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Surviving 12 Years

Servers are now wiped, Santa is packing up and clearing out the bodies, we hope you enjoyed the Holiday Season. In this blog, we recap 2025 and reveal some upcoming changes for 2026.

01 January 2026
DEVBLOG
Alistair
Chief Operations Officer
UK
Servers are now wiped and Santa is packing up and clearing out the bodies, but we hope you enjoyed the Holiday Season. We're getting back to work after a couple of weeks off, which is why this blog is lighter than usual, but we're looking forward to the journey ahead in 2026!


Last month, we celebrated Rust's 12th anniversary, marking an incredible journey. The game continues to experience year-over-year growth, which is quite remarkable for being 12 years old. Rust is now bigger than ever, and it's only going to get, much bigger this year. 

This year, Rust saw:
  • Highest ever peak player count of 259,646 on Steam in 2025 
  • Over 450,000,000 Game Sessions
  • Over 5,800,000 unique players
  • Over 700,000,000 hours played 
  • Over 37,000,000 Drops claimed players
  • 28,523 Workshop Submissions

Here's a recap of some of the major updates we did last year:
Primitive
We kickstarted the year with Primitive, introducing a new game mode and a whole load of new items and raiding methods
The Crafting Update
The Crafting Update added advanced cooking, farming (chickens, bees), new workbenches, Armor and more
Premium Servers
Premium Servers introduce a new server type, aiming to reduce cheating and improve fair, competitive play.
Jungle Update
One of the biggest updates of the year saw the Jungle biome added with climbable trees, deadly tigers and crocodiles, new monuments, boomerangs, blowpipes, and more!
Friends with Benefits
Friends with benefits was one of many updates which saw sweeping QOL updates, introducing party system and snappable deployables to name a few
Meta Shift
Meta shift was one of several updates which made sweeping changes to progression. Introducing Blueprint fragments, custom crosshair and changes to monument puzzles
Quality Of Life
Over 400 QOL changes
Menu Overhauls
Sweeping changes to main menu, server browser and store.
Alongside a metric ton of improvements and bug fixes.

Rust continues to be a labour of love from all of us at Facepunch, and we couldn't have done it without your passion and feedback. Thank you for your continued support, be it playing the game, telling friends, and engaging and communicating with us. We've very much enjoyed everything we've worked on for the game this year.
What’s in store for 2026? Consistency! Continued guaranteed monthly updates on the first Thursday of every month, alongside regular fixes, quality-of-life enhancements, improvements, and exciting holiday events.

This year, Rust Mobile will be released globally. We're very excited to see how this performs, all early indicators are showing very promising signs. If you're intresting to learn more about Rust mobile or participate in the next closed beta next, visit: rustmobile.com

Next Month

Next month, on February 5th, we'll finally be shipping the Naval update. The update will include player-made boats, which will allow players to travel to the deep sea, explore new islands, and monuments with new AI encounters. This is going to be a massive update. 

Looking ahead

Alongside next month’s Naval update, we’ve got a huge amount of content either planned or already in active development for 2026.
You can expect to see new monuments, including apartment complex. We’re also working on new player models and animations, which will improve both how characters look and move. The player update will unblock one of the biggest hurdles to player customisation. 

We’re expanding the ecosystem with new animals, cows and sheep, for example, alongside a proper animal breeding system. This opens up some interesting gameplay opportunities and adds more depth to the world beyond simple hunting. Bigger and better dung farms? 

We’re also taking time to revisit older content. That includes expanding on popular features that players already love, and taking another look at less popular systems to see if they can be improved or reworked with the benefit of everything we’ve learned since they first shipped.
As always, plans will evolve, priorities will shift, and we’ll keep talking openly as things take shape. But there’s a lot to look forward to.
As with prior years, we've set aside multiple months in our internal roadmap for light or no content. These gaps are deliberate to allow us to be versatile and adaptive to community feedback, to have time to focus on and address old content, and to improve recent content. We have a lot we can keep building upon, not all content we add to Rust is supposed to become meta, but rather adding yet another way of achieving a goal. 
Cheating continues to be one of the biggest threats to Rust, and it’s something we invest heavily in, both technically and operationally.

2025 stats:
  • 338,000+ total bans applied
  • 296,000+ permanent bans applied (27% increase from last year)
  • 42,000+ temporary bans applied (26% decrease from last year)
  • 16,000,000+ cheat reports received (28% increase from last year)
  • The majority of cheaters are now removed from the game in less than 7 hours of playtime, down from 10 hours at the start of 2025
In March, we released Premium Servers. To access these servers, your Rust Steam inventory must be valued at $15 or more. This includes items from the Permanent Store, such as building skins, décor packs, and hazmat skins, as well as any other tradable Rust items with an attached value.
Since launch, there have been several attempts by bad actors to game the system in various ways. So far, we’ve successfully countered those attempts.

We’ve also seen strong and healthy retention across Premium Servers. They’re doing an excellent job of gatekeeping cheaters out, and I'm very happy with how this is working. At present, the $15 price point is doing its job well, and see no need to raise the barrier to entry. If you want the best cheat-free experience, premium servers are it. 

In May, we enabled server-side player culling by default across all servers. As a reminder, this is technology that stops networking players who are fully obscured by terrain and rocks, preventing or significantly limiting several high-impact cheat features such as ESP and aimbot.

In April, we opened our HackerOne program to the public. This allows players and researchers to report security vulnerabilities and exploits in exchange for a bug bounty. We also launched a dedicated security page on our website to make submitting reports easy, secure, and straightforward. To date, we’ve paid out over $300,000 through this program.

More recently, our anticheat partner, Easy Anti-Cheat, has begun additional efforts specifically targeting recoil cheats, often referred to as scripting. We continue to work very closely with the Epic Games EAC team, and there’s a lot of ongoing collaboration behind the scenes. We’ve got some big plans together for 2026.

Looking ahead to 2026, we’re continuing to hire additional support staff and developers dedicated to anticheat. We’ll also be introducing a new third-party anticheat layer that we’ll be working closely with. More details on that once we’re ready to talk about it publicly, but it'll be soon.
Performance is always an ongoing process. We’re constantly adding and improving features every single month, many of which never make the headlines and sit quietly in changelogs. There’s no magic button we can press to suddenly make Rust run faster. Instead, it’s a slow grind of small gains that add up over time.

Over the past few years, we’ve hired several people whose sole focus is performance. A lot of this work is experimental and, frankly, tedious. Things that should/could work in theory often don’t in the real world, and it can take days to weeks just to prove something isn’t viable. Sometimes you spend a long time getting to a result that simply says “nope”.

And, like every year, we do mess up performance from time to time. When that happens, we review what went wrong and keep adjusting our internal processes to get better at catching issues earlier. 

That said, we did ship some genuinely great improvements in 2025, the BIG ones:
  • Load and server connection times reduced by around 65%
  • Significant reductions to RAM and VRAM usage
One area we’ve always hated is load times. For years, loading into Rust was easily one of the worst parts of the experience, it was embarrassing compared to other games. Long waits, inconsistent times, reconnecting after a crash or kick taking forever. It actively held the game back, and we knew it.

As we continue to add more content and systems, performance can take a hit. We’re constantly fighting that trade-off. It’s a balance between pushing Rust forward and making sure it still runs well across a huge range of machines.

Most players seem to understand the reality of this. Rust is a sandbox game. You can go to the largest, worst-performing monument in the game, drop a massive base next to it, have a dozen smaller teams build nearby, then throw 40 players into the area, raid while 500 players are connected to the server. Honestly, it’s a miracle Rust works as well as it does sometimes. These are exactly the kinds of situations we have to design and optimise for.

Looking ahead, we’ve got a lot of performance work underway. Much of it is deep, underlying changes to things like render pipelines, navmesh. We’re also regularly checking in with the Rust Mobile team to see what they’ve solved there, and whether any of those solutions realistically make sense to bring back to PC.

Performance is never “done”, but we’re committed to keeping Rust playable as it continues to grow. If we hit all performance roadmap taskings in 2026 and it works out as we hope, 2026 will be a good year. 
Over the past two years, we’ve grown a dedicated DLC team, I want to be really clear about what that means as I often see meme comments on socials. This is a team we’ve explicitly hired for DLC work, not people moved off existing Rust development.
This team does not take resources away from regular Rust development. DLC work is (95%)  separate from our core monthly update pipeline. It’s an add-on, not a replacement, and if anything, having a focused DLC team has at times helped us push more free content into the game by taking pressure off other teams.

If you look back at 2025, you’ll probably notice a pattern. Nearly every month we shipped a new in-house DLC item, pack or skinnable. That wasn’t accidental, and it’s a pace we’re comfortable maintaining. You can expect this to continue into 2026.
Compared to most games, I genuinely believe we offer good value for money. That’s something we don’t want to lose as Rust continues to grow.

