Livestock farming merges alongside the biofuel generator and Power Plant changes
2026-W39 · 21 Sept to 27 SeptCows and sheep moved into the main game this week, bringing breeding, shearing, milking, new pies and Ranch sales, with many tuning passes and fixes. The biofuel generator, which turns food and dung into fuel, also merged, along with the animal fence and gate. Power Plant fuse and loot changes, an oil rig pump delay and memory savings in the store UI rounded out the work. Rendering tests on a new render pipeline, smaller critters and underground train stations continued.
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- Commits
- 807
- Developers
- 45
- Branches
- 177
- Merged to main
- 80
Cows and sheep livestock
Breedable cows and sheep merged into the game, with yields, lifetimes, feeding, dung output and Ranch sales tuned during the week. Players can lead animals, carry them on vehicles, shear sheep for wool and sell stock for randomised rewards.
5 changes
Livestock_animals
- Cows harvest for 30 cloth, 100 leather, 100 bones, 20 beef and 40 fat; sheep give 10 cloth, 20 leather, 50 bones, 12 mutton, 20 fat plus any wool.#702504
- Adult cows and sheep now live 48 hours instead of 24, and wool recycles into 5 cloth.#704799
- Trough feeding now uses the food's calories, so bread is about 6x more effective and spoiled produce can no longer be eaten.#704800
- Ranch sales no longer pay 300 to 800 HQM; they pay 30 to 50 high quality metal ore, and cows now need the large flatbed module.#704801
- Livestock are docile in safe zones, bull damage is reduced, and leads now slow the player and break at around 7m.#705422
Biofuel generator
A powered generator that processes food and dung into fuel merged, requiring players to stir it periodically. It has indicator lights, an info display and an electrical output that signals when stirring is needed.
5 changes
biofuel_generator
- The generator needs stirring every 30 minutes, with 60 fuel produced before each stir, and adding new food requires a restir.#702725
- Low grade fuel output and processing time scale with the food's calories, with a minimum of 1 fuel for poor foods such as grubs.#702741
- Dung produces 1 fuel.#704657
- A 'needs stirring' electrical output lets players wire alerts to the generator.#704300
- Power consumption raised from 2 to 5, and the generator was added to Hardcore and Primitive modes.#705386
New pies and milk food values
New beef and mutton based pies and milk products arrived with the livestock update, each with a regular and rich version. The beef pie raises the food cap and recovery chance when downed, while the shepherd's pie speeds up bonding with livestock.
4 changes
Livestock_animals
- Beef pie raises maximum food by 75% (875 calories) and gives a 75% recovery chance when downed on a full hunger bar; the rich version reaches 1000 calories and 100%.#702827
- Beef pie effects now last 120 minutes instead of 30.#704792
- The mutton pie halves the time to bond with livestock and stops bulls charging; it was renamed shepherd's pie and now needs a potato.#704791
- All milk products give double calories and triple hydration.#704790
Power Plant fuses and loot rooms
Power Plant fuse boxes and the powered loot rooms were adjusted, including server population scaling for heavy fuse decay. Loot respawning in these rooms was also fixed.
4 changes
- The small heavy fuse box at Power Plant now sits by a window, so up to 5 fuses can be added without a green keycard.#704655
- Server owners can scale heavy fuse decay by population, with convars for low and high population cutoffs.#704763
- Power phase requirements and loot spawn types in powered loot rooms were tweaked.#703723
- Fixed power grid loot not respawning.#705237
Oil rig pump delay and radiation fix
The oil pump mechanic at oil rigs now starts after a 15 minute delay. An edge case that started rig radiation before the locked crate was touched was also fixed.
Animal fence and gate
The animal fence and gate for keeping livestock merged and were added to tier 1 tech trees. Gate health and scrap costs were lowered.
Crabs, frogs and other critters
Small ambient animals including crabs, frogs, rabbits, squirrels, turtles and jellyfish swarms received animation, sound and behaviour work. Some of this reached main with the livestock merge, but release timing is not stated.
5 changes
critter_animals
- A first pass on jellyfish swarms was added.#703748
- Stags, boars and bulls no longer attack critters, and nothing attacks crabs.#705188
- Critters can no longer push players around.#704942
- Crabs no longer spawn in ocean areas without navigation data, and frogs that die while swimming play a swimming death animation.#705174
- Tin Can Alarms can now detect newer AI animals and critters.#705310
Repairable AIRWOLF helipad
A broken helipad with multiple damage stages can now be repaired by players. The repair cost was set this week and a CCTV camera was added at the AIRWOLF location.
