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Platinum VIP Has Arrived!!!

Rusty Dallas is proud to present our newest kit Platinum VIP all the perks of Gold VIP with a few extra

with a few extra bonuses ….

Platinum VIP

This includes GOLD VIP for all servers under the rusty dallas umbrella!!!!!!!!!

Includes 3 builder kits a wipe (use /kit in game to redeem)

Incldes Bgrade 1 and 2

Includes ♛ CHAT TAG

Includes ENTITY RADAR (see clan/friends and dangerous animals)

(type /eradar enable) to enable

Includes a custom spawn kit on a 5 min cooldown.

Devblog 152

Spinner wheel added

A new interactive item has been added: the Spinner Wheel. With the ability to be

painted like a sign, then spun around,

this wheel will allow people to make decisions or play games. You can allow anyone to

spin or only one person, and lock edits once

you’ve painted it just right. Here are some pictures and details…


Supply signals are back!

Helk has added supply signals back into the loot tables. Although they are

very, very rare drops in military crates, we at least have a chance of finding them again!

Edit: Confirmed from Helk, there is a 2% chance drop in military crates for supply signals.


Netted wall frames

First seen in the devblog last week, work on wall netting has progressed.

Allowing players to quickly traverse between levels of their base,

this netting stands to provide a lot of new opportunities when it comes to building.

It’s not clear if this will make it in this week, but stay tuned for more as we get closer to Thursday.

Edit: Netting made it in! 5 rope and 15 frags to craft.


Console system 4.0

Garry has updated the F1 console, bringing about a new look and some functionality improvements.

There’s a new style to the top tabs and the window now fills the entire width of the screen.

Best of all, console commands now have autocomplete!



Foliage displacement

Gone are the days of big bushes sticking up through your base. In a small but impactful change,

Andre has added foliage displacement to foundations, meaning those pesky bushes pushing

through your floors should be a thing of the past.

Edit: This isn’t fully implemented at the moment. It should be working for grass, but not all foliage as of yet.


Demo improvements

After adding the functionality last week, Garry is making some tweaks and improvements to demo playback.

Along with recording voice data, he’s fixed it so you can now see grass.

He’s also added a helpful new cvar for camera speed, “camspeed.”


Death pit walk out

In a controversial shift, Vince has taken some of the danger out of the death pit in caves.

Players are now able to walk down and recover their loot.

Edit: Damage has been upped to make sure fully armored people die everytime.



Sewers coming to airfield

Some exciting changes are coming to the airfield, as Vince has started working on a

series of sewers and bunkers for that location. Don’t expect to see them this week,

however, as with most dungeon art changes must wait till the next forced wipe (April 6th).


Other stuff

  • New bed model added
  • Added small refinery to both harbors
  • Presumably fixed vending machines sometimes breaking when placed in doorways
  • Heavy plate armor no longer provides insane rad protect
  • Potential fix for errant explosive rockets from helicopter
  • Fix for difficult locker placement
  • Pumpkin has 1 season
  • Fixed all throwable weapons referencing the aim point inside the bow prefab (!)
  • Some work being done on Hapis! (confirmed with Petur, we won’t see this till next forced wipe)


Leader Boards

5x Leader Boards as of


EST Wednesday 3-15-2017

Player Challenges

animal kils:
1. -161 [cake]Hoov/Khy
2. -124 [cake]|CMOHBD| Allahu Akbar
3. -104 [NFG] Soul Collector

Kills With Arrows
1. -22- Switzy
2. -7- GoBananas
3. -4- [NOBL] [Checkme] Need RL

Structures Built
1. -9801- [apes] ReUp
2. -8697- [NFG] Soul Collector
3. -5081- [Cake] Hoov/Khy

Clothes Crafted
1. -298- [apes] Gilgamesh
2. -278- [RiP] PrYm3r
3. -221- [apes]Mikechu

Eplosives Thrown
1. -243- spuudysanic
2. -206- [USSR] Yomoma
3 -168- [new] pdo

1.-150- [RiP] OT Anchorman
2.-109- [RiP] SMILE.
3.-62- [RiP] PrYm3r

Players Healed
1.-25- [JKA] NoMercy
2.-24- Scorpion10
3.-16- Albino Jellyfish

Players Killed
1.-222- [RiP] OT Anchorman
2.-192- [RiP] SMILE.
3.-[apes] Playboy

Melee Kills
1.-4- [PSM] v1bez
2.-3- Albino Jellyfish
3.-Wojtek #MAGA #ProudBoy

Plants Gathered
1.-1188- [RiP] OT Anchorman
2.-814- [USSR] Slugrunner
3.-686- [apes] Gilgamesh

