1. Post #41
    RustEssentials Creator
    mistad's Avatar
    November 2013
    309 Posts
    I can confirm the bug where things look decayed or damaged when they are not. Objects such as workbenches, metal doors, and storage boxes look decayed/damaged (darker in tone) even though they are at 100%.
    This includes sleeping bags and large boxes.

    Also, the decay time on gates and gateways.
    Aaaannnd This: http://puu.sh/5GTaV.png

    Edited:

    Upon repairing/healing spike walls and gateways, the "destroy" or "break" animation occurs, even though you're doing the opposite - fixing it. It's really annoying. Also, gateways and spikes decay way too quickly, please upload the fix that you did for them earlier ASAP. Thanks Helk!

    Also, the decaying on spikes and gateways will cause the break animation EVERYTIME it loses mroe than 1 health.

  2. Post #42
    PM ME FOR RUST KEY!
    thuesen207's Avatar
    June 2013
    326 Posts
    Cloned my character last night and was able to kill him and take the gear, sent you a PM about it Helk.

  3. Post #43
    PatGlynn's Avatar
    October 2010
    190 Posts
    Just to be clear, the kick and sleeper issues are fixed and will be in the next update. The kick issue solves all of the dupe issues.

    TBH i'm not sure how the dev servers are being updated. If its like clients on the dev branch they likely need to just shut down, update and restart to have these fixes in place, but i'm not 100% sure that they are and i'll ask helk about that soon.


    As for the door exploits, I'll be putting in a fix for that momentarily.

    The flashlight issue is something that we've ran before too. I'll look into that quick too and see what changed. While i'm doing that could i ask if the flashlight gets brighter when the person turns it on and off? also, does this issue apply to lasers as well? Thanks guys

  4. Post #44

    November 2013
    95 Posts
    It does get brighter if it's glitched and they turn it on and off. I don't know about lazers.

  5. Post #45

    November 2013
    11 Posts
    I can confirm, the laser also does the same issue when you turn it off, to everyone else the laser is still on.
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  6. Post #46
    Gold Member

    July 2013
    33 Posts
    Another update just came through and now i can only see one server.

  7. Post #47
    garry's Avatar
    September 2001
    12,541 Posts
    I made it hide servers that aren't compatible. Dev servers will need to be updated to appear on the list.
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  8. Post #48
    Gold Member

    July 2013
    33 Posts
    Makes sense, thanks garry.

  9. Post #49
    raufaser's Avatar
    November 2013
    101 Posts
    I did test the new gates (1-C4 to destroy) and Large Spike wall (5-C4 to destroy)
    Sorry, but that makes no sense. Why should I build structures to defend my base, if just one c4 "opens the door"?
    (A question dedicated to Helk)

  10. Post #50
    Facepunch Staff
    Helk's Avatar
    August 2005
    564 Posts
    it takes 3 c4 to take down a wood gate

  11. Post #51

    October 2013
    36 Posts
    This update still planned to go live today across all servers?

  12. Post #52

    July 2013
    39 Posts
    Hope it will be - been waiting ages for a decent update to go in before I return to Rust.

  13. Post #53
    Stroudy91's Avatar
    September 2013
    91 Posts
    This update still planned to go live today across all servers?
    Theres a update post on Playrust by Garry:

    Posted on December 8, 2013 by Garry Newman
    There have been a lot of questions about the release date on Steam. As of right now we are planning to release on

    11-12-13
    (11th of December 2013)
    We need to make it very clear that this is Early Access. This doesn’t mean that it’s just a bit rough. It means the game isn’t finished. There’s still lots of work to be done. Sometimes it might not even work at all.

    If you choose to buy an early access game you are subscribing to the development process – warts and all. So please please please don’t buy it expecting to play a finished bug free game. You will be disappointed.
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  14. Post #54

    July 2013
    39 Posts
    The update and going live on steam are unrelated from what I understood.

  15. Post #55
    Facepunch Staff
    Helk's Avatar
    August 2005
    564 Posts
    Yeah it's unrelated, we obviously want to get it as stable as we can as soon as we can though :) Seems like we're pretty close
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  16. Post #56

    October 2013
    860 Posts
    I'd like to see a video of it would help me fix it, anyway this is the most recent changes to the dev version, should be up in 20-30 minutes and then after server hosts actually update their versions
    I'm hoping we can fix everything and make the patch live tomorrow


    Increased decay time on gates/spike walls to 2 days
    Lowered melee damage on spike walls
    Spike walls are slightly larger
    added death effects to spike walls
    Can no longer place boxes on spike walls to jump over them
    Structures can no longer be placed near prefab buildings either
    Shooting an arrow at a spike wall will no longer damage you
    Spike walls now have a death effect
    Metal Doors are now a default blueprint
    lowered drop chance of signal grenades to 7%
    Large spike walls can no longer be placed on structures
    Why would you make metal door a default blueprint? This is one of the few things you actually have to work for when you first start.
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  17. Post #57
    raufaser's Avatar
    November 2013
    101 Posts
    it takes 3 c4 to take down a wood gate
    Okay, that's good, than everything is fine.

