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kitten changed their profile photo
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grim083792 joined the community
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Hi Crazy frog Your TC idea is kind of already implimented across the board, at times it has been confusing when the building privalage gui isnt straight forward in regards to base decay and what rate being enabled or not I agree. As far at witch hunting goes, correct me if I am wrong but my understanding is that giving players access to their deployables interaction data would actually stop witch hunting if there was any on your server. As I understand witch hunting is the act of false accusations and evidenceless defamation however even the term is archaic and bullying/trolling/griefing/harassment covers that already, (its 2026 afterall ) and having access to this real time data to be able to determine theft would in fact stop the idea of witch hunting. You mentioned the heli theft scenario, any TC mod doesnt usually cover parked helis in the building privalage space but would be cool if it did, on modded like I already mentioned have those protections already even on your heli. It's been mentioned by other players being able to put a code lock on a heli would be cool but even with all the mods, however if there is not enough community operating the community aspect of the server it will increasingly attract negative people unfortunately regardless of admin presence. However having the right admin will also attract good players as well, corrupt admins tend to attract corrupt players ngl Players running player events and community stations greatly decrease the level of toxicity and server rule infractions. Mutual respect goes a long way as well! I hope you have a great wipe! I am away at the moment and haven't started the new wipe yet but excited to see the new map when I can
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Miffoo joined the community
- Today
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magicman started following Pump Jack vanishing after hitting with hammer
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In the jungle where I live I placed a pumpjack down but after placing it I didn't like it and wanted to move it so i hit it with a hammer and it disappeared like usual but when i checked my inventory i only had 3. I had bought 4. I tried splitting them but they are all single items. I looked on the ground and no bag. US Scourge J19ss
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start of wipe, placed a pj but I didn't like the placement so I hit it with my hammer and it disappeared but it didn't go into my inventory 0.o no bags or anything on the ground either
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Osiris joined the community
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Kreativity joined the community
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I agree that giving players access to player activity or access logs is probably not the right solution. That could easily turn into accusations, witch hunts and unnecessary conflicts. However, I think we can solve the underlying problem without giving players any investigative tools at all. The issue isn't really “players need better bases”. The issue is that the current protection model depends too heavily on an administrator being online. On a PvE server, that creates a very strange situation: if someone deliberately steals a Mini, Attack Helicopter or accesses property while nobody is available, the victim has no meaningful way to prevent it and the admin can only deal with the consequences afterwards. I would suggest exploring an automated TC-based Property Protection system instead. The concept would be: TC authorization determines who is allowed to interact with protected property. For example: • Containers and important deployables inside a protected TC area cannot be accessed by unauthorized players. • Deployables cannot be picked up or manipulated by unauthorized players. • Minis and other player-owned vehicles could be associated with the owner/TC authorization, preventing unauthorized players from simply taking them. • Protection could apply particularly when the owner is offline, which would directly address the situation where there is no administrator available. • Players would receive absolutely no information about who attempted to interact with their property. They simply get protection. • Administrators would retain whatever information is necessary to investigate reports internally. This is important because it separates protection from surveillance. We don't need to tell players: “Player X accessed your box.” We simply tell the server: “Player X is not authorized to access this property.” And the server prevents the interaction. That completely removes the witch-hunt issue while still protecting legitimate players. I would also avoid solving this by simply enabling shotgun traps, landmines or other PvP-capable defenses. That changes the nature of Pure and can create an entirely different set of problems. An automated protection layer would preserve the PvE philosophy much better. The helicopter issue is probably the clearest example. If I park my Mini at my base and log off, I shouldn't have to assume that the only thing protecting it is whether an admin happens to be online at that exact moment. The server already knows: who owns/controls the TC, who is authorized, where the property is located, and whether the owner is online. That information could potentially be used to enforce protection automatically rather than requiring an admin to react after the damage has already happened. I'm not suggesting that this should necessarily be implemented immediately, or that we should change Pure's vanilla philosophy without discussion. I'm suggesting that this is the technical direction I'd investigate: TC authorization → ownership → automated protection → no player surveillance. It addresses the actual weakness without introducing PvP, without creating witch hunts, and without requiring 24/7 administrator coverage. If it is technically feasible within the limitations of Pure, I think this would be a much more scalable solution than expecting players to continuously build around the possibility of another player exploiting an admin absence.