Longest PVE Kill
1.-860- [RiP] Ether
2.-415- [new] Gramma Gummers
3.-412- [Purge] MillenniumSwift

Longest PVP Kill
1.-640- [fuck] yungh
2.-330- [GGNORE] Protocol37
3.-291-[Cake] xhatethebastardx

Structures Repaired
1.-2324- [apes] ReUp
2.-1341- [Cake] Hoov / Khy
3.-870- [USSR] Beanerschnitzel

Revolver Kills
1.-4- Switzy
3.-1- [PQH] [A3]Elysian

Rockets Fired
1.-201- [TNT] JULIA 1475
2.-82- [BOOF] Coyote |
3.-81- [RiP] PrYm3r

Ore Gathered
1.-1653186- [Cake] |CMOHBD| Allahu Akbar
2.-1599515- Scorpion10
3.-1329525- [Cake] Hoov / Khy

Blade Kills
1.-2- [BGT] Sublime YT
2.-2- Sitzy
3.-1- [USSR] Slugrunner

Weapons Crafted
1.-460- [new] pdo
2.-205- Scorpion
3.-192- [Airmen] Sloppy Joe

Wood Gathered
1.-785490- [Cake] Hoov / Khy
2.-576005- [NFG] Soul Collector
3.-563755- Scorpion10


10x Leader Boards as of 11:55pm EST

Wednesday 3-15-2017

Player Challenges

Animal Kills
1.-115- [IMD] Shook
2.-71- OnePunchMan
3.-65- [DopE] Toxic

Kills With Arrows
1.-6- swagnorpo
2.-6- [Misfit] DeltaForce650
3.-5- joeisafag

Structures Built
1.-7456- [Misfit] ✪ Sacraficion ✪
2.-6710- [IMD] Shook
3.-6662- [DOAP] Chris_mix

Clothes Crafted
1.-228- Josephe
2.-151- [NSP] d_to_the_dub
3.-129- [Cooks] AresAwoken

Explosives Thrown
1.-385- [IMD] Shook
2.-328- [IMD] Jonsin
3.-304- [Cooks] RubberDucky6

1.-82- [penis] Griswold
2.-61- [SSS] Capt.Faps Alot
3.-56- [IMD] ☆ Braysen ☆

Players Healed
1.-73- [IMD] SaltyLootGoblin
2.-68- Balut
3.-[Meeg] Zoom

Players Killed
1.-140- [penis] Griswold
2.-101- [SSS] Capt.Faps Alot
3.-101- [IMD] ☆ Braysen ☆

Melee Kills
1.-3- [ARS] Chance
2.-2- [SSS] Clark_Saint
3.-2- [Fai] Fumble

Plants Gathered
1.-468- [penis] Griswold
2.-339- [DEA] Koterboat
3.-325- [RVR] Puppy Weed

Longest PVE Kill
1.-369-[DOAP] Nkxseal
2.-355- Timmy!!
3.-331- [IMD] JonSin

Longest PVP Kill
1.-317- EliTE SnIpZ$
2.-312- [SSS] Capt.Faps Alot
3.-304- JuanSteve

Structures Repaired
1.-1871- [DopE] Toxic
2.-1756- Agrad
3.-1287- Timmy!!

Revolver Kills
3.-3- Bob

Rockets Fired
1.-613- [IMD] Gotcha
2.-310- [IMD] JonSin
3.-189- [RVR] Dumaux [Reaver]

Ore Gathered
1.-1446638- [Shock] BadKnifer
2.-1229830- [OPBS] Ando5000
3.-1218679- [IMD] Shook

Blade Kills
1.-3- [Merk] tiddy boi tim☉☉
3.-2- [Hush] Lil Bread :0

Weapons Crafted
1.-277- [BBKJ] Vanilla
2.-261- zayjay
3.-257- [NaSF] Zouterig

Wood Gathered
1.-797080- [Meeg] popsicle
2.-726220- [Shock] BadKnifer
3.-719637- [papppa] something simple

Rusty Dallas 3x Now Live

Rusty Dallas is proud to announce we now have a 3x server if 5x and 10x are too fast paced then this is the place for you. The new 3x server has or will have all the same perks as 10x and 5x some are still in the works but will be there soon kits, tp, and shop. So come join us in our expanding Rusty Dallas family.


