Patch notesUpdate date Thursday 1 October

Livestock Update

Facepunch's October update adds farmable cows and sheep, with milk, wool, new recipes and a Ranch vendor that buys animals. It also introduces the Biofuel Generator, stackable Sandbag Barricades, new Powergrid loot rooms across many monuments and a repairable Air Wolf helipad at Bandit Camp.

Checked against Facepunch's official notesUpdated 2 Oct 2026

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Facepunch Studios header image for Livestock Update
Image: Facepunch Studios, official post

In this article

  1. Cows and sheep arrive as farmable livestock
  2. Sell grown animals and wool to the Ranch vendor
  3. Biofuel Generator turns organic matter into low grade
  4. Bandit Camp Air Wolf helipad must be repaired before air vehicles are sold
  5. New Powergrid loot rooms at many monuments
  6. Rust moves to its own render pipeline
Browse 7 more stories and 24 smaller changes
  1. Milk, cream and new tea and pie recipes
  2. New animal fence and gate deployables
  3. Frogs, rabbits, squirrels and sea life added to the island
  4. Sandbag Barricades can be stacked into four stages
  5. Heavy Fuse decay now scales with server population
  6. Grenades, C4 and satchels now use client prediction
  7. Memory and CPU savings across viewmodels, store and animation
  8. Everything else24 smaller changes

Cows and sheep arrive as farmable livestock

Cows and sheep are being added as livestock that can be captured, kept and bred, producing dung plus milk from cows and wool from sheep.

Both animals can also be harvested for meat, bones and leather like other animals, giving new Beef and Mutton meat. Grown animals can be sold to an NPC at the Ranch. Facepunch says there are several ways to capture wild livestock, some more efficient than others.

Like plants, livestock have genetics and needs, and can be bred towards a 'god clone'. Facepunch notes that genes do not behave exactly like plant genes, so existing plant breeding techniques may not carry over. With the new navmesh enabled, NPCs can enter player structures and respect doors opening and closing.

More details & sources
  • Both animals produce dung; cows give milk, sheep give wool
  • Harvestable for meat, bones and leather
  • Genetics and needs system similar to plants, with breeding
  • Horses now drop considerably less dung, with livestock described as more efficient
  • Server NPC processing is time-budgeted per frame, so higher populations make NPCs slower to react rather than costing server FPS

sourcesFacepunch postFacepunch postDevelopment source

Sell grown animals and wool to the Ranch vendor

A new vendor outside the Stables buys grown cattle, sheep and wool through a bartering system with randomised offers.

Layout of Ranch

Lead a grown animal to the Stables and speak to the vendor to receive an offer based on the animal's gene quality. You can reject an offer and get a new one two more times; after the third rejection the vendor will not buy that animal for 15 minutes.

Wool works the same way, with up to three offers. Rewards scale with how much wool you bring in one trip, up to a maximum of 400.

More details & sources
  • Offers for animals depend on gene quality
  • Three offers per sale, then a 15 minute cooldown
  • Wool rewards scale with quantity, capped at 400 per trade
  • Wool can be recycled into cloth (5 each)

sourcesFacepunch postDevelopment source 2Development source 3

Biofuel Generator turns organic matter into low grade

The new Biofuel Generator converts raw or spoiled meat and other organic matter into Low Grade Fuel, but must be stirred by hand.

Fill it, stir it and let it process. It needs stirring again roughly every 30 minutes, and an IO output can signal when stirring is needed. Foods with a higher calorific value produce more low grade.

More details & sources
  • Converts organic matter into Low Grade Fuel
  • Manual stirring roughly every 30 minutes
  • Electrical output signals when it needs stirring
  • Output scales with the calorific value of the input
  • Power consumption is 5

sourcesFacepunch postDevelopment source 2Development source 3

Bandit Camp Air Wolf helipad must be repaired before air vehicles are sold

Each wipe the Air Wolf helipad at Bandit Camp starts in disrepair, and the air vehicle vendor will not sell until players repair it.

Layout of Bandit Camp

Repairs work like siege weapon construction: hit the helipad with a hammer to transfer resources from your inventory. The repair requires 30,000 wood, 10,000 metal fragments and 100 rope. Once repaired, the pad stays repaired for the rest of the wipe and the vendor is open to everyone on the server.

Facepunch's stated aim is to stop air vehicles from this vendor appearing too early in a wipe. Server admins can revert the change with vehicle.padrepairsrequired, or force the pad into a disrepaired or repaired state with vehicle.setrepairablepads (0 or 1).

More details & sources
  • Repair cost: 30,000 wood, 10,000 metal fragments, 100 rope
  • Resources are added by hitting the pad with a hammer
  • Stays repaired for the whole wipe
  • Convars: vehicle.padrepairsrequired, vehicle.setrepairablepads

sourcesFacepunch postDevelopment source

New Powergrid loot rooms at many monuments

Locked loot rooms are being added to many monuments, opening once enough Heavy Fuses are inserted at the Power Plant to generate the required power.

Layout of Launch SiteLayout of AirfieldLayout of Military Tunnel

The rooms build on the Power Plant loot room from the Power Trip update. The number of Heavy Fuses needed varies by room, with harder monuments requiring more. Facepunch has not given exact room locations.

More details & sources
  • Airfield, Ferry Terminal, Harbour 1, Harbour 2, Junkyard
  • Launch Site, Military Tunnels, Nuclear Missile Silo, Radtown
  • Sewer Branch, Trainyard, Water Treatment Plant

sourceFacepunch post

Rust moves to its own render pipeline

Rust is migrating from Unity's Built-in Render Pipeline to a custom Rust Render Pipeline, which Facepunch expects to give slightly better performance at first.

Almost every effect in the game was remade for the new pipeline. Facepunch plans further optimisation and graphics quality improvements once the transition is complete.

A setting under the experimental tab lets players switch between pipelines in case of issues. Facepunch says the toggle will only stay for the first month, with the aim of making RRP the default after the next patch.

More details & sources
  • Toggle in the experimental settings tab
  • Toggle expected to be removed after about a month

sourceFacepunch post

Milk, cream and new tea and pie recipes

Cows provide milk, which can be skimmed into Skimmed Milk and Cream after 4 hours of refrigeration and used in new tea and pie recipes.

Milk can be drunk as is. After 4 hours in a refrigerated container a skim option appears, producing Skimmed Milk and Cream; Cream is the more powerful consumable. Milky versions of most pure teas extend the duration of tea effects, while Creamy versions increase their potency.

New Beef Pie and Shepherds Pie recipes are also added. Rich versions of existing pies, which require cream, are part of the same recipe work.

More details & sources
  • Refrigerate milk for 4 hours to unlock skimming
  • Skimming gives Skimmed Milk and Cream
  • Milky teas last longer; Creamy teas are stronger
  • New Beef Pie and Shepherds Pie

sourcesFacepunch postFacepunch postDevelopment source

New animal fence and gate deployables

Animal fences and gates are added to help keep livestock contained.

The fence and gate are unlocked in the Tier 1 tech tree. The animal fence gate has 100 HP.

More details & sources
  • New animal fence and animal gate deployables
  • Available in the Tier 1 tech tree
  • Animal fence gate HP is 100

sourcesFacepunch postDevelopment source 2Development source 3

Frogs, rabbits, squirrels and sea life added to the island

Decorative frogs, rabbits, squirrels, sea turtles, crabs and jellyfish now appear in biomes that suit them.

Facepunch describes the critters as mostly set dressing for now. They are heavily budgeted with dedicated behaviours to limit server and client performance cost.

More details & sources
  • Frogs, rabbits, squirrels, sea turtles, crabs and jellyfish
  • Spawn in suitable biomes
  • Mostly decorative for now

sourceFacepunch post

Sandbag Barricades can be stacked into four stages

Sandbag Barricades now have four stages, each upgraded by stacking another sandbag on top, with the final stage being a pillbox.

Each stage is taller than the last, and all Sandbag skins work across every variation. The crafting cost has been reduced to account for needing more of them: 50 stone (was 100), 5 cloth (was 10) and 10 seconds craft time (was 30). Sandbags found in loot now come as a stack of 4, and the maximum stack size rises from 10 to 20.

Stage health is 150, 200, 250 and 300 HP for stages 1 to 4.

More details & sources
  • Four stages, final stage is a pillbox
  • Cost: 50 stone, 5 cloth, 10 second craft
  • Loot stacks of 4; max stack 20
  • Stage HP: 150 / 200 / 250 / 300
  • Upgrading a damaged sandbag keeps its health fraction rather than repairing it

sourcesFacepunch postDevelopment source 2Development source 3Development source 4

Heavy Fuse decay now scales with server population

Heavy Fuses last four times longer on servers with 10 or fewer players online, scaling back to normal at 100 players.

Layout of Power Plant

Facepunch says low population servers often had power offline for long periods, which also locked out the marketplace. The small heavy fuse box at the Power Plant has also been moved so it is reachable from outside the building through a broken window, allowing up to 5 fuses without a green keycard.

Admins can adjust the scaling with powergrid.fusedecaylowpop, fusedecayhighpop and fusedecaylowpopscale.

More details & sources
  • 4x fuse lifetime at 10 or fewer players
  • Normal lifetime at 100 or more players
  • Small fuse box now accessible via a broken window
  • Fuseboxes now show the model of the inserted fuse type

sourcesFacepunch postDevelopment source

Grenades, C4 and satchels now use client prediction

Throwing grenades, Timed Explosive Charges and Satchel Charges is now predicted on the client, reducing the delay felt on higher ping.

Previously the client had to wait for the server to spawn the thrown item. The client now simulates the throw immediately and is corrected by the server if there is a discrepancy, which Facepunch expects to be infrequent.

View sources

sourceFacepunch post

Memory and CPU savings across viewmodels, store and animation

Several client optimisations reduce memory use by hundreds of megabytes and cut frame time in busy scenes.

A duplicated hands mesh was removed from 133 viewmodels, saving roughly 100MB. Store assets are no longer loaded by default (about 250MB saved at launch) and unload after the store has been closed for around a minute (about 450MB). LOD texture size optimisations save around 100 to 300MB in some cases.

Inverse kinematics now runs multithreaded, saving around 1ms of frame time with 100 players in view; Facepunch notes the gain will be smaller on low population servers.

More details & sources
  • Viewmodel hands: about 100MB saved
  • Store assets: about 250MB on boot, about 450MB after unloading
  • LOD textures: about 100 to 300MB in some instances
  • IK jobs: about 1ms saved with 100 players in scene
  • Vehicle physics now tick in parallel

sourcesFacepunch postFacepunch postFacepunch postFacepunch post

Everything else: 24 smaller changes

Events

  • A mandatory server and client update enabling Halloween features is scheduled for 22 October at 18:00 BST.official post

Weapons

  • The Machete has a new high quality model, high resolution textures and new animations.official post

Building

  • Smart Alarms can now be deployed on top of other deployables.official post
  • Improved colliders on the Legacy Wood Shelter entrance make it easier to get in and out.official post

Vehicles

  • Armour plates on the Attack Helicopter now fall off in a random order.official post
  • Player boat steering wheels now have an option to change the lock code.official post

Balance

  • Oil Rig crude pumping now takes 15 minutes to start producing.official post
  • The Water Wheel's melee protection has been increased, making it roughly 4 to 5 times as strong.official post

Quality of life

  • Neon sign painting gains a colour wheel and a larger brush size, and the brush outline is now a higher contrast inverted greyscale (old style behind paint.outlineinvert).official post
  • The country selection UI in the server browser has been redesigned.official post

Performance

  • The F8 performance overlay now shows detailed frame timing to help identify CPU and GPU bottlenecks.official post

Fixes

  • Remotely controlled turrets can now hit reactive targets.official post
  • Fixed the Battering Ram hitting TCs through walls.official post
  • Fixed campfires cooking certain foods twice as fast.official post
  • Fixed oil rig radiation starting when the Locked Crate had not been looted, and a rare case of crates duplicating on the rig.official post
  • Fixed Homemade Landmines being too large after a recent change.official post
  • Fixed the Locomotive bell not being audible to other players, and rail junctions sometimes being impassable by train.official post
  • Fixed Drop Box placement allowing a one way peek.official post
  • Fixed triangle foundations connecting together when they should not.official post

DLC and skins

  • All four ladder hatches (standard, triangle, armored and armored triangle) are now workshop skinnable.official post
  • The Plague Doctor Hazmat Suit skin is available in-game and on the Rust Steam item store.official post

Other

  • Six more Facepunch servers now require TPM and Secure Boot.official post
  • Game crashes are now uploaded automatically to Facepunch's backend for faster fixes.official post
  • 11 new achievements have been added.official post
How this update was written

Written from Facepunch’s Livestock Update post and 2,601 public Rust changes.

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