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Inthebestz joined the community
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FurryToes joined the community
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This exact situation you are describing is why we have the 10 day purge time
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Yo, I understand the concerns from players who work, have families, or simply can't log in every day. But I think there is another side of this discussion that is worth considering. Pure has around 300 players coming through the server every day, roughly 50 of them being new players, and around 880 hours of playtime per day on average. Activity is obviously much higher at the beginning of a wipe and gradually decreases as the wipe progresses. Yet the current poll has only 125 votes. So my question is simply: what about everyone who didn't vote? I'm not saying that the people who didn't vote are necessarily for decay. They could be against it, in favor of it, or simply not care. We just don't know. That's why I don't think 125 votes can automatically be considered a perfect representation of the entire Pure community. There is also something else I find important: the server's own description says that decay is active at a low rate specifically to discourage huge bases. I don't think decay should be about punishing casual players or forcing everyone to log in every day. If someone is actively playing and wants to maintain a huge base, build massive decorations, or spend their wipe building, that's completely fine. The problem, in my opinion, is what happens when those players stop playing. A huge abandoned base can remain on the map for a very long time, even though nobody is using it anymore. Meanwhile, new players continue joining the server and building their own bases. Over time, the map becomes increasingly cluttered with structures that are no longer serving any purpose. That's what I believe decay should address: abandoned bases, not active players. And that's why I think a reduced upkeep/decay rate could actually be a very reasonable compromise. Casual players would still have plenty of time to come back and maintain their base, while genuinely abandoned bases would eventually disappear. For me, this isn't about choosing between "casual players" and "hardcore players." It's about finding a balance that works for both — while keeping the map healthy and leaving room for the new players who are joining Pure every day. I don't think decay is the enemy here. I think the real question is simply: what is the right decay rate?
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you could always join Survival which has no decay
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It's Rust a survival game, sorry it's not minecraft.
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No Decay, I love this server for not having to log in everyday and fill the TC, yes people abuse it and build bad bases. But why should people doing the wrong thing be impacted by the ones that want to build cool bases.
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青い嫌いな人 joined the community
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Hi AbsenceOfLight as has been explained to you in the past this is never likely to be a thing given we already don't give players that info as Admins as it will just lead to things like witch hunts occurring
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scourge Suggestion: Increase Flower Stack Sizes
Crazy Frog replied to Crazy Frog's topic in Suggestions
I understand that flowers used to have a larger stack size and that it was changed, but that doesn’t really address the point I’m making. The issue is that flowers are a farming resource, just like wood, sulfur and charcoal, and they take a significant amount of storage space when farmed in large quantities. Having to constantly sell them because the stack size is artificially low isn’t really a quality-of-life solution — it just creates unnecessary inventory and storage management. As for backpacks, not everyone wants to dedicate every clothing slot to carrying flowers, especially when those slots are useful for actual gear and protection. And having to repeatedly travel back and forth to sell flowers also takes time that could otherwise be spent playing the game. Increasing the stack size to 5k or 10k wouldn’t make flowers overpowered or give farmers an unfair advantage. It would simply make farming and storing them more convenient, while keeping the same economy and value. If wood, sulfur and charcoal can stack to 5k/10k, I don’t really see a strong gameplay reason why flowers should be treated differently. It’s a simple QoL improvement, especially on a server where a large part of the player base makes scrap by farming. -
This decay is stuffed, we play here to build cool stuff and not have to grind for upkeep. If upkeep stays a thing we are considering moving on, or are forced to build massive laggy wooden grid base each wipe attach it to 20 boxes with wood so we only think about it once.
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Pleas no decay i have a job and i dont have the time to always log in and check my TC for upkeep
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Deuusey changed their profile photo
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lemonadebunnies changed their profile photo
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Stabz changed their profile photo
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scourge Suggestion: Increase Flower Stack Sizes
TiffDust replied to Crazy Frog's topic in Suggestions
Flowers did have a larger stack size and it was changed to lower stack sizes as it is now. You can wear a backpack in each clothing slot on modded servers and use those to transport flowers. Better to sell often than keep them in storage. -
Decay didnt slow down the lag bases being built at all. the end of this wipe has been horrible for lag.
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yohanesburg_ changed their profile photo
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I voted no decay, but I see the vote and know where it's apparently going. Regardless, here's my view: I see the argument that "decay is part of Rust," or "It feels more like Rust." But this is a PvE server. PvP is also a huge part of Rust, yet I don't see anyone suggesting we turn PvP on because "That's how Rust is supposed to be played." Zero decay was actually one of the things that brought me to this server in the first place. I'm a solo player. Everything I build, wire, pipe, farm and maintain was built by me. I also have a full-time job and sometimes travel for work for as much as a week at a time. I don't have 10-15 hours a day to play, and I don't think logging in should feel like checking whether the game deleted dozens of hours of work while I was busy living my actual life. At 50% decay, it is already something I have to think about. If the plan is to increase it another 15% every wipe until we eventually reach 100%, that problem only gets worse. I understand why decay exists on normal Rust servers. It helps clear abandoned bases and is part of the vanilla game's resource pressure. But my understanding was that bases auto-delete after 10 days of not logging in. Is that not true? And especially on a PvE server, I don't see increased upkeep as adding meaningful difficulty. Nobody is raiding my base. I'm not competing with another clan for territory. It mostly means I have to spend more time farming stone, metal, and wood just to keep something I already built from disappearing. By the time I replace the decayed resources, it's time for me to log off and go to bed. The question isn't, "Is decay part of Rust?" Of course it is. The question is, "Does decay make this PvE server more enjoyable for the people who play here?" For me, the answer is no.
