitter already and they're claiming their prizes.

First place was @Hell_Faerie

Second place was @5_40i

Congrats to both! We'll see you all in the next one!


Not too many words are needed for this one. Alpha made a cinematic Cobalt Recruitment ad.


Our friends at Corrosion Hour[] have done quite a lot of guides in the past but this Rust Glossary[] is good if you're trying to be a cool dad in front of the kids.


"To bridge the language gap between veteran players and those spawning in for the first time, we have compiled the RUST glossary of terms and phrases to lift the veil, so to speak."

It's basically a decoder for all things Rust slang. Goes through abbreviations and callouts one would need to be in the know.

Even if you are a Rust veteran it's rather amusing to go through some of these and see how we've evolved over the years.

Check it out!


FancyOrb is usually known for his curated experimental and event challenges. He's dusted off his pickaxe and played an actual Rust wipe with the best botanists this side of launch.

The Weed Farmers.


EpicDesk[] has some great campaigns going right now!


They specialize is huge deskmats curated by your favorite creators. They are limited edition and once the campaign is over you can no longer get them!

From now until early February you can get your hands on preorders for:
  • Motion[] - Ends Feb 5th
  • Falcon[] - Ends Feb 5th
  • Dyanna[] - Ends Feb 1st
  • Happy[] - Ends Feb 5th

Don't miss out!


If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.]]>
SURVIVING 10 YEARS Thu, 05 Jan 2023 20:00 CET BACK TO WORK[]
Servers are now wiped, Santa is packing up and clearing out the bodies, we hope you enjoyed the Holiday Season. We're getting back to work after a couple of weeks off, which is why this blog is lighter than usual, we're looking forward to the journey ahead in 2023!

Later this year will celebrate Rust's 10th Birthday, which has been an incredible journey. We have some big plans to finish out the year, we'll share details in the coming months.

In this blog, we'll look back at 2022, some of Rust's achievements, and give a sneak peek at what to expect from us in 2023.



Visit to see the full recap.


What can you expect from us in 2023? More of the same! Guaranteed monthly updates every first Thursday of the month, along with occasional hotfixes and holiday events.


In February, we'll release the industrial update, which includes the electric furnace, item piping and filtering, allowing you to automate many aspects of your base storage troubles.

Can't wait till February? Starting tomorrow Rust Staging Aux2 branch will be publicly playable, allowing everyone to test and give feedback.


Additionally, in February, we'll be permanently retiring Hapis Island map, this will be your last month to play Hapis.

We'll be launching another map maker competition in the coming weeks.


We have a ton of content currently in development, if you're keeping an eye on our commits[] page, you'll already know. This year you can expect to see new monuments such as the Nuclear Missile Silo Monument, Ferry Terminal and more. New DLC such as building block skins, new items and weapons and so much more.



We're excited to announce that hJune[] has teamed up with Rustoria[] again for the next Trust in Rust[] tournament on Sunday, January 15th, 2023.


Tournament starts at 1:00PM PST / 9:00PM GMT.


Some exclusives for the event and general drops you can earn from your favorite creator channels.


Proceeds from exclusive store skins sales and event donations go to You Are RAD[]. Rise Above the Disorder is a non-profit metal health organization that provides counseling for a lot of the gaming community.

They are creating a fund for our very own Rust community. Anyone, anywhere, can have access to free therapy sessions regardless of their financial situation so they can begin on their journey of healing.

More details to come later. Watch socials and our community blog next week!]]>
Gingerbread Mines Thu, 15 Dec 2022 19:54 CET

From everyone at Facepunch, we'd all like to wish you a Merry Christmas and happy holidays to everyone!

The Christmas Event is once again live! If you haven't been around for this before, here's what you can expect:

Every once in a while you will hear the sound of jingle bells. Run outside and look for a gift! Two gifts are spawned per player, in a radius of about 40m from where you are standing. Run up and bash it open to receive your Christmas presents. They come in three sizes: small, medium, and large. If you have enough small presents stashed, you can "trade up" to a medium or large. The contents of each present vary, but you'll find a mix of resources, weapons, and candy.

Once again, you will be able to find Santa hats and reindeer antlers, both of which can be worn and provide a decent amount of protection. There’s also a lickable candy cane club, and two types of stockings. If you hang a stocking inside your base when the jingle bells ring the stocking will fill up with loot. The larger stocking has a higher chance for better items and both last around 5-10 refills.

The advent calendar is a craftable deployable available to everyone during the Christmas event. Once placed you can claim an in-game surprise once every in-real-life day.

The Christmas event ends on January 5th @ 19:00GMT

Have fun!

Gingerbread / Cake Mines[]

Run, run fast as you can, the gingerbread men are coming! Gingerbread houses have mysteriously started appearing throughout the world, leading to an underground dungeon, smelling a little like grandma's baking, but be careful, it's not going to be a cakewalk if you enter!

Server owners can adjust the portal count using the xmasdungeon.xmaspopulation convar.

Ice King Pack[]

Today we're releasing a "cool" new item pack to the permanent item store, the Ice King pack! The pack includes three reskins:

Ice Throne Chair, Ice Facemask, & Ice Chestplate

A throne fit for the king of the north!

This pack will be available on the item store. The Ice Throne is a reskin of the chair item.

Rustmas Store Items[]

We have brought some items from previous years, now purchasable from the Rust Item Store.

The festive garland pack now includes a double door garland. If you've already purchased this pack you'll now be able to craft this item.

Christmas Competition[]

We are excited to announce Rust's second Rustmas base decorating competition!

We're looking for the best festive base Rust has ever seen!

I know a few of you are going to go ham on this! Hoping this Rustmas will be the best one yet. Go big or go home, right?


£120 worth of skins of their choosing and two Rust DLC keys.

Runner up

£75 worth of skins of their choosing and one Rust DLC key.

How To Submit

Once you’ve completed decorating your base, take some screenshots and upload the images to Twitter using the hashtag #Rustmas2022

The winner and runner up will be announced from Rust's official Twitter account on January 13th.

Please also be following the Rust Twitter so we can DM you. If we do not get a response within 1 week of the winner announcement a new winner will be chosen.


Submissions will be judged based on the following:
  • Creativity
  • Design
Judging will be performed by Facepunch Staff.

Bonus points if you remove the UI and your graphics are set higher than 1 :)

This competition is run by Facepunch Studios Ltd at Concept House, Elmore Green Road, Bloxwich, Walsall, UK. The competition ends on January 5th 2023 23:59UTC. No more than three entries per person. The winner and runner-up will be selected based on which Facepunch thinks is the most original/creative and any decisions Facepunch makes will be final. The winner and runner up must claim their prizes within one month of the closing date (which Facepunch may exchange for an alternative of the same or greater value). Our terms of service apply to any content you make for the competition: Winning entries must pick items from the Rust marketplace with market value.

Decorated Monuments[]
The Big QoL Update Thu, 01 Dec 2022 19:59 CET RUST 9TH BIRTHDAY[]
Rust turns 9 this month, that's 9 years of weekly and monthly updates. We’ll celebrate for one day only on 11th December with in-game birthday cake and hats.

In the January end of years blog, we'll talk more about how 2022 has gone, what we've achieved and what we learned as well as our upcoming plans.


