Known Issues
Periodically certain problems arise that just cannot be resolved. These can be map Rust related, plugin related, map related, etc. Things listed on this page will not be supported by the admin team as they are known issues that do not have an available solution to them. Players are encouraged to keep an eye on update-log or announcements in our Discord for new issues that arise and might be added to this list.
When adding a large stack of fuel to a miners hat or candle hat, drag the stack to the hat on your clothing bar. Do NOT just click the hat and then drag the stack to the hat inventory panel (that appears above your inventory panel) as this is a bug with Rust that will delete your entire stack of fuel
Killing an NPC at a raid base does not always lock the base to you. Neither does fire damage. You need to use something explosive on the base and/or actually break something on the base to guarantee it gets locked to you.
This just means your computer was not able to communicate with Dropbox (where our maps are hosted). When you connect to a server Rust downloads the map to your local hard drive. These are stored in the maps folder of Rust (typically "Program Files (x86)\Steam\steamapps\common\Rust\maps"). This directory can be completely cleared out anytime you wish without harming anything. But if your ISP or some other factor is stopping you from downloading our map you will get this error. Some countries even block Dropbox. Just open a support ticket and we will provide you with an alternative download of the map file which you can just manually stick in your Rust maps directory and then you will be able to connect just fine.
If 2 players call heli too close to each other, its possible the crash sites will mix-up loot and apply loot locks to the wrong party. You can simply wait out the loot lock timer and both helis will be lootable.
The recent updates appear to have sparked off a new type of error that is being spammed in some of our plugins error logs. This can eventually cause a server crash if left unchecked. The names that are causing this are when players write their name with emojis are strange format characters. The easiest way to tell would be to open up any GUI in game that shows player names (ie. /tp, /transfer, etc) and look for a name with just "???" or completely blank with " ". If that is you, we need you to pick a different name and relog immediately.
Plugins cannot communicate with each other unless specifically coded to do so. Enchanted items are not "actually" magical and enchantment kits are just skinned research paper that the enchanting plugin creates. The shop and markets plugin is not coded by the same person and cannot cooperate with the enchanting plugin. Using /s or /m to buy or sell or trade these items will most likely strip them of all properties. Do not do this!
When skinning certain DLC items that have a different short name it will remove all of your enchantments from that item. A good example would be skinning a metal facemask into an ice facemask. The ice facemask is a completely different item behind the scenes. So when you skin your facemask into that, the game is actually just deleting your old facemask and giving you an ice one. There may be other items than stated in this example. To figure out if your DLC item is indeed a whole new item you can check the list of Rust Item Shortnames. For example you can search "facemask" and see that there are multiple types. That is the indicator of the issue described here.
So let me re-state this in one clear bold statement .... no matter the reason, if you lose items that have enchantments on them, we cannot replace those enchantments. Period. There are zero exceptions to this. If we can recover the actual items (ie. not spawn them in, but actually put hands on them) you are safe and your enchantments should be safe. But in all other cases they are gone.
Also understand, this is not a "policy stance". Trust me, if there was a way to know, and your loss was due to a glitch I would absolutely spawn them in for you. But that is not the case, we physically have no way of knowing or verifying. Period. No exceptions.
We do not offer any support for quests that fail to track progress. We don't take this stance because we are lazy, we take it because there is quite literally nothing we can do about it. There is no 'fix'. The quest information is stored in a single data file, so we cannot just manually alter the data without destroying everyone else's quests. And there is no command or button we can click as admins to just "complete" your quest for you.
And we cannot spawn in the quest rewards for you because then everyone would claim their quests broke so they could do them twice. It all falls back under our "fair treatment across the board" if we did for one (the honest person) we'd have to do that for all, which includes the dishonest ones. So let this be your warning, sometimes quests just do not track right. Consider it part of the difficulty and keep trucking along. No need to put a ticket in there is literally nothing we can do about quests just failing to track progress on rare occasion.
The new bug we are seeing is so far unexplained thus we have no current solution for it. Players parking their tugs near raid islands are returning to find their tug way up on land, sometimes even a full grid into land.
Admins do not have any special powers to move vehicles. It is not a case of we "won't" do it but a case of "we simply can't".
So this is your warning. Do not park tug boats near or at raid islands or you risk losing them. We assume it has something to do with raids spawning and pushing vehicles out of the way. But as of right now we have no concrete evidence to support that, and if that is the issue, we have no way of stopping it from happening because raids have to push vehicles out of their area in order to spawn in correctly.
Earlier this year we wrote a custom plugin called Angel. When a player dies under the map this plugin will auto-detect such and transport your corpse to the surface. It is not perfect, and you should still be cautious because it can fail. But we are still seeing a ton of folks fall under the map and "lose all their stuff".
In 100% of those situations they were mounted to a vehicle. I have told everyone before, I cannot teleport anything that is mounted. And since vehicles are pretty much the only way to clip under the map (from driving recklessly) we are pretty confident without even talking to those players that this is exactly what happened.
If you fall under the map with a vehicle ... DISMOUNT
We just performed numerous tests. We fell under the map and died, our stuff was returned to the surface every time. We fell under the map in a vehicle and stayed inside, and we lost our stuff. We then tested falling under the map in a vehicle and dismounting from it mid fall, and we had our stuff returned to us 100% of the time.
If you fall under the map with a vehicle ... DISMOUNT
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For most of Rust's history the ocean was a solid sheet of water stretching infinitely in every direction. So if you clipped under the map (usually caused by doing stupid stunts in vehicles) and died your bag would float. A simple support ticket would get your items retrieved if done quickly.
That has since changed. As part of Facepunch's "optimizations" they have removed the water now.
Water is only outside the main land masses now and no longer spans under the terrain through the entire map.
This means that if you clip under the map and die, your stuff is gone permanently. The server deletes your bag as an "invalid item" when it reaches the negative Y coordinate the game box is bound to. If you are fast you can either /backpack your items (this does not drop on death during PVE) or you can quickly press a /home or /warp hotkey.
Note: To hotkey a multi word chat command you can do it in this format -> bind [key] chat.say "/warp to Town" or bind [key] chat.say "/home base1" etc.