One of the things we’re actively exploring is what a battlepass-style system could look like in Rust. This doesn’t mean we’re copying another game, and it doesn’t mean anything is locked in yet. If we do this, it has to feel very “Rust”, fair, respectful and good value. If you're a frequent user who purchasing DLC, this system should feel rewarding.
As with everything we do on Rust, we’ll be listening closely to feedback and adapting as we go. We’ll talk more openly about this once we’ve got something concrete to show and discuss, which will likely be around the middle of 2026.

We'll continue supporting the skinning community, we're not out to discontinue it with these plans. Going forward, we'll be adding one or two new skinnable item to the game monthly, working our way through the most popular items first. 

To date, we've helped payout over $32,701,869 to the community skinners!
The good news is, if you really want to try the naval content early, you can. Just be aware it comes with bugs, performance issues and all the rough edges we are still working through. We have fresh servers live on the Rust Staging branch that you can jump into.
If you want to help test, break things and give feedback, you are more than welcome. To learn how to get onto Rust Staging, check this out: https://rust.facepunch.com/staging
If demand exceeds current capacity, we'll be adding new servers.  

Something we'll be looking at this later year is a reward system for good and accurate bug reports, a human actually reads every single bug report and flags it appropriately. Since Staging has the most bugs, we hope this system will incentivise its use. 
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Features

  • 3 new cosmetic flowers
  • 8 new cookable Pies
  • Added "Allocation Tracking" to ServerProfiler
  • Added 4 Shot Mini Crossbow
  • Added a full color picker when painting
  • Added a storage slot to drones
  • Added Advanced and Pure Animal Harvesting teas
  • Added Advanced and Pure Crafting Teas
  • Added Ballista
  • Added Battering Ram
  • Added Bee Catapult bomb
  • Added bicycle bunnyhopping
  • Added blue light to Industrial Light pack
  • Added blueprint fragments
  • Added Box Sorting
  • Added CargoRustige Egg
  • Added Catapult
  • Added Command Block
  • Added crosshair customization
  • Added directional item dropping
  • Added DLAA option to the graphics menu
  • Added Floor & Ceiling Wallpaper Pack DLC with 34 new floor and ceiling wallpapers.
  • Added handheld compass item
  • Added Horse Costume
  • Added jungle biome
  • Added keybinds to switch to specific seats in a vehicle
  • Added Mini Fridge deployable
  • Added Oil Filter and Soda Can craftable silencers
  • Added Primitive game mode
  • Added range visualizations to a variety of entities (Sprinkler, Heater, HBHF Sensor, Igniter, Auto Turret, Flame Turret, Shotgun Trap, Tesla Coil)
  • Added Shields
  • Added shore crate
  • Added Siege Tower
  • Added static CCTV cameras to Cargo Ship and Ferry Terminal
  • Added Targeting Attachment to allow ping usage while holding a weapon
  • Added the small spike trap
  • Added Vehicles tab to F1 menu
  • Added wire snapping
  • Advanced & Pure Cooling Tea
  • Advanced & Pure Crafting Tea
  • Advanced & Pure Harvesting Tea
  • Advanced & Pure Warming Tea
  • Armour Slots + 3 craftable inserts
  • Beehives
  • Bees
  • Big cat pie
  • Blueprints wiped
  • Bread
  • Can now respawn one last time at a destroyed sleeping bag (Softcore)
  • Chicken Coop
  • Containers can't be opened without building privilege (Softcore)
  • Cooking Workbench
  • Crocodiles
  • Destroyed containers now create a destroyed version of themselves that saves 50% of your loot and can be repaired/picked up (Softcore)
  • Destroyed Tool Cupboards will still apply building authorization for 48 hours, can only be repaired by owner (Softcore)
  • Dropped weapons and weapons from de-spawned dead players can now be found with a metal detector
  • Engineering Workbench
  • Exhibit Decor DLC Pack
  • Food Spoiling
  • Greatly reduced scrap research costs
  • Hardcore refresh
  • Honey
  • Hopper
  • Hunter vision
  • Improved monument puzzle reset mechanics
  • IO asset facelift
  • Item Ownership
  • Long Distance Gunshots
  • Medical syringes can be used on horses
  • Minicopter Damage Indicators
  • New Blow Pipe weapon (with 4 darts)
  • New Boomerang weapon
  • New Cooling and Warming Teas
  • New creative mode to turn entities on/off without power/fuel (see creative.AlwaysOnEnabled)
  • New crop - Wheat
  • New deployable snapping system
  • New Harvesting Tea
  • New Jungle Remnants monuments
  • New Main Menu Party system
  • New meat models
  • New menu interface
  • New mission to unlock an Outpost spawn point
  • New Vine Swinging trees
  • New Ziggurat monument
  • Painting colourwheel & favourite colours
  • Panthers
  • Plant Pot
  • Premium Servers
  • Reduced PvP bullet damage by 25% (Softcore)
  • Removed scrap crafting cost from workbenches
  • Removed tech tree tax
  • Rivers are now longer, wider and deeper and require swimming to cross them
  • Snakes
  • Storage tanks added to Abyss DLC pack
  • Team Bag Labels
  • Tigers
  • Triangle Planters (with Railroad version)
  • Volumetric Clouds Enabled by Default
  • Volumetric clouds, fog, and atmospheric revamp
  • When dying, you’ll now respawn with 50% of your inventory automatically (Softcore)
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Improvements