Devblog 151

  • Fixed invisible LR-300 worldmodel bug
  • Flashlight lod updates
  • Crossbow world model uv fixes
  • Reduced mesh compression on weapon world models
  • Rocket launcher world model uv fixes
  • Sound creation optimization
  • Physics sounds are quieter unless the impact is pretty hard
  • Lower vertex counts on Stone & Sheet Metal tiers
  • Added multithreaded mesh batching
  • Added better profiling
  • Fixed workshop skin memory leak
  • Fixed plant material memory leak
  • Optimized workshop skin loading
  • Added “itemskins” convar to disable workshop skins
  • Made network cells more granular
  • Optimized client side plant entities
  • Fixed craft canceling sometimes losing resources when inventory is full
  • Dense bushes have an extra LOD
  • Heli always strafes with napalm if target has no TC access
  • Lowered cost of AutoTurret
  • Autoturret parts found in purple crates + towns
  • Lowered cost of flame turret
  • C4 won’t stick to Decor Deployables
  • Decor Deployables can only be picked up with TC access + hammer equipped
  • Out of Stock Vending machines show up as red on the map
  • Fish provides animal fat
  • Fixed being unable to place walls next to a metal shopfront on a triangle foundation
  • Fixed SAR buff/SAP nerf reversion
  • Fixed Harbor 2 not showing up on map

Lockers have arrived.

March 07, 2017 by Bugs
It’s a fresh week for Rust development and we’ve got some fixes, tweaks, and some exciting new convenience

when it comes to storage…

Storage lockers added

A new way of storing items has been added, and it provides a new level of convenience when it comes to storing loadouts.

The locker allows you to store a total of 36 items (split into 3 groups of 12) and, most important, provides the functionality

to instantaneously swap those items with your current loadout. Instead of dragging and dropping items in one at a time,

you simply click the ‘swap’ button. All your equipped clothing and belt items are instantly swapped with the appropriate contents.

This will allow people to get going much quicker after freshly spawning.

The locker allows you to store a total of 36 items (split into 3 groups of 12) and, most important, provides the functionality to

instantaneously swap those items with your current loadout. Instead of dragging and dropping items in one at a time, you simply

click the ‘swap’ button. All your equipped clothing and belt items are instantly swapped with the appropriate contents. This will allow

people to get going much quicker after freshly spawning.

to instantaneously swap those items with your current loadout. Instead of dragging and dropping items in one at a time, you simply click

the ‘swap’ button. All your equipped clothing and belt items are instantly swapped with the appropriate contents. This will allow people to

get going much quicker after freshly spawning.

Like vending machines, they can only be placed on foundation or floor blocks. Also, as you probably guessed, lockers accept code locks just

like other storage… and it can be skinned!

Weapon tweaks

Minh and Alex have been rocking out a bunch of fixes and tweaks to weapon

weapon animations and world models.

Here are some highlights:

Crossbow world model fixed
Added new silencer smoke f/x when shooting
Tweaked the position of the muzzleflashes when a muzzlebrake is added
Tweaked the offset for the thompson viewmodel holosight
Tone down the recoil animation when firing (ADS)
Improved revolver 3rd person animations.

Fixed foliage transparency

Recently pointed out on reddit, using TSSAA would make certain bushes essentially see-thru.

bushes essentially see-thru.

Thankfully, this has been fixed on the staging branch, so it will no longer provide an advantage

longer provide an advantage after the update on Thursday.

Fixed skin memory leak

The devs have fixed a memory leak involving skins which has been plaguing people recently.

He’s also added a new cvar…

Itemskins cvar

Added by Andre today, this cvar allows clients to completely toggle off custom skins.

To try it, simply to go console (F1) and type ‘itemskins 0’

(set this back to 1 if you’d like to turn them on again).

Note: this only disables new skins from loading. If you toggle this off

while in the presence of a skinned item, it’ll still render the

skinned version.

Animal animation fixes

A few tweaks to animal animations are making it in this week, while the specifics are

unclear we can hope that this is leading up to changes in animal AI!

Other things

Fish provides animal fat
Shopfront no longer blocks wall placement on triangle foundations
More progress on animal AI branch (still on prerelease)

Devblog 116

Look at that! The beginnings of a graphical overhaul. Also, XP system details, anti-hack changes, menu rework, and more. We’re upgrading servers with this patch, so there will be some extended downtime. We’ll tweet when that’s all resolved.

