Livestock balance fixes, a reworked wool vendor and faster map generation

2026-W40 · 28 Sept to 4 Oct

Most of this week's work went into the livestock system, with fixes for wild cows and sheep breeding out of control, changes to how animals are fed and led, and a rework of what the livestock vendor pays for wool. Map generation became noticeably quicker on test maps, and work on the new render pipeline continued with cloud, foliage and upscaling changes. Several monument loot rooms were boarded up to stop players shooting in from outside, and a number of save, dismount and mission bugs were fixed.

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

Commits
626
Developers
45
Branches
179
Merged to main
49

Wild livestock breeding and needs fixes

Wild cows and sheep were being tamed passively by passing players and then breeding until they filled servers, so taming, bonding and reproduction rules were tightened. Feeding, population and survival values were also rebalanced, and a range of animal behaviour bugs were fixed.

5 changes

main/Livestock_animals/livestock_hotfixes

  • A full bond now takes 15 minutes instead of 5, and animals cannot reproduce before it. Leading still works from 5 minutes. A server population cap was also added.#707717
  • Taming progress now decays unless the bond is full, and sleeping players no longer tame animals passively.#706150
  • Wild livestock no longer die from unmet needs; their health is floored at 50%.#706171
  • Wild cow and sheep density doubled from 1 to 2 per square km, and they get double fullness when eating from a trough.#705734
  • Livestock no longer attack players in vehicles and can no longer be damaged inside safe zones.#706520

Livestock vendor wool sales rework

The livestock vendor now treats the value of the wool you bring as a budget and spends it on randomly rolled offers, rather than a fixed reward table. Its stock was expanded with weapons and components, and wool stack limits were changed.

5 changes

main/Livestock_animals/vendor_changes

  • Sales now spend the wool's value across randomly selected offers, so a single sale can return a partial amount of one item plus other items.#705993
  • High-end offers now include 2 to 4 Basic Blueprint Fragments, Thompson, Custom SMG, Python Revolver and High Caliber Revolver.#705443
  • Ammo amounts were doubled, and Ladder Hatches, Rifle Bodies and SMG Bodies were added to the offers.#706000
  • The minimum wool stack the vendor accepts is now 25 and the maximum is 400, with 400 wool reaching the top rewards.#706328
  • Offers are filtered by game mode, so guns are not offered on primitive servers.#705445

Biofuel generator fuel values and polish

Some foods now give the biofuel generator fewer calories than their normal food value, cutting how much Low Grade Fuel they produce. The generator was also made quieter and cheaper to animate.

4 changes

main/biofuel_generator_calorie_override

  • Potatoes now give 40 biofuel calories instead of 125.#705952
  • Raw fish lowered from 40 to 10 biofuel calories, and cooked fish from 60 to 20.#705955
  • Items that produce less than 1 Low Grade Fuel each now accumulate leftover fuel rather than being rounded.#705916
  • The generator is now silent at idle and its running loops are occluded by walls.#705502

New render pipeline, clouds and upscaling

Work continued on the new render pipeline, with many visual fixes and an early AMD FSR 3.1 implementation. A separate change removes the option to turn volumetric clouds off.

5 changes

main/render_pipeline_testing

  • Fixed poor volumetric cloud performance caused by reprojection being disabled by mistake.#706546
  • The setting to disable volumetric clouds is being removed.#706527
  • Initial support for AMD FSR 3.1 upscaling was added.#706468
  • Grass, bushes and hair moving in the wind now produce proper motion vectors for a clearer image.#706473
  • Fixed blurry foliage textures caused by a texture bias not applying on startup.#706348

Faster procedural map generation

Several steps of procedural map generation were optimised while producing the same results. On a 4000 size map the total saving reached about 67 seconds, roughly 18%.

4 changes

main/procgen_optim

  • Overall generation on a 4000 map is now about 67 seconds (around 18%) faster.#706174
  • Coastal cliff placement dropped from 34 seconds to 2.#706243
  • Monument placement is about 13 seconds faster with unchanged rejection rules.#706233
  • Cliff placement checks now run in parallel, saving another 29 seconds.#706419

Underground train network update

Art work continued on an update to the underground train tunnels, including a medium station, a breakroom and randomised side rooms. No release date or gameplay details are given.

4 changes

main/underground_train_network_update

  • Work continued on the underground medium station.#707769
  • A randomised dorm room was added as work in progress.#707789
  • A breakroom is in progress.#707815
  • A server room received wiring and decals, and new tunnel materials were made.#706030

Data loss after server crashes

Several pieces of server state could be lost or duplicated if a server crashed or did not shut down cleanly. Teams, reclaim items, fuse order and oil rig puzzle crates are covered.

3 changes

main/crash_teams_not_saved_fix

  • Fixed player teams, invites and contacts being lost after a crash.#706270
  • Possible fixes for reclaim items being lost and inserted fuse order being lost.#706271
  • Fixed another rare case of duplicated crates in oil rig puzzle rooms after an unclean shutdown.#706141

Leading livestock and player collision

Livestock now wear halters and adult animals are led with two ropes, as horses already are. Led animals keep pace with the player, and players can no longer stand on top of livestock.

