Release Roleplay Update 5.5
Published at 2026-09-02 00:49:52 UTC
Human
Building
- A sensor mine no longer detonates on your own side. It only excluded the player who placed it, so an Engineering & Logistics mine went off under Callisto Innovations, Island Rangers and Genetics & Research, destroying itself for nothing since friendly fire already refused the damage.
- Fixed a sensor mine's detection marker staying on a player for the rest of the round after the mine exploded.
- Generators now power out to 150 studs, up from 100, and Field Batteries to 60, up from 25.
- A generator runs 25 minutes on a full tank, up from 15.
- Fuel Cans hold 500 litres, up from 300, so a generator still fills from empty in three cans and a field battery in six.
- Pouring a can into a generator, field battery or light tower holds for 2 seconds instead of 5.
- Crates, barrels and shipping containers each collapse into one build menu row with a variant picker.
- The Heavy Cannon turret variant is restricted to Combat Engineers.
- Destroying a storage crate now spills its contents onto the ground in a sack instead of deleting them. Taking one apart with the hammer does the same.
- The Small Crate is a new Tier 1 storage container, a single box with a 4x3 grid for 2 Hardwood, limit 6.
- Large buildings, traps and the Ballista are heavy: moving one takes it back down to a blueprint that has to be rebuilt where you set it. Everything else still moves in one piece.
- A heavy structure with anything in its storage refuses to move until it is emptied.
- Ballistas can be built outside a tribe claim, without a banner. They share the six unclaimed structure slots with traps.
- Fixed traps never being placeable outside a claim. They were meant to be exempt from needing a banner, but the build ghost refused every position outside one, so the exemption could never be reached.
- Fixed a placed Ballista being indestructible. It had no entry in the structure health table, so nothing could damage it; it now has 400 integrity like every other structure.
Emotes
- The Applaud emote is removed from the emote wheel.
- Fixed the emote wheel never opening again after a respawn. It worked on the first life of a session and did nothing on every life after.
Animation
- Fixed carrying a picked plant or other food locking the arm holding it, so it no longer swings with the walk. The arm moves normally while walking and lifts the food when you stop.
- Fixed the crouch and prone animations breaking when the two keys are alternated quickly. A stance change now waits for the one already playing to finish.
Interface
- Photo mode now plays a dinosaur's full emote instead of jumping to its held end pose. Threat displays, looks and shakes animate; emotes that only have a held pose are unchanged.
- Opening the action menu now closes the locker, cabinets, containers and feeders instead of stacking on top of them.
- Only one storage panel can be open at a time. Opening a second closes the first.
- Photo mode can hold a dinosaur eating, drinking or grazing as well as emoting. The feeding animations sit at the end of the same pose list and are held for as long as the pose is selected instead of playing once and dropping back to idle.
- Fixed the photo mode buttons drawing their outline around the lettering instead of around the button.
- The map cuts to static while the radio net is down. It relays position data off the masts, so with the last one destroyed it reads NO SIGNAL until a tower is repaired.
Looting
- Searching a container takes 0.5 seconds for a standard locker, down from 1.3, and tops out at 1 second on the largest.
- Potentially fixed locker not being lootable due to thinking you're far away from it
Uniforms
- Experimental Labs, Dinosaur Handler and Combat Medic uniforms are restricted to those groups. They were wearable by any Genetics & Research member.
Inventory
- Food that restores stamina can no longer be eaten while sprinting. Fiddleheads, Agave, Snacks, Soda and Energy Bars restore more than a sprint burns over the time it takes to eat one, so a pocket of them was a second stamina bar you could spend mid-run. Stopping for a moment is all it costs, and food that gives no stamina is unaffected.
- Fixed a second PDA sometimes being issued and then being impossible to drop.
- Bandages, leaf bandages, medkits and ammo boxes are removed from the inventory once they run out. They were left in the bag at zero uses, unusable and unrepairable, because they were treated as worn gear rather than as supplies. Weapons and tools still stay to be repaired.
Turrets
- Fixed turrets doing nothing to a dinosaur unless the shot happened to land on its chest. A spawned dinosaur has one solid part and the rest of the body is pass-through, and turret shells were the only thing in the game that could not see the difference, so flank and rear hits went straight through the animal. Measured against a live turret: a Kaprosuchus shot side on went from untouched to killed.
- Fixed a turret being destroyed leaving it registered and still running.
Fists
- A punch is now thrown with the arm opposite the direction it is aimed. Aiming left threw the left fist outward away from the target and now crosses the right fist over, with blocking, damage and reach unchanged.
Weapons
- Fixed shell fed shotguns and the RPG being able to load shells faster than their reload animation runs. Firing between shells is meant to be possible, but the server was letting a shell land every half second against a reload that takes 1.2, so a Benelli M3 could be fired continuously without a reload ever finishing.
- The FN 5.7 is restricted to Reserve Wardens.
- Potentially fixed wildlife being immune to every weapon. Guns, melee, fists, thrown weapons and fire all hurt animals now.
- Incendiary grenades and fire pools now burn animals, not just players.
- The Stim Pistol carries 36 spare darts and refills at an ammo box. It held 6 with no reserve and could not reload.
- Fixed the Stim Pistol firing a Regeneration dart on every mode. Resistance and Speed now apply what they say.
Vehicles
- Taking the driver's seat of any vehicle now puts away whatever you were holding. It stayed in your hand before, and since the hotbar is hidden in a vehicle there was no way to put it away without getting out first. Passengers and door gunners keep their weapons.
- Fixed holding the aim button while getting into a driver's seat leaving the aim pose layered over the seated one, and letting a weapon play its firing animation, or a bow draw to full, against a shot that was always going to be refused.
- The Repair Torch reads VEHICLE SYSTEMS on a car, boat or truck instead of AIRCRAFT SYSTEMS. It said AIRCRAFT on everything.
- Drivers can press P to park a vehicle. Parking sets the handbrake and the vehicle never despawns; press P again to release it.
- The Repair Torch only repairs a vehicle while it is stationary. The panel reads VEHICLE MOVING until it stops.
- Fixed space no longer working as the handbrake for vehicle drivers.
- Potentially fixed the vehicle depot menu closing itself the instant it opened at a helipad.
- Potentially fixed the depot refusing a request as "Too far from spawner" while the menu was still open.
- Fixed the CH-47 never detecting a downed AH-6 or MH-6 Little Bird beneath it, so they can now be slung out.
- Potentially fixed leaving a flipped or overturned vehicle dropping you through the ground.
- Potentially fixed dirtbikes never righting themselves after landing upside down or on their side.
- A vehicle that flips while in water no longer stays marked as overturned once it is upright again.
Dinosaur
- Fixed Edmontosaurus Jaws being unattached to model
- Lowered Parasaurolophus broadcast sound pitch
Movement
- Fixed the extra turning agility a species gets above a trot cutting in at a trot. Any slope steeper than a few degrees, or a herd speed bonus, was enough to tip a trot over the line and snap the turn tighter.
- Fixed that agility being measured against the standing trot while crouched. Scelidosaurus and Iguanodon trot faster on four legs than on two, so both got their sprinting turn rate at an ordinary crouched trot, and Brachiosaurus and juvenile Tyrannosaurus did the same.
- Dinosaurs can no longer start sniffing above a trot. Sprinting out of a sniff now also stops the scent trail, which it previously left running.
- Holding jump to take off as a flier no longer starts with a hop. Tapping jump still jumps.
- Crouch no longer survives a flight. Landing used to leave a flier crouched from before it took off.
Animations
- Fixed an emote's sound cutting out the moment you start moving while its animation carries on playing. An emote can be built from two clips and only one of them stops when you move; the sound was tied to whichever clip stopped first.
- Fixed a dinosaur snapping to a different point in an emote when you stop moving. The held pose was being seeked to the playing clip's time even when the two are different animations, which they are in 230 of 235 cases.
