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

- Sep 16
- 2 min read

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.

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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