  • 'ent kill' command now ignores gibs
  • Added "ent scale" command
  • Added "logentityspawntime" command for admins to log how long admins take to spawn on client
  • Added `killbees` admin command
  • Added a 5th slot to the Industrial Crafter to allow external wall crafting
  • Added a breaking server rules option to the F7 report window (will not be enforced on Facepunch servers)
  • Added a button in the workshop scene to toggle the Depth of Field postprocessing effect
  • Added a button in the workshop scene to toggle visibility of the player model
  • Added a flash to the Instant Camera
  • Added a freezing icon when an item is being refrigerated
  • Added a gametip popup when trying to harvest too-hot helicopter/bradley debris
  • Added a radial option to toggle the display of the Growable UI
  • Added a recycler to sphere tank
  • Added a skybox rotation slider (Workshop Editor)
  • Added a toggle to the Admin F1 UGC panel to hide wanted posters
  • Added a visual warning when trying to load into a teamlimited server with a party that too big
  • Added ability to see vending machine drone accessibility on the map
  • Added accessibility.disableMovementInInventory convar to block player input when the inventory screen is open.
  • Added additional CUI modding support
  • Added admin `enable_marker_teleport` command
  • Added admin `time.missiontimerscale` command to scale mission timers independently from global timescale
  • Added admin commands to execute commands on bots, e.g. bot.exec_command
  • Added Ambient Occlusion Map to the following assets: Baseball Cap, Beenie Hat, Bone Knife, Bolt Rifle, Hammer, Hatchet, Hide Pants, Hide Shoes, Hoodie, Long T-shirt, Longsword, LR300, M249, MP5, Pants, Pickaxe, Riot Helmet, Rug, Salvaged Hammer, Sandbag Barricade, Snow Jacket, Spinning Wheel, Sword, T-shirt, Thompson, Vagabond Jacket, Waterpipe Shotgun, Wood Storage Box
  • Added an accessibility toggle to disable camera rolling on the DPV
  • Added an optional index parameter to ‘consoletoggle‘ to open a specific F1 menu tab
  • Added analytics for twig building cost, puzzle resets & texture memory usage
  • Added colour picker for colour fields in the workshop scene
  • Added command 'killallplayersradius': kill all players within the given radius
  • Added command 'killplayerinview': kill the player you're looking at (works in safe zones as well)
  • Added command `global.playerlistids` to list relevant ids for players on the server
  • Added command `server.listplayerreportcounts` to view the amount of reports players have received on the server
  • Added convar for adding a cctv code to any computer station with “global.addcctvcode”
  • Added convar for clearing all cctv codes from any computer station with “global.clearcctvcodes”
  • Added convar for removing a cctv code from any computer station with “global.removecctvcode”
  • Added convar for setting the code of any cctv camera with “global.setcctvcameracode”
  • Added convars for hardcore gamemode properties (fog of war, map disabled, etc)
  • Added crafting quality tea stats in the information panel
  • Added debug `fillmounts` command
  • Added debug `print_topologies` command
  • Added error toast message if trying to reskin an item whilst a player is sitting on the item
  • Added error toast messages with failure reason when you are unable to pickup deployed items
  • Added field in the workshop scene to set a custom icon for an uploaded workshop item
  • Added inputs to neon sign to control which frame you want to display
  • Added interior geometry and UV's for Large Wood Box, allowing for better transparency usage
  • Added logging of all admin commands ran on the server inside "command_DATE.log" file
  • Added map url to server tags
  • Added modding support for custom item icons
  • Added modding support for drone tax
  • Added modding support for dropped items
  • Added modding support for entity sale
  • Added modding support for max health
  • Added modding support for melee weapon throwable
  • Added modding support for vitals
  • Added new "BaseRaidBenchmark" benchmark
  • Added new keybinds to mark the current position on the map and to clear all map markers
  • Added new third person attack animation state for the chainsaw
  • Added player's EntityID to the `playerlist`, `status`, and 'players` console results
  • Added puzzles to radtown, ferry terminal and sphere tank
  • Added rotation controls in the painting menu
  • Added skin support to the bed
  • Added snapping support to the admin test generator
  • Added some more accurate colliders to small rock formations to prevent dropped items getting stuck inside
  • Added some more valid food like honeycomb and birthday cake
  • Added Specular Map to the following assets: Beenie Hat, Hide Pants, Hide Shoes, Hoodie, Leather Gloves, Sandbag Barricade
  • Added squeeze, barrel and current bone parent readouts to the debug cam info readout
  • Added stats display row for anti-vehicle damage on ammunition, removed this damage from the "lethality" number calculation
  • Added teleportteam2me command, will use the local players team or the provided team id
  • Added the ability to chat while in the computer station UI
  • Added the setmaxhealth admin command
  • Added tier-dependent loot to some more monuments - better crates if the monument spawns in higher tier areas on the map
  • Added toggleable logging of stability updates
  • Added tugboat horn
  • Added two new variants of the vine trees
  • Added UI sounds slider (affects headshot sounds)
  • Added visualisation volumes to a bunch of deployables
  • Added warning if trying to research a DLC item and that associated DLC is not owned
  • Added weapon sight present in First-Person to the Third-Person model on Double Barrel Shotgun. It is also now skinnable
  • Added “debug.deleteentitybyid” convar
  • Added “fps.startlogging”, outputs a csv of frametimes (“stoplogging” to stop)
  • Adjusted armour slot crafting values (see crafting tea section for info)
  • Admin :'chat.mutelist' now exposes SteamID's
  • Admin command `debug.invis` now has a visual indicator
  • Admin command `global.god` (godmode) now has a visual indicator
  • Admin ESP features can now be used in first person when spectating
  • Admin: Added a "Stack" button to F1 menu item icons to give a full stack of item.
  • Admin: Added authradius_multi <radius> <player> <player> <...> to auth multiple players on all entities within radius of the command user.
  • Admin: Added authradius_radius <playerRadius> <entRadius> to authorise everyone within playerRadius of the command user on all entities within entRadius of the player.
  • Admin: Added clear_trees_radius to clear all trees in a radius form the player
  • Admin: Added deauthradius_multi<radius> <player> <player> <...> to deauth multiple players on all entities within radius of the command user.
  • Admin: Added deauthradius_radius <playerRadius> <entRadius> to deauthorise everyone within playerRadius of the command user on all entities within entRadius of the player.
  • Allow Bota Bag and Honeycomb in the Fridge
  • Allow spaces in shot and folder names (Demo Editor)
  • Apples can now sometimes be bought at water well vendors
  • Applied new camera viewmodel animation to most older held items
  • Automatically switch control to the camera when a shot recording starts (Demo Editor)
  • Backpacks and shields can now be used with weapon racks.
  • Bears now harvest for 20 meat instead of 19
  • Beehive Nuclei can now be composted
  • Black Raspberries can now be stacked to 20
  • Boats should now update their fuel state immediately after inserting fuel, no longer need to wait 1-2s
  • Bows in turrets reload time increased
  • Bows placed in turrets reduced damage
  • Bread now heals over time instead of instantly
  • Buffed Fish Pie comfort from 25% to 100%
  • Buffed mission rewards across the board
  • Buffed speed and reduced delay of Elevators
  • Burlap gloves now offer a small amount of bullet protection
  • Can no longer toggle Search Lights on and off rapidly
  • Can now adjust HBHF sensor range
  • Can now bind mouse wheel movement to keybinds
  • Can now change loaded rocket type with a radial menu while in the Attack Helicopter
  • Can now hide the plant genetic display when looking at plants
  • Can now invite Friends to team from inventory (including offline players)
  • Can now invite players to team from RMB chat popup
  • Can now loop the entire timeline (Demo Editor)
  • Can now modify Vending machine listings in the admin panel
  • Can now place parachutes on weapon racks
  • Can now reskin IO deployables with the spray can without disconnecting it entirely
  • Can now see others arrows loaded in bows/crossbows
  • Can now see plant genetics and beehive nucleus grades on vendor ui
  • Can now use multiple commands with a midi bind via the ‘;’ symbol (same as binds)
  • Cargo doesn't go around oil rigs anymore
  • Chainsaw starts up every time, first time, removed fail chance
  • Chainsaws and flamethrowers will show how much fuel left when inside a box
  • Chicken coop has been resized to more neatly fit on a single foundation (and has snapping)
  • Chicken coop now shows a list of all valid food items
  • Chicken model improvement and new animations
  • Chinook crate will now choose with monument to drop at more randomly
  • Client projectiles update as a batch in parallel, significantly improving their performance
  • Command-line-arguments now overrule anything previously written to config
  • Completely overhauled lighting on most IO entities, including Ceiling Lights
  • Console command history now persists between sessions
  • Console commands now support chaining and multiple lines
  • ConVar command "setcctvcameracode" changed to "setrccode", now works on all remote controllables that use code identifiers
  • Cooking workbench can now be used with foods of different spoil timer
  • Copy Paste now saves pastes on the client allowing you to easily copy paste across servers
  • Creative mode: Added Creative.bypassHoldToPlaceDuration convar to bypass the hold to place time of deployables such as High External Walls.
  • Destroying a beehive with a nucleus will now spawn a swarm
  • Diving tanks can now be refilled at the repair bench for free
  • Don’t show the “Open Fuel” option when riding bikes unless the player is looking down
  • DPV now requires metal fragments rather than HQM to craft, and can be purchased from Boat Vendor NPC
  • drawColliders now works in demos
  • Drone marketplace will tell you if its going to be full before buying
  • Dropped Apples won't roll as much when dropped on the ground
  • Elevators can now be connected to power on any level
  • Enabled volumetric clouds by default
  • Fill in the default name of the weapon when exporting the mesh (Workshop Editor)
  • First person hands skin colour now matches the spawned player (Workshop Editor)
  • Fixed a performance issue when using a flamethrower around Launch Site
  • Fixed ClearUGCByPlayer convar requiring the player to be online
  • Fixed regression with Junk Pile Scientist bush LOS issues
  • Fixed wording of vending machine dynamic price multiplier when looking at vending machine on a map
  • Flamethrowers and Chansaws now show their fuel count in inventory
  • Flares now flicker less and will stop flickering entirely when the reduce flickering option is enabled
  • Foliage now scales in instead of popping in, improved displacement effect
  • Food is now always refrigerated when in the arctic biome
  • For Modders - TextTable must now be explicitly pooled
  • Fridge is now in the Electrical category of the crafting menu
  • Fridge now requires power
  • Further optimizations to UsePlayerUpdateJobs 2
  • Gathered items now automatically go in the backpack if the main inventory is full
  • Greatly improved in-game UI performance
  • Greatly reduced the amount of log history kept in memory for servers
  • Heaters at Oil Rigs and Radtown now provide warmth
  • Heavy armor shows movement speed changes in the item inspection menu
  • Hidden items no longer appear in the F1 menu, can restore old behaviour with ‘Admin.show_hidden_items’ convar
  • Hitting static objects in safezones no longer mark the player as hostile
  • Honeycomb can now stack to 20 (was 100)
  • Horses gain a digestion boost (poop more) after consuming bread for 2 minutes
  • Horses now accelerate to max speed faster while holding Shift
  • Horses now gain a speed boost after consuming an apple for 1 minute
  • Horses now increase comfort from a fire when in proximity
  • Horses now turn faster, added a tip to explain that holding CTRL allows faster turns
  • Horses now use anisotropic materials for more realistic hair shading
  • Improved Bee Grenade description
  • Improved behaviour of parented players on Tugboats as they sink
  • Improved ceiling light deploy guide
  • Improved ceiling light physics, should swing more realistically
  • Improved client performance when holding a wire tool in large bases
  • Improved crafting menu search to work for dlc skins
  • Improved deployable snapping for various items
  • Improved deployment of triangle ladder hatches and metal shop fronts
  • Improved distant foliage visuals with directional self-shadowing
  • Improved drop position of overflow items for the mixing table
  • Improved feedback when building next to vine trees (show no build zone)