Motion BlurGarry Newman

Motion blur is back. Some people hate it, some people love it (especially lone woolfes). Either way there’s an option to turn it off if you don’t like it.

Main MenuGarry Newman

The main menu has been altered slightly to help lone woulfes on prerelease. The options screen looks a bit less terrible.

NametagsGarry Newman

Making nametags bit more visible is something lone woolfs have asked for a long time. Previously, they were completely hidden at night, but on the prerelease branch they’re slightly visible.

While this might seem too visible, it’s important to keep in mind that you can’t see nametags unless they’re practically standing next to you.

Crafting MenuGarry Newman

If you’ve been lone wulf’ing on the prerelease branch, you probably had trouble with the crafting menu. I’ve made it so that in the specific categories it now shows locked and upcoming items. Locked items can be unlocked with XP, and upcoming items you’ll be able to craft or unlock when you next level up.

OwnershipMaurino Berry

I want to clear up some confusion from the previous devblog. The term “ownership” is something we’re using internally to keep track of who has a share of what item. This lead to some confusion when talking about an “ownership split” of resources. Just to be perfectly clear, you won’t actually receive resources from someone using your tool to harvest, you’ll just be part owner of the generated resources for XP purposes. I’m going to write a long and convoluted explanation of how this works, so if you don’t really care about the internals you can skip this section and just know that if you help people by giving them stuff you will end up earning little trickles of XP when they perform actions with what you gave them, and if those people help others you’ll get a piece of that too, pyramid scheme style. Here we go:

Let’s say Garry gives Andre the resources to craft a hatchet: Andre crafts the hatchet and the “ownership” is split 80% Andre, 20% Garry (because Garry provided the resources). When that hatchet is used to generate XP in some fashion, that XP will be split up according to the ownership of the tool. So if a barrel gives you 1 XP every time you hit it (not a real in-game number), and Andre was using the tool we previously described, he would earn:

0.5(action split) + 0.5(tool split) * 0.8 (tool ownership amount) = 0.90xp

Garry would earn 0.1 XP.

Where it gets really interesting is when we start applying ownership to resources based on the tool used. If Andre harvests resources with this tool and hands them over to someone else, who then crafts a tool and harvests more resources, Andre would receive a small cut of XP, and so on and so forth. Everyone along the way up the chain is going to get a (small) piece of the action. The more you help, the more you earn. There have been some concerns voiced on reddit by the lone walves about a team of 10 people all working to prop up one player, who can then level up quickly and produce items for everyone. I don’t really think this is as big of an issue as some are making it out to be, but we will be watching closely in case it somehow gets out of control.

As I said, this feature is largely complete aside from balance, testing for exploits (please share potential ones!), and bugs. I’m going to merge it into prerelease sometime in the morning so I can be around for to fix anything game breaking. It’s barebones but functional right now, and I’ll be expanding upon it as we go. I hope to do things like have it so when you cook food you become the owner (split with the campfire deployer) and when someone eats the food the food owners will get some XP. Or if people use your repair bench you’ll earn XP, as will the resource provider, and the person doing the repairing will be added as a partial owner of the item they repaired, etc. The possibilities are endless!

Of course this all might end up being a load of shit and we’ll have to remove it, but, hey, nothing ventured nothing gained. Right?

Rock BasesAndré Straubmeier

I took another stab at fixing the known exploits that allowed people to construct bases inside rocks. Our tests look like they’re all covered now, but we’ll keep an eye out over the next couple of weeks to verify this and make adjustments where needed. The aim is to be rock base free in the next wipe cycle, but I don’t want to lean myself out of the window too far at this point.

Throwable Weapon VerificationAndré Straubmeier

Having successfully rolled out server side verification systems for projectile and melee weapons I moved on to the last weapon category this week – throwable weapons. The exploits for those worked a bit differently than the ones for projectile and melee weapons, but the changes should prevent all known hacks that utilized throwable weapons to destroy cupboards and storage boxes inside bases. With this we have closed the last known loophole for those kinds of hacks and urge server owners who are still running community anti hack mods to switch back to the official anti hack system since it should now be significantly more secure.

Update ScheduleAndré Straubmeier

We’re releasing a small update this week that contains a number of fixes, game anti hack improvements and an updated version of EAC – all of which are things I wanted to address before switching over to more gameplay oriented work on the prerelease branch. There may or may not be another small update next week, but only if there are important issues we need to address. For everything else make sure to check out the prerelease branch on Steam.

