What's New in Rust's "Devblog 127" Update
Devblog 127 nerfed the overperforming Semi-Auto Pistol, made gunfights cheaper on your CPU, fixed the wrong-name desync bug, and teased two big things to come: a full recoil rework and Rust's component system.
Devblog 127 dropped on September 15th, 2016, and while it was a modest patch on the surface - a pistol nerf, performance work, some desync fixes - it carried two of the most consequential teasers of the year: Helk's plan to rebuild recoil along traditional FPS lines, and the first public mention of the component system that would eventually replace XP entirely.
Semi-Auto Pistol Brought Back to Earth
Word reached Helk through several channels that the Semi-Auto Pistol was far too overpowered - and he confirmed it in person when a clan of three in an armored base tried to snipe him with pistols instead of rifles. Its damage dropped from 50 to 40 to make it less appealing than a proper rifle.
Backing that up, pistol ammo's minimum damage distance was reduced from 80 to 60 meters. In Rust's projectile model every ammo type has a default damage falloff range - rifle ammo starts losing damage at 20 meters and bottoms out at 100, pistol ammo did the same from 10 to 80 - and pistols and SMGs still felt too strong at range. The change widened the gap between rifles and pistols while keeping pistols dangerous up close.
Cheaper Gunfights: Projectile Optimizations
While on a Battlefield-style server, Helk profiled significant slowdowns and found 200-400 projectiles being simulated at once. A big culprit: projectile max lifetime was set to 60 seconds, so bullets fired into the sky or water would fall forever, eating CPU. That lifetime was cut to 8 seconds, and a slowdown introduced by the previous week's first-person tracers was also resolved - together clawing back a few milliseconds during heavy gunfire. The short version: gunfights got less performance intensive, and your frames dip less.
The Recoil Rework (Coming Soon)
The big read of the week was what didn't ship. Helk had been reworking Rust's recoil to bring it in line with traditional first-person shooters: when you stop firing, vertical recoil is compensated back down to where you were aiming, and instead of the annoying horizontal recoil, cone-fire randomness increases with each successive shot. The end result would produce the same groupings as before - without the weapon flying around your screen.
It proved much harder to implement than expected, mostly because the vertical compensation must never be noticeable to players who are already pulling their mouse down to stay on target. Helk was explicit that it needed heavy testing before release - he wanted to be sure it was headed in the right direction "and not another XP system."
Component System Teased
Speaking of the XP system: Helk announced he hoped to begin work the following week on a location-based component system, to be trialed on the prerelease branch and verified as "not a piece of garbage" before rolling out to everyone. A full outline was promised for the next devblog - the first concrete step toward the loot-driven progression Rust runs on today.
Desync, Interpolation, and Stutter Fixes
Andre knocked out a cluster of long-standing networking annoyances:
- A semi-rare bug where players showed the wrong name, gender, or skin tone to others - caused by the server briefly placing newly joined sleepers at world origin before sending their real position - was finally fixed, likely resolving related desync issues too
- Client-side interpolation issues causing weird snapbacks when respawning near your own corpse were fixed
- A 150+ millisecond spike whenever bigger structures despawned was eliminated via optimized entity destruction handling
- Player model pooling was wrapped up and enabled by default (on 64-bit systems, via
pool.players), removing 20+ millisecond spikes when new players entered networking range
Two new server convars also shipped for tuning: stabilityqueue (building stability update time per frame) and surroundingsqueue (surroundings refresh time per frame).
World and Art Progress
The Lighthouse got its interiors finished, mapping and geometry issues fixed, and proper collision meshes - making it fully functional and just a playtest and LOD pass away from becoming accessible in game. The natural caves gained prop sets including stalagmites, stalactites, and glowing irradiated sacs, with cave room work continuing. The cloth sash was textured, skinned, and LOD-ed, awaiting functionality. And the Flame Turret finished its sculpt, low-poly, and texture bakes before its artist left for ten days in Japan - implementation-ready "fo' sho'" the week after his return.
Sound Work
The explosion sound overhaul wrapped up: everything explodey got unique explodey sounds, distant explosions became more natural, and rockets and C4 now sound much heavier than Landmines and Beancan Grenades - so you can tell from the boom whether it's something worth counter-raiding. Extra variations were added for rapid-fire detonations like C4 and Satchel Charges, and a rogue sound player attached to a smoke particle effect that triggered a phantom extra C4 explosion was fixed. The AK's bolt-pull sound was also split out so it no longer plays when you quickly cycle past the AK in your hotbar.
One quiet farewell in the changelist: the old bone armor stopped dropping, slated for full removal next wipe. Between the recoil experiment and the component system outline promised for the following week, Devblog 127 was very much a calm before bigger changes.