Discover the revamped State of Flux website with new PvE Monument Guides, insights on the Rust Naval Update, Ghost Ships, Deep Sea exploration, and what's next for upcoming wipes and maps.
We have refreshed the State of Flux website and launched two new section of our website: PvE orientated Monument Guides and a monthly (hopefully) blog about the happenings in State of Flux. We intend to grow the guides into a full knowledge base for our PvE server, and we will track wipes, map rotations, plugin changes, and what is coming next.
A Better Website for Planning Your Runs
The new layout is cleaner and now connects information the way people actually use it. Monuments link to maps. Maps show the monuments they contain. Events point back to where they happen.
That matters because monument difficulty on State of Flux shifts based on what is active. A location can go from a quick loot stop to a serious fight depending on custom NPC setups and running events. Higher difficulty means better rewards, including more loot, RP for the shop, kits, and Skill Tree XP.
The PvE Monument Guides will keep expanding with clearer layouts, more images, and deeper breakdowns of NPC behavior and location-specific risk.
Rust Naval Update on State of Flux
This wipe brought the Rust Naval Update into focus: player-built boats, Deep Sea content, Ghost Ships, Tropical Islands, Floating Cities, new naval missions, Scientist Boats, PT Boats, and AI updates.
To match that direction, we ran Sunkenland this wipe. Its coastline and offshore layout fit Deep Sea exploration naturally and made naval travel a meaningful part of progression.
Ghost Ships, Tropical Islands, and Floating Cities
Deep Sea adds multiple offshore locations with different risk profiles.
Ghost Ships act as naval monuments guarded by scientists and patrol boats, with some locked crates requiring hacks under pressure.
Tropical Islands provide a separate biome from mainland routes, with ruins, resources, and scientist encounters that shift between wipes due to semi-procedural layouts.
Floating Cities serve as offshore safe hubs with docks, vendors, recyclers, and safe-zone facilities, ideal for staging, resupply, and route reset before another run.
Naval scientists now patrol using RHIBs and PT Boats with updated AI behavior that responds to sound and positioning more intelligently. Large Oilrig also includes Scientist Boat pressure when approaching from sea lanes.
In vanilla Rust, Deep Sea cycles on and off as a timed world event. On State of Flux, Deep Sea stays permanently open.
Loot refills on a regular schedule, and you get an on-screen notification when it refreshes. If you do not want those alerts, disable them with /access. This better matches how players actually use the server, jumping in at different times to run ships, islands, and offshore routes without waiting for a time window.
Player-Built Boats and Quality of Life
You need a boat to reach Deep Sea, and preparation matters once you are offshore. Player-built boats, RHIBs, and PT Boats all work, and we added our Boat Control Panel plugin to reduce friction during high-pressure moments.
We also made several quality-of-life changes:
- Decay is disabled, so vessels stay intact.
- Hammer removal is available during the build window.
/removeis available after destroy timer expiry (for your own placed pieces).- Part replacement is limited to build mode.
Tugboats were removed from natural spawns in the Rust Naval Update, but ours remain available through the Vehicle Licence system and persist across wipes once purchased.
Next Wipe: Diamond Ridge
With the next wipe, we are shifting from ocean-heavy gameplay to building-focused terrain.
[Insert image: Diamond Ridge map preview or buildable rock formation]
Diamond Ridge is designed for builders, with 15+ custom build locations, extensive buildable rock formations, and more terrain integration opportunities. It is a different pace from Sunkenland: less naval patrol pressure and more room for creative base design.
The State of Flux Blog
This is the first post, and we are committing to at least one update per month covering Rust PvE server changes, wipe planning, monument updates, and plugin development.
Questions or suggestions are always welcome.