Livestock farming merges alongside the biofuel generator and Power Plant changes

2026-W39 · 21 Sept to 27 Sept

Cows 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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Branch work is not a promise: some of it ships in the next update, some of it never ships.

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.

Layout of Ranch
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.

Layout of Power Plant
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.

2 changes
  • The oil rig pump timer now runs for 20 minutes plus a 15 minute start delay set by a convar.#702625
  • Oil rigs no longer start radiation after a server restart if the locked crate is untouched.#702972

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.

3 changes

animal_fencing_v2

  • Animal fence and gate added to tier 1 tech trees and to Primitive mode, with lower scrap costs across all modes.#705175
  • Animal fence gate health reduced from 500 to 100.#705392
  • The animal fence now appears in the Construction crafting category instead of Misc.#705113

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.

2 changes

airwolf_repairable_pad

  • Repairing the helipad requires 30,000 wood, 10,000 metal fragments and 100 rope, and an AIRWOLF CCTV camera was added.#704525
  • Broken helipad stages were set up.#702620

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

  • Thrown projectiles now reconcile with server position, velocity and tumble for more accurate client display.#704760
  • Molotov breaking is now predicted on the client, and Molotovs show gibs on hit.#704889
  • C4 and satchels no longer match the player's rotation when thrown.#704687

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

  • Fixed deployables clipping through doors being hidden when an exterior door closes.#702685
  • Turrets, drones and cameras viewed remotely have base occlusion disabled for now.#702785
  • High walls are excluded and bases may now have multiple exteriors, such as an external TC connected by ramps.#704195

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.

3 changes
  • A warning appears when buying an item you already own or with duplicates in the cart.#703023
  • All four ladder hatches received new art and became skinnable.#702891
  • A spooky Halloween decor pack was set up as a store item.#703604

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

  • Turn in place animations gained crouch blends and are disabled by default.#704611
  • Grenades gained pick up and drop animations, starting with the F1 grenade.#704966
  • Melee weapons no longer slide out of the hand while running.#705254
  • The M92 Pistol received updated third person animations.#705187

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.

2 changes

underground_train_network_update

  • Work continued on a randomised server room, still unfinished.#704974
  • The medium train station gained signal lights and a large air conditioning unit with moving fan blades.#704927

Character customisation

A character creator continued development, with appearance data saved and networked properly. Servers can limit changes to race and gender.

2 changes

character_customisation

  • Changing race or gender can be limited from the original, with ownership checks added.#702816
  • The creator now starts with a full body camera and plays a walk out animation first.#704675

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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