  • Improved foliage displacement animation, and displacement now fades away when objects are removed
  • Improved font fallback system, fixes some garbled characters in some languages (Japanese particularly)
  • Improved general physics performance of Triggers (notable with lots of overlapping Auto Turrets) - this will be rolled out in stages over the patch
  • Improved general physics query performance by ignoring terrain holes faster
  • Improved Hatchet Third-Person model and LODs
  • Improved how advanced christmas lights are deployed, they're now similar to the wire tool
  • Improved how temperature is displayed when inspecting beehives
  • Improved how we display the temperature changes from the warming/cooling teas
  • Improved interior UV's for Wood Storage Box, improving the look of transparent skins
  • Improved inventory error messages to be more specific
  • Improved jumping out of water onto sea junkpiles
  • Improved lighting on the Code Lock
  • Improved mixing table overflow drop locations
  • Improved new 'disconnect' box to support longer disconnect messages
  • Improved performance in the workshop menu. Both when open and after the window is closed.
  • Improved performance when there are a large number of water bodies in the world
  • Improved positions of hoppers and storage monitors on barrels
  • Improved Procedural erosion
  • Improved rendering performance of powered Industrial Conveyors
  • Improved server and client performance of all electrical IO entities
  • Improved server and client performance of Auto Turrets, Flame Turrets and Shotgun Traps
  • Improved server performance of all remotely controlled entities (drones, CCTV cameras)
  • Improved server performance of server.playerlistpos command
  • Improved server performance related to Vine Swings, Water Junkpiles, Buoys and Underwater Crates - they now turn off position changes if not interacted with.
  • Improved server performance when toggling RF Broadcasters and RF Receivers on/off in large bases
  • Improved sound timing of the animation when helping a wounded player with a med syringe
  • Improved storage monitor positions on barrels
  • Improved TAA implementation by reducing blurring and artifacting.
  • Improved temperature status readability for temperature tea consumable information panels
  • Improved the 'test generator': added snapping and fixed broken colliders
  • Improved the building guide mesh shader
  • Improved the client performance of industrial lights, ceiling lights, search lights and electric heaters
  • Improved the client performance of moving vehicles
  • Improved the collider of high wooden walls
  • Improved the MLRS target and fire interactions to prevent misclicks
  • Improved the shield stamina bar sync with the server, especially with high latency
  • Improved time precision of the electric Timer Switch
  • Improved UI feedback for when items are being refridgerated
  • Improved underwater visuals
  • Improved XL picture frame deployment
  • Improvements
  • Increased chance of finding Apples in Food Caches found at Water Wells
  • Increased crafting cost of Beehive (300 wood, 1 sheet metal)
  • Increased crafting cost of Chicken Coop (300 wood, 75 frags, 1 rope)
  • Increased damage of the propane explosive bomb
  • Increased Jackhammer price at Water Well NPC
  • Increased Locker skinned texture resolution
  • Increased the range of catapults, reduced reload time
  • Increased water pump protection
  • Industrial conveyors can now switch to a restricted mode if they are taking too long and degrading server performance
  • Industrial lights have been merged into a single item, red and green versions are now skins (so they can be changed with the spraycan)
  • Item asset field on asset export in Workshop Scene will now automatically take the default asset name unless the user adds a custom name
  • Last selected colour now persists when exiting and re-entering the painting UI
  • Loot spawn rates no longer scale based on server population beyond 300 players (see notes above)
  • Made bee hives viable in the arctic biome using heaters
  • Made Legacy Shelter Icon smaller
  • Made the "Hide Growable UI" an option in the settings
  • Map automatically centres on player upon first time opening the map after logging into a server
  • Massively improved DDraw performance
  • Max drone range increased to 600m, increased HP from 100 > 200
  • Modular vehicles now spawn in the Jungle
  • Moved most monument diesel spawns behind puzzle doors
  • MP5 durability/condition increased
  • New admin command `global.godforceoffoverlay` to force disable the `global.god` visual indicator
  • New food cache, medieval door and berry bush modding prefabs
  • New “clear_bushes_radius” admin command to clear client side foliage around the camera
  • No build zones now have an indicator when approached at a height.
  • Now need 1 Apple to craft an Apple Pie
  • On a map mismatch the client will now automatically re-download the map file
  • Optimised garage doors rendering by only using skinned mesh renderers when they're opening and closing
  • Optimised Smoke Grenades and their effect on player fog overlay
  • Optimised store UI VRAM overhead
  • Optimised the time spent on checking building privilege when looking at codelocks
  • Optimised UI overhead caused by animators and scroll views
  • Optimized entity -> item lookup code to reduce lag spike when opening the death screen
  • Optimized nametag update code
  • Optimized some inventory searching logic
  • Optimized Turrets aiming calculations on the server
  • Optimized various commonly called server functions by skipping server profiler annotation for them.
  • Optimized various entities such as Chippy Machines, Slot Machines, Phone booths, Wind Turbines and Sprinklers
  • Optimized windows server console to reduce lag when logging many messages
  • Orchid, rose and sunflowers can now be sold at vending machines in quantities greater than 1
  • Overhauled Graphics settings
  • Overhauled horses
  • Overhauled many of the explosions in the game.
  • Paintings can now be rotated before deployment
  • Parachutes can now be placed on weapon racks
  • Patrol Helicopter flee location is now shown on the map
  • Patrol Helicopter will always flee towards a monument
  • Patrol Helicopter will no longer flee if attacked from a monument
  • Patrol Helicopter will only flee up to 1 grid tile
  • Phones can now have names up to 30 characters long
  • Phones now ring for 24s (was 12s) before hanging up
  • Pie recipe ingredient order is now standardised
  • Player phones are now listed first in the phone directory
  • Players can auth friends on Tugboats
  • Players can now pick up any sleeping bag as long they are in TC range
  • Players can now pick up shelves
  • Poison vital UI now appears when you're poisoned
  • Projectiles will no longer clip into the camera when throwing (grenades, etc.)
  • Quicker LR300 deploy and improved anims
  • Railroad planters are now skins of the normal planters, compatible with Spray Can
  • Re-enabled network cache on many IO entities (improved server performance)
  • Reduced altitude of train tunnels, resulting in shorter elevator / staircase / rail distances when transitioning from above ground to below ground
  • Reduced cases where a horse can ragdoll (via horse being airborne or taking damage)
  • Reduced crafting cost of battering rams, ballistas, catapults, bee bombs, incendiary and pitchfork bolts
  • Reduced intensity of visual effect when hit by a Blinding Dart
  • Reduced L96 and Auto Turret drop chances from locked crates, re-added M4 Shotgun
  • Reduced natural bee spawn rate
  • Reduced the chance of a player getting killed at the end of a zipline, particularly if the zipline was arriving at an extreme angle
  • Reduced the impact of wave currents on kayaks and boogie boards when near the ocean shore
  • Reduced the no build zone around vine trees
  • Reduced the performance impact of industrial conveyors
  • Reduced the performance impact of the UI
  • Reduced the size of the sunflower world model to fix clipping issues and generally be less annoying
  • Removed Blue Keycard from outpost vending machine
  • Removed driftwood from buildable cave sections
  • Removed explosive crafting cost from Propane Explosive Bomb, now uses raw ingredients
  • Removed legacy GameAnalytics system
  • Removed Semi Automatic Pistol from Water Well NPC
  • Removed ‘espcanvas.DisplayDistanceMultiplier’ convar
  • Replaced some monument notification toast messages with sound effects
  • Replaced some static black barrels on the oil rigs to prevent confusing them for diesel collectables
  • Report cheater panel is now the default panel when pressing F7
  • Research tables can now be picked up when theres scrap inside
  • Restricted certain convars behind RCON access only
  • Revamped the visual effects for the Tesla Coil
  • Reworked syringe animation to apply heal as syringe leaves the arm
  • Reworked the hackable crate and elite crate loot tables
  • Reworked workshop scene item selection from a dropdown to a list with searchbar
  • Rewrote analytics code for reduced overhead (~20% GC activity with new code). Can be disabled with Analytics.UseV2 0.
  • Rivers and lakes now have underwater effects
  • Rugs can now be placed under other deployables
  • Rustige Egg specular glare is now balanced across all variants
  • Scrap & Attack Helicopters “damaged” fire effects no longer play while submerged
  • Server now waits for the map file to finish uploading before allowing clients to connect
  • Server Occlusion grid generation should be upwards of 50% faster
  • Server Profiler Memory Tracking
  • ServerProfiler snapshot generation now compresses on the fly to reduce memory needed by 95%
  • ServerProfiler: added linux binary
  • ServerProfiler: reduced capture overhead
  • Show all LODs of entities (Workshop Editor)
  • Show food spoilage level on the item icon using the condition bar (green bar on the left)
  • Show recipes you have ingredients for at the top of the list in the Cooking/Mixing workbenches
  • Shrunk the building blocked volume around the attack helicopter
  • Shuffled loot spawns across most monuments
  • Significantly improved loading times
  • Significantly reduced the physics overhead of inactive vehicles
  • Slightly reduced health of the wooden barricade cover, reduced stack size 5 -> 3
  • Small Oilrig can no longer spawn in tier 0
  • Smoothed the cargo path shown on the map so it doesn't look too jagged
  • Snakes now handle LOS visibility better client-side
  • Spray Can now reskin large objects (external gates/walls) from further away
  • Spraycan no longer loses condition while using the admin infiniteammo command
  • Stabilized camera roll on the Inner Tube, Boogie Board
  • Static payphones now have more accurate grid numbers in their phone directory
  • Sunlight stat on chickens now increases much faster
  • Swapped the movement penalties for the heavy chest and legs: 10% chest, 20% legs -> 20% chest, 10% legs
  • The `lookingat` command now provides more useful information
  • The crafting menu now remembers your search after closing and opening
  • The limit flashing option will now disable Strobe Lights
  • Time of Day no longer progresses over time (Workshop Editor)
  • Tool cupboard UI calculations now take into account the server value of decay.scale
  • Turrets are inaccurate against targets on moving trains
  • Turrets in peacekeeper mode now display a holster warning to offending players (like the old safe zones)
  • Tweaked the colors on Electrical Wires (Wire Tool) a little bit, and improved its texture
  • UI Scale slider now applies new scale when the mouse is released
  • Updated sound effects for the chainsaw
  • Updated the tutorial to use the new foliage system, saves some memory when not in tutorial
  • Upped texture resolution on the Fridge in the Workshop from 1024 to 2048
  • UsePlayerUpdateJobs gained a new mode, 2, which knows how to offload work to threads
  • Various client optimisation when opening/closing the main menu, inventory and other UI screens
  • Various different sound and visual effects for the chainsaw now play in both first and third person
  • Vehicle health icon on the main vitals UI now represents a horse rather than a cog whilst mounting a horse
  • Vehicles can break loot barrels by driving into them now
  • Vending Machine can now operate as a Fridge
  • Wallpaper tool has new functionality to switch between walls, floors and ceilings. It now costs 5 cloth per wallpaper placement
  • Weapons are now holstered when surrendering
  • Wire slack controls now have dedicated keybinds
  • Wooden barricade now stacks to 5 (was 10)
  • Workshop: Added "Favourite Paths" menu to the file dialog
  • Workshop: Added button with link to documentation/tips
  • Workshop: Added field for setting the steam workshop description of submissions
  • Workshop: Added info menu for maximum texture resolution of materials on the selected item
  • Workshop: Added menu for bulk importing textures that were previously exported
  • Workshop: Added section for uploading custom workshop preview images
  • Workshop: Added support for female clothing prefab variants
  • You can now customize how much information is displayed on your crosshair
  • “Quit” command is no longer saved in F1 history between sessions
handyman

