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    <item>
      <title>We are BACK</title>
      <description>Hey guys, we are back with a fast server. &lt;br&gt;Join us on this ip &lt;br&gt;192.168.0.17:27015&lt;br&gt;Let us know what you want to see in this server.</description>
      <link><![CDATA[https://steamcommunity.com/groups/RustyToast/announcements/detail/632001659557977806]]></link>
      <pubDate>Tue, 29 Mar 2016 09:07:57 +0000</pubDate>
      <author>ФФ ZeroCool1point6</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/RustyToast/announcements/detail/632001659557977806</guid>
    </item>
    <item>
      <title>Gumtree friend</title>
      <description>Hey guy's. Today i am posting something not related to Rust, but something hilarious. It's a video we made for people to laugh there heads off. &lt;br&gt;&lt;a class=&quot;bb_link&quot; href=&quot;https://www.youtube.com/watch?v=ga-cpCHFZnQ&amp;amp;feature=youtu.be&quot; target=&quot;_blank&quot; rel=&quot;&quot;  id=&quot;dynamiclink_0&quot;&gt;https://www.youtube.com/watch?v=ga-cpCHFZnQ&amp;amp;feature=youtu.be&lt;/a&gt;&lt;br&gt;Hope you enjoy. &lt;br&gt;Share it around. If you want to see more let us know what you love to see.</description>
      <link><![CDATA[https://steamcommunity.com/groups/RustyToast/announcements/detail/225513892308152233]]></link>
      <pubDate>Fri, 06 Feb 2015 00:35:44 +0000</pubDate>
      <author>ФФ ZeroCool1point6</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/RustyToast/announcements/detail/225513892308152233</guid>
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    <item>
      <title>Server Updated and with CPU low</title>
      <description>Most servers are now having a major problem keeping there servers Up for some time. &lt;br&gt;Our server has fixed that and has the CPU low at all times.&lt;br&gt;Join our server and never fear for wipes.&lt;br&gt;&lt;br&gt;Caboose</description>
      <link><![CDATA[https://steamcommunity.com/groups/RustyToast/announcements/detail/234514182214833760]]></link>
      <pubDate>Sun, 23 Nov 2014 09:05:00 +0000</pubDate>
      <author>ФФ ZeroCool1point6</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/RustyToast/announcements/detail/234514182214833760</guid>
    </item>
    <item>
      <title>DevBlog 31</title>
      <description>Microtransactions&lt;br&gt;&lt;br&gt;So given the overwhelming positive response to last week’s post about trading I feel like I should probably clarify some stuff. I know you guys love microtransactions, I know you love the pay2win model, I know you love paying for a game and then paying a bit extra so you don’t have to bother playing it.. but I really think we need to slow down and think about things before you rush to conclusions.&lt;br&gt;&lt;br&gt;I should clarify again that the game is in development. Everything is likely to change. Especially concept features we mention in these blogs that don’t yet exist. I guess I wasn’t careful enough when explaining how it would work, I assumed too much. I assumed you knew we weren’t going to fuck you over. I guess you’ve been fucked over too many times to trust anyone in this area.&lt;br&gt;&lt;br&gt;The Steam Inventory stuff isn’t about microtransactions, it’s a persistent inventory. Being able to sell/buy/trade is optional. We can allow or disallow sell/buy/trade on a per blueprint basis. This is why the system works for us and our intentions. We can let you sell/buy/trade specific blueprints. We can allow you to trade specific blueprints with other players. We can restrict trading to work via an in-game mechanic – it doesn’t have to be done in the steam overlay.&lt;br&gt;&lt;br&gt;If you can trust us that should be enough to allay all of your fears with this system.&lt;br&gt;DDOS Attacks&lt;br&gt;&lt;br&gt;A lot of the game servers came under a DDOS attack last weekend. This was mostly our fault. It was possible to throw unconnected packets at the server which caused an exception. This would eventually make the server think it was full. This is now fixed – and although the servers are still as susceptible as any game server, it shouldn’t be possible for a single IP to take down every server anymore.&lt;br&gt;&lt;br&gt;Don’t be angry at the DDOS guys. If it wasn’t them it would have been someone else. This is the best way to get these problems fixed.&lt;br&gt;Corruption&lt;br&gt;&lt;br&gt;Last week I talked about problems we were having with ‘corruption’ which was causing a number of crazy errors and crashing. I spent a few hours looking into it, then it turned out that James was having the same issue over on the Arcade team. Turns out it was a Unity beta bug. And they’ve fixed it. So lots of wasted time trying to diagnose this – and now it’s fixed. Buttes.