4 changes

main/livestock_leading_improvements

  • All livestock now have halter models, and adult animals use two lead ropes like horses; the rope fixes were applied to horses too.#706195
  • Led livestock now match the player's speed, reducing lead breaks and waiting.#705598
  • Livestock have colliders that only block players, plus a trigger that gently slides players off if they land on an animal.#705996
  • The lead and milk options are no longer shown for untamed animals.#706004

Frogs, crabs, jellyfish and other critters

Small critters received health, size and movement changes along with several bug fixes. Crabs and jellyfish that were often invisible should now render correctly.

5 changes

main/Livestock_animals/critter_animals

  • Critter health lowered from 200 to 60 for frogs and 100 for rabbits; turtles are unchanged.#705548
  • Frogs are now 1.2 times larger.#705550
  • Crabs gained a step height and obstacle checks so they stop glitching up cliffs and into walls.#705612
  • Fixed crabs and jellyfish often being invisible.#706198
  • Fixed jellyfish populations not spawning.#705932

Monument loot rooms sealed against shooting in

Windows and gaps that let players see or shoot into power grid loot rooms were boarded up. Crates were also moved away from windows to stop players looting from outside.

Layout of Large HarborLayout of Harbor
4 changes

main/powergrid_loot_fixes_2

  • Boarded up all windows that allowed looking or shooting into the Large Harbor loot room.#705641
  • Boarded up gaps that allowed shooting into the Harbor loot room.#705643
  • The Train Yard loot room crate was moved and its windows and railings blocked with plywood.#705652
  • The Radtown loot crate was moved further from the window.#705655

Vehicle dismount position fixes

Motorbikes and bicycles were dismounting riders on top of the vehicle instead of beside it. The Scrap Transport Helicopter also no longer always dismounts players at the front.

2 changes

main/fix_motorcycle_dismount_order

  • Motorbikes and bicycles now try side dismount points first instead of placing riders on top.#706153
  • Scrap Transport Helicopter dismount points were adjusted so you are not always placed at the front.#707852

Gamepad controls

Work continued on gamepad controls, including a direct crafting screen action and a map cursor. It is not stated when this will ship.

3 changes

main/vcc

  • Added a dedicated crafting screen action; holding the inventory button opens crafting directly.#705815
  • The map gained a cursor and fixed centre crosshair for adding and removing markers.#706311
  • Analogue steering and acceleration input is now sanitised.#706393

Console and server admin improvements

The console now suggests entity and item names for spawn and give commands, and admin commands for vendors and entity scaling were improved. Server console output on Docker panels was also fixed.

5 changes

main/console_autocomplete_improvements

  • The console suggests and autocompletes entity and item names for spawn and give, matching display names and shortnames.#706671
  • The spawnvendor command now covers every vendor and vending machine in the game, with selectable stock.#705995
  • Fixed ent scale not applying immediately on some entities and ent scale default not replicating the reset.#706169
  • Fixed server console logs writing incorrectly and duplicating on Linux Docker panels.#705506
  • Staging branch clients can no longer join release servers.#706649

Nailgun visual refresh

The Nailgun is getting new models and animations, including a separate magazine. No stat changes are mentioned.

2 changes

main/weapon_refresh_nailgun

  • Nails in the magazine now visibly deplete per shot in first person.#705999
  • Added a magazine mesh and magazine drop effect.#707721

Halloween items and store additions

Halloween wallpapers and string lights were worked on, and a plague doctor hazmat store page was added. An electronic chessboard deployable is also in early development for a separate pack.

4 changes

main/halloween2026DLC

  • Halloween wallpapers received final textures and icons.#707725
  • Fixed Halloween string lights not being deployable.#707726
  • A plague doctor hazmat store page was added.#706056
  • An electronic chessboard with chess and checkers pieces and a chess clock is in early development.#706459

Lever-action rifle prototype

A standalone lever-action rifle test item was added with a blockout model and first-person view. There are no stats or release plans in the source.

1 change

main/leveractionrifle

  • Added a lever-action rifle test item with a blockout mesh and initial sight markers.#706164

Also this week

  • Sandbag Barricade stack size raised from 10 to 20, and barricades found in loot come in stacks of 4. #706010
  • Sandbag Barricades now have much more accurate collision. #705701
  • Milky Healing Tea now heals 100 instead of 112, as pending health cannot exceed 100. #706229
  • Fixed Creamy Pure Cooling Tea increasing your maximum temperature. #705774
  • Water Jugs can be recycled again, and can still be stored in fridges and minifridges. #706566
  • The pump at The Dome now shows a countdown timer while the oil rig countdown is active. #706319
  • Fixed plants placed on jungle terrain getting no water because groundwater was set to 0. #706397
  • Fixed jungle animals such as crocodiles, tigers and wolves often failing to spawn. #705811
  • The sleeping bag placement guide now shows correctly when servers change the sleeping bag range. #706406
  • Apartment teammates can no longer break into each other's rooms, and can again let themselves out after restarts. #705684
  • Fixed Mortar desync when reconnecting or entering network range. #705648
  • In the Underwater Labs mission, a boombox activated by a teammate in the same lab now counts for the whole team. #706175
  • On softcore, unloadable train cars now apply the loot multiplier and the lootable train car holds double items. #706324
  • Sail wind behaviour is now fully server-side, fixing mismatches between client and server. #707828
  • Switching between deep sea and mainland terrain textures in testing saved 139 MB of memory. #706308
  • Fixed broken rifle orientation in third person when sprinting with the Medieval, Jungle and Abyss assault rifles. #706515
How this digest was read

Read from Facepunch's public commit log: 28 Sept to 4 Oct, 626 commits.

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