Car keys have been removed from the game and replaced with code locks, which should be a lot more useful. These can be added at a vehicle lift in the same way key locks were added, and for the same price (75 metal fragments).

  • Add, change, or remove code locks from a car at any vehicle lift.
  • Code locks prevent mounting the vehicle - except for taxi modules - and also prevent access to storage. Players in a taxi module cannot swap seats to any other type of module.
  • To capture a car with code locks, you can reduce the health of a seating module to 20% or less, which will enable an option to break the lock.
  • Alternatively, if you can push the car to a vehicle lift, a new code can be set there. Note that locked cars cannot be pushed in safe zones.
  • A mounted player can flip the Central Locking switch in a cockpit module to unlock all doors, temporarily disabling code access. Code locks on the exterior of the car will light up green instead of red. If all players in cockpit modules dismount, the central locking is automatically re-engaged.
  • After entering the correct code, players are automatically whitelisted, and won't need to enter the code again.

Planter Improvements
Harvest/Clone/Remove all plants in a planter in one action

Stone Spear
Stone spear is cheaper and quicker to craft

Miner's Hat Buff
Miner's hat now offers better protection values

Roof Rotation
Roof can now be rotated before placement

Grenade Crafting Times
All grenade crafting times have been reduced

Attack Helicopter Loot
Improved Attack Helicopter loot tables

Garge Doors Pickup
Equipping a Hammer to pickup the Garage door is no longer required

Armored Door HP
Armored door HP increased by 25%

Repair Cost Fixes
Repairing deployables no longer require components

Instrument Range
Increase pitch range on several instruments

Junkpile Scientists
Reduced the number of Scientists at junkpiles

M92 Sway
Reduced sway when aiming with the M92

Despawn times
Various high value items 5min -> 60min

IO Deployment
Various IO entities can be placed near floor level

Will show when you died first vs projectile_invalid

X Days Upkeep
Shows days of upkeep rather than >72 hours

No Components For Repair
Shotgun Trap, Garage Door, etc

UI Scaling
Fix small UI on 4k+ resolutions


We've added a static (non-moving, indestructible) train caboose at the Outpost, which has the standard casino games inside: Poker, Slots, and the new Blackjack machine - so now you can play without the constant fear of death!

Find it at the small train platform.


The debris system was introduced in 2019 to prevent the ability to replace walls and doors during raids immediately, we feel this system has worked well but often still see raids won purely from spamming walls. To make it a little fairer for the raiders, from today, external walls and gates now have the debris system applied.

When external gates or walls are destroyed, they'll now leave debris for 2 minutes.


Players will now be automatically notified via a small UI prompt when world events begin, such as Cargoship, Oilrig crate, Ch47 Cargo etc. We hope this encourages players to engage with world events more actively and addresses a growing problem of players using third-party services to gain this information instantly before others and having an unfair advantage.

We acknowledge a UI notification is not the best solution, but for now, it'll put everyone on the same playing field while we work towards a better solution in the near future.


Following last month's burst module implementation, I have made the following changes and improvements:
  • Burst can now be toggled using the "M" bind
  • Burst module slightly lowers aim cone

LR & MP5
The LR and MP5 has seen lower usage since the recoil changes, players who used to opt for the LR often now feel more confident using the AK, so we're experimenting with the following changes:
  • MP5 and LR now have inbuilt burst module
We'll continue monitoring and adjust accordingly in future updates.

Slug Ammo
Slug ammo is regularly used over large distances effectively, whilst it's great to see slug ammo used to a greater effect with the recent changes, we agree with player feedback it's too effective. The slug should be a hard-hitting option in close to mid-range combat and less effective over larger distances, so I've made the following changes:
  • Slug now does 50% damage at 40 meters+ instead of 75% damage at 80+
  • Slug does 100% damage from 0-20m instead of 0-10m


Mining quarries have been updated to run on diesel fuel and output rates greatly improved. In the past, quarries have seen little to no use. We hope these improvements will encourage their use more. We'll be monitoring and tweaking accordingly.

In addition to spawning at the Dome, Oil Rigs and Junkyard, diesel fuel now spawns at the following monuments: Water Treatment Plant, Power Plant, Military Tunnels and Airfield.


  • Lower lab count but larger
  • Oilrig reset timer increase
  • Cargoship event rarer


There were only 5 colors of wires originally (4 hose colors) which hasn't been enough to organize the creative builds the community has made!

Existing Colors
  • black
  • red
  • green
  • blue
  • yellow

New Colors
  • light blue
  • orange
  • pink
  • purple
  • white

Press "R" while looking at an existing wire to recolor it.

For some background, network groups are what Rust servers use to figure out which entities to network to players. It basically divides the world up into chunks and tracks which entities are within each chunk. This way the Rust server just needs to network the few chunks around each player.

Previously the world was divided up into a two dimensional grid of chunks, and that worked great for a long time, but then we added the underground tunnels. Using two dimensional network groups means the tunnels would network to players up on the surface, and players in the tunnel are being networked things from the surface, which isn't great because they can't see any of that so it's just wasted work.

I updated the network group system this month to add support for vertical layers. So now, instead of a just a single two dimensional grid, it essentially stacks multiple two dimensional grids on top of each other and uses entity's altitude to figure out which layer it belongs on.

Tunnel entities will no longer network to the surface, and the surface will no longer network to players in the tunnels. We have found that this can save up to 0.4ms of frametime on the surface by not networking tunnel NPCs to the client.


I've made a few improvements to help with some of the complaints that people have with Junkpiles.

The bushes that spawn with junkpiles now block AI line of sight. This should make the Scientists easier to spot when they're shooting at you because they will no longer stand in the middle of a bush.

I've also made the junkpile Scientists more defensive in nature, and they won't engage from as far as they used to.

Lastly, I've tweaked the AI data for the junkpile cover positions so they're fully in cover, which has the knock on effect of reducing return fire.


I've added some biome and topology-specific functionality:

Animals will no longer roam directly to ocean-side locations, to help keep them away from beaches.

Polar bears will now only roam to arctic and tundra areas, and they will also now return to these areas if they need to leave briefly for any other reason.


I've added a menu option for eating world foods, such as berries, corn, mushrooms, etc, directly from the ground. Look directly at the food and hold E then select "Eat".

You still receive seeds and other items as usual.


Netting now allows you to walk above without getting stuck. You can also climb up and slide down without bouncing off the wall frames.


Turret UI used to close after you authorized each player. The UI now stays open after each player you click, until you press "Esc".


Building jump ups used to be difficult when you had to look down precisely to get it to snap to the correct place. It now will correctly try to attach to the top of walls.


Filling lockers was difficult with the amount of left click dragging required. You should now be able to mindlessly right click armor and have it go into all the correct slots.


It used to be devastating if enemies shot out your SAM sites & were able to shoot off a MLRS strike before you had a chance to react.

You can now pass power through the sam site & link it to a smart alarm to detect it being destroyed


As mentioned in last month's blog[], Steam networking was planned to be switched to the default networking layer for Rust today. Due to several issues discovered recently (now fixed), we're postponing enabling Steam networking by default until January, by then, we hope to be completely satisfied with server stability.

As a reminder: This change requires servers to have a separate Steam query port set via the -queryport server startup parameter. When no query port is set, the server will default to either game port + 1 or rcon port + 1, depending on which number is larger.

