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Rustafied

On The Pulse of Rust

Rustafied is for people who love Rust

This site exists as a resource for people to stay up to date and learn about the development of Rust

U.S. Servers

450 slots of pure mayhem Weekly wipe cycle Info — VIP

200 pop, groups of 3 or less Biweekly wipe cycle Info — VIP

Low Pop

Less people, fewer wipes Monthly wipe cycle Info — VIP

Medium

The sweet spot between main and low pop Biweekly wipe cycle Info — VIP

Medium II

Another sweet spot between main and low pop Biweekly wipe cycle Info — VIP

Medium III

Yet another sweet spot between main and low pop Biweekly wipe cycle Info — VIP

Small

3k map for PvP madness Weekly wipe cycle Info — VIP

Barren

When every frame counts Weekly wipe cycle Info — VIP

Staging

The latest updates Biweekly wipe cycle Info

Longer wipes, more players Monthly wipe cycle Info — VIP

Long II

More longer wipes, more players Monthly wipe cycle Info — VIP

Long III

Even more longer wipes, more players Monthly wipe cycle Info — VIP

Zenlabs

Custom maps Weekly wipe cycle Info — VIP

Monday wipes Weekly wipe cycle Info — VIP

Odd Jr.

Monday wipes, 3k map Weekly wipe cycle Info — VIP

US servers wipe at 5pm EST on wipe days (except on forced wipes)

European Servers

EU Main

High pop EU action Weekly wipe cycle Info — VIP

EU Trio

200 pop, groups of 3 or less Biweekly wipe cycle Info — VIP

EU Trio II

Another spot for groups of 3 or less Biweekly wipe cycle Info — VIP

EU Medium

The sweet spot between main and low pop Biweekly wipe cycle Info — VIP

EU Medium II

Another sweet spot between main and low pop Biweekly wipe cycle Info — VIP

EU Medium III

Yet another sweet spot between main and low pop Biweekly wipe cycle Info — VIP

EU Small

3k map for PvP madness Weekly wipe cycle Info — VIP

EU Low Pop

Less people, fewer wipes Monthly wipe cycle Info — VIP

EU Barren

When every frame counts Weekly wipe cycle Info — VIP

EU Long

200 pop, wipes only when forced Monthly wipe cycle Info — VIP

EU Long II

200 pop, wipes only when forced Monthly wipe cycle Info — VIP

EU Long III

Even more longer wipes, more players Monthly wipe cycle Info — VIP

EU Zenlabs

Custom maps Weekly wipe cycle Info — VIP

EU Odd

Monday wipes Weekly wipe cycle Info — VIP

EU Odd Jr.

Monday wipes, 3k map Weekly wipe cycle Info — VIP

250 slots, 3.5k map Weekly wipe cycle Info — VIP

EU servers wipe at 5pm BST on wipe days (except on forced wipes)

Australian Servers

AU Main

Our classic, now in AU Weekly wipe cycle Info — VIP

AU Long

200 pop, wipes only when forced Monthly wipe cycle Info — VIP

AU Medium

200 pop, biweekly wipes Biweekly wipe cycle Info — VIP

AU Odd

Monday wipes Weekly wipe cycle Info — VIP

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AU servers wipe at 5pm AEDT on wipe days (except on forced wipes)

South East Asia Servers

SEA Main

High pop action for the Asian market Weekly wipe cycle Info — VIP

SEA Medium

200 pop, biweekly wipes Bimonthly wipe cycle Info — VIP

SEA Long

Medium pop, long wipe cycle Monthly wipe cycle Info — VIP

SEA servers wipe at 5pm SGT on wipe days (except on forced wipes)

South American Servers

BR Main

That Rustafied Main goodness, now in South America! Weekly wipe cycle Info — VIP

BR Long

Wipes only when forced Monthly wipe cycle Info — VIP

South American servers wipe at 5pm BRT on wipe days (except on forced wipes)

Our servers can be found on the official server list when you load Rust.

Problem in a server?

Become a Rustafied VIP

VIP’s skip the queue and support Rustafied

VIP access allows you to skip the queue and join the server immediately, even if it’s full.
Proceeds go to Rustafied’s expenses and continued growth.

VIP in no way shifts the vanilla state of gameplay on our servers.

