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September Dev Mid Month Summary – Naval Expansion, Rust Reboot Update, Modding Tools & Visual Polish


Low down on the rust reboot commits so far this month.
Low down on the rust reboot commits so far this month.

The Dev Team have had ad a busy few weeks behind the scenes, so here’s a quick rundown of what’s been happening across the Rust Reboot update commits this month.


I understand some of these may not mean anything to the players out there, but the Rust Reboot Update offers us all a glimpse into what might be on the horizon for Rust.

Sea of Thieves Rust Style.
Sea of Thieves Rust Style.

Naval Content & Worldbuilding

  • Floating cities and deep sea zones are progressing well. Prefabs are being aligned, spawn logic refined, and barge setups cleaned up.

  • Boat building stations are taking shape, with trigger setups and prefab adjustments hinting at upcoming player-driven naval construction.

  • Island scenes have seen spawn fixes and transform tweaks, likely part of a broader polish pass.

Gameplay Mechanics

  • SAM sites now auto-reload after 45 seconds of inactivity, this should help with reliability during raids.

  • Turret interference logic has been cleaned up and serialised properly.

  • Bicycle "bunny-hopping" has been tuned, physics scaling and input checks adjusted for smoother movement.

Modding & Dev Tools

  • maxHealthOverride allows manual entity health settings.

  • New commands like ent maxhp and ent dronetax give more control over testing and delivery fee logic.

  • Network data handling has been trimmed to avoid unnecessary persistence.

UI/UX Improvements

  • Crosshair customisation from Hackweek has had a second pass, opacity tweaks, tighter spacing, and clearer tooltips.

  • Workshop scene now includes a Depth of Field toggle, better rain particle visibility, and improved object rotation.

  • Menu warmup logic reworked to avoid NREs and improve flow.

Seasonal & Visual Content

  • Halloween (already, I'm not done with summer yet!) assets are being finalised, placeholder icons and textures added.

  • Emission mask shaders now support scrolling and blinking effects for more dynamic visuals.

AI & Animation

  • AI manifests regenerated for scientists and wolves.

  • Weapon rigs (SMG, L96) have had minor animation tweaks.

  • Cargo ship pathing adjusted to avoid oil rigs more reliably.

That’s the gist for now. If you’re keeping an eye on what’s coming next, there’s plenty to dig into. As always, we’ll keep updated with any new information as we receive it.

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