Hosts of shared servers will need to ensure the query port is forwarded correctly, which is why we are making this announcement ahead of time. Servers can be switched over to Steam Networking for testing via the -swnet startup parameter, which we recommend doing ahead of time in order to ensure a smooth transition.


On December 15th at 19:00GMT / 14:00 EST we'll be releasing a mandatory server and client update to enable the Xmas event and some festive features!


On November 19th Rustafied[] held their 8th annual Charitable Rust[] event. They had event servers up where hundreds of content creators all took part in fun custom games, bed wars, carnivals, boat combat contests, and much more.


The community raised over $27,000 in donations alone.


We also put up some unique charity skins on the Rust item store for a week and the proceeds to that go towards the charity as well.

While we do not have exact totals yet and the skin sales take a few weeks to come in but we guestimate $150,000 in total, going to World Central Kitchen[].

We're very proud of everyone involved and thank you to those that helped out in any ways to make this event possible!]]>
COMMUNITY UPDATE 248 Wed, 16 Nov 2022 17:54 CET TWITCH DROPS[]
Charitable Rust[] is in just a few days!


November 19th-21st
There will be 48 hours of exclusive drops on the Rustafied[] channel along with all of the creator/special guest channels participating in the event.

November 19th-26th
The generic drops can be obtained from any channel streaming Rust[] that has drops enabled. These drops go for the entire week!


Don't forget to get your accounts synced at to ensure you can claim your drops!

We will have an array of Charity skins on the item store for sale as well, starting Thursday the 17th. These will be account-bound (cannot trade or sell them) as the proceeds from them go to World Central Kitchen[].


Rust is going to be celebrating our 9th Birthday on December 11th, 2022!

There will be an active server event enabled for the day. You spawn with cake and party hats. Many loot boxes around the map will have balloons on them. Just a little slice of fun in your day of death and destruction :)

Special thanks to our community for your continued support and helping us make it this far!


Our friend over at Real&Game built us a life-size storage box!

He's made an assortment of other Rust items be sure to check out his other videos!


Memeio been living up to his name this month.

I present to you: cRust
  • He made it in 7 days ..allegedly
  • It's better than Rust ..allegedly
  • 1 person at PAX enjoyed it ..allegedly
  • Absolutely no copyright infringements ..maybe



This month we have your resident building inspector, Dust!

"Yo! My name's Dust, I'm a Rust YouTuber with a focus on base build videos, but also high quality cinematics and full length gameplay movies! My friend convinced me to download Rust in 2018 and I’ve barely seen a blade of grass since. What really hooked me was watching awesome content by Evil Wurst, Blooprint, Tesla, Frost, aloneintokyo and a ton of other insanely talented creators.

I started YouTube pretty recently and things quickly took off. Even though I started as a build channel, there’s been a ton of demand for more movies so I’m working on putting out more action packed wipe content! Stay tuned!

On a real note, my favorite part about this whole journey has been the friendships that I’ve made along the way. Rust is a super unique game where you’ll end up spending hundreds or thousands of hours with people, so you’ll tend to build some really strong and genuine friendships. The creator community in Rust is also super collaborative and filled with some awesome people."

He's gotten pretty good with those cinematics!


Camomo sent us in some awesome cosplay pics from PAX AUS last month!

Think one of these guys was in Memeio's cRust video :)

There are professional versions too!


Just a heads up for all you Rust Roleplay enjoyers out there! Yogscast JingleJam[] Charity event is set for December 10th, 2022.


Keep an eye on their socials for news and more details.


If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.]]>
PROTOTYPE 17 Thu, 03 Nov 2022 19:52 CET


Arms manufacturers contracted by Cobalt were tasked with producing a new side arm to meet the personal defense requirements of the organization. After an exhaustive review of potential candidates, the Prototype 17 was selected. This new weapon has a magazine capacity of 18 and fires in deadly 3 round bursts with the single pull of the trigger.

In addition, it features tritium sights for rapid target acquisition and engagement under low light conditions. It has been noted that some survivors have scavenged and reverse engineered the weapon, extracting some of its components and allowing them to augment their own weapons with the 3 round burst ability.


We've added a new train carriage that you might find on sidings.

Inside you'll find a poker table with four seats, two slot machines, and a brand new blackjack computer that can handle 1-3 players.

All the features of blackjack are here, and blackjack pays out 3:2. The computer hates to lose, but he plays fair. You can make an initial bet of between 5 and 500 scrap. Just keep an ear out for what's going on nearby - this isn't a safe zone!


Swap Attachments
Swap Attachments more easily by right clicking or click and dragging to attachment slots

Get new bags while dead
Death screen will now update if you are assigned a new bag while already dead

Cap Menu FPS to 60
New setting in Options menu, prevents high framerates


For the past few months I've been working on a new system to improve how we render monuments at a distance while maintaining or improving the current performance. It uses a technique called HLOD (Hierarchical Level of Detail) and involves baking the monument as it should be seen at a distance down into a single mesh. A key requirement was to make sure this didn't add any extra work for our environment artists, this process is almost entirely automated.

The final performance improvements were minimal, but the increased visual fidelity at a distance still seemed worthwhile to ship. You should notice more geometry and detail, as well as entire monuments that will now be visible when they weren't before.

We have plans in place to switch the default networking layer of Rust servers from RakNet to Steam Networking in late November or early December, further communication will follow.

This change requires servers to have a separate Steam query port set via the -queryport server startup parameter. When no query port is set, the server will default to either game port + 1 or rcon port + 1, depending on which number is larger.

Hosts of shared servers will need to ensure the query port is forwarded correctly, which is why we are making this announcement ahead of time. Servers can be switched over to Steam Networking for testing via the -swnet startup parameter, which we recommend doing ahead of time in order to ensure a smooth transition.


Halloween events have come to an end, good job survivors at closing all of Cobalt's project R.U.I.N portals! Hopefully, that's the last of them we see...

Every year Rustafied[] hosts a giant charity event. They have servers dedicated to mini games, live streams, Twitch drops, giveaways, and more!

We will also be listing some exclusive skins on the Rust Item Store where the proceeds of these items will go to World Central Kitchen[].


There will be some exclusive Twitch drops for 2 days starting November 19th and some generic drops for the whole week.

Make sure you get synced up at to get and claim your drops when the event starts!]]>
COMMUNITY UPDATE 247 Thu, 27 Oct 2022 18:27 CEST RUST IS ON SALE![]
Now through November 2nd Rust is on sale at 33% off across the board!

This includes all the DLC's and the Soundtrack!


Just dropping in another reminder that Charitable Rust[] is next month!

Every year Rustafied[] hosts a giant charity event. They have servers dedicated to mini games, live streams, Twitch drops, giveaways, and more!

We will also be listing some exclusive skins on the Rust Item Store where the proceeds of these items will go to World Central Kitchen[].


There will be some exclusive drops for 2 days and some generic drops for the whole week.

Make sure you get synced up at to get and claim your drops when the event starts!

If you are a content creator/live streamer and you want to participate in the event you can sign up here[].

Full details to follow when we get closer to the event!


Last month we had an epic Twitch Rivals event and Frost has a great high octane and emotional recap of all of it.

Settle in and grab some popcorn.

That end though...


Project Nova[] is breaking the mold again bringing you a unique low poly Rust!

They have a couple different servers to try out on both sides of the globe.