    Edited:

    Why would you make metal door a default blueprint? This is one of the few things you actually have to work for when you first start.
    The metal door blueprint is one of the easiest blueprint to get in the game, because the drop rate is high. On my last server move the metal door blue print was the 1st loot from a box. :)
    It's okay to be a default blueprint, cause it's really easy to find. And it's easier to get in the game if you start from scratch.

  18. Post #58

    October 2013
    860 Posts
    Removed

  19. Post #59
    Stroudy91's Avatar
    September 2013
    91 Posts
    Why would you make metal door a default blueprint? This is one of the few things you actually have to work for when you first start.
    It makes sense to make it default i mean the drop rate on the blueprint or the door its self is quite high, its not like you can build it straight away you need to gather the resources and i think its adds abit more decision making like what to build first a gun (with the metal frags) ammo, metal door? ect ect its a good idea and it not really a big change but then everything little adds up to something big ^_^

  20. Post #60

    October 2013
    36 Posts
    its not like you can build it straight away you need to gather the resources and i think its adds abit more decision making like what to build first a gun (with the metal frags) ammo, metal door?
    Not much of a decision, wooden doors delay someone walking straight into your house by about 2 mins? A metal door requires two of the most expensive item in the game. A metal door is much more likely to protect you than a gun, at that stage of the game anyway.

    I'm torn anyway, I really enjoy resets and one of rushing to get ore and the other rushing for metal door bp. We normally have at least a few guns before we have the metal door up. I've played entire resets without making 1 gun.

  21. Post #61
    Deathlok's Avatar
    July 2013
    55 Posts
    Is there anyway you can make a Public Announcment so people update & restart there servers?

    as of right now i only see 5 servers on the latest dev patch

  22. Post #62
    Gold Member
    DarkJoker212's Avatar
    November 2013
    93 Posts
    Is there anyway you can make a Public Announcment so people update & restart there servers?

    as of right now i only see 5 servers on the latest dev patch
    That would be awesome

  23. Post #63

    October 2013
    401 Posts
    The default metal door is a good idea, I never built anything until I found it anyway. The only thing is, doesn't that make the wood door pretty much useless. Well I guess on the shacks they are still useful, those are kind of disposable anyway. Any way to make the door just come with the shack, pre-attatched maybe.

  24. Post #64

    December 2013
    1 Posts
    This could be a problem:
    I spawned in on a server and was standing inside of a player's home. Since i was in the wall, i could move freely within it. I was able to grab items out of his storage boxes and furnace and COULD have chosen to go into his house and further loot. But i chose to walk out of the wall into the map. It was probably just that he built his house on a default spawn but that could be a bad problem.

    Keep up the good work though, the game looks great!

  25. Post #65

    June 2013
    70 Posts
    Yeah it's unrelated, we obviously want to get it as stable as we can as soon as we can though :) Seems like we're pretty close
    helk it sucks that you have to close the gate by standing under it and looking upwards :(

  26. Post #66

    November 2013
    12 Posts
    Regarding the getting loot from animals, my experience is its only the pickaxe that doesn't work. Don't know if its a fix or a bug.
    edit: okay same problem here. Just tested and stone hatchet isn't working either now. Must have been a coincidence.

  27. Post #67
    RustEssentials Creator
    mistad's Avatar
    November 2013
    309 Posts
    Regarding the getting loot from animals, my experience is its only the pickaxe that doesn't work. Don't know if its a fix or a bug.
    edit: okay same problem here. Just tested and stone hatchet isn't working either now. Must have been a coincidence.
    It only occurs on some animals and randomly. At different times you won't be able to get meat or the such. Simply nothing happens

  28. Post #68
    Facepunch Staff
    Helk's Avatar
    August 2005
    564 Posts
    Is it possible its because of the animals hit box? like have you tried from all angles? I can't reproduce it for the life of me

  29. Post #69

    November 2013
    49 Posts
    Is it possible its because of the animals hit box? like have you tried from all angles? I can't reproduce it for the life of me
    I sometimes have this issue, I am hitting the animal to loot it, hear the sound effect but nothing is gathered. I then reposition, and it allows me to loot it. Sometimes it wont let me loot it at all, but someone else I'm with can.
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  30. Post #70

    December 2013
    2 Posts
    not related to the last update, but please make the steam notifications on the top left/top right of the screen because they are hiding your hp/hunger and such
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  31. Post #71

    October 2013
    860 Posts
    I sometimes have this issue, I am hitting the animal to loot it, hear the sound effect but nothing is gathered. I then reposition, and it allows me to loot it. Sometimes it wont let me loot it at all, but someone else I'm with can.
    I have noticed this, but I don't get the loot sound, I get the bang of hatchet hitting ground. The hit box for it seems small, and often more in the space between the curled up legs than on the body itself. This isn't a new issue either.
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  32. Post #72

    November 2013
    12 Posts
    not sure. Just tried to test it but couldn't find any bears or wolves (which is the only ones I've had trouble with). The odd thing about the glitch is that the meat shopping sound is still there but no resources gets collected or shown in the gui.