&lt;br&gt;Slimmed Server&lt;br&gt;&lt;br&gt;When we build the server now I run a script over all the prefabs which strips out all of the MeshFilters, Renderers and AudioSources. This brings the server size down from 1.4gb to 200mb. It also brings the memory usage down quite a bit. Yay!&lt;br&gt;CoherentUI&lt;br&gt;&lt;br&gt;Coherent UI is what we use to render all our UI. It turns out that sometimes it crashes in the background which causes the UI to stop rendering. This is particularly a problem on OSX – which is unplayable for some people due to this bug.&lt;br&gt;&lt;br&gt;We’re working with the guys at Coherent to fix this – and have added some extended logging to it to try to solve the problems. We’ve been talking about this situation internally and are going to start exploring the new UI system in Unity5. This is definitely a bit of a fuckabout because it was probably only 4 months ago that I was talking about how great HTML rendering in game is. It still is awesome – and it’s definitely something I’d look at again. But at the moment we’re suffering with UI slow-downs, rendering oddities, portability issues and crashes, and we haven’t really looked at the new UI in detail yet.&lt;br&gt;&lt;br&gt;So it’s something we should at least evaluate and consider.&lt;br&gt;Server Blacklist&lt;br&gt;&lt;br&gt;We all know the problem, crazy russians making fake full looking servers that redirect to another server. It’s been an issue for a while. This is now fixed, we have an updatable list of servers that take part in this behaviour. We ban both the fake server IP and the server they’re redirecting to. If they pop up with a slightly changed IP we ban the whole subnet. GSPS that allow their customers do take part in this behaviour should be worried – because the IP bans won’t be lifted.&lt;br&gt;&lt;br&gt;This code will be rolled out to Legacy too over the next week and we’ll ban the fakers there too.&lt;br&gt;Building Fixes&lt;br&gt;&lt;br&gt;A few common building fixes this week.&lt;br&gt;&lt;br&gt;    Fixed being able to build on floor frame&lt;br&gt;    Fixed stairs collision&lt;br&gt;    Fixed not always being able to place doors on upper floors &lt;br&gt;&lt;br&gt;Metabolism Balances&lt;br&gt;&lt;br&gt;There were a few bugs with metabolism that have been fixed. Your temperature balance was a big wrong, water made you freeze to death even if you were in the south, this has been fixed now so you should be able to swim without risk of dying.&lt;br&gt;&lt;br&gt;Things were balanced a bit too. It was almost impossible to die of starvation, so now you consume calories twice as fast. Your lungs hold less air, so you can’t stay underwater as long. And you dry naturally a bit faster.&lt;br&gt;&lt;br&gt;This is all a balance – we don’t want to make crazy changes too fast so we’re going to nudge these things around based on feedback every week.&lt;br&gt;Physics&lt;br&gt;&lt;br&gt;We had a system called “Fake Physics” which added basic velocity and gravity to objects. This was for performance reasons. It’s 2014 – so fuck that shit. Dropped objects and airdrops now have real rigidbody physics.&lt;br&gt;&lt;br&gt;This fixed a bug where you’d drop an item and it’d fall through walls and stuff. Lots of weirdness.&lt;br&gt;&lt;br&gt;The intention here is to have the actual item visible when dropped, instead of a sack for everything. So when you drop an apple, you’ll see an apple.</description>
      <link><![CDATA[https://steamcommunity.com/groups/RustyToast/announcements/detail/233385925845670348]]></link>
      <pubDate>Sun, 26 Oct 2014 15:01:14 +0000</pubDate>
      <author>ФФ ZeroCool1point6</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/RustyToast/announcements/detail/233385925845670348</guid>
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    <item>
      <title>Community Update #13</title>
      <description>If Rust had an eagle, it would have this view. As it is, we have server admins, plug-ins, and post-processing, which are a bit less elegant than nature, but have the bonus of not pooping on you from above. Server owner innominatargh generated what I believe is the first map view of a proc-gen level. It wasn’t easy. He had to use a server plug-in to teleport around the map, stitch the pieces together in Photoshop, remove the UI and tweak exposure settings. He even replaced the water. The result speaks for itself. &lt;br&gt;Now I want to see if a map can be made that shows of all the buildings. That’s the next step.&lt;br&gt;&lt;br&gt;After looking at this image, Facepunch’s Forbidden Chatroom of Mystery started talking about the possibilities of mapping servers “just for fun”. That said, I’m in favour it coming into the game, perhaps having a map be an ultra-rare object using Howie’s satellite dish to gather the data. But I am just a writer man. Curse my lack of programming skills!