
Improved and fixed several issues in collection of official server analytics.(Community UI) Adding "needsKeyboard" to an InputField will block keyboard input only while that input field is focused.(Community UI) Added support for the NeedsKeyboard component.(Community UI) Added support for read only and multi line InputFields (thanks shooter46).(Community UI) Added support for natively showing item icons (thanks Mughisi).Reduced network traffic of sprinklers watering large amounts of filled planters.Improved zipline placement and monument integration.
#Rust video game videos manual
Uncoupling is manual - simply interact with the coupling point. High speed collisions will not couple, and may take damage instead. If your long train can't make it up a hill, it's possible to use multiple Work Carts in a multi-engine coupled setup for more power.Ĭoupling happens automatically when wagons collide at a low to moderate speed. Their target speeds at low/medium/high throttle are constant, but their acceleration and pulling ability are affected by gravity and how many couples wagons they're pulling as you'd expect. The Work Cart train engines take low grade fuel as usual. These don't actually do anything special yet, but they spawn along with Work Carts on the new rail sidings and they can be shunted around. We've taken some static train wagon models that we had and made them functional. The bogies (also known as trucks - the wheel assemblies) have also been updated to rotate with the track more realistically. The above-ground Work Cart closely resembles the underground one, but now has coupling points at each end that can connect to other train cars.


We have some more train content in the works, but for this initial release we're mostly reusing existing assets in order to provide something to try out until that content is ready. We wanted to get some trains onto the above-ground rails this month.