Server Context

Introduction

I started our first server the week experimental server code was released to the public. The goal was to build a place where people could reliably play this game and see the new things as soon as it was released. Rustafied.com was created to answer the questions about the game I was receiving every day in the server. We are run by an independent group of fans and, despite our servers official status, we have no direct affiliation with Facepunch.

Information

Rustafied.com provides up to date information about the game and summarizes the weekly development. As with the website, I would like our servers to be a resource for people. Given it’s in development, this game see’s new people join every day. Some who haven’t played for months are also checking out the newest version. When they join, they often ask the same questions: How do I make walls? Are there rad towns? How do I kill myself?

I know it can be frustrating hearing the same questions over and over. Answering questions is greatly appreciated and pointing people to the guides on this site will often cover most questions. If you’re tired of answering questions, feel free not to. Please do not call someone a scrub just because they are asking questions.

Trolls and toxic players

I request you act in a mature manner and respect the other players — even if you are spearing them through the heart.

Rust tends to bring out a side of people I think (or at least hope) they don’t normally show in public. I understand, this game is raw and it’s kill or be killed most of the time. I do my best not to limit players actions and allow the game to be played freely in its vanilla state. That being said, if you are spamming chat, causing disruptions, hating on the server or the admins, or just being an overall asshat, your playing privileges will be revoked.

Wipes

There is a forced wipe in the game the first Thursday of each month. Our servers have set wipe schedules aimed at maximizing performance vs. average numbers of players. In rare occurrences, an unexpected wipe may happen. If that does, please know it was either out of our control or for a good reason.

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Rustafied

On The Pulse of Rust

Abandoned Military Base

1:00pm EST — Our update preview stream is live! twitch.tv/rustafied

12:00am EST — The first week of Rust development for the month is complete and we’ve got some initial looks at the upcoming monument on the staging AUX branch.

Our update preview stream goes live at 1pm EST. Follow @Rustafied for news throughout the day.

Overview of the Abandoned Military Base

The newest monument coming to Rust has hit the staging AUX branch! The Desert Military Base as per the commits (or Abandoned Military base as it’s known on the map label) is an interesting specimen. Still a work in progress, all the information below is subject to change (and I plan on updating this article throughout the month as it does).

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Currently there are two or more of these monuments spawning on a default map size (4500). As the name alludes, they only spawn in the desert biome. Interestingly enough, they are procedurally generated, consisting of several different types of modules and one humdinger of a new weapon. Given the procedural generation, no two are alike, and they can vary in overall size. There are few loot opportunities at the moment, so it seems the main purpose is the new MLRS weapon (more on that below).

Once again, and I can’t stress this enough, the current state of the monument is rudimentary and much is likely to change prior to this going live (most likely in the next update).

Loot opportunities and AI

Unlike most other monuments, loot opportunities at this base are slim to nil. There are currently only a couple food / low tier boxes spawning along with the couple of NPC’s found around. There will be between 2 to 5 blue-clad foes at each military base, depending on procgen. They feature the same loot drops which you’ve come to expect from the other Scientists and Dwellers around the map.

MLRS overview

Now let’s get to the real meat and potatoes of this monument. If you’ve read above, there’s not much in the form of loot opportunities. So what the hell is the monument for? Well, as it stands — and keep in mind this is all subject to change — this thing is simply for blowing the fuck out of people and bases in the nearby vicinity.

Long and short, you load it with the required goods (artillery rockets and an aiming module), set a target on the map, then blow said target to kingdom-come.

Stocking the MLRS

Before you can blow a local base or person up, you’ll need the required goods to operate the MLRS. First, the MLRS Aiming Module must be inserted in the cabin. Second, you’ll need some Artillery Rockets to load from the back outside of the MLRS.

As it stands, both of these item types can only be spawned in. This of course will change prior to this update going live, so we’ll post more details once they hit AUX.

Targeting and range of MLRS

Once you’ve acquired and loaded the required materials, you’re ready to blow some shit up! To do so, simply mount the MLRS and look for the #SET_TARGET option to pop up. Upon clicking ‘e’ on the set target, a map will load up and you can either click to select a target or use WASD to aim for a target.

There is a range of around 5 map grids in any direction. Upon clicking a target, the MLRS will take a second or two to rotate in the correct direction. When you’d like to fire, simply press ‘e’ on the lever in the cabin which shows #FIRE_ROCKETS. This will fire a random amount of loaded rockets at the specified target. Occasionally a few rockets will fail to fire properly, so not all rockets will be a confirmed hit.