&lt;br&gt;&lt;br&gt;As usual, the Rust community used the idea to consider other ideas. The view brought up some talk of bridges spanning those gaps. Which leads me neatly onto the top image: another piece of speculative fan art by aledroid, again. Who needs bridges?&lt;br&gt;Pluton&lt;br&gt;&lt;br&gt;One of the tools used to create that map was a server-side mod called Pluton, which has spread through servers rather speedily. Pluton does a bunch of different things: allowing servers to broadcast all sorts of messages (who has joined, who killed who); it enables teleportation; it can schedule airdrops. There’s loads more, but if you’re in the mood to break out of vanilla Rust, the ‘modded’ section of the Rust server browser is full of servers running their own variations of the game.&lt;br&gt;The Church of the Sad Dog&lt;br&gt;&lt;br&gt;Detail is often overlooked when it comes to builds. Big things are impressive, but if you can do fine work then I’m totally excited to see what you’ve made. We don’t have seats implemented into the game, never mind benches, so when S8.Zephyr started building his church in the body of a wolf, he had to improvise. Check out what he used to make his holy building work. &lt;br&gt;It’s great to give people the tools they need to build things, but I really love seeing people using alternative methods as well. Lovely work.&lt;br&gt;Get Lost&lt;br&gt;&lt;br&gt;With all that said, large builds can also be detailed. And what’s a maze if not just a lot of detail? Legendary artificer CitizenVII crafted his confusing creation on the official Seattle server, so if you found it feel free to tell us about your experiences in the comments.</description>
      <link><![CDATA[https://steamcommunity.com/groups/RustyToast/announcements/detail/233385040374518546]]></link>
      <pubDate>Tue, 14 Oct 2014 23:38:43 +0000</pubDate>
      <author>ФФ ZeroCool1point6</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/RustyToast/announcements/detail/233385040374518546</guid>
    </item>
    <item>
      <title>Bug &amp; Exploit Fixes , New Items.</title>
      <description>Bug &amp;amp; Exploit Fixes * Garry Newman * &lt;br&gt;&lt;br&gt;Everyone wants to play without bugs, so we’ve been spending a lot of time this week trying to get rid of the most annoying bugs. There’s not much to say about each of them, so I’ll list them off, like an old school changelist.&lt;br&gt;&lt;br&gt;    Fixed locks disappearing when upgrading doors&lt;br&gt;    Fixed being able to climb up buildings by tapping jump&lt;br&gt;    Fixed Looting/Deploying through doors&lt;br&gt;    Fixed strafing right not making any footsteps&lt;br&gt;    Fixed no sounds playing&lt;br&gt;    Fixed sounds playing too loud&lt;br&gt;    Fixed melee attacks vs sleeping players&lt;br&gt;    Fixed players wearing a burlap shirt being unhittable&lt;br&gt;    Fixed water levels not working properly (not drowning, not getting wet)&lt;br&gt;    Fixed crafting continuing after death &lt;br&gt;&lt;br&gt;There’s currently a wakeup bug that is proving a bit elusive. I thought I’d fixed it but people are reporting that it’s still happening. &lt;br&gt;&lt;br&gt;Summary * Garry Newman * &lt;br&gt;&lt;br&gt;So, not much proof that we’ve actually been turning up to work this week, but we have been battling with stuff behind the scenes. Since going live with the new version last week we’ve been paying attention to the servers, the bug report site and other community run sites to see what people think, what problems they’re having. We have been trying to fix most of the issues that people are having. The gameplay/balance issues people are experiencing are valid for the most part. We’re giving them thought – we don’t want to give a kneejerk reaction to these things.&lt;br&gt;&lt;br&gt;I would expect next week to be quite similar. Expect only bug fixes, performance fixes and light balancing. It’s important for us to get to a stable position until we start pushing shit further forward and adding more bugs. One of the biggest things we’re missing right now is blueprints.. how they’re acquired, how they’re used, how they’re lost. At the moment you can craft everything from the moment you get the game. That’s not exactly what we want to happen.. but there’s quite a bit of work under the hood to get it to work how we want it to. Hopefully next week’s work will go a long way towards that.</description>
      <link><![CDATA[https://steamcommunity.com/groups/RustyToast/announcements/detail/233384570651370405]]></link>
      <pubDate>Sun, 12 Oct 2014 14:50:48 +0000</pubDate>
      <author>ФФ ZeroCool1point6</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/RustyToast/announcements/detail/233384570651370405</guid>
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