Fixed

  • Added missing default file name when saving textures in the workshop
  • Added missing wallpaper to jungle store page
  • All modifiers except for tea buffs are now correctly removed on death when in softcore mode
  • Bee Grenades now properly assign their owner (PvE)
  • Camera movement is no longer enabled by default (Workshop Editor)
  • Can no longer cover ladder hatches with rugs
  • Can no longer fire torpedoes from within a safe zone
  • Can no longer loot the input side of drop boxes from the deposit side
  • Can no longer put out satchels through walls with the water pistol
  • Car radio item drop/pickup/impact sfx now use the appropriate burlap sack sfx
  • Changing item category in the workshop menu brings you back to page 1
  • Console command inventory.clearinventory playername now clears whole inventory of the target player.
  • Console commands debug.refillvitals, debug.refillvitalsall, debug.heal now also recover players if they are in the injured state.
  • Diving tanks can now be refilled for free at repair benches
  • Dropped pumpkins no longer roll indefinitely
  • Ensured phrases are translated properly on Vending Machine stats panel
  • Event lootboxes can now fill the hotbar if inventory is full
  • F7 report menu now hides SteamIDs in streamer mode
  • Fix 'Crafting Update' Loading Screen frequently appearing
  • Fix for quick craft consuming broken ingredients instead of non-broken ones if placed first in inventory
  • Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
  • Fix various issues with mission timers
  • Fixed
  • Fixed 'ent kill' killing building blocks behind dropped items
  • Fixed 'Owned' tag overlapping with header text on limited store skin tiles
  • Fixed 3p revolver cylinder staying open if swapping weapons mid reload
  • Fixed a bug that capped the number of cameras added to a computer station at 256 combined characters
  • Fixed a bug that caused sprinklers to be visually on without any water flowing
  • Fixed a bunch of items not having a pickup sound
  • Fixed a calculation error when applying dynamic pricing to a vending machine sale
  • Fixed a case where shooting at a player after they were ragdolled could result in invalids
  • Fixed a case where vines visuals would not be destroyed properly
  • Fixed a case where XOR switches incorrectly send power on server restart
  • Fixed a cliff that players get under in Water Treatment Plant
  • Fixed a flyhack kick when jumping on a particular truck in Junkyard
  • Fixed a gap on low object quality on the cargo ship
  • Fixed a gap under Canyon C
  • Fixed a loot exploit for handcuffed players in softcore mode
  • Fixed a memory leak on the server when someone uses Rust+ to connect to remote cameras
  • Fixed a rock poking into a tunnel in water treatment plant
  • Fixed a shop front exploit
  • Fixed a spot in fishing village getting players stuck
  • Fixed a spot in military tunnels where players could get stuck
  • Fixed a spot in power plant where players could sometimes fall through the terrain
  • Fixed a spot where players could get stuck between two boxes at Satellite Dish
  • Fixed a tower in abandoned military base rarely blocking launched MLRS rockets
  • Fixed a van at Launch Site obscuring players at some LOD levels
  • Fixed a visual issue with the ocean surface shader
  • Fixed a way for players to clip inside moving trains
  • Fixed a way for players to insert items into loot only containers
  • Fixed above water gibs moving in slow motion when spawned by an object that was below water
  • Fixed Acoustic Guitars generating incorrect icons (Workshop)
  • Fixed all downloadable Workshop meshes, resetting position, rotation, scale and centered pivots. The transforms are now also now non-inverted
  • Fixed all horses mounted on trophies using the same skin pattern
  • Fixed always starting out on the death screen after joining a freshly wiped server
  • Fixed amount to reload value when switching ammo types being wrong if ping was too high
  • Fixed an ancient rare bug that would make doors unable to be picked up until a lock is placed and removed from them
  • Fixed an error when a players Frankenstein pet was killed
  • Fixed an exploit allowing access to the tech tree on the static tier 2 workbench on large oil rig
  • Fixed an exploit allowing heavy armor on horseback
  • Fixed an exploit allowing players to bypass Launch Site puzzle with some vehicles
  • Fixed an exploit allowing players to see through water via drones
  • Fixed an exploit that made it possible to get shelves floating in the air
  • Fixed an IO wires parenting issue with garage doors, causing them to point towards the world origin
  • Fixed an issue locking your character in place when renaming sleeping bags (among other cases), if a controller was connected (set accessibility.senduinavigationevents to true if controller input is needed)
  • Fixed an issue that allowed players to stop auto turrets from firing
  • Fixed an issue with nametags being visible through walls
  • Fixed an issue with player inventory being locked if kicked when surrendering.
  • Fixed an issue with the fridge model in the skin viewer
  • Fixed another exploit allowing shelves to be floating midair
  • Fixed another issue causing inflated vending stats
  • Fixed any force-dropped items remaining locked when surrendering.
  • Fixed arctic research base blue card rooms being able to close with players inside
  • Fixed Arrows not displaying correctly in Third-Person for the Hunting Bow, Compound Bow and Crossbow
  • Fixed assets LODing out too quickly in Workshop Scene. They will now still be visible at distance
  • Fixed attack heli flares not working correctly
  • Fixed attack helicopter headlights turning off occasionally when flying long distances
  • Fixed audio error when disconnecting from a server while on a moving train
  • Fixed backpack not fitting into corpse if it has items in it when dying in a safezone
  • Fixed backpacks getting dropped on the ground if a player corpse turns into a bag in a safe zone
  • Fixed ballista sometimes not mountable on uneven terrain
  • Fixed barricade placement being blocked on ice lakes and train tracks when near a monument
  • Fixed base health being wrong after a server restart if any max health modifiers are active
  • Fixed battering ram impact effect string pool warning
  • Fixed Battering Ram taking collision damage from very small collisions
  • Fixed battery charge displaying incorrectly due to a rounding issue
  • Fixed bear pie not correctly reducing duration of other teas by half
  • Fixed Bed having incorrect icon on the workshop
  • Fixed Beehives having a secret 6th slot that would fill up and not be able to be emptied
  • Fixed Beehives not working properly in the snow/desert
  • Fixed Beehives putting logs in server console
  • Fixed being able to block static sam sites with tin can alarms
  • Fixed being able to break vehicles using bar doors
  • Fixed being able to clip inside some containers in harbour
  • Fixed being able to deploy siege weapons under train carriages
  • Fixed being able to deploy stashes too close together
  • Fixed being able to destroy and pick up static monument bbqs
  • Fixed being able to disable some UI elements permanently by connecting to a server with admin privileges
  • Fixed being able to fire submarine torpedoes in safe zones
  • Fixed being able to get overstacked items when gutting fish with harvesting tea
  • Fixed being able to harvest items above stack size from animals and resources
  • Fixed being able to have a lit torch underwater by continuosly swinging
  • Fixed being able to hide a gun using the rock paper scissors gesture
  • Fixed being able to load ammo and a player at the same time into Catapults
  • Fixed being able to lose items by reskinning high gates while dropped items are nearby
  • Fixed being able to mount static Ballista’s that are floating over an edge
  • Fixed being able to mute some game sounds when changing audio setting
  • Fixed being able to place barricades on monument elevators
  • Fixed being able to place drones inside inaccessible parts of monuments
  • Fixed being able to potentially clip inside train workcarts
  • Fixed being able to reset the food spoiling timer by shift clicking in the Cooking Workbench
  • Fixed being able to reskin the regular chair into an Ice Throne on Tugboats
  • Fixed being able to steal armor inserts or weapon mods from a surrendering player
  • Fixed being able to swing a torch underwater to prevent it from extinguishing.
  • Fixed being able to switch out items into containers that don't allow player input
  • Fixed being able to wield weapons while mounted to ballistas
  • Fixed being unable to place things on tugboat shelves
  • Fixed binocular range text being blocked when wearing a heavy helmet at the same time
  • Fixed biome fog visibility being affected by draw distance
  • Fixed birthday cake not showing consumption info in Inventory
  • Fixed blackjack machine screen being blank
  • Fixed body bags sometimes not having enough slots to fit the entire player inventory
  • Fixed boomerangs listing the wrong distance in the combat log
  • Fixed boots being in the wrong order in the skin viewer
  • Fixed boxes, locker, fridge and vending machines gibs not using skins
  • Fixed broken shields not being repairable
  • Fixed bullet impact effects scale
  • Fixed buying a boat in fishing village teleporting nearby players into the water below
  • Fixed C4 with different frequencies not being stackable after disabling RF
  • Fixed camera and player spinning when entering/exiting a parenting volume in demos
  • Fixed camera error in third person in demos
  • Fixed camper bed map icon not disappearing right away when unclaimed
  • Fixed canyons being full of fog
  • Fixed cargo sailing through oil rigs sometimes when leaving the map
  • Fixed Cargoship being able to abduct NPC's
  • Fixed case where Team UI would display incorrectly when switching servers or spectating
  • Fixed censorship cube still appearing when alt looking and the body is hidden
  • Fixed certain AntiHack errors preventing the placement of deployables (e.g. barricades)
  • Fixed chat messages not being logged on the server
  • Fixed chicken pie description not accurately describing buff
  • Fixed Chickencoop receiving light whilst indoors
  • Fixed Chinook dropping crates at the same monument everytime
  • Fixed Chippy arcade machine not being repairable
  • Fixed cinematic gestures not showing in the gesture menu when using ShowAdminCinematicGesturesInBindings
  • Fixed CinematicEntity.DemoHideObjects not working when loading multiple demos in a session
  • Fixed client blocking ddraw commands sent from server when player isn't admin
  • Fixed client Translate.Get NRE on startup
  • Fixed climb interaction appearing when mounted on a Ballista when a ladder was nearby
  • Fixed coconut armor pieces not recycling into the same items as regular wood armor
  • Fixed compound bow pullout sound being heard from too far away
  • Fixed computer station being used to clip through doors
  • Fixed consistent noclip violations when traversing up steps at specific heights
  • Fixed contact menu screenshots being too dark
  • Fixed contacts menu buttons sizing being broken
  • Fixed container not preserving the correct amount of loot when destroyed (softcore)
  • Fixed convar server.uselegacyworkbenchinteraction
  • Fixed cooking visuals not correct on hobo barrels in monuments
  • Fixed corpse rarely not having enough slots to fit all items
  • Fixed Crossbow's UVs in Third-Person, they now display skins correctly
  • Fixed culled lights occasionally flickering on and off at a distance
  • Fixed Custom SMG displaying incorrect material on the grip in First-Person
  • Fixed Custom SMG sights being different in the Third-Person model compared to the First-Person model
  • Fixed DDraw rendering over the main menu
  • Fixed death and auth commands not working for locks on tool cupboards
  • Fixed demo button appearing in the Main menu if the player has no demos locally
  • Fixed demo shot list UI text sizes
  • Fixed demolish timer restarting when reskinning large objects eg.external walls/gates
  • Fixed deploy guide not rendering below water
  • Fixed despawn times of some DLC items being shorter than their regular counterpart
  • Fixed destroyed bags turning back into regular bags on server restart (softcore)
  • Fixed DLSS Ultra Performance Mode artifacts.
  • Fixed Door Controller and Industrial Conveyor side inputs adding active usage to batteries
  • Fixed door gibs not reflecting door skin
  • Fixed double barrel sight UV issue in the skin viewer
  • Fixed drones being able to clip through ceilings
  • Fixed dropping an item while dancing resulting in an invisible local weapon
  • Fixed edge case error in Rock Paper Scissors if a player cancels at the same time as another player joins
  • Fixed edge case where running the tutorial would clear player history in Missions, allowing them to be run again
  • Fixed eggs that were hatching in a chicken coop getting stuck if the server restarts
  • Fixed Electric Heater lights staying on when unpowered
  • Fixed empty pattern boomers causing an error in the Admin UGC panel
  • Fixed engine prop collider in powerplant monument
  • Fixed error when painting on spinning sign
  • Fixed exception when cancelling a voicemail recording
  • Fixed explosion screen effect persisting when you respawn
  • Fixed explosives attached to the battering ram being able to destroy TCs through walls
  • Fixed F1 console not showing if a command was clientside or serverside
  • Fixed F1 grenade throwing errors (Workshop Editor)
  • Fixed F1 Grenades not saving Specular maps on the Community Workshop.
  • Fixed file overwriting for downloading workshop models
  • Fixed filtering for servers by gamemode tags not working on the official tab
  • Fixed fire around bradley crates sometimes being invisible
  • Fixed Fireplace missing some sounds
  • Fixed first person camera animation applying incorrectly in Workshop editor
  • Fixed fish traps needing to be reset after a server restart
  • Fixed Fishing Villages spawning too close to harbor
  • Fixed flamethrowers marked as shield compatible in the UI
  • Fixed flashlight and laser attachment visuals being distorted when switching weapons.
  • Fixed floating geometry on LR300 skins when ironsights have been removed
  • Fixed food spoil timer getting reset when shift clicking into a Cooking Workbench
  • Fixed formatting issues with importing and exporting normal maps via the workshop.
  • Fixed fps.limitinmenu capping fps while benchmarking
  • Fixed frankenstein parts and masks not showing up in conveyor filters
  • Fixed freshly wiped servers starting at 12PM instead of 9AM
  • Fixed frontier hatchet beads jittering and moving oddly
  • Fixed gallery arrow buttons showing up in the in-game store Soundtrack DLC page
  • Fixed gesture settings sometimes not showing owned DLC gestures
  • Fixed getting messages from users who share Steam groups but are not friends appearing in-game
  • Fixed GIB issues with the small planter, bathtub planter and wind turbine
  • Fixed graphics settings affecting icons generated, temporarily switches to Max (Workshop Editor)
  • Fixed halloween candy star particles missing
  • Fixed halloween wallpapers in-game icons
  • Fixed harsh LOD popping and reduced bloom effect on new Rustige egg
  • Fixed harvesting scientists/players bodies not working when aiming at the head
  • Fixed Hatchet's UVs in Third-Person, they now display skins correctly
  • Fixed head missing on shadows cast from players wearing the krieg hazmat
  • Fixed heavy plate helmet overlay blocking status effects like wetness, temperature, etc...
  • Fixed holosights looking different based on the accessibility colour selected while in NVG
  • Fixed horse buffs not disappearing from horse details UI when buff expires
  • Fixed horse Dung culling too early
  • Fixed horse gallop speed boosts showing as incorrectly calculated percentages on item descriptions, now shows as additional km/h
  • Fixed horse heads rotating strangely after alt tabbing/limiting frame rate
  • Fixed horses levitating after ragdolling
  • Fixed horses not triggering laser detectors
  • Fixed horses ragdolling multiple times from a single impact
  • Fixed horses ragdolling on planters and dead trees
  • Fixed hot air balloons killing players they land on in safe zones
  • Fixed HUD overlays displaying in painting menu
  • Fixed hunger, drowning being too fast in some situations
  • Fixed hurt overlay brightening up the view if you have NVGs on
  • Fixed HV rocket using regular rocket sounds
  • Fixed Ice Assault Rifle's name and description to be in line with other similar items.
  • Fixed in-game store Steam DLC prices using the wrong currency symbol for some users
  • Fixed inconsistent depth of field in workshop when viewing guns
  • Fixed incorrect description of Set Target option of IO Counter
  • Fixed incorrect green laser light translation key
  • Fixed incorrect projectile invalids when shooting players mounted to beanbags
  • Fixed ingame chat not working with RTL languages (Arabic, Hebrew)
  • Fixed inventory radiation protection amount moving up/down depending on order of items in armour slots
  • Fixed issue introduced in hardcore update which would cause tech trees to display incorrectly in some gamemodes
  • Fixed issue where character eyes could remain closed
  • Fixed issues with multiple people in invis seeing each other
  • Fixed issues with the mission cooldown not applying correctly
  • Fixed item ownership getting applied when an invis admin opens a loot container
  • Fixed item store Prototype Pickaxe being referred as Protoype Hatchet
  • Fixed Items category in Industrial Filters displaying as “#bp_deployables”
  • Fixed items sometimes keeping cooking icon if they are removed from the Electric Furnace mid cook
  • Fixed items that are banned from a server due to game mode (Primitive) appearing in Rust+ shops
  • Fixed jackhammer sound persisting when the player disconnects
  • Fixed jumping in shallow water not making a splash sound
  • Fixed jungle animals not counting towards the Wildlife Cull mission
  • Fixed Jungle storage barrels having slightly incorrect colliders. They are now consistent with other barrel-type storage
  • Fixed jungle water shader not rendering correctly while in a submarine
  • Fixed junkpile seaweed not moving correctly with the waves
  • Fixed junkpiles despawning earlier than expected when loot is taken
  • Fixed keycards held by other players always appearing green
  • Fixed kickall command using the second argument instead of the first for the kick reason
  • Fixed ladder on exterior of Lighthouse blocking movement into the Lighthouse
  • Fixed lag caused by new Steam friends integration when player has lots of friends