Damage stats of the MLRS

It’s hard to gauge the exact damage stats of the MLRS. This is because several rockets fire and land close together, and much of the damage done appears to be splash damage. Nevertheless, it will break the shit out of nearby buildings.

From the looks of things now, it seems like around 6 rockets will destroy a stone wall. As with all of this, it’s subject to change and we’ll update here as it does.

Driving the MLRS

Although it looks very much like a vehicle which could be driven to places, at the moment the MLRS is very much static. You can mount it to load and fire rockets, however, you cannot move the thing anywhere.

Other things about the monument

I can’t stress this enough: All of this is subject to change!

As it stands, it’d probably be a bad idea to build in the general vicinity of a MLRS

There are still a lot of missing items / assets including icons, textures, and world models

There is not a train stop at the each military base

Other development news

The new monument isn’t the only thing being worked on in the realm of development this week. Here is a summary of some other commits.

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Change hurt trigger on deployable elevator lift to a Crush Trigger to prevent damaging players standing on elevator lift

Fixed ore node sparkles occasionally appearing in the air away from the node

A fuckton of hidden commits this week

Missions and QoL update

2:00pm EST — The update and devblog are live!

1:00pm EST — Our update stream is live! twitch.tv/rustafied

12:00am EST — Update day is upon us and with it, missions, a new camper module for vehicles, a ton of quality of life improvements, and more!

Our update stream goes live at 1pm EST. The update is expected to hit at normal time (2pm EST / 7pm BST). As with all first Thursday updates, a map wipe will be forced when it goes live (no forced BP wipe). Follow @Rustafied for news throughout the day.

Update Summary Video

Here’s the update summary video from Puddy!


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Missions

The initial version of a missions system has been added to the game this month. Below I’ll summarize what you as a player need to know.

Missions overview
The basic premise is you go to NPC’s to launch various types of missions. You complete whatever objective the mission might have then return to the NPC for your reward (most of the time).

Mission objectives currently include retrieving certain objects, gathering various materials, killing certain animals, and finding treasure. Rewards include numerous items from the game along with certain amounts of scrap. As you would imagine, easier missions have lower rewards while harder missions have improved payouts.

Keep in mind, this is a first iteration and there are bound to be tweaks, changes, and new improved missions in the future.

Where do you find missions?
A bunch of new NPC’s have been added to safe-zone monuments around the map. There are several identities encapsulated including a lumberjack, miner, fisherman, dive master, stable hand, and more. At the moment there are 2 NPC’s at each safe-zone, although not all of them have missions available as of testing.

To start a mission, simply find one of these NPC’s and initiate a conversation with ‘e’. Proceed through the dialogue, tell them you’ll help, and soon enough you’ll be done with the conversation and see mission objectives on the top left of your screen.

As it stands, there are two mission NPC’s at each of the following: fishing villages, bandit camp, stables, and outpost. Below are some pictures to help you find them.

General knowledge about missions
As already mentioned, you start missions by talking to any of the numerous NPC’s in safe-zones around the map. Once you’ve engaged in a mission, you’ll see the objectives appear on the top left of your screen.

Certain missions have a specific point you need to travel to (i.e. find the object or treasure hunt). These locations are denoted by a ‘scroll’ icon on your in-game map (see below). Travel to said location and look for either a small stash or red tool box to access the loot you’re looking for. Don’t worry, others cannot access those boxes, they just get hit with a ‘you are not authorized to access this’ type of message. That ‘scroll’ icon will change location based on the current objectives. So once you’ve collected an item, it’ll move the icon back to the NPC you must return said item to.

Some missions simply require you to kill a certain animal(s) or gather and return with a certain amount of resources. At the moment, only 2 missions have time limits (vodka and tackle, 1 hour limit each), all other missions can be completed at your leisure.

If you die and lose an item you’re supposed to return to a NPC, the mission fails and you must retry it. If you die while on a more general collection mission (hunting or harvesting), it doesn’t matter. Just respawn, brush yourself off, and go get the goods again.

You can cancel a mission at any time by opening inventory, clicking missions on the top left, then clicking cancel. Completed missions can be replayed every 60 minutes, a failed mission can be started again after 5 minutes.

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