The mechanics in Rust describe the internal workings of the game. A lot of details go unnoticed by many players but knowing these technicalities can improve players' Rust experience.
Rust uses Unity 5.6 as its game engine.
The game interface... GUI... Console... Settings... Server Browser...
Each player is assigned a character model based on their personal Steam ID, meaning the character model persists across servers. There are currently five face models and two skin types, allowing for ten possible unique faces. The player's skin tone is selected from a range with much more variety. As of Devblog 106, female character models were added in to add extra variation for players.
Several different NPC (Non-playable Character) classes can be found in Experimental Rust. They used to be divided into two categories - Hostile and Peaceful. This was until a recent update, Devblog 155, where even peaceful animals turned hostile when approached.
Hostile NPCs are aggressive towards the player. They will generally attempt to engage players, who attack or approach them.
Hostile NPCs include:
Note: In Legacy Rust it is possible for a player to encounter hostile Rad (Irradiated) Wolves and Bears as well. Those have not been implemented in Experimental Rust yet. Nonetheless, the implementation is still subject to discussion.
Peaceful NPCs are usually quite passive towards the player, they will generally avoid the player but when approached, they can often attack - even chickens.
Peaceful NPCs include:
The environment can be affected greatly by the seed used to procedurally generate the Map.
When a player wakes up for the first time on a server they are spawned at a random point on a shore, usually a beach bordering an ocean. There are no longer any chances of spawning on the coastline of a lake.
You spawn with: Edit
- About 60 health points (can be more or less, out of 100)
- about 40 hunger points (out of 500)
- roughly 50 thirst points (out of 250)
- a Rock, to be used as a tool or a weapon.
- a Torch, to help the player see at night.
Once a player's Health is reduced to 0 the player is "wounded" or "downed". Whilst in this state, the player will not be able to move, but will remain conscious and their health will be temporarily set to 1. Nearby players can either help the player up or the player could die. However, there is a chance that a player can get back up on their feet after this state.. A wounded player's inventory can be freely accessed by all players, so they will take even your pants.
To prevent group fights from unnecessarily prolonging, the wounded status will be available only once every 60 seconds at most. Being mortally wounded more than twice in those 60 seconds will cause the player to die the second time.
When a player takes more damage than their remaining health they die. Upon death a screen is displayed announcing the death. Two options are presented as well - to either respawn at a random location on a shore or at a Sleeping Bag/Bed, that has been deployed prior to dying. The death screen also shows how long you were alive, how much of your life was spent sleeping, who killed you as well as the weapon used to kill you.
Combat is essential for fighting off animals and other players. There is melee and ranged combat. Melee Weapons include Rocks and Spears. The best way to fight with melee is to move constantly to avoid being hit and time your swings well to hit the opponent.
Ranged weaponry includes a bow and a variety of handmade guns. Projectiles fired are their own entity, meaning they are affected by gravity and will fall over large distances. Fired arrows and high velocity arrows (either by a crossbow or a hunting bow) can be retrieved if they hit the ground.
As of Devblog 75, it has been proposed that the devteam is trying to make melee combat more diverse in the future by implementing mechanics like parrying, dodging and blocking.
All weapons and tools, including the rock, have a durability. Over time, usage causes the durability to go down, and eventually the item will break. However, the item will remain in the inventory and can be repaired using a Repair Bench. This will repair the item to full durability, but it will break faster each time it is repaired due to the fact that the maximum durability is limited each time it is repaired as shown below.
Correct Usage of Tools Edit
In Experimental Rust, using a tool that does not correspond with a resource will result in higher and more rapid durability loss. For example, using a Pick Axe with a mineral rock is normal, but using one on a tree would result in the Pickaxe breaking faster, as well as a less efficient rate of resource gathering. A clue that one may be using the wrong tool for the job is a high recoil when hitting the object, as well as a louder sound effect.
Crafting is executed through the inventory screen. There is a list of possible items to craft, each requiring a certain amount of different resources. Clicking on one of these items adds it to the crafting queue, where its crafting progress is shown on the bottom right of the screen. Different items have different crafting times.
Once the item you want to craft is selected via right-click, an info box shows above the inventory screen, just left of the crafting screen. This shows info like how long it will take to craft the item, how many of the item will be made, the resources required, and the description/icon of the item. You can also select how many of the item you want to craft, and confirm the crafting request to begin crafting.
The items available for crafting are sorted into categories for the convenience of the player. Not all items are available for crafting at the start, and the player will have to progress through a levelling system to get all the possible recipes. See more on the levelling system below.
In a recent update the blueprint system was rid of. Now instead of this the leveling system has been put in its place. Upon mining nodes or trees, you will progress toward your next level. Every level gives you new things you can craft (what used to be called blueprints). When you have reached the level of the item, you will need to unlock them using XP points. XP points can be acquired in the same way as progressing through the levels.
*Update* Leveling system has been replaced with a component system. This items can be found in various location around the map in the form of "Junk Piles".
Players can build their own shelters to protect them from threats and to store their possessions.
Decay is a natural process that causes structures to slowly lose health and eventually collapse after a certain period of time. It helps clear out unused bases, and also acts as an incentive to make the player check back, and play Rust more often. Decay can be repaired, and can also be prevented. See the decay main page for more info.
Raiding is an offensive process of players breaking and entering other players' bases in an attempt to either take loot, physically alter the base or conquer it, or kill any residing occupants inside.
|v • d • e||Mechanics|
|Attack||Damage Types • Projectiles|
|Environment||Animals • Barrels • Biomes • Flora • Loot Crates • Monuments • Rocks|
|Gameplay||Attack Helicopter • Airdrops • Building • Combat • Crafting • Gathering • Raiding • Repairing • Researching|
|Player||Health • Protection • Sleeping • Spawning|
|XP System||Experience • Skill Tree • Tech Tree|
|Category:Status Effects|| Bleeding • Building Privilege • Cold • Comfort • Drowning • Heat • Hunger • Injured • Poisoning • Radiation • Wet • Wounded