  • Fixed large backpack showing link to Krieg DLC in the repair bench
  • Fixed laser detector detecting through walls, fixed it not being able to detect tugboats
  • Fixed laser detector not detecting fast moving vehicles reliably
  • Fixed laser detectors working through deployables/low walls
  • Fixed laser light end point always being red regardless of the beam color
  • Fixed launch site ticket booth appearing untextured at a distance
  • Fixed Launch Site windows not appearing transparent
  • Fixed lights on tugboats disappearing while driving
  • Fixed locker collider so deployable items (Candles, pumpkins etc) sit on top instead of floating above it
  • Fixed logs not sending a message when logs are turned on & off
  • Fixed long server uptimes causing calorie consumption to be calculated incorrectly
  • Fixed long server uptimes sometimes causing freshly harvested food to spoil immediately
  • Fixed LR300's normals on dust cover in First-Person
  • Fixed Lumberjack Hoodie not rendering when equipped.
  • Fixed many item icons appearing pixelated when playing at high resolutions
  • Fixed memory leak in RCON and Rust+ server websocket system
  • Fixed Menu FPS cap not always applying correctly
  • Fixed merge issue causing missing radiation dart modifier max application count
  • Fixed MIDI errors when running on a Mac
  • Fixed Miner Hat reverting to vanilla skin while on
  • Fixed mini crossbow iron sight not being perfectly centered
  • Fixed minigun spinning constantly in 3rd person until the player starts and stops it
  • Fixed missing blood impact effects
  • Fixed missing Chinese, Japanese and Korean characters in the UI
  • Fixed missing interact icons when using the radial menu on berries
  • Fixed missing Photo item in Industrial Conveyor filters
  • Fixed missing SFX when equipping the Tool Gun
  • Fixed missing SFX when opening/closing Excavator engine
  • Fixed missing text in the premium screen
  • Fixed nametags not showing near terrain holes in monuments
  • Fixed nametags not showing through glass
  • Fixed night vision goggles glowing at night even if they're disabled
  • Fixed not being able to clear authed players when the Tugboat/Turret was at maximum authed player count (softcore)
  • Fixed not being able to hear voices of players when spectating or in invis
  • Fixed not being able to input drone ID’s after placing
  • Fixed not being able to mount handcuffed players to the new ridable horses
  • Fixed not being able to pickup sleeping bags on tugboats
  • Fixed not being able to pickup the powered water purifier even when its empty
  • Fixed not being able to place barricades on ice bergs and ice sheets when close to a monument
  • Fixed not being able to place barricades on sand dunes at giant excavator
  • Fixed not being able to reliably dismiss pings that are too far away
  • Fixed not being able to remove locks from doors while they are open
  • Fixed not being able to reskin the computer station with the Spray Can
  • Fixed not being able to scroll down through all the console commands auto completion list
  • Fixed not being able to spawn into a bag if player died while offline in a game mode (primitive/softcore/hardcore)
  • Fixed not being able to wear the coconut knight gloves with a snow jacket
  • Fixed NRE with F1 Grenade in Workshop Scene
  • Fixed occasional errors when saving shots (Demo Editor)
  • Fixed occlusion issues where players could be invisible around hills and cliffs
  • Fixed oil refinery not producing heat.
  • Fixed Oil Rig doors staying open permanently if server was restarted while doors were open
  • Fixed oil rig scientists losing the ability to open doors and push into rooms after the first server restart
  • Fixed other players being able to hear fall damage sound of an invis admin
  • Fixed outbreak scientist not showing death icons
  • Fixed Outbreak Scientists not appearing correctly on the death screen
  • Fixed paintable objects becoming inaccessible after they are locked
  • Fixed Patrol Heli not flying above jungle trees
  • Fixed physics issue with horses attached to siege weapons
  • Fixed picking up a ladder on an external wall resulting in all other ladders on that wall getting destroyed
  • Fixed pirate language not working
  • Fixed player being stuck moving slowly if they were pulling a siege weapon while the server restarted
  • Fixed player hands appearing red in Workshop Scene
  • Fixed player metabolism sometimes ticking too fast on populated servers
  • Fixed player nametags showing through thin floors/ceilings.
  • Fixed player not dying when disconnecting underwater with a diving tank
  • Fixed player skin appearing completely white on certain resolutions and FOVs
  • Fixed player sometimes being wet when waking up near water
  • Fixed players being able to disable some renderers by changing batching convars
  • Fixed players being able to spawn in river edges
  • Fixed players getting kicked for flyhack when jumping on the outer parts of roof building blocks
  • Fixed players getting killed when sleeping in their base, if built on top of a train station or in abandoned cabins
  • Fixed players getting noclip kicked when climbing ladders while invisible
  • Fixed players getting stuck in a noclip cycle when respawning partially inside of an object
  • Fixed players getting stuck in fishing animation if they cancel by switching to a weapon
  • Fixed players getting stuck on the central ladder in Excavator when the excavator starts rotating
  • Fixed players in invis triggering halloween candy and xmas gift spawns
  • Fixed players sometimes being in the swimming animation on excavator
  • Fixed players sometimes not getting picked up with the container if they were inside the top container in a stack
  • Fixed players spawning with two rocks in the tutorial if they have the jungle rock skin selected
  • Fixed powered searchlights not lighting up in some cases
  • Fixed powered water purifier being unable to be picked up
  • Fixed powered water purifier calculation error causing lost water when transferring to an almost full container
  • Fixed pressing the randomise character button while a deployable is selected spawning a player (Workshop Editor)
  • Fixed puzzle doors on both oil rigs and launch site becoming openable by hand after the first server restart
  • Fixed puzzle resetting getting blocked by invisible admin players nearby
  • Fixed puzzles resetting when players are inside them, such as arctic research card rooms
  • Fixed raise/lower action on chandelier showing even if you don't have building privilege
  • Fixed rare server error when a Hopper harvests a player corpse that is already partially harvested
  • Fixed reconnect button not working if the server you are reconnecting to is currently down
  • Fixed remotely controlled turret always missing
  • Fixed reskinning a Fridge turning off the IO light
  • Fixed respawning static planter causing hash conflicts on sockets
  • Fixed Retro ToolCupboard box contents not fading out at distance at the same range as the ToolCupboard itself
  • Fixed RF receiver and seismic sensor staying ON if activated during a server restart
  • Fixed RF receiver visually appearing activated when it wasn’t
  • Fixed Road Bradley and Travelling Vendor events not outputting the correct printouts
  • Fixed rugs being very difficult to pick up with a hammer
  • Fixed SAM site not reloading when partially empty, improving defence against MLRS
  • Fixed satchels that fizzle out getting detonated if they clip through a wall
  • Fixed server printing a dungeon error when booting into a game mode
  • Fixed server side chat mutes not being properly saved
  • Fixed shark attacks not making sounds if Show Blood was turned off
  • Fixed shopfront exploit to split item stacks without trade being cancelled
  • Fixed shot and folder input fields resetting when pressing escape (Demo Editor)
  • Fixed showing 'prioritize premium' in the community and modded tabs
  • Fixed siege weapon stuck in pulling mode if the server restarts when a player is pulling
  • Fixed siege weapons floating at terrain holes
  • Fixed signs not saving last color when entering paint mode
  • Fixed Siren Light culling too early
  • Fixed skin viewer quality changing based on the texture quality setting
  • Fixed Skull Rock skin having a shorter harvesting distance compared to the vanilla rock
  • Fixed Sleeping bag being slightly off centre
  • Fixed sleeping players being invisible when respawning
  • Fixed sleeping players sometimes being invisible when using server occlusion
  • Fixed small boxes not casting shadows
  • Fixed small oil refinery having duplicated gibs
  • Fixed snakes occasionally trying to attack a non LOS target resulting in them just slithering away
  • Fixed social menu settings button not working
  • Fixed softcore looting restrictions not being respected if a player is downed and handcuffed
  • Fixed some broken radio stations
  • Fixed some commands that could reveal the map in hardcore
  • Fixed some formatting issues when displaying non-English characters in the chat
  • Fixed some impact FX flying away when shooting a Locked Crate on Cargo Ship
  • Fixed some inaccurate colliders in launch site and on the oil rigs
  • Fixed some inconsistencies when switching to and from knight amour skins in a Repair Bench
  • Fixed some inconsistencies when using laser detectors in doorways
  • Fixed some issues leading to players visually floating during NPC conversations (visual bug only)