- Fixed dilophosaurus yawn and threat emotes being inverted in naming
- Fixed dinosaurs with an animated lay down snapping straight into the lying pose before the lay down animation played. Only the twelve species that have one were affected.
- Fixed a dinosaur briefly losing its pose between finishing a lay down and settling into resting.
- Standing up no longer holds a dinosaur still for the whole length of its stand up animation. Allosaurus was frozen for 2.2 seconds against Utahraptor's 1.2, and Amargasaurus for 3.
- Fixed procedural bone motion winding up and jittering while flying, falling or swimming.
- Fixed hitboxes and carried objects not following a dinosaur's head and body as they turn.
- Potentially fixed dinosaurs dropping into a bind pose when they enter a movement their species has no animation for. Landing a flier was the common way in.
- Fixed a dinosaur dying outright from a ragdoll impact whatever health it had left. A hard impact could take all of a dinosaur's health in one hit, and the speed it was judged on was measured in a way that read up to ten times the real figure, so an ordinary ram registered as a fatal one. An impact now takes at most the same share a long fall does.
- Potentially fixed Carnotaurus dying outright after being ragdolled by a charge. A landing is no longer charged as fall damage for half a second after a ragdoll releases, so the drop the ragdoll itself caused is not billed to the player.
- Fixed Utahraptor Scratch being spelt incorrectly
- Fixed head turning not replicating between players
- Standing up or lying down now cancels a roar that is still playing. Only the roar's sound was being cut before, and the roar animation outranks the stand up animation, so it carried on playing over it in silence.
Combat
- Dinosaurs can bite while crouched. Only Iguanodon, Parasaurolophus and Scelidosaurus could attack from a crouch at all; secondary attacks and pounces still ask you to stand.
Carrying
- What a dinosaur can pick up is now limited by the size of its mouth as well as by weight. A Minmi could carry an 11 stud Reed Bed, longer than the whole animal, because it only weighs 20kg. The same rule applies to every species and reads off the animal's own head, so it follows growth stages.
- Carved meat and bone, picked fruit and caught fish are all sized to the mouth that takes them, so an animal can always carry what it is able to harvest.
- Fixed picked plants spawning at full size. The amount they were meant to shrink by was recorded on them and never applied.
Universal
Lighting
- Haze thins with altitude far more gradually, starting at 600 studs instead of 200 and taking until 3000. It bottoms out at the clearest level ground weather reaches rather than clearing away to nothing.
Interface
- The map can be drawn on, with DRAW, ERASE, CLEAR and a row of colours in its top left. A line stays over the same ground at any zoom, the right mouse button pans while a tool is up, and what you draw is yours alone.
Audio
- Large dinosaur footsteps are 30 percent louder.
Environment
- River audio carries 500 studs instead of 1000, so it stays with the water rather than reaching most of the map.
Movement
- Rock halves how steep a slope anything can walk up while stood on it.
Staff
- Announcements sent with the /announce command now record who sent them and the text in Staff Actions.
- /breakall answers to /destroy as well as /destroyall.
- /whitelistsuite grants a player the Cinematics Suite for the current server only, and /whitelistsuite player false takes it back. It is never saved, so lasting access still belongs in the Content Creators group, and only owners and full access admins can issue it.
- Fixed the Cinematics Suite key doing nothing for the rest of a session once it had refused you, so a player granted access mid server can now open it without rejoining. Pressing it without access no longer opens the interface at all.
- The balance panel has a SPAWN AS button that puts the tester into whichever species, growth stage, gender and sub species is selected, so a stage can be driven while it is being tuned.
- /forcedino only asks for a growth stage or a gender when the chosen species actually has them. Forty three of the fifty one species have a single stage and were still offered a four stage picker, and forty have no genders and were still asked for one.
- The balance panel now opens on a species' adult stage. A species with separate male and female adults opened on its adolescent.
Diet
- Stomach size now scales with body size. It previously did not: a Compsognathus held more food than a Triceratops, and an Edmontosaurus hatchling had a bigger stomach than the adult.
- How much a dinosaur eats per mouthful now scales with its size too. Every species used to take the same size bite regardless of body mass.
- Every dinosaur now takes about 45 minutes to starve from full and about 45 seconds of feeding to fill, whatever its size.
- Filling up now takes roughly six plants of the kind a species browses, for every herbivore from a Dryosaurus to a Brachiosaurus.
- Therizinosaurus could not eat any of the map's plants at all, and now browses up to mature trees.
- Twins can eat fish, which it could not despite living in water.
- Sequoias are edible. They were the largest group of plants in the map that no animal could feed on.
- The diet shown on the spawn screen is now read from what a species can actually eat, instead of a second list kept by hand beside it. Edmontosaurus and Therizinosaurus were advertised as meat eaters despite being pure herbivores.
- Fixed Edmontosaurus and Therizinosaurus behaving as predators, and Compsognathus and Dudu being misjudged, because that same list drove the predator test.
- A species' diet now reads Vegetation, Fungi, Insects, Fish, Bone, Carrion, Rotten Meat or Raw Meat, and the vegetation line says how high the animal can browse.
- Herbivores no longer track blood across the map. They still notice it close by, but a carcass no longer leaves them a trail to follow.
Vegetation
- Bushes, ferns, grasses, water plants and trees across the map are now food. Around 25,500 plants became edible, where before only 513 authored patches were.
- What a herbivore can browse is set by its height. Ground cover feeds everything; bushes need a Pachycephalosaurus or larger; small trees a Parasaurolophus or Iguanodon; mature trees a Triceratops, Edmontosaurus or Stegosaurus; and the tallest crowns only Brachiosaurus and Amargasaurus.
- Eating a tree strips its leaves and leaves the trunk standing. The leaves grow back on their own.
- Trample reach now stretches to 4.5 times an animal's own height, up from 1.44, so a tall thin trunk is judged on its girth rather than on how far up it goes.
- The weight needed to trample each tree size drops a tier. Suchomimus and Ceratosaurus flatten palms, Stegosaurus and Ankylosaurus reach medium trees, and Triceratops and Edmontosaurus large ones.
- Fixed bushes being impossible to eat. They were excluded from the search a dinosaur uses to find food, so no bush could ever be found however hungry the animal was.
- Fixed an error on the interact key that stopped dinosaurs eating or grazing at all. It triggered whenever there was something in reach that could not be picked up, which standing over grass always is.
- Every edible plant now carries a scent marker. Plants placed loose in the world could be eaten but gave off no scent, so only some of them showed an icon.
- Fixed large dinosaurs being unable to eat almost anything. The area a dinosaur searched for food was a fixed size regardless of the animal, so an Amargasaurus had to line a two stud box up on a plant almost exactly. It now scales with the animal.
- Fixed plants being impossible to smell. Nothing in the map was registered with the scent system, so a herbivore could never track down anything to graze.
- Fixed grass, ferns, leaf litter and water plants being impossible to eat. Nearly half the map's plants could not be detected at all.
- Grass, savannah grass, reeds, lily pads and duckweed can all be grazed, and elephant grass needs a larger animal to reach over it.
- The largest redwoods and sequoias stay inedible, as do bare trunks, dead snags, driftwood and fallen logs.
Resources
- Scattered resources no longer seat on mud. Reed Beds are the exception and now grow only on mud or bare ground.
- Around a fifth fewer resource nodes scatter across the map.
Performance
Dinosaurs
- A dinosaur's procedural spine and neck bones cost nothing while it is standing still instead of being recalculated every frame.
- A resting, sleeping, ragdolled, burrowed or pinned dinosaur settles its procedural bones and then stops calculating them entirely.
- Tail physics now poses every second tail bone and folds the skipped bone's bend into it, keeping the same total tail curve for 30 percent less work.
- A dinosaur's tail settles straight when it lies down and then stops posing altogether. A resting dinosaur's tail costs nothing.
Staff
- Freecam no longer rebuilds its list of hybrid creatures every frame, and rebuilds its camera blocker check only when what it can see changes.