20260923171651_1-Edit
20260923171651_1-Edit

Livestock System Expands Further

The livestock system is receiving another round of changes as development continues. Cows and sheep are gaining more defined mechanics for breeding, harvesting, transportation, selling, and resource production.

Wild animals currently cannot breed, age, or generate resources. Pregnancy also has a condition requirement, with animals needing to be at least 60% condition before breeding can occur.

Current harvest values give cows 30 cloth, 100 leather, 100 bones, 20 beef, and 40 fat. Sheep provide 10 cloth, 20 leather, 50 bones, 12 mutton, and 20 fat, in addition to any wool they are carrying.

Transportation is also being expanded. Livestock can now be moved using supported vehicle slots, while cows specifically require the large flatbed. Animals can be removed from vehicles if the vehicle rolls over or becomes submerged.

Sheep shearing is also receiving additional functionality, including persistent wool states, harvesting behavior, visual progress, and wool drops. The associated shears artwork is still being developed.

Food items are being tied into the livestock system as well. Mutton pies can improve the bonding process and temporarily prevent bulls from charging, while beef pies increase the amount of food a player can carry for a limited period. Stronger versions using rich cream are also being developed.

Bulls, cows, and sheep can now be used for hunting trophies, while other animal-related work includes improvements to crab swarms, jellyfish, frogs, squirrels, rabbits, and turtles.

Biofuel Generator Takes Shape

The biofuel generator is moving beyond its early development stage, with more of its gameplay loop now being implemented.

Food calories affect both processing duration and the amount of low grade fuel produced. Even foods with very little value can still generate at least one unit of fuel, while dung currently produces one unit as well.

The generator needs electricity to operate and periodically requires the player to stir it. The current implementation requires another stir after processing 60 fuel, with a 30-minute interval between stirring actions. Adding additional food resets this requirement.

Several visual and electrical feedback systems are also being added. Indicator lights can communicate whether the generator is processing, finished, empty, or waiting for a stir. A dedicated electrical output for the stirring requirement will allow players to connect their own warning systems.

The interface is receiving additional status information, while stirring now has its own animation and progress indicator. Crafting requirements and technology-tree integration have also been implemented.

Further work is still underway on the generator's artwork, audio, LODs, flies, gibs, deployment and pickup behavior, as well as various edge cases.

Air Wolf Helipad Repairs

The Air Wolf helipad is being prepared to function as a repairable structure. Different damaged states have been added alongside updated artwork and the necessary code support.

The current staging requirements are 30,000 wood, 10,000 metal fragments, and 100 rope.

An AIRWOLF CCTV feed has also been introduced. Additional work has focused on the helipad's prefab structure, damaged tarp and mesh, artwork support, and adjustments to its repair requirements.

Character Customization

The character customization system continues to receive both backend and visual improvements.

Appearance information can now be transferred when the client becomes ready and stored using a dedicated character appearance format. Ownership checks have also been added.

The current system includes restrictions related to changing race or gender based on a player's predefined Steam ID appearance, although the exact implementation of these restrictions is still being developed.

On the presentation side, the creator now starts with a full-body view. Category transitions have been improved, crossfades are smoother, and a walk-out animation has been added before the character reaches the ground pose.

Several hair and eyebrow override issues have also been addressed, while rotating the character no longer causes the creator windows to move with it.

Underground Train Network

Development on the underground train system continues with a focus on station variety and randomized side rooms.

The medium train station has received new signal lighting, while several smaller rooms are being expanded with additional environmental details such as pipes, cables, decals, and layout changes.

Random room G has progressed, room I has received additional pipe and wire work, and room J is currently being developed.

The final gameplay impact of these changes is not yet clear from the current development work, but the ongoing changes point toward more varied underground environments.

Base Visibility System

The building visibility system is undergoing extensive testing against a large number of real base layouts.

Developers have added tools that can split complete server saves into individual bases, making repeated testing easier. Room-related calculations are also being optimized through the use of a spatial grid, reducing the amount of unnecessary checking whenever the environment changes.

Several unusual base layouts are receiving dedicated fixes. Disconnected exterior sections can now be handled more effectively, while high external walls are excluded from room occlusion calculations.