  • Fixed some issues with favoriting servers in the browser
  • Fixed some issues with the Arabic font causing some texts to disappear
  • Fixed some items showing as marketable locked when they shouldn't
  • Fixed some items using the wrong description in the steam inventory tab
  • Fixed some localization inconsistencies
  • Fixed some methods that allowed tool cupboards to be attached to buildings remotely
  • Fixed some older Locker skins not displaying correct specular. These older Locker skins should now look like how the skin creator intended.
  • Fixed some packs in the store displaying their store page incorrectly at low UI scale
  • Fixed some parts of meshes not appearing in icons, double armored door as an example (Workshop Editor)
  • Fixed some prefabs being inaccessible to custom maps
  • Fixed some small invisible colliders on the top deck of the Large Oil RIg
  • Fixed some sounds not being affected by the game sound volume setting
  • Fixed some visual flickering in the friend list UI
  • Fixed sometimes getting noclip building errors when building near ramps and stairs
  • Fixed spray can free spraying not working on some wallpaper pieces on the inside of roof blocks
  • Fixed spray can menu closing instantly when just inside interaction range
  • Fixed spraying the factory skin twice would result in a broken texture
  • Fixed stability number sometimes not showing up when looking at building blocks with a hammer
  • Fixed stability rarely updating over and over causing reduced server performance
  • Fixed store cart button blocking clicks when the store page is closed while having something in your cart
  • Fixed store checkout page using the wrong background sprites
  • Fixed suicide cooldown timer being triggered in some cases when running the kill command but the player was invulnerable
  • Fixed takeScreenshot command turning off TSSAA
  • Fixed TC’s not getting 24h decay protection when destroyed if 1 resource type was missing
  • Fixed tea effects not expiring if they were active during a server restart
  • Fixed tea timers becoming unreliable on high uptime servers
  • Fixed teammates getting horse control tips if a team member mounts a horse
  • Fixed terrain clipping issues around military tunnel entrance
  • Fixed texture streaming not enabled on floor wallpaper
  • Fixed texture streaming not enabled on recent DLC assets
  • Fixed the AK not having an empty mag sound
  • Fixed the broken icon on items being low resolution
  • Fixed the door in Fishing Village A being locked on first server boot
  • Fixed the drone marketplace deleting items when the inventory is full
  • Fixed the hurt overlay improving visibility with night vision goggles
  • Fixed the interior boxes on the hackable crate sometimes disappearing
  • Fixed the M15 semi pistol iron sight not glowing
  • Fixed the performance issues impacting Chinese, Japanese and Korean fonts when opening menus or using the chat
  • Fixed the rigging on harbor cranes not moving correctly with the crane movement
  • Fixed the server browser prioritizing premium in the community tab
  • Fixed the “Soaked” achievement not reliably unlocking
  • Fixed timers connected to windmills not functioning properly
  • Fixed TMP errors when using an IME while typing in chat (Chinese, Japanese)
  • Fixed TMP_Text.FillCharacterVertexBuffers IndexOutOfRangeException error
  • Fixed TmProEmojiRedirector NRE when adding vending machine orders
  • Fixed toggling streamer mode while connected to a server not resulting in censored nameplates
  • Fixed train car storage showing "Occupied" when a player is in the driver seat
  • Fixed train storage box saying "Occupied" when someone is in the driver seat
  • Fixed trains not colliding with barricades
  • Fixed trains not destroying barriers
  • Fixed Treasure Hunter mission sometimes not being possible to complete
  • Fixed tree marker color setting not applying when changed
  • Fixed tree marker colour's not being applied when set in the accessibility options
  • Fixed Tugboat and Transport Heli lights disappearing
  • Fixed Tunnel and Underwater Dwellers still spawning if ai.scientist_spawners_enable is false
  • Fixed turrets getting cleared on the real copy of the base when using copy paste
  • Fixed turrets overloading due to interference when a new turret is turned on
  • Fixed typo in changelog for Primitive gamemode
  • Fixed typos in tutorial and server browser
  • Fixed UI flickering when multiple attack helicopters were entering and exiting the gunner UI
  • Fixed UI_StoreGeneralTab.OnOpened NRE
  • Fixed user interface assets looking blurry when changing the texture quality option
  • Fixed user language not being sent when the user first connects
  • Fixed UV's on destroyed gibs models for Double Wooden Door, Double Armored Door, Industrial Door
  • Fixed various entities spamming players console with warnings when shot
  • Fixed Vending Machine stats panel incorrectly separating combined purchases as single purchases
  • Fixed vending machines not accepting storage monitors
  • Fixed vending machines showing rope as '0 ft'
  • Fixed viewmodel error when previewing a weapon in the Workshop submit scene
  • Fixed vine trees respawning over sleepers
  • Fixed visual artifact in sky when volumetric clouds were never enabled and sky rotation was applied
  • Fixed Vsync preventing limit FPS in background options from functioning
  • Fixed weapon attachments not loading properly when using server occlusion (affected silencer shots)
  • Fixed windmill using the height of the terrain underneath it when calculating power even if deployed on an iceberg or rock
  • Fixed window max durability being reduced when repairing in a repair bench
  • Fixed windows being buildable if a roof was against the window frame
  • Fixed windows of towers in airfield and launch site having no collision
  • Fixed WireColorSettings.Get NRE
  • Fixed wolves sometimes appearing as sliding when they come into range
  • Fixed wood teas playing the wrong sound when consumed
  • Fixed wooden armour description referencing rope as a crafting ingredient
  • Fixed wooden double door material in the skin viewer
  • Fixed workshop items not loading items correctly after certain pages
  • Fixed worldmodels having no outlines on 44 items
  • Fixed X tree minigame not working properly on some vine swinging trees
  • Fixed ‘ClearInventory’ and ‘RefillVitals’ commands not working properly when bound to a key
  • Fixed ‘ent auth’ command not working on tugboats
  • General store items added to your cart are now translated correctly
  • Grenades now show their throw animation when first person spectating
  • Improved light leakage through walls and corners
  • Improved minute formatting in server restart toasts
  • Improved the perf command, perf 2 now only shows FPS and painting
  • Items can no longer be swapped into softcore reclaim bags, fixing an exploit.
  • Jungle saplings health and wood yield have been rebalanced to be in line with other saplings
  • Loop audio for powered water pump, water purifier, and fluid switch all now correctly affected by occlusion
  • Miner's Hat now displays skins correctly when the light is turned on
  • Miner's Hat now uses correct Specular workflow
  • Miniguns in Autoturrets and Attack Helicopters now spin up before shooting
  • Moved the RF broadcaster reserved frequency error to a localized toast
  • Negative modifiers such as incapacitate dart effects are no longer added to players in god mode
  • Network threading parameters are now admin only
  • Orchid, rose and sunflowers now show the correct icons in the growables UI.
  • Possible fix for chicken egg drop server error
  • Possible fix for emoji error when disconnecting from servers
  • Possibly fixed a Liquid Vessel server error
  • Possibly fixed a rare error when ending a cassette recording
  • Possibly fixed a rare error when equipping a bow
  • Possibly fixed a rare server error when cooking food in a workbench
  • Possibly fixed an Auto Turret server error
  • Possibly fixed vine trees spawning too many vines
  • Possibly fixed water IO not working properly after a server restart (server.useLegacySprinklerLoadProcess convar will revert to old behaviour)
  • Potentially fixed NRE when players stop spectating others
  • Reduced player pop-in(disappearing and appearing) on slightly angled terrain and ramps
  • Remove an error logged by wolves that could spam server logs.
  • Removed miscellaneous leftover debug console logs
  • Removed the "GiveItem failed!" error message that appeared when looting an item with a full inventory
  • Resolved ‘Failed to create agent because it is not close enough to the NavMesh’ and endless recursion AI errors
  • Restored christmas light bulb facing upwards when deployed on the ground
  • Restored voice volume option slider range to 0-5
  • Reworded TC tool storage tooltip
  • Small decor rocks are now pooled correctly to reduce GC allocation while moving around
  • Some fixes on entities missing their owner ids
  • Submarine fuel can no longer be stolen from a submarine purchased at the Fishing Village.
  • Submarines can no longer be stolen when purchased at Fishing Village.
  • The enable_marker_teleport convar can now be set from the server
  • The patrol helicopter will no longer shoot at scientists.
  • ‘Takehiresscreenshot’ command now works if TSSAA is active

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