
The cooking workbench is a new deployable that allows you to cook up some new food recipes. Mixing table recipes can also be crafted here.




Cooking food now has a visual model on all cooking deployables and cooks in real time. CHICKEN COOP
The Chicken Coop is a new deployable that lets you hatch and care for your own flock of Chickens. To get started, you’ll need to find an Egg from a chicken in the wild. Wild chickens have a chance to drop an egg every minute as long as a player is nearby.

Meat based food items can now spoil over time, meaning you will need to store them in a Fridge or cook them before they become unusable. Raw meat will spoil after 6 hours, while cooked meat will spoil after 24 hours. The timer is reset when the meat is cooked and will be paused entirely as long as the meat is in a powered fridge.



Bees are useful to players in a number of ways. They can be farmed or turned into weapons. Natural Beehives First: you have to find a Beehive in the wild. They have a chance to create a home on an Oak Tree.





- Beehives like to be Outside: this means that they have a few open air walls around them.
- They don't like it when it rains: so keep them under shelter or have a fire running nearby,
- They are fussy with temperature. Ensure you build in more Temperate areas or use heaters.
Bee Grenade Finally: We have the Bee Grenade. This is a new weapon that lets you create pesky Bee Swarms on demand.


Finally!There's a whole batch of new pie recipes ready to be cooked and devoured!


We're adding a brand new Engineering Workbench, a dedicated tech tree for water, electricity, and industrial systems. If you've ever wanted to take your base automation to the next level, this one's for you.

Drones
Drone range increased to 600m from 300m and HP doubled.Wood Armor
Reduced crafting cost of wooden ArmorMeat's Back On The Menu
All meat models have been replaced and many icons updated.Hide genetic info
Can now hide genetic info when looking at plantsCrafting Times
Over 40 items have received a reduction in crafting timesNeon Signs Power
Neon signs power usage halved PREMIUM SERVERS
Next week, we'll be rolling out Premium Servers, an experimental way to filter out cheat users and create a better experience for legit players.To access Premium Servers, your Rust Steam inventory must be valued at $15 or more. This includes items from the Permanent Store, such as building skins, décor packs, and hazmat skins, as well as any other tradable Rust items with an attached value. Currently we do not include Rust's standalone DLC such as Instruments, Sunburn and voice props packs (this may change in future).

- Premium Servers will only be visible if your account meets the $15 threshold.
- Premium Servers will be ranked higher on the server listings against their non Premium server counterparts.
- This won’t stop every cheat user, but it’s an extra layer of friction against disposable cheat accounts.
- Server owners can opt-in by enabling the following convar: server.premium.
- The $15 threshold may change over time, and we may introduce additional factors to refine premium status.
The Hopper is a new attachment that can be attached to a Large Wood Box or the Storage Barrels. When powered, this will suck up any dropped items in a small radius around the Hopper and deposit those items in the box. It also acts as a storage adaptor so you can connect industrial pipes directly to the box without needing an extra adaptor.


Items now show the name of the player who created the item and how it was made when hovered over. This information allows you to piece together the story of where each item came from... or brag that you stole every weapon someone crafted!

Several pieces of player crafted armor can now have armor slots . Armor inserts can be placed into these slots. There are several different types of armor inserts available, each providing different bonuses.

Roses, orchids and sunflowers can now be found in the wild, picked and planted back at home. These flowers are cosmetic only and are not used in crafting.


The new cooling and warming teas can help make your life as a survivor much more comfortable.

This month we have add in a brand new food item; Bread!


We've moved the underground train tunnels further up, closer to the terrain surface, in order to reduce the length of the elevators, staircases and rail transitions and make it significantly faster and easier to travel between the above ground world and the below ground world.To achieve this we raised the underwater terrain in any areas where the train tunnels are close to the surface, while leaving it low in all other areas.We've tested a lot of seeds to make sure we're not introducing any issues with this, but it's a big change that affects many aspects of the world generation, so we can never be 100% certain. If you notice any areas where the triggers from the underground train tunnels stick out of the terrain or any areas in the underground train tunnels where cliffs or rocks stick into the underground train tunnels, please report this together with a seed and the position on the map. PLAYER SERVER OCCLUSION
As part of our ongoing anticheat efforts we did our initial rollout of our player server occlusion system[x.com] to official servers where we identified a few major issues that have since been resolved. We are now in a position where we can confidently say the system is both functional and stable, and we can look forward to additional optimisations and improvements. As we continue to improve and iterate on this system we will continue to hinder the effectiveness of cheaters, primarily those using wallhacks (ESP), and while we fully acknowledge this is only one piece of the puzzle we believe it is a big piece. Optimisations and Improvements We have some notable changes in testing that we expect to launch on wipe or in a follow-up server update, these include:
- Rocks and cliffs will be included as part of our occlusion grid bake, this will improve the overall effectiveness of the system and help mitigate those cheaters getting that edge
- Optimisations to our line algorithm that we use to calculate the visibility between two players (which should boast notable performance improvements, especially on servers with larger player counts)
- (For server owners) The occlusion grid generated on server startup will now be saved to a file, this results in faster subsequent startups as loading the grid from a file takes a fraction of a second compared to the minute(s) it can take to generate the grid
- Enabling player server occlusion on all servers by default (server owners can optionally disable)
- Applying culling to players within monuments
- Applying culling to players and entities contained within player bases
The graphics menu has received an update, bringing a bunch of new preset quality levels and even a few new options.