Airfield ReworkVincent Mayeur

Before working on new dungeons and the tunnels, I decided it would be better to focus on improving quality of visuals and gameplay in places that need it the most. Thankfully, there’s not many areas of the game that truly look bad anymore, except airfield’s hangers, and the lighthouse.

I started to rework the airfield dungeon, and although there’s nothing to show currently, I will break it down to you: I’ll be giving it a military feel. It will still have a perimeter wall, but this one will be bigger concrete slabs planted into the ground, coupled with a few watch towers. I’ll have a small office building added into the mix and nice concrete runways. Altogether it should make the airfield one of the best places to be again, and most importantly more fun to traverse and explore.

Graphics OverhaulPetur Agust

I decided to finally look into our rather ghastly looking outdoor environments, so I made a new branch, and pretty much wiped it clean.

The goals are:

  • The most crappy looking trees thrown out.
  • The less crappy looking trees improved.
  • Lighting for all times of day redesigned from scratch.
  • Terrain/biome tones revisited.
  • Spawn tables overhauled. (What bushes/rocks/trees/mushrooms spawn where, and in what quantity and size.)
  • Individual biomes given more distinct character.
  • Weather revisited. Maybe made more harsh.
  • And finally, performance not diminished.

I’ve only just started, and there’s no timeline for when this goes live, but the header image is a super early appetizer. Here’s what night currently feels like.

MusicAlex Rehberg

I’ve been chopping more music up this week and I’m almost done with the existing songs! I’ve got a fairly good system going now for deciding out how to divide the different sounds and instruments into layers. This varies a bit from song to song. But generally, first we have a base layer of ambience that plays at any intensity level. After that there’s a calmer more melodic layer that plays at lower intensities. Then we have a mid-intensity layer that’s usually smaller drums, staccato string instruments, pulsing bass synths and things like that. Finally we have a high intensity layer that’s strong drums, big synths, etc.

There’s been a few spots where there were fairly heavily engineered transitions between parts of songs which I’ve had to massage a bit to fit well with the approach we’re taking. They’ve all worked out eventually, but I have some ideas for ways to tweak the arrangement system that I might explore next week which should make all the snags I’ve hit into total non-issues.

While I’ve been chopping these songs up I’ve also been writing a few more parts for some of them and expanding layers that were under-represented in the initial drafts. Most of the stuff I’ve written so far has a lot of good ambient and melodic content to use as the song progresses, but the tense sections have been fairly short, so I’m spending a good bit of time fleshing out mid and high tension parts to make sure the songs don’t sound like a single drum loop if the intensity is high the whole time. There’s quite a lot more to think about for a single song under this system than just writing a traditional piece of music but it’s been a really fun challenge so far.

I’ve also fixed a couple more bugs in the playback system and added support for playing music on menu screens (and flagging which songs are allowed to play on menus).

Since we’ve all been asked to work on the prerelease branch until XP goes out, this stuff should all pop up on there for you guys to check out in the next few days.

Throwable WeaponsAlex Webster

Last of the two-handed weapons completed this week. I’ve also started to look at simplifying the spear throwing too, as under the hood it had a one & two handed holds, which weren’t triggering in-game. The plan is for them to work the same way as all the other updated throwables.

All being well, I’m looking to merge this new system to the prerelease branch in time for next week’s update.

Heavy ArmourTaylor Reynolds

I’ve been baking down the high-poly of the heavy armour, and I’ve made a start on the texturing. In an attempt to break up to large areas of metal, I’ve been trying to work in a lot of smaller details. Duct tape, bolts, rivets – anything to make it look unique and hand-crafted. Tom’s guns do this really nicely and it’d be cool to give the armour the same level of personality.

Female ClothesMinh Le

I went over some of the clothing for the female and noticed they had really poor deformation around the chest areas. In some cases it looked like the player was hiding sharp objects in their chest. I smoothed it out so it looks more natural.


Added protection against some exploits for construction placement inside rocks
Added protection against a number of throw weapon hacks
Fixed flyhack_protection 2 false positive when jumping on floating ice caps
Fixed projectile line of sight protection issue inside caves
Fixed projectile line of sight protection issue on fence and twig building blocks
Fixed rare false positives in the server side melee weapon repeat rate verification
Fixed chain link fence exploits against turrets and the patrol helicopter
Fixed issues when connecting to a server from the in-game main menu
Updated EAC