  33. Post #73
    RustEssentials Creator
    mistad's Avatar
    November 2013
    309 Posts
    Is it possible its because of the animals hit box? like have you tried from all angles? I can't reproduce it for the life of me
    It's completely random. The user can "harvest" (as in hit and get the blood effect + the sound) just fine. It's just getting the actual material is where the problem lies. Look in your class files for what calls the right-side notifications to show up + what gives the items. The problem lies there.

    Also, can you give us the changelog of stuff, even if it is small, for the past and future dev updates? A lot of people want to know what is different. Thanks Helk!
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  34. Post #74

    November 2013
    12 Posts
    v. dec. 9. 8:53 PM
    The seeing through trees bug seems almost fixed. Some trees thou still have the see thru on some of its diagonal angles of the stem when crouching. And some other graphical interferencee glitch also occurres when getting close to the trees.

  35. Post #75
    Dennab
    October 2013
    108 Posts
    What about the super jump glitch? This glitch has killed me and so many of my team mates when raiding, can be replicated by jumping into the glitchy side of a craft bench or having a door close on you.
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  36. Post #76

    October 2013
    116 Posts
    What about the super jump glitch? This glitch has killed me and so many of my team mates when raiding, can be replicated by jumping into the glitchy side of a craft bench or having a door close on you.
    Can also use this to your advantage when raiding by lagging your self out before you jump, are they fixing barricades on the top of pillars as well? xD

  37. Post #77
    CookCreeperz's Avatar
    July 2013
    61 Posts
    You can throw grenades through doors, people will grief your items without even going in.

  38. Post #78
    Facepunch Staff
    Helk's Avatar
    August 2005
    564 Posts
    Hi guys, I'm uploading the final patch before live now.. anything else will have to wait, we need to make this patch live!

    Here's some fixed stuff :

    Can't place foundations too close to spike walls (if you surround your base people wont be able to build staircases up unless they destroy the spike walls first )
    Can't place spike walls too close to doors (anti griefing )
    Slightly nerfed fall damage by default (server admins may or may not override this)
    When a server restarts, damaged objects should be tinted correctly now
    (May have) Fixed bug with wildlife not being able to be harvested under some conditions
    Fixed grenades not colliding with doors
    Fixed shelters not destroying attached doors
    Increased resources required to repair spike walls
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  39. Post #79
    CookCreeperz's Avatar
    July 2013
    61 Posts
    Hi guys, I'm uploading the final patch before live now.. anything else will have to wait, we need to make this patch live!

    Here's some fixed stuff :

    Can't place foundations too close to spike walls (if you surround your base people wont be able to build staircases up unless they destroy the spike walls first )
    Can't place spike walls too close to doors (anti griefing )
    Slightly nerfed fall damage by default (server admins may or may not override this)
    When a server restarts, damaged objects should be tinted correctly now
    (May have) Fixed bug with wildlife not being able to be harvested under some conditions
    Fixed grenades not colliding with doors
    Fixed shelters not destroying attached doors
    Increased resources required to repair spike walls
    We all love you Helk :D

  40. Post #80

    September 2013
    173 Posts
    Hi guys, I'm uploading the final patch before live now.. anything else will have to wait, we need to make this patch live!

    Here's some fixed stuff :

    Can't place foundations too close to spike walls (if you surround your base people wont be able to build staircases up unless they destroy the spike walls first )
    Can't place spike walls too close to doors (anti griefing )
    Slightly nerfed fall damage by default (server admins may or may not override this)
    When a server restarts, damaged objects should be tinted correctly now
    (May have) Fixed bug with wildlife not being able to be harvested under some conditions
    Fixed grenades not colliding with doors
    Fixed shelters not destroying attached doors
    Increased resources required to repair spike walls
    I have a bug, or at least something that is horribly annoying for a expensive item.

    Those 'Large Gates' and 'Large Doors' dissapear after about 6 hours. And 'Large Spiked Walls' sound like they are breaking and particles emit from them.

    -snip- new dupe bug, You may know it if any dev would like to know how to reproduce it inbox me.