You can join their discord[] for more information or check out their website[]!


This is one for you illuminati tin foil hatters. Raynbirds takes a deep dive into what it means when a gun flops down on the ground in a certain direction.

Seems possibly useful on Hardcore servers that don't have maps if you feel like chucking guns on the ground!

Half life 3 confirmed?


Panpots, in collaboration with MilesdetusFiguras3D, has made an amazing life size T3 Workbench!

This has been a bit of a work in progress and we're amazed at the results. So much talent out there!


Listen, there's a few Breaking Bad Rust memes out there but this one has to take the cake.

Jonkari P plz make more


I'm just going to leave this here.


If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.

Covert art by llennoco22.
HALLOWEEN 2022 Thu, 20 Oct 2022 19:55 CEST


The Halloween events are now enabled! Once roughly every two in-game days, a candy hunt event will begin. You'll have 3 minutes to collect as many candies as you can. The top 3 players are given special loot bags as a reward. These candies and loot bags can be opened for various types of loot ranging from scrap all the way up to an M249!

If you don't make the podium, that's okay. The candies you collect can be upgraded for better loot.

There are various items available to help you during your hunt. The Pumpkin Bucket will allow instant pickup of candies and the Scarecrow Wrap and Ghost Costume will provide you with an advantage via Candy Vision.

The Halloween event will run until November 3rd.

Have fun!


Cultists are said to have been opening portals throughout the world, others believe it's a Cobalt experiment code-named R.U.I.N gone horribly wrong. Not much is known about these portals or what they do, only a few chads have entered and made it back alive.

Do you dare to enter?

Server owners can adjust the portal count using the halloweendungeon.population convar.


This year we've added three new Halloween themed items to the Rust store.

Hockey Facemask
Hide your facial deformities with this creepy hockey mask.

The Hockey Facemask skin is a reskin of the Metal Facemask.

Cultist Deer Torch
The Cultists must have dropped this while opening the portals throughout the world.

The Cultist Deer Torch is a reskin of the starter torch. Once the torch skin is selected or crafted, you'll respawn with this skin.

Baseball Bat
It wouldn't be a zombie apocalypse without hitting zombies in the head with a baseball bat!

The Baseball bat is a reskin of the mace melee weapon.

Now purchasable at the Rust item store.


To start building your own monster, first, you must slay scarecrows and mummies that roam the lands. Once you've collected a head, torso and legs, craft yourself a Frankenstein's table and place the body parts within the table. Awaken your new pet monster and control it by pressing "P".

The monster will follow your orders without question. It'll follow you around the map, defend you if attacked and help slay foes you wish to attack.

If you're having trouble accessing the pet menu or already have a key bound to "P" then use the following console command: bind X +pets or open the in-game controls menu.


Last years Halloween items have been raised from the dead, head over to the Rust item store.

Additionally, we've resurrected the following items:

There is also a bunch of Halloween themed skins on the Rust Item Store!
The Lumberjack Thu, 06 Oct 2022 20:39 CEST LUMBERJACK PACK[]
This month we're introducing a new addition to Rust's permanent store, the Lumberjack Pack. The Lumberjack Pack contains five items, four tools and one hazmat reskin.

Lumberjack suit

The Lumberjack suit is a hazmat replacement skin that can be applied while crafting the hazmat or skinned using the repair table. The Lumberjack suit offers no in-game bonuses.


The Lumberjack additionally comes with four craftable tools. The concrete tools are reskinned versions of the stone tools, and the prototype tools share the same stats as the metal tools.

The Lumberjack pack is available now from the Steam store and in-game store.


Following feedback from last month's Furnace UI revamp, I made the following changes:
  • All slots now cook at the same time.
  • Added progress bar when smelting items
  • New burning icon for items

I also fixed a number of issues relating to ores dropping out of furnaces when overfilling.

Splitting ores stacks between input slots will still not increase production rates.


As a part of a large long term menu UI revamp I have made several improvements to the server listing UI this month. Here are the most note worthy changes:
  • Added regions server tags.
  • Update tag search behavior to find servers with all of the selected tags instead of any of them.
  • Add a button to clear filters to the server browser.

Additionally, I reimplemented dropdown menus in the options menu. This should make life easier than clicking endlessly to find certain options such as screen resolution.


The campfire is one of Rust's oldest models, dating back to pre-2015. It was time for an update to reflect Rust 2022. Issac has worked his magic and updated the model which can be seen below.

Along with the new model comes new visual effects courtesy of Petur.

Petur has updated the effects on the campfire, large furnace, furnace and cauldron. These updated effects not only look better but also offer better performance.


Train Offloading LGF
Train fuel wagons now contain more low grade fuel

Debris Building Blocker
Debris building blocker now immune to explosive damage

Not focused FPS Limit
Added an option to cap framerate to 15FPS when not focused

Radio Ga Ga
Radio stations can now be updated without releasing client/server updates

Train Bell
Hitting the bell on the train now goes "ding ding"


We received a lot of feedback surrounding the Workbench Techtree on hardcore since its launch last month, many wanting it removed completely from this game mode. While weighing options we've decided to explore a tech tree tax. Unlocking items directly from the Workbench Techtree will now cost additional scrap,
  • Tier 1 - 20%
  • Tier 2 - 40%
  • Tier 3 - 60%
The research cost from using the research bench remains unchanged.


Following last months storage changes we have now increased car storage module size from 18 to 48. Camper storage 12 to 18 and Saddle bags 6 to 12.


We're aware the server performance has degraded since the release of EAC EOS update on September 30th, we're actively working with EAC to remedy these issues. Server owners can expect hotfixes over the coming days and weeks.

Proton Support

You know, we switched to EAC's new platform with the intention of providing support for the Steam Deck, and so far we haven't done that. So when is it coming?

Well, short answer is we don't know. We don't know if it is. When we discontinued linux support in 2019, one of the core reasons was how the cheating community was exploiting the Linux platform. That's not to say that cheating was super widespread on Linux, but it was safer for cheat developers. And that's not good in a game like Rust where a cheater can ruin weeks of hard work.

Enabling proton support would mean we're asking the EAC team to provide support for a whole other platform, which we fear would reduce their ability to support Windows - our main platform. We don't know whether we should enable one platform at the disadvantage of another.

The one thing we don't want to do is to enable Proton support to only discontinue it six months later. We don't want to encourage players to spend their money on a Deck to play Rust and then be in a position where we want to take that ability away.

For now, we're still weighing up the risks and will continue to explore options with EAC. Don't expect to see Proton support in the near future, but we hope to have it enabled someday.


Starting from today till Oct 12th 23:59UTC Agustabell[] and several of the biggest names in the Spanish streamer community will be participating in a 7-day event! Twitch drops[] are enabled for selected Spanish Twitch streamers. You can earn special and unique skins simply by watching your favourite Spanish Rust Twitch streamers.


Learn more at


On October 20th at 19:00 BST / 14:00 EST we'll be releasing a mandatory server and client update to enable some new spooky features!

Community Update 246 Fri, 16 Sep 2022 18:58 CEST Charitable Rust Skin Contest
Charitable Rust[] is back!

Saturday November 19th & Sunday November 20th, 2022

For 2 days Rustafied[] will be hosting a charity event to raise money for World Central Kitchen[]. WCK is first to the frontlines, providing meals in response to humanitarian, climate, and community crises all over the globe.


