Satellites, livestock, and post-update fixes
Following last week’s update, the developers have rolled out several hotfixes along with a fresh batch of work on upcoming features. This week brings more Apartment Complex cleanup, continued progress on player maintained monuments, more Game Room DLC polish, fresh satellite crash work, and the first signs of livestock taking shape.
Hotfixes
In the wake of last week’s update, the team has released four hotfixes to clean up some of the bigger issues spotted after launch.
Possible fix for a common client crash
Fixed invalid charm ID errors
Fixed master key despawn and ownership issues
Fixed several apartment bugs, including rooms inheriting old tenant upkeep, unexpected evictions, teammate access issues, CCTV visibility, computer terminal valuations, and penthouse turret behavior
Fixed rentable shop issues, including shop numbering and being able to insert items from the purchase menu
Fixed vending machine payments being dropped when the payment was larger than the item stack size
Fixed hunger, thirst, and comfort not updating correctly
Fixed door controllers opening doors after server restart
Fixed softcore raid window commands not saving
Fixed demo compatibility issues and demo-related breakage
Fixed boogie boards not being pickupable at Oil Rig
Fixed shields being rotated while wielding a hatchet
Fixed Frontier vertical barrels not being deployable on shelves
Fixed powerline shadows being too large on high and max shadow settings
Updated softcore changelog and apartment rent box description text
Exploit fixes
Apartment Complex follow-up
Along with the hotfixes above, more Apartment Complex work has been rolling through commits this week. A chunk of this is behind-the-scenes cleanup for how apartment rooms are spawned into the monument, moving them away from having every entity baked directly into the scene and instead spawning room entities by position. That should make future iteration a bit cleaner, with one commit noting the scene size dropped from around 175MB to 75MB in the process.
There’s also some admin-focused tooling in the mix, including new apartment admin bypass / noclip options so server admins can access rented rooms when needed for moderation or troubleshooting. On the monument side, there’s been more S2P work, low-quality decal culling fixes, elevator door cleanup, and some general world fixes around how apartments load on monument islands. Not exactly the glamorous side of being a landlord, but important work for keeping the new monument from turning into a cursed hotel.
Player maintained monuments
Work continues on the player maintained monuments system this week, with a bunch of commits hitting powergrid, maintainables, and various monument blocker pieces. Supermarket is seeing more setup with a playable editor scene, S2P work, freezer placement, enabled / disabled freezer states, new freezer sounds, and power-related effects. There’s also fresh work around Power Plant and Water Treatment, including a refactor of the Water Treatment gearbox to make it a cleaner standalone entity instead of the previous gearbox / wheel switch setup.
On the blocker side, the developers are still building out the physical pieces that appear to gate or change monument areas. This week saw progress on stacked locker blockers, barrel blockers, gibs, collision, damage states, LODs, and pipe hole effects. There’s also more crude oil / tanker module work in the mix, with crude oil pumps now requiring the powergrid to be active and crude removal being tied to the tanker being on a car lift. Still clearly a work in progress, but the overall system continues to look like it’s moving toward monuments that can be repaired, powered, opened up, or otherwise messed with by players over time.
Game Room DLC
The Game Room DLC is also seeing a solid amount of work this week, mostly around the pool table and darts. Pool is getting a bunch of polish, including fixes for movement lag, client-side aiming to help with latency, slower game resets, better ball rolling behavior, and a whole lot of “please stop killing or launching players when they dismount from the table” type fixes. Always a good sign when the pool table is becoming less lethal than the actual guns.
Darts are getting cleaned up too, with smoother viewmodel aiming, right-click hold to zoom, view clamps to stop players from looking inside the viewmodel, and fixes for darts being thrown back toward the player and breaking the board. There’s also more pack setup going on, including placeholder sprays and wallpapers, bar stool prefabs, and a skinnable Game Room shotgun trap.
Satellite crash
The satellite crash event is also seeing another round of work this week. Recent commits show more cleanup around the control computer setup, including mount fixes at Launch Site, control chair placement, prefab path fixes for test commands, and some safety checks around launching the event. There’s also work on impact detection, debug drawing, global broadcasts, and preventing the event flow from getting stuck if something unexpected happens before impact.
In other words, this still looks like very active WIP, but the pieces continue to come together. The developers appear to be tightening up the flow around how the satellite launches, tracks impact, and handles edge cases — always a good idea when the feature you’re building involves a giant object falling out of the sky.
Livestock
There’s also some early movement on livestock this week. A new livestock testing scene with AI enabled has been added, along with a first pass on a cow prefab, basic idle and roaming behavior, and movement speed setup. Sheep animation exports also came in this week, with deer animation and rig exports showing up too.
It’s all still very early, so don’t go building a barn just yet, but it does show the developers are continuing to experiment with more animal systems behind the scenes. Between cows, sheep, deer, and the earlier rabbit test assets, the island may eventually get a bit more lively — and probably more edible.
Other stuff
Small backpack workshop setup continued, including making it skinnable, fixing the downloadable workshop model, icon rotation, materials, item name, and workshop source URL
Rock sculpture work is underway, with a placeholder icon, temporary baseplate, and background processing improvements which should make sculpting much lighter on the main thread
Underground train network work continued with new station designs, train tunnel test scene cleanup, collapsed tunnel whitebox progress, and NPC dwelling randomization testing
A new hoverloot variant / keybind is being worked on which only moves item types that already exist in the target container
Render pipeline testing continued with RRP work for blur effects, skin viewer cameras, night light, lens dirtiness, cathode effects, CCTV overlays, and various shader / camera fixes
AntiHack cleanup continued with more old Jobs 2 code removed, player state logic moved into newer structures, noclip / speed / flyhack state cleanup, and a bunch of unit test fixes
Shield animation work continued, moving shields over to animation subsystems
A new generic mountable animation subsystem was added for simpler looped mountable animations
Arrow world models, arrow heads, and arrow meshes were updated as part of the Arrow Revamp branch
M16A2 viewmodel fixes were merged
Abyss hazmat helmet view adjustments are being worked on
Paintball fixes landed for overalls appearing white in third person and paintball gun visual states not always updating correctly
Loot crate refresh work continued, including elite crate and wooden crate 2 texture updates, LODs, gibs, and texture optimization
Cliff placement tooling continued, with better terrain anchor support, real map debugging tools, prefab recalculation, gizmo options, and fixes for cliffs poking through terrain
Halloween / alien costume work continued with material setup, prefab fixes, import warning fixes, and updated material names
Founder’s Door received gibs and a double door variant
Conversation UI typewriter timing was fixed so it scales properly with frame delta time
Update notifications were fixed so they no longer show up in aux builds
Old console code, old prefabs, and legacy error overlay cleanup continued
Bootstrap debugging tools were added, along with a fast bootstrap editor option to speed up editor loading
Rust+ clan info serialization was adjusted to fix a buffer bounds error when sending clan info
Tank top censoring was enabled to prevent skins revealing nudity
Dweller jumpsuit values were corrected to fix naked underwater dwellers
Horse audio got a missing UnityEvent attribute added
SpeedTree wind shader errors were fixed
Twitch drops render scene work continued
General compile fixes, codegen, manifest updates, and backend cleanup across several branches