# Rust BAGS TO RICHES - Product: Rust (https://whatsnew.fyi/product/rust-game) - Vendor: Facepunch Studios - Date: 2024-02-01 - Original notes: https://store.steampowered.com/news/app/252490/view/4050493301729780416 - Permalink: https://whatsnew.fyi/product/rust-game/releases/2024-02-01-bags-to-riches What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Added small handmade backpack with 12 storage slots craftable from 50 cloth and 5 sewing kits at T1 workbench - **added** — Added large military-grade backpack with 28 storage slots found in military loot - **added** — Added metal detector tool to find metal objects hidden beneath the ground - **added** — Added visual indicator on compass UI showing death marker location - **added** — Added warning message when attempting to log out in a safe zone - **changed** — Modified SAP and SAR weapon animations to feel less floaty and more snappy during reloading and aiming - **changed** — Reduced additional recoil added while moving when using the SAP - **changed** — Players can now only have one shelter placed at any one time - **changed** — Increased all plants ripe stage duration from 4 hours to 14 hours - **changed** — Made screen post-processing for hurt, cold, warm and radioactive effects more mild to reduce visual impact - **changed** — Planner entities now only spawn when items are in player inventory and are deleted when moved back into containers - **changed** — Syringes and Bandages no longer create entities when stored in containers, only when in player inventory - **fixed** — Fixed unintentionally expensive repair costs for deployables such as the autoturret - **added** — Doors, hatches and embrasures can now be rotated while being deployed using R key - **added** — Player remains backpack model now has visual open and closed states to indicate if a bag has been opened - **added** — Visual debris appears around opened player remains bags containing more than 3 items ##### BACKPACKS Backpacks have been one of Rust's most highly requested additions for several years, and what is a survival game without backpacks? This month, we're excited to bring you the small and large backpack, allowing players to carry more loot. Inventory space has become more scarce as more items have been added to Rust over the years. ##### Small Backpack The small handmade backpack provides 12 slots & can be crafted for 50 cloth and five sewing kits at a T1 workbench. It is a default blueprint and will take 30 seconds to craft. ##### Large Backback The military-grade backpack carries a whopping 28 storage slots and is uncraftable, found in military loot. ##### How To Use Both are worn in the backpack slot and drop off your character on death. They can be looted on the ground (be careful if dropping one in a safe zone!) or from inside your own inventory. They take 3 seconds to pickup off the ground and despawn slower when filled with valuable items (up to 2 hours). Currently, there are no negative effects from using a backpack. ##### NEW PLAYER REMAINS BACKPACK To help differentiate regular player remains from the new backpack models we’ve given the player remains a visual refresh. This new model has a new open and closed visual state so you can tell at a glance if a bag has been opened by anyone. There is also some visual debris around an opened bag if the bag has more than 3 items in it. ##### METAL DETECTOR The new metal detector allows you to find metal objects hidden beneath the ground. Use the green lights to find the general area of an object, then when the green lights are all fully lit, hold the right mouse button to start sweeping the ground more closely and illuminate the yellow lights. When all the yellow lights are also lit up, a flag will be placed. Dig this flag up with any melee tool and grab your treasure! Different areas of the world will yield different types of loot, for example, what you may find on the beach will be different than what you find at the roadside or fields. ##### WEAPON CHANGES I've modified the animations for the SAP/SAR and they should feel a bit less floaty and more snappy when reloading and aiming. I've also reduced the additional recoil added while moving when using the SAP. Over the coming months I plan to take a look at each and every weapon and do another pass at balancing them. This means timings, handling, recoil, and aimcone. I'm not saying the changes will be drastic but I'm aware there are elements that need changing. Stay tuned. ##### IMPROVEMENTS & FIXES HIGHLIGHTS ##### Legacy Shelter Limit Players can now only have one shelter placed at any one time ##### Safezone Warning When attempting to log out in a safe zone a warning now appears ##### Compass Death Marker Death marker now appears on the compass UI ##### Repair Cost Fix Some deployables such as the autoturret were unintentionally expensive to repair, this is now fixed. ##### Rotate Doors Doors, hatches and embrasures can now be rotated while being deployed using R ##### Ripe Ripeness Increased all plants ripe stage duration from 4h to 14h ##### MILDER SCREEN POST PROCESSING A recurring community comment is the on-screen hurt, cold, warm and radioactive post-processing is hash, it impacts the screen too much. To address the comments we have made the post-processing more mild. Above are a few examples, you can find more (https://commits.facepunch.com/469306). ##### REDUCING SERVER SIDE ENTITY COUNTS As mentioned in our [start of the year blog post](https://rust.facepunch.com/news/surviving-a-decade#LookingForward), memory usage is a key area of concern this year. One aspect I’ve been looking at lately is entity counts. Anything that gets networked in a Rust server is an entity, so every tree, building block, player, vehicle, etc. What might seem counterintuitive is that many Items in your inventory are also entities, specifically an entity we call a Planner. This is the blue _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/4050493301729780416]_