Memory and performance improvements
Store artwork is now loaded on demand instead of at startup, cutting memory use, and several leaks were closed. Server navmesh saving was moved off the main thread.
5 changes
- The store no longer preloads its image atlases, saving up to 250MB of memory, with deferred small atlases saving roughly another 250MB.#705208
- Navmesh saving moved to a background thread, cutting the save step from 260ms to 0.8ms on a large map.#705197
- Blueprint buttons now update only while the crafting menu is open.#705280
- Fixed memory leaks when disconnecting from servers and in parallel saves.#705283
- Fixed the sound system accumulating scheduled sounds past their start time.#705037
New render pipeline testing
Work continued on a new Rust Render Pipeline, which can now be switched on through an experimental settings toggle. Fixes focused on matching the existing renderer's look and on shadow and lighting costs.
5 changes
render_pipeline_testing
- A Rust Render Pipeline toggle was added under experimental settings.#705204
- The F8 performance overlay now shows detailed frame timing.#705160
- Water and volumetric clouds are no longer rendered when underground.#705004
- Colour grading curves were added, fixing a colour difference in the deep sea.#705269
- Fixed landmine and explosion screen effects lingering.#704827
Thrown explosive accuracy
Thrown items now correct towards the server's position and velocity, so what players see matches where throwables land more closely. Several visual issues with Molotovs, beancans and C4 were addressed.
3 changes
throwable_prediction_fixes
Base occlusion
A system that works out the interior and exterior of player bases was refined and merged, tested against 500 bases from real server saves. Remote controlled entities such as turrets, drones and cameras are excluded for now.
3 changes
base_occlusion
Store warnings and ladder hatch skins
The store now warns about duplicate or already owned items, and all four ladder hatches were rebuilt with skin support. A Halloween 2026 decor pack was being prepared.
Player and weapon animations
Turning in place, grenade dropping and melee animations were reworked, alongside refreshes of the M92 pistol, nailgun and machete. Turn in place is disabled by default.
4 changes
PlayerTurning_Animations
Underground train network rooms
Art work continued on randomised rooms and medium stations for the underground train network. A server room and new signal lights were in progress.
Character customisation
A character creator continued development, with appearance data saved and networked properly. Servers can limit changes to race and gender.
Terrain deformation and building
Experimental work on deformable terrain addressed how building interacts with dug ground. Foundations place against the original terrain height and cannot go over deep carves.
1 change
terrain_deformation
- Foundations can cover small deformations but are blocked over deep carves; deployables have a configurable height tolerance.#702585
Also this week
- Sandbag Barricade health reduced at every stage, from 200, 300, 400 and 500 to 150, 200, 250 and 300. #705390
- Water wheel melee protection was buffed to roughly 4 to 5 times as strong. #703204
- Spiral staircases now decay and count towards TC upkeep. #704779
- Players now start swimming with 1.17m of water above their feet and stop below 0.9m, so ducking no longer triggers swimming. #704829
- A Radtown crate was moved away from a window gap to stop looting through it. #704728
- Fixed player boats sometimes driving away after lowering sails and jumping off quickly. #702630
- Fixed composters breaking when splashed by water. #704683
- Fixed door controllers rotating 90 degrees on single doors when reskinned. #702866
- Door controllers on external gates are now preserved when the gate is upgraded. #702693
- Fixed the minigun ammo count not updating when reloaded inside a box. #705137
- The Prisoner Hood now muffles audio, less than the Heavy Plate Helmet, so voice chat stays mostly clear. #703146
- New setting closes the whole inventory when moving away from a loot container, instead of switching to quick craft. #705019
- Fixed items and mail sometimes not moving to the new room when upgrading an apartment. #704771
- Possible fix for players being left behind when a boat transfers to or from the deep sea. #704511
- Fixed fire arrows appearing stuck on other players' bows. #703041
- Fixed the country tag ignoring streamer mode settings. #705408
How this digest was read
Read from Facepunch's public commit log: 21 Sept to 27 Sept, 807 commits.
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