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Blueprints Reworked, Network Batching and a Big Performance Push

Rust's latest update reworks blueprint progression, adds a batch of performance and networking changes, and moves modded map loading to a new supported method. Here's what server owners need to know.

The update is a big one for server owners. The headline is a blueprint overhaul, but the performance and networking work is just as important if you run a populated server.

Blueprint progression is changing

Workbenches no longer need blueprint fragments to craft. Scrap is no longer used on the tech trees either. In its place there are three tiers of blueprint currency: fragments, pages and books, one for each tech tree level. You can still research items with scrap at the research table, but the design now leans more on finding, trading for or teaming up to get the items you need.

The goal is to ease early-game friction. Under the old system, reaching Workbench level 2 could be hard for players with less time, and falling behind could lock them out. The lowest tier can now turn up in common loot like barrels and boxes, and it can be upgraded into the next tier. Puzzle rooms and harder content remain the fastest route.

Workbench upgrades that affected tech tree scrap have also changed. The salvage upgrade now has a 20% chance of not consuming a blueprint, and the prototype upgrade is a flat 25% success rate with the cost doubling removed.

The developers admit they don't yet know how this will play out and expect to adjust it quickly if needed. Expect tuning in the coming weeks, which matters if you're planning a wipe around these changes.

Performance

The update packs many optimisations. Early client data reports lower frame times and roughly 1.6GB less memory use in total. Highlights include:

  • Building privilege checks now use a grid of building blocks, cutting a check in a large base from 5.7ms to under 0.02ms on both server and client.
  • Server startup is faster. Foundation and wall connections are saved and reused, and several save-loading routines scale better. On the highest-population servers, restart time drops from about 10 minutes to about 2.
  • Deep sea content only loads when you go through the portal, saving around 260MB of RAM outside the deep sea.
  • Animal animation and audio compression save roughly 100MB and 470MB respectively.
  • Map generation is almost twice as fast for the first generation, with the same results.
  • Jobs level 4 for UsePlayerUpdateJobs is now stable and the default. One community server reported a 30% frame time improvement at 1k players.

Networking for server owners

Packet batching is enabled by default and can be toggled with the batchpackets convar. It cuts bandwidth by up to 25%, based on a capture from a 500-player server.

Network LODs are rolling out to send less position data for distant entities. Two convars control them: net.position_lod for entities and global entities, and net.position_lod_players for players. Testing shows around a 30% reduction in position traffic.

Modding and map loading

The old method of forcing a client map load is deprecated and will be blocked in December. The replacement is the CL_LoadMap RPC, which lets the server control what the client loads. The developers have included an example in ServerMgr.ChangeLevelFor. If your mods rely on the old flow, now is the time to migrate.

Softcore and anticheat

Softcore loses the deployable corpse system, and each player is limited to 6 tool cupboards. The team says the corpse system became too strong alongside 2x gather and offline raid protection, and the TC limit targets players claiming large areas.

On anticheat, bans have been issued to users of public and private script providers, totalling more than 3,000 accounts, as the current wipe begins. The developers also revised their cheater playtime figures downward.

Other changes

  • The Uzi 9mm is a new submachine gun with automatic and semi-automatic modes, switched by stock position.
  • Gamepad support arrives via Steam Input, covering core gameplay.
  • Shears and a Wool Armour Insert are added, and the Nailgun receives a visual refresh and workshop skinnable status.
  • Intel Mac x86 builds are discontinued. Only ARM64 is supported going forward.
  • Facepunch servers are being consolidated. A new Softcore server is added, several are retired, and max population is increased on some of the remaining ones.

Source: PRINTED AND POLISHED — Rust developers on Steam

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