- Yesterday
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50 % is okay for me, more would be way more tedious after a while...
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picklemuncher571 changed their profile photo
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Hey, I have a suggestion that could make farming a lot easier and more efficient for players. Could you consider increasing the stack size of Orchids, Roses and Sunflowers to 5,000 or even 10,000, similar to Wood, Sulfur and Charcoal? A lot of players use flower farming to make scrap, and the current stack limits mean we have to constantly manage huge amounts of boxes and storage space. Increasing the stack size wouldn't really change the economy or give players an unfair advantage — it would simply make farming and storing resources much more convenient. Since a large part of the server's player base farms flowers to earn scrap, I think this would be a really useful quality-of-life improvement. Thanks for considering it!
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Decay is a part of rust and must stay.
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Postponed until further notice.
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Yo, I feel like the more time goes by and the closer we get to the wipe, the more it seems like the writing is on the wall
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Hi AIM-9X, Thank you for taking the time to make a note of this. Myself and others have recived many similar complaints and concerns on top of my own direct experience being raided on wipe day, unfortunately. I understand that players would like more freedoms to protect themselves and their bases and it has been discouraging to bear witness to the negative behavior growing on what was a light hearted and fun PVE experience, and damage an otherwise wholesome players game experience. Often to bullied/trolled and griefed players myself and others have suggested giving Elysium a go because a lot of effort has been applied to increase player safety and includes loot protection measures that are a better reflection of RustEZ as a whole than what Pure on it's own generally supports due to community server limitations, the unmodded vanilla experience of Pure and design choices made by the developers. All of that does not actually solve this increasing problem unfortunately, but it's an attempt to soften the dissapointment that comes with increasingly unavailable administrators. I have made suggestions to others around floating the idea of making some nominations from regular players into a poll that people could cast a vote towards to create some transparancy towards the induction process as far as scouting and accomodating new administrators and there has been a lot of encouragement for players to apply, also. Hopefully there will be some more proactive playeradmins in the future to bridge the gap. It is also imporatant that players take note and report negative players that hurt players to help build cases to assist administrators when actioning their roles and applying the server rules correctly when they are available; it is disheartening seeing growing negativity develop amongst our friends and our teammates on this PVE server, especially designed to be a safe haven absent of PVP players and their often toxic attitudes that are better suited to PVP environments where on some servers the rules are more in tune with their style of gameplay (not many, if any to be fair ) With that being said and wipes impending and reccuring apocolypse quickly approaching, try not let these griefers bother you. Note their names and their actions and make reports. Not all the responsibility rests on a player to take every available means to create an inpenatratable fortress, in fact we should be able to have fun, build whatever (within reason) and be comfortable enough in the community not to have to go overboard on protection measures and oversurvellance to be able to enjoy the game and socialise safely without being taken advantage of by the opportunistic. I have made a suggestion earlier around potentially adding player permissions to increase their ability to make stronger, more cohesive reports like adding a new command such as " /checkbox " to see if any unauthorised players have accessed deployables attached to the TC's permissions list. It is also important to remember that on modded servers TCs come locked as standard, on Pure they don't, so please make sure you take care when building and make it part of your TC building routine to add a lock or codelock to your TC every time, before you move to the next activity. Something I enjoy doing is keeping a spare box (just with some basic starter supplies) for new players that might be new, might not speak a common language or might not know the rules to help mitigate some trouble makers from hurting other players by stealing from others or breaking in. That's not exactly what is expected of an admin to help give every new player a head start (Elysium, scourge and survival cover this aspect well with playtime rewards) and that is not to say every new player is a trouble maker! () however by keeping a small amount of surplus items it can also really help players who might have been griefed or hurt or had their bases raided by having some items on hand to donate in times of crisis. That is what the in game community is about and is essential in times of administrator shortages. /essaying Tldr: add a lock to your tc, spread the word. ()
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Sweet Tooth started following Establish "Self Defense Rule"
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Might I suggest the best option is for players to lock doors boxes use windows on window frames and build a garage for the Helis
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I support keeping decay enabled on the server—it's essential for clearing out abandoned entity spam and keeping performance stable. However, I’d like to propose dropping the decay rