Commit Watch: "pivot_or_die" Branch Activity
- Old Rusty

- Oct 28
- 2 min read
Commit Upstream Watch: pivot_or_die Branch Activity
We're keeping a close eye on recent upstream commits to the pivot_or_die branch of rust_reboot/main. This branch appears to be testing a rework of blueprint progression and persistence mechanics. All commits are authored by Alistair and landed within the past 48 hours (read them yourself here: Facepunch Commits )

Persistence & Blueprint Reset
The commit titled "persistence ++ blueprint wipe" suggests a shift toward increased data retention across wipes. While blueprints will be fully wiped, the underlying persistence systems may now retain broader player state, potentially including unlocks, stats, or progression markers.
This aligns with the experimental nature of the branch. It’s early days, and the full scope is still being evaluated. We’ll continue monitoring for downstream implications.
Blueprint Unlock Economy Overhaul
A second commit removes scrap costs from workbench crafting entirely. Instead, scrap is now invested directly into unlocks. This simplifies the progression flow and may reduce friction for newer players.
Unlock Cost Reductions & Tax Removal
Alistair has also committed the following adjustments:
Workbench Tax Removed
WB1: 10% → 0%
WB2: 20% → 0%
Unlock Cost Reductions
Common: 10 (was 20)
Uncommon: 20 (was 75)
Rare: 40 (was 125)
Very Rare: 75 (was 500)
These are substantial reductions, particularly at the upper tiers and will significantly accelerate blueprint acquisition. All values are marked subject to change.
Vendor & Pricing Tweaks
Semi-Auto Pistol removed from Water well vendor
Jackhammer price increased
These appear to be minor balancing adjustments in response to the broader progression changes.
Summary
The pivot_or_die branch is testing bold changes to blueprint progression, persistence, and unlock pacing. While not yet merged into mainline, these commits suggest a potential rework of core systems. I will continue to track developments and assess impact on UK Rust gameplay and balance, I'm guessing that there will be a way for community servers to opt out of this, if they so wish, but as yet nothing is solid, well not as far as I have be able to ascertain thus far.




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