To kick things off we're starting with the skin contest. These very limited skins will be part of the Twitch drops[] & Item store purchases surrounding the event.

If you are a skin creator and want to have a shot at getting your work into the game, this contest is for you! All proceeds go towards charity!

Contest Rules

  • Use #CR2022 as official contest tag in workshop.
  • No re-uploading old or previously submitted skins.
  • Do not steal or use any copyrighted or otherwise trademarked content.
  • Must be 100% original work (can work with others if all are listed on workshop page).
  • Must follow all basic workshop submission rules and standards.
  • If using the World Central Kitchen logo, it cannot be used on any weapon skins. Only the Charitable Rust logo may be used on weapon skins.
  • Submissions must be high quality and Hi-Res, normals properly done/baked.
  • Cannot contain offensive or sexual content.
  • Don’t forget upload limit for the amount of skins you may submit.
  • Skins must be submitted by midnight(23:59) PST September 30, 2022.

Please see full details here on how to enter and what to expect!

If you're a content creator/streamer and want to participate check out their info on how to sign up[]!

We'll post more info about the event as we get closer.

Hemp Base Empire in TikTok does a little bit of movie magic to show us his hemp empire little 2x2 with an extension on the back.

Original vid:


Outside reveal:


Creator Spotlight

This month we have a lil penguin you might know as BlizzardID[]!

"I got into Rust after watching a Frankieonpc video in 2013, back when the game was still on browser. At the time, I was playing a lot of the Arma2 DayZ mods so figured it was right up my alley. I played it on and off but wasn't properly hooked until early 2016. I had just dropped out of University and finally had the right amount of time to enjoy the game.

What's always made me fall back in love with this abusive relationship of a game, is the thrill of having all of your hours of effort taken away, but on the flip side being able to do it to others too. It makes everything feel so much more exhilarating and gives fights a lot more meaning than in any other game I've ever played.

After watching some Trausi[] and Bchillz[] I decided to post some of my clips and videos on Youtube, which did pretty well for that time. Sadly I was also an anxious mess having my motivation fade in and out. Youtube's income was basically a coinflip and I wanted a bit more stability. That's when I decided to take a break from things for the next 3 years and got a degree.

In that time is when I would really come to enjoy streaming, mainly due to the back and forth jokes you can get from chat. I'm happy that my caveman ass got to meet so many people through this weird game of hitting rocks with rocks."


Big Brain

It's it every day your base build restrictions line up with a doorcamper in your airlock, but when they do... Kira[] seized the opportunity.


Reddit Bits

User _Dareon_ asked his noob friend to start a compound and, well..

flyingovermyhead likes to torture his victims

Some days are good and some days are bad. Sorry Cameron0f

Rabb8 has an idea that should be protected at all costs! Turrets, cages, windows, spotlights.

Just going to leave this here..

hJune[] said he would cancel me if I put this in the blog but I don't negotiate with terrorists.


If you're wondering how hJune & CoconutB[] got to this point they ghosted a big group on hardcore.

I was lucky enough to watch this stream in real time and I have to say it was one of the more entertaining ones!

Also, while we're here...


Streamerland Event

Coming soon!

October 6th-12th, 2022

Agustabell[] and some of the biggest names in the Spanish streamer community will be participating in a 7 day event!

150 players, slow progression unlocks, and all out raids on the last day!

With this comes Twitch drops! Be sure to get your accounts synced[] so you're ready to claim. Watch our socials for more info!

Show me the stuff!

If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.

Covert art by Blakrown[].]]>
Hardcore Gamemode Thu, 01 Sep 2022 19:56 CEST Hardcore Gamemode[]
A major part of Rust is its brutal nature and ruthless PvP, when we added the softcore gamemode last year we saw and have continued to see feedback that many of you want a game mode which takes away the standard Vanilla comforts we've added throughout the years and gives a more ruthless, hardcore experience, so we've done just that.

Introducing Hardcore mode - a new game mode in Rust aimed towards veteran players, gone are the comforts such as safezones, team system and maps but don't worry, the vast majority of our servers will still be regular vanilla Rust.

During this first pass, you will find the following changes on Hardcore servers:

  • Local chat (100m range)
  • Limit of 5 sleeping bags & beds
  • In-game changelog (top left of inventory)

  • Contact system
  • Compass
  • Crawling when wounded
  • Global chat
  • Rust+
  • Team system
  • Map
  • MLRS
  • Safe zones

  • Blueprints wipe monthly
We believe this is a good starting place for a less forgiving game mode of Rust and we will continue to iterate and improve on it moving forward. If you're a server owner and wish to enable hardcore use the following var in your server startup config "-gamemode hardcore"

10 new official servers will be launching today with this new game mode.

New Furnace UI[]

Furnaces & cooking interfaces were cumbersome and not intuitive for newer players to use, requiring precise splitting of stacks to smelt efficiently, online calculators and guides to manage efficiently. We disliked this and felt we could do better, so we revamped the UI and some functionality.

They smelt and cook at the same speed & capacity (or better!) as before while being quick and easy to use.

With this update, you'll no longer be able to store non cooking/smelting-related items inside your cooking deployables (furnace/campfire), to address this see storage buff below.

Storage Buff[]

Over the past couple of years, we've quadrupled the number of in-game items and switched over to the component system, all of which require large amounts of additional storage. Now with the cooking and smelting UI revamp and removing the ability to store items within these deployables (campfire, furance etc) it was overdue we took a look at storage.

Today we've increased the small wooden storage capacity to 18 from 12 and the large wooden box to 48 from 30.

In the future expect to see new types of storage solutions.

Coaling Tower V2[]

I made some simple improvements to the coaling tower that aired in our last update inside the Trainyard monument.

These changes include a new way to access the tower from the top where the suspended bridge is located. This will make retreat from the building easier when the area is contested.

Quality of Life Changes/url][/h2]
Single Pickup UI
Mass pickups now contained within a single UI widget when hitting resources
Zipline Trees
Trees no longer block ziplines causing players to dismount and fall
Respawn Fall Damage
Fixed a long standing bug cuasing players to receive fall damage after respawing
After neglecting our poor island last month, we are now patching in a boatload of much needed fixes, along with adding in a few improvements.The new "HDRP" cliff models are way more temperamental regarding placement than the old ones, and as a result we've had our hands full identifying and plugging tons of little holes to stop sneaky players from abusing the map. This patch fixes every single one we've had reported and identified.In addition, the long southern and northern road tunnel placeholders have been reworked. Instead of being these overly long and unpractical spaghetti monsters, they now follow a precise and much shorter path to make them a practical way to traverse. We've also dressed them up and added various loot spawns along the way.Lastly, the road surface has been a complete mess since the big update, thanks to some technical issues I won't bore you with - but this has also been tackled now. Roads everywhere should now be smooth to drive on, with no sinking anywhere.I won't go over all the other small fixes here and there, but know that we will continue to improve and fix anything else that comes up. Big thanks to all who submitted bug reports!I've updated the old placeholder reclaim (softcore mode) and marketplace models with something much more in keeping and unique. Rust x Twitch Rivals 2 was a huge success! and we wanted to share some interesting stats with you.[url]Aug - 9th - Aug 13 (Rust Twitch Category)[]
  • 386,889 peak concurrent viewers
  • 7,500,319 chat messages sent
  • 20,062,838 total hours watched
  • 50,950,310 total views
  • 2,499,030 clip views
  • 19,037 Unique broadcasters

Item Skin Drops[]
  • Drops earned: 2,997,340
  • Drops claimed: 2,428,533

This is only our second Twitch Rivals and we feel it was much better than the first. With time we'll perfect it and turn it into one of the best events on Twitch!

If you wish to see more from Twitch Rivals check out the community blog here[] which went into more detail.

Huge thank you to all the creators involved and special thanks to Twitch, Captains, Rustoria and skin artists who helped make this happy.

More Twitch drops in the near future.

Community Update 245 Mon, 22 Aug 2022 17:46 CEST Rivals Recap
Settle in, we've got a lot to cover.

Rust x Twitch Rivals 2 was a huge success! First we'll cover some of the Twitch stats surrounding the event.

Aug - 9th - Aug 13 (Rust Twitch Category)[]
  • 386,889 peak concurrent viewers
  • 7,500,319 chat messages sent
  • 20,062,838 total hours watched
  • 50,950,310 total views
  • 2,499,030 clip views
  • 19,037 Unique broadcasters

Item Skin Drops[]
  • Drops earned: 2,997,340
  • Drops claimed: 2,428,533

This is only our second event and we feel it was much better than the first. With time we'll perfect it and turn it into one of the best events on Twitch!

Full list of player awards, stats, and top 5 Twitch clips can be found here[].

Raid Cam

Been a while since we've seen a raid cam! Ser Winter brought us a massive one from one of the Reddit servers. Let him know if you want to see more!

Creator Spotlight

This month we have Albin! Somehow he got the most kills AND the most deaths in the recent Rival's event. This guy seeks out danger.

"In 2016 (I was 15 at the time), I was playing too much CSGO and was starting getting to get bored of it. Was really good timing that my friends could show me Rust as a another first person shooter game.

Fell in love with the game in my first few hours of playing and been playing ever since.

What I love about this game is that you can do sooooo many different things. Everyday is different! Of course, just the pure chaos that can occur. Its not like CSGO when you load in to a match on same map everyday. The people I was watching the most was hJune, Frost, Ramsey. But hJune was the one I watch the most I was like 'how is this guy so hecking good at this game?'. Made me wanna get as good as him."

Pretty great Twitch clip[] of him being a maniac.

Printed Codelock

Reddit user u/TarikMcqueen 3D printed and painted a real-world code lock.

They want to refine it a bit more and possibly share some with the community!

More details here.

Speed Painting

I'm always in awe at the crazy amount of talented players we have in Rust. The things they can do with in game signs warms my heart. Even the meme ones!

Here's Chigidapo with "This is fine"

Reddit Bits

There's only one way to raid a submarine.

Taking his new gig a little too serously.

Show me the stuff!

If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.

Cover art by YaX!]]>
Trainyard Unloading Thu, 04 Aug 2022 20:36 CEST TRAINYARD UNLOADING TOWER[]

The above-ground rail network is now connected up to the Trainyard area, and the Trainyard has a new tower that can unload certain types of train wagons.

Railway sidings will now sometimes spawn unloadable wagons in several varieties
  • Ore wagons filled with sulfur, iron, or charcoal
  • Fuel tank wagons filled with low grade fuel
  • Loot wagons that can be unloaded to reveal loot crates

All of these can be hooked up to a train and taken to the unloading tower at Trainyard for unloading. You'll need a green keycard and a fuse to get full access, after which you can unload as many wagons as you like. Ore and fuel go into an output hopper and fuel tank respectively inside the tower. Loot wagons activate their crates when emptied so you can then go out and loot them.

The above-ground Work Cart train engine has been reduced in power, and is now only able to pull a small amount of train cars at a time. The large new Locomotive provides superior pulling power instead.

Two new throwable items have been added to the game.

The Molotov Cocktail is a powerful area denial weapon which slows movement and deals damage over time. It can also be used to damage and destroy wooden structures.

The Flashbang is a short fuse, low damage explosive which will blind and disorient anyone unfortunate enough to be in the blast radius and looking in it's general direction. We're hoping the addition of this tool reduces the benefit of corner camping and shakes up how room clearing is approached

Both are available in the tech tree of the T2 workbench.


Updated Wooden Signs
The Wooden sign has been received a model update

Scrap Tea Buff
Scrap Tea now yields more scrap and lasts longer

Improved Cliff Collision
A number of cliff colliders have been improved, making them easier to climb

Invalid Projectiles when Mounted
Fixed a long standing bug causing invalid projectiles when mounted to vehicles


The lighting in Rust has been quite outdated for a long time. The primary reason for this have been our highly dynamic environments that prevent us from using any sort of statically baked lighting data. This resulted in flat and boring looking environments, particularly in areas that weren't receiving any direct light. To combat this, I finally implemented our own ambient lighting model that uses a blurred version of our existing reflection data, which is already completely dynamic.

The new lighting model is of course enabled for everybody, but it comes with a few customization options. The previous "World Reflections" quality setting has been replaced with two toggles in the "Experimental" graphics options: Advanced interior lighting, which when enabled includes player bases in the new lighting model, and advanced forest lighting, does the same for trees.


I spent a good part of the month looking for client performance optimisations with varying levels of success.

  • I removed a variety of unnecessary components from all humanoid NPCs (Scientist, dwellers, shopkeepers, etc). This should reduce the performance hit when entering network range of an NPC.
  • I removed unnecessary components from various static entities that are placed in monuments (think vending machines, chairs, etc). This should make them spawn faster when entering network range.
  • I made some changes to our LOD system to more aggressively disable shadows in places where it will make no visual difference. This includes any static prop that is considered "small" and parts of the player body (clothing, eyebrows, teeth, etc). These changes should reduce the number of shadow casting meshes when more than a couple of meters away from a prop or player. Both of these changes can be disabled by the graphics.AggressiveShadowLod and graphics.AggressiveShadowLodWearable convars but they will be enabled by default this month.
  • Underground props that are part of the train tunnels are now more aggressively culled if you aren't in a train tunnel.
  • Made more potential optimisations to the performance drop when hitting a tree/resource node. This is mostly due to the UI animating in the bottom right of the screen and a lot of the performance cost is happening outside of our control. I've still made a few improvements that should hopefully improve it but there is still a mild performance drop.

I spent some time over the past few weeks adding new lights to a bunch of our older monuments. Now nearly all of them should be covered this pass, aside from a few monuments that are meant to be completely abandoned and should remain dark. This includes monuments such as Harbors, Power Plant and the Trainyard.

In addition, you will find that the monuments covered by the lighting pass will now feature light switches that you can use to toggle the lights on and off. You can now decide whether you want the comfort of seeing clearly in the dark at a risk of being seen by other players, turn the lights off for your safety while exploring, or use them to ambush unsuspecting players.


We recently saw a video from hJune which helped us identify a long standing issue with the aiming code. Basically, if you when into ADS mode shortly after running, the weapon bob was not immediately disabled, and instead took far too long to gradually dissipate.

This resulted in a disparity between the weapon sight and the true aim direction, meaning you were not actually aiming at your target for the first several shots. This has been fixed and aiming down the sight should feel a lot more responsive and snappy.


Thanks to everyone for taking the time to report offensive content last month, we were able to clear a lot of content on official servers as a result.

