Livestock breeding takes shape and scientists learn to use cover
2026-W34 · 17 Aug to 23 AugThis digest covers livestock development and fixes to the new navigation system, including how scientists select cover. These development notes describe work in progress, not a guarantee that every feature was live that week. Sources outside this week are labeled as earlier context or later follow-up.
Written with AI. How this page is made
Branch work is not a promise: some of it ships in the next update, some of it never ships.
- Commits
- 779
- Developers
- 38
- Branches
- 130
- Merged to main
- 80
Livestock breeding and needs
This is the week livestock stopped being animals that stand around. Stats gate breeding, pregnancy is visible in the world, parentage is saved, and there is a social stat that makes herd size a decision.
9 changes
main/Livestock_animals
- Animals gained a social stat: positive with about five others nearby, negative with fewer or more.#615370
- Every stat has to be above 50% before an animal will breed.#615371
- Pregnant animals sit down, so pregnancy is visible without opening the UI.#615363
- Animals save who their parent is.#615372
- Infant animals stay close to their mother.#615374
- An animal being led can be renamed from a dialog.#615383
- Timers moved onto a PersistentTimer class so growth survives a restart.#615332
- Bull prefab and a second species asset set up.#615046
- Fixed every animal being set to female.#615028
Underground train stations
Level design work on the train tunnels. Stations are being split into rooms that shuffle between spawns, so the same station is not the same route twice.
5 changes
main/underground_train_network_update
- Earlier context (2026-08-07): Small stations gained randomised rooms and a tunnel end piece.#614121
- Earlier context (2026-08-08): Doors and puzzles placed into medium and large stations.#614198
- Small vendor rooms with an NPC set up as a trial.#615210
- A third large randomised room, an abandoned waiting room, added alongside a control room and boiler room.#615747
- Earlier context (2026-08-08): Work continued on the large crashed station.#614266
Network range audit
An audit tool found entities being networked out to 256 metres that stop being drawn at 128. Halving their range cuts what a busy server has to send every tick, which is felt most on high population servers.
4 changes
main/network_range_audit
- An automated test now finds entities that cull below 128m but network to 256m.#614903
- Earlier context (2026-08-14): Network range reduced from 256m to 128m across seven batches of objects.#614538
- Medium signs lowered to 128m.#615318
- Earlier context (2026-08-13): The audit system can detect effects being run on a prefab.#614517
Base occlusion
Teaching the renderer to stop drawing rooms inside a base you cannot see. Large bases are one of the worst frame rate cases in Rust, so this is worth watching.
4 changes
main/base_occlusion
- Earlier context (2026-08-12): Building block prefabs reserialised to define their faces and edges.#614678
- Earlier context (2026-08-12): Fixed the edge case where interior walls were incorrectly hidden, with tests.#614774
- Earlier context (2026-08-13): Rooms are not hidden until they have been out of sight for five seconds, so a closing door does not blink the room away.#614953
- Earlier context (2026-08-12): A command exports a building into a format tests can replay, instead of spawning a giant base every run.#614773
Honey bandage
Development added a honey-based healing item to medical loot and water-well vendor stock. Healing and radiation effects were still being tuned before the September release; the linked follow-up also adjusts its crafting cost.
Controller support on Steam Input
Gamepad handling moved onto Steam Input as the only path. That means bindings come from Steam's own configuration system, so remapping works like other games and community layouts become possible.
Cliffs no longer leave gaps in terrain
Procedural maps sometimes spawned rock formations with visible gaps between the rock and the ground. A terrain footprint system now flattens the ground under a cliff before it is placed.
Multithreaded saving
Follow-up to August's parallel entity saving. Mostly thread safety fixes in the places that turned out not to be safe, plus a lower default batch size.
4 changes
main/mt_snapshot_saving
Glass assault rifle
A transparent AK for the store, with colour variants and a magazine that visibly empties as you fire.
Also this week
- Animal fencing and a deployable fence gate placed on level ground. #615170
- A step ladder deployable modelled with open and closed variants. #615896
- Apple trees tested: tree spawns support multiple prefabs, oak trees have apples for now. #615324
- Earlier context (2026-08-14): Wood armour hat, gloves, jacket and trousers set up as workshop skinnable. #614562
- Earlier context (2026-08-07): Flare, flashlight, nailgun, machete and salvaged hammer refresh work continued. #614225
- Vehicle pooling work to cut the cost of spawning cars, boats and helicopters. #614841
- Sculpture radial wheel text fix and a smart alarm typo. #615971
- Earlier context (2026-08-07): Bloodbag given a real world model instead of a burlap sack. #614138
How this digest was read
Read from Facepunch's public commit log: 17 Aug to 23 Aug, 779 commits.
Comments
Loading comments…