What's New in Rust's "Devblog 133" Update
Devblog 133 gave the first look at the two new Harbor monuments, finished converting drop tables to components on prerelease, cut every pistol's draw time to about half a second, and fixed the regression that made caves and sewers too bright.
Devblog 133 shipped on October 27th, 2016, one week out from the component system's target launch. On prerelease, the conversion was declared essentially complete - barrels and crates now dropped components instead of finished items - while the main game got its first look at two brand-new Harbor monuments designed as safe-ish ground for fresh spawns, plus a quietly meta-shifting change: sidearms that deploy in half a second.
Components: The Drop Tables Flip (Prerelease)
Helk called it: every item that should require components now had them, with a decent balance pass done on top. More importantly, all the drop tables changed - barrels and Radtown crates no longer produce completed items, only components or resources. Airdrops remained the exception, still delivering finished goods. The result, in his words, made components "feel very valuable and rare, providing a fresh and fun experience."
The week ahead was earmarked for adding radiation back and pure balancing, with players urged to opt into the prerelease branch and Helk checking Reddit periodically - all in service of avoiding zero-day issues at launch.
First Look: The Harbors
Work began on two medium-sized Harbor monuments with a clear design brief: an easier place for fresh spawns to traverse and find early-game crafting loot without constantly clashing with equipped players. That explicitly meant no sniper's nests - buildings that would normally grant access to high floors won't.
- Harbor 1: a condensed version of the original concept art - three piers, two pockets of interest on land, and one pocket spread across the ocean on barges and tug boats
- Harbor 2: largely flat terrain backed by cliffs, built around a maze of shipping containers to explore for loot - or hide in "if things get too tense for your fresh naked"
Both were heavily greyboxed works in progress with a sizeable asset list remaining; the estimate was another month and a half before they'd hit main, with the team aiming to minimize untextured assets at launch.
Sidearms Matter Now
Helk decided pistols should have a real role beyond being a worse primary: Minh reworked the deploy animations so pistols and the revolver draw in about 0.5 seconds. Switching to your sidearm is now always faster than reloading - a small change with genuine firefight implications. The Bolt-Action Rifle also had its animations redone (they were the first ever made for Rust and looked "far too floaty" next to Battlefield 1's work), the LR300 got more usable iron sights with an enlarged rear circle and thinned edges, and the Muzzle Brake's aimcone penalty was reduced.
Darker Interiors, Lighter Servers
Andre fixed a regression that had broken dynamic ambient light darkening from buildings, rocks, and environment volumes - the reason interiors, caves, and sewers looked much brighter in game than in the artists' screenshots. Building interiors went dark again and sewer systems returned to near pitch black, as intended.
On the server side, a legacy deployable component attached to huge numbers of entities - wooden boxes, external walls, doors among them - was found eating meaningful memory per instance. With tens of thousands of such entities per server, stripping it delivered a significant memory reduction. Andre also began prototyping prefab pooling 2.0 after conversations with Unity engineers revealed that deactivating pooled objects frees native component memory (like animators), triggering slow reallocation on reactivation. The new approach avoids changing game object state entirely and eliminates overhead that scales with child object counts - staging-branch testing was hoped for the following week.
Art Pipeline: Hair, Hazmat, and Junk Piles
Diogo started on hair and fur support shaders, using temporal alpha-to-coverage for dithered cutout opacity - a technique that doubles as better anti-aliasing for vegetation (grass gained opacity anti-aliasing under TSSAA this patch). The stated purpose: preventing aliasing and flickering "on your character's future neckbeard." Cave deflooding got its edge cases fixed too - water no longer vanishes on relog, and spectate and debug camera modes now handle water visibility properly.
The Hazmat Suit's respirator was essentially finished, with full texturing due within the week - slightly delayed because the female clothing variants took longer than expected. That work mattered for the incoming workshop: the Tank Top, Shorts, and Collared Shirt were missing female versions entirely, producing "hilarious but unwanted results," now fixed along with geometry cleanups and missing LODs. Junk piles - the scavenge points where components will be found in the world - entered production based on Paul's concept, and the map item got a proper world model, LODs, and player hold animations.
Audio
Standalone deployable items all gained placement sounds in the first finished pass (doors, window bars, and building pieces still to come). Sound occlusion stayed off for one more week of tweaks after weekend playtesting. And bullet flybys began an overhaul: the existing variations all shared the same high-end whizz and felt homogenous in volume fire, so new variants accentuate the midrange - plus a more realistic supersonic crack that was already sounding promising. Silenced gunshot sounds for the LR300 and MP5 entered the works too.
With the component conversion done, radiation about to return, and the Harbors on the horizon, Devblog 133 was the last quiet-ish stop before Rust's progression system changed for good.