Memory Tracking Improvements Original Server Profiler released with barebones memory tracking support. I've spent a bit of time this month to expand it out to make it easier for server owners to diagnose problems with memory in either their mods or our systems.

- Increased the amount of info gathered for allocation events - the type, the size and what was the method in which allocation has happened.
- Profiler gathers whole-process working memory (how much memory is actively in use) and virtual memory set (how much memory OS allows to page out). See Windows[learn.microsoft.com]/Linux[www.man7.org] docs for specifics.

- Server Profiler emits a graph and allocation track per thread. Those can be matched by the name
- Main Thread graph resets every frame

- Server Profiler duplicates allocation events onto the Thread Execution track - this makes it easier to track down where memory consumption is coming from
- Ubuntu 20.04 LTS and onwards
- Debian 12 and onwards
- Explore lifting 10 frame limit for snapshots (risky, as it can eat a lot of memory)
- Explore continuous profiling mode - right now if there's an issue we need to manually catch it via RCon. But ideally the server should be able to track it's own state, and in case something abnormal is detected, it should automatically produce the record with vital info.
- Expose method annotation filters, so server owners/modders can focus on areas they care about
Network Message Leak





- First, player runs it's own water query to determine if it's underwater
- Water queries in turn might run physics queries or might look into our acceleration structures
- Then the player need to process tick state - this can either call physics queries or lookup memory in the game.
- Then, after we processed tick state, we might want to gather analytics or other processing - this will require recaching player state, including water queries.
- Now we also update Player Occlusion as part of the steps - so we have to do occlusion grid lookups.
- Pack all state into compact arrays to reduce cache thrashing
- Replace processing routines that work on single instances to work on sets of instances (water queries, for example)
- If we do physics queries, organize them into parallel jobs
- Convert managed code to Burst jobs that can work on batches.

This month I pushed an optimization to reduce the amount of data saved to ProtoBuf (our networking protocol). This should significantly reduce the amount of bandwidth used by servers and also improve the networking qualify of players on low-end network connections. BUILD PRIVILEGE CALCULATION CHANGES
Another area of server performance we looked at this month was how we calculate if the player currently has the ability to build things. As you would expect this is something we check quite a lot (when building things, repairing things, when opening boxes, etc). This check is somewhat expensive as we need to do a physics query to find the nearest TC/Building Block and it will be more expensive in locations with lots of collision - like a dense base.

- In places where we definitely need to check the Building Privilege but we don't want to check too often, we can now define a minimum gap between when checks could run. Even a tiny time window (eg. 0.1ms) will resolve the repeated checks mentioned above.
- If we can avoid checking Building Privilege, we do. Instead of sending the RF code of a Receiver when entering network range if a player has Privilege, we send it to the player when they open up the UI panel to modify it. This also results in less data being sent, so it's a win-win.
When the CopyPaste commands were originally launched it stored the pastes on the server. This was a result of it's origins as an internal editor tool where the server would run locally, however in practice this required you to connect to the physical server and grab the file if you wanted to paste it on a different server.CopyPaste will now store pastes on your client. This makes it a lot easier for us to grab a base off a server and load it in the editor to test performance and/or bugs. It should also make it easier for admins & moderators to share bases with eachother.I've updated the wiki[wiki.facepunch.com] to reflect these changes. PHYSICS OPTIMIZATIONS
We've made some big improvements this month with our physics performance in a few areas, not all of which will be going out in this patch but should be rolling out in the update at least.


With the release of the new Triangle Planter[rust.facepunch.com] in this month's update, we've added a skin for it to fit the style the Frontier Base Decor Pack[rust.facepunch.com] that released November 2023! If you already own the Frontier Base Decor Pack, the new Frontier Triangle Planter skin will automatically be added as a proper skin option for the Triangle Planter so it won’t appear as a standalone item in the crafting menu and will be compatible with the Spray Can.

Last month, we rolled out a social integration layer to Rust, no more alt-tabbing - we've now made playing the game with your squad even easier - you can view, chat, invite, and add friends, all from right inside the game, all through Discord.Over the last month, we've improved the integration and have seen so many positive responses to the new addition. Not linked your account yet? Head in game and sync your Steam and Discord friend with ease, right from the main menu!FULL BLOG HERE[rust.facepunch.com]