To help us quickly act on your reports, I made a Slack tool this month that allows us to remove any reported content directly from Slack, without having to load the game up. If server owners are looking for similar functionality we can recommend the Discord Sign Logger[] plugin by MJSU.

Please keep sending your reports in!



On August 9th at 8:00 pm GMT a team of 160 well-known Twitch creators world around the world will compete in this massive global Rust competition, taking place over 5 days with a prize pool worth $100k.

During the Twitch Rivals event, Rust Twitch drops will be enabled for 5 days from selected participating channels, well-known streamers such as hJune, Mendo, Welyn, Bchillz, Willjum, Panpots and of course the team captains Thegrefg, dhalucard, xqc and Disguised Toast.

Over the course of the 5 days, teams will build up their bases and supplies. Eliminating each other from day 3 onwards with the last man standing on day 5.

We'd like to thank Rustoria for working with us and Twitch to make this event possible.

Learn more at


We updated our legal documents[], to comply with recent consumer protection and data protection law changes since we last visited the documents in 2019. We re-added an IP infringement notice form that had disappeared somehow. You can see all historic versions at

The changes will take effect in the next 30 days and you can email any questions to

Community Blog 244 Thu, 21 Jul 2022 19:42 CEST Twitch Rivals is back![]

August 9th Rust + Twitch + Rustoria bring you the next edition of chaos.

4 Teams, 5 Days, 40 players per team, new custom map with an elimination-based scoring format.

$100k prize pool!

See all your favorite creators duke it out to last chads standing!

We've made it easier!

I touched on this last summer in a Update 235[] but we felt being able to mute other players was a little convoluted and could use a facelift.

We've now added some options to the contact card system. Here you will now have both a mute button and a report button. This could be incredibly useful to someone not wanting to hear close proximity mic spam.

Here you can Mute, Report, and put notes about the player. You can set them as friendly or enemy.

Reporting players for bad behavior is always good as it leave a "papertrail" and many community servers scrub for these reports. Using in-game reporting options will capture all the relevant information required to check into them.

Always good to check with your favorite server of choice on their preferred way to report.

Bank Monument[]

Kusha showing off their monument making skills. These are part of a 3 monument bundle and come from a 3 story Bank/Vault (with puzzles) and the other is part of a Cafe.

More images on the blog post[].

EpicDesk Campaigns[]

EpicDesk[] has new campaigns going right now!

Pre-orders are available for:







These limited edition deskpads can be snatched up until August for Sept/October deliveries.
Don't miss out!

New Creators are added to this program every few weeks.

Creator Spotlight[]

This month we have Real&Game! He specializes in recreating life-size Rust items in the real world.

"I've known the game for about six years. And one day I just wanted to make a real thing from the game, so that it would always be with me. Making a real things from the game and holding it in my hands is a fantastic feeling. Words cannot say it. I love being a part of the game, I enjoy my hobby and I will do cooler stuff whenever possible."

He's made everything from workbenches to snowmobile replicas!

Even does masonry!

Banditcamp in Unreal[]

I'm a little late on discovering this gem but omar 8-BIT redid Bandit in Unreal Engine 5. It's pretty great and gets bonus point for using Anno1800 soundtrack for it! One of my personal faves.

That foliage though.

Full Blog Details Here[]
July Update Thu, 07 Jul 2022 20:00 CEST Combat Balance
Since the release of the Combat Update, we've monitored player feedback and overall we're happy with the state of the gunplay in Rust. We will continue to listen, and make adjustments when needed.

The fuse time on the F1 grenade has been decreased by 0.5 to 2.5s. During combat testing we felt that grenades were a bit too easy to evade under most circumstances. Maybe some day we will allow players to cook grenades but right now that seems like it would be a bit too cheap of a tactic.

The M39 has had it's role changed so it feels more like a superior SAR. Its fire rate has been increased and recoil modified.

We've also noticed that shotgun slugs were very underused so we have reduced the damage falloff so that shotgun users can opt to utilize them in mid range combat and stand a chance.

Lastly, we've fixed a long standing issue with viewmodels where the first shot shortly after ADSing would play the non-ADS animation and obscure the screen with the view model. All weapons should feel much more snappy now.

Following the release of the combat update last month we addressed the following issues earlier this month, here is a recap:

  • Improved hide blood option
  • Added hurt flash disable option
  • m249 is slightly more aggressive
  • HMLMG recoil is more aggressive
  • Lowered HMLMG durability
  • Increased HMLMG crafting cost
  • Using scopes on weapons now increases their recoil
  • Reduced blur/blood effects
  • Accuracy bonus removed from the silencer

Loading Optimization

We worked on reducing the time it takes to load into servers this month. It will now queue up the loading of assets so they can continue being read from disk while the main thread spawns all of the world prefabs, which means better utilization of hardware. This also applies to the dedicated server so server owners may see some improvement with boot times.

The long "Asset Warmup" phase of loading will now start running in the background as soon as the game reaches the main menu. Connecting to a server will not wait for it to complete -- it will keep running in the background until it finishes.

The game will no longer unload monument assets when running on a computer with 16GB or more of RAM. This allows for much faster server switching because the monument assets would already be loaded. Setting the global.forceUnloadBundles convar to true will override that behavior so it always unloads the monument assets.

Gunshot sounds

Alex finished up the remaining new gunshot sounds this month, including new silent shots for every gun. We'll likely do another round of tuning on these in the next month or so to address some feedback we've gotten but we'd like to allow time for folk's ears to adjust and the dust to settle before we dig too deep into that.

General QOL

Spray Can crosshair - Added a crosshair when free spraying

Mute and report contacts - Can now mute/unmute and report players from the contacts screen

Placement Rotation - Mailbox, BBQ, Medium Battery and Windmill now face toward the player by default

Return To Sender - Can now insert photos into mailbox

Inventory idle animation - Updated player inventory idle animation

Jackhammer Tapping - Jackhammer will hit hotspot every time without tap firing

UGC Admin Panel

To better help server admins moderate the content on a server, I've implemented a new section in the Server Admin tab that allows admins to easily see all of the User Generated Content on a server. This includes all painted signs, audio content on cassettes, carvable pumpkins, neon signs and pattern boomers.

As well as being able to see/hear the content, admins can now see who was responsible for the content and delete the content from the UI without having to travel to that entity. There is also a search field so all content created by a specific player can be found quickly.

Offensive Content Reporting

We've improved the process of reporting problematic content this month by implementing a new Offensive Content report type. When reporting offensive content a screenshot will now be included to better help admins act on the issue.

For server admins, there are new convars to better access these reports:
reportsServerEndpoint - if set, player reports on your server will be sent to this http address (as JSON)
printReportsToConsole - if set, player reports will be logged to the server log

For more information on using these new convars, please see the wiki.

Hapis Island updates

Along with numerous small bugfixes, we've added 3 new monuments to Hapis Island. Two of them in the desert, and one in the northern arctic.

We also fixed most of the mountain goat ore nodes, berry bushes not spawning, roadside spawns being overly sparse, and updated some existing monuments to be more in line with where they now stand on Procedural Map.

Some bugs still remain, but we're ironing it out. Thanks for all the bug reports!

Harmony QOL

You can now load/reload harmony mods onto the server at runtime with:

`harmony.load <name>`

and unload with:

`harmony.unload <name>`

This will allow all server owners (vanilla or modded) to deploy fixes onto their servers without needing to restart them, as well as ease development of harmony mods.

Chat Filtering

We're now using Steam's chat filtering functionality to obscure strong language and slurs in chat and other text players can share in the game.

The filtering is applied on the client and can be customized in your Steam account preferences. If you haven't changed these settings before then filtering would already be enabled.


A few new debug camera commands have been added this month for content creators to use. As with existing camera tools, these can only be used by server admins or in demo playback.

Physical Camera Properties

We've added the ability for the debug camera to use physical camera properties - in other words, you can choose from common camera sensor types and specify a focal length to mimic real world photography measurements.

Below are the newly added commands for using physical camera settings:
client.camphysical (1/0) - Enable/disable physical camera properties on debug camera
client.camphysicalsensortypes - Prints camera sensor types with corresponding number
client.camphysicalsensor - Select physical sensor for debug camera (use sensor ID number from the above 'sensortypes' convar)
client.camphysicalfocallength - Set focal length of the debug camera (Measured in mm)

Camera Info UI

Along with the above physical camera commands, we've also added camera information UI which can be enabled/disabled using the command client.showcaminfo 1/0

When enabled, this overlay will display the following information at the top of the screen:
Camera FOV
Depth of field aperture and blur values
Camera lock status (debugcamera_lock)
Sensor type (if using physical camera mode)
Focal length (if using physical camera mode)


This month we've added some useful assets for community map makers - the most notable being the introduction of tiled cube prefabs. The current collection features over 60 cubes with materials including brick, wood, metal, concrete, plaster, metal, cloth and more.

Each cube can be scaled, rotated and positioned in custom map scenes whilst maintaining the local tiling of the individual prefab's texture.

We look forward to seeing the many creative ways map makers will utilize these assets and we hope to continue expanding this collection in the future.


We're currently aware and investigating certain performance issues affecting a large number of users, this is also known to be affecting third-party applications such as Discord, we believe this is possibly fixed today via an update by EAC.

We are also actively investigating a number of other areas with poor performance.


  • Added tiled cube prefabs for community map makers
  • Added chat filtering
  • Improved M39 DPS and recoil
  • Lowered F1 grenade fuse time to 2.5s (was 3.0s)
  • Shotgun slugs have reduced damage falloff
  • Achievement todo list is now disabled if game tips are turned off in the game options
  • Added a crosshair while free spraying with a Spray Can
  • Increased the default number of sprays per player (25 -> 40)
  • Can now Mute and Report players from the Contacts screen
  • Z/C/Y keys no longer control zoom when in free camera (replaced with debugcamera_zoomin and debugcamera_zoomout binds)
  • Added debugcamera_raise and debugcamera_lower binds instead of hardcoding to Q/E
  • Added physical camera convars for the debug camera
  • Added camera info overlay command for the debug camera
  • Kayak now faces away from the player deploying by default
  • Mailbox, BBQ, Medium Battery and Windmill now face toward the player by default
  • (CUI) Add support for vertical overflow on Text components
  • Updated player inventory idle animation
  • Added interaction sounds for small loot containers (food, medical, tech, ammunition, etc)
  • Updated generic loot crates with existing interaction sounds
  • Hapis Island: Added 3 new monuments
  • Jackhammer will hit hotspot every time without tap firing
  • Torch despawns after 30 seconds
  • Dropped backpacks will despawn after 30 seconds for rocks + torches
  • Streamer mode will hide map name in server browser
  • Can insert photos into mailbox
  • `benchmark_demo {demo}` command to run the benchmark on different demos
  • Can connect '' without a port on the end
  • Servers will no longer show the name of the custom map, only "Custom Map" if they are running one
  • Optimized bulk loading assets from bundles
  • Improved hide blood option
  • Added hurt flash disable option
  • m249 is slightly more aggressive
  • HMLMG recoil is more aggressive
  • Lowered HMLMG durability
  • Increased HMLMG crafting cost
  • Using scopes on weapons now increases their recoil
  • Reduced blur/blood effects
  • Accuracy bonus removed from the silencer
  • Fixed first shot while ADSing sometimes playing the non-ADS fire animation
  • Fixed missing deploy sound for combat knife
  • Fixed missing sounds for smoke grenades and supply signals
  • Fixed missing crosshairs and camera movement while first person spectating
  • Fixed smoke grenade effects not working correctly with first person spectating
  • Fixed horses not properly moving with elevators
  • Fixed error with a particular configuration of items when making Low Grade at a Mixing Table
  • Fixed missing localization on progress bar when Hold to dismount is enabled
  • Fixed some deployable entities changing rotation every time they are selected on the belt
  • (CUI) Fixed some skin id's not loading correctly (PR#37)
  • Fixed some missing sfx on the Spray Can
  • Fixed an exploit when changing water quality
  • Fixed flashlights & laser needing to be turned on every time you equip them
  • Fixed exploit to steal attachments out of shop fronts
  • Fixed nodes & animals taking extra hits
  • Hapis Island: Fixed berries not spawning
  • Hapis Island: Fixed roadside spawns being overly scarce
  • Hapis Island: Fixed numerous other reported issues.
  • Fixed flashlights & laser needing to be turned on every time you equip them
  • Fixed exploit to steal attachments out of shop fronts
  • Fixed nodes & animals taking extra hits
  • Fixed animal headshots not playing hitmarker
  • Fixed exploit to let you keep last item in softcore
  • Fixed ability to shoot through armored window collider
  • Fixed exploit to keep shopfront standing when breaking wall frame
  • Fixed debris not created for walls on triangle foundations
  • Fixed research tables getting stuck researching
Community Update 243 Thu, 16 Jun 2022 16:45 CEST Custom Rust Deskmats

Last week we announced our exciting partnership with EpicDesk[]! They are a custom desk/mouse pad producer that specialize in limited edition campaigns for content creators!

They have a few campaigns live right now you can check out for pre-order. With more creators being signed up regularly.

If you are a dedicated Rust content creator be sure to reach out[] and see what magic can be made!

Beautiful Rust Poetry

As some of you may know we had one of our most controversial updates last patch. It caused quite a stir in the community!

Here's Roman Fever with a festive, poetic recap in the tone of snarky.

Creator Spotlight

This month we have the ever-so-graceful Blazed!

"Hi, I'm Blazed, I have been playing rust for over 6 years and streaming on twitch for 2 years. My friend originally introduced me to rust and I haven’t stopped playing rust since.

I began gaming on original ps2, and moved to PC games playing Arma 3 and counter strike, and eventually Rust. I love that rust has no set way to play, it keeps it fresh and fun to play for long amounts of time, and I look forward to playing for many years to come!"

You can find him mostly on Twitch[].

He does upload to Youtube frequently as well!

Mars Monument

Project Nova never disappoints!

They just released their latest monument, the Robotics Lab, for the Mars map! This monument is comparable to Airfield on Earth. High/Mid-Tier Loot, Blue Card Puzzle, and Red Card Spawn.

Details on how you can check it out on their website[]!


I'm a sucker for a good in-game Rust art and speedpainting! Pronwan knocked it out of the park.

Meowgress also gave us a speedpaint of the Rust art done for our merch store[].

Show me the stuff!

If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.

Cover art by Lost!]]>