Additional fixes cover doors, deployables, external tool cupboards, and large structures. Remote turrets, drones, and cameras are currently excluded from the system.

The same technology is intended to contribute to future anti-ESP work, although remote-controlled entities are being left out until remaining distance-related issues are resolved.

Animation and Throwable Improvements

The newer third-person animation system is continuing to replace older setups across a growing number of held items.

Hammers, pipe wrenches, medical equipment, megaphones, mobile phones, keycards, grenades, projectile weapons, and other items have been moved to the updated animation system.

The mini crossbow has also received a fix for fractional reloads. Crouched turning now uses additional animation blends instead of snapping between positions, while grenade timing, pin visuals, and the machete are receiving further polish.

Thrown explosives are getting networking improvements as well. Client-side projectile positions can now be corrected against the server, with the projectile subsequently replayed and smoothed between movements. Velocity and tumble information are included as part of the correction.

C4 and satchels have also stopped attempting to synchronize their rotation while travelling through the air.

Additional Changes

  • The in-game store is being optimized to load images and other store assets only when required, releasing them when they are no longer needed.
  • Steam skin bundles are receiving improved client-side support, including bundle contents, gallery images, duplicate-item warnings, ownership warnings, and purchase notification fixes.
  • All four ladder hatches have been rebuilt for the skin system with updated artwork, LODs, sounds, workshop previews, and collision improvements.
  • The small heavy fuse box at Power Plant has been repositioned so players can insert up to five fuses without first requiring a green keycard.
  • Fuse boxes now display the correct model for the inserted item, including heavy fuses.
  • Oil Rig's oil pump now has an additional 15-minute startup delay.
  • An Oil Rig save/load issue involving radiation restarting after a server restart has been fixed.
  • A Radtown crate has been repositioned so it can no longer be looted through a nearby window gap.
  • Nuclear Missile Silo loot room power requirements and loot spawn types have been adjusted.
  • The distant-view version of Nuclear Missile Silo has received a fix for missing above-ground structures.
  • Map generation optimization tests reduced topology radius scans significantly, with test results showing roughly 8–12 seconds saved on size 3250 maps.
  • Distant gunshots no longer unnecessarily generate muzzle flashes, reducing some rendering overhead.
  • Several issues affecting shadows, underwater color grading, paintable windows, debug shaders, and rendering calculations have been addressed.
  • Texture reduction work continues for several apartment, Floating City, Ziggurat, and LOD assets.
  • Data parsing has been optimized to reduce unnecessary memory allocations.
  • Waterwheel melee protection is being increased by approximately four to five times.
  • Composters can no longer become permanently unusable after being exposed to water.
  • Loadouts now retain item positions, while shields and diving tanks display correctly in backpack slots.
  • A Deep Sea transfer issue involving players near walls has been fixed.
  • Boats should no longer continue moving away after the sails are lowered and the player jumps out at a specific timing.
  • External gate door controllers are handled more reliably during upgrades, while single-door controllers no longer rotate after being reskinned.
  • Chicken eggs are placed closer to the terrain and can have physics disabled to prevent them from falling through the map.
  • Fire arrows no longer remain attached to third-person bows for other players.
  • Switching between pool cues no longer causes first-person visual quality issues.
  • Sandbag skins now remain on destroyed pieces, and sandbag barricades can be upgraded while placed on player boats.
  • A building-prevention volume has been added around the sandbag pillbox.
  • Items that cannot lose durability no longer use item condition, including the diving mask, prisoner hood, sunglasses, Geiger counter, metal detector, RF pager, and mobile phone.
  • Computer Station identifier text and vending machine UI scaling issues have been fixed.
  • Floating City's boat vendor dialogue has been corrected.
  • The prisoner hood is receiving audio muffling, with a less aggressive effect than the heavy plate helmet.
  • Terrain deformation testing now takes building rules into account.
  • The Halloween decoration pack is being prepared for Steam.
  • Early Diesel Generator development includes LOD work and a work-in-progress collision model.

All of the above reflects features and changes currently being worked on in the staging/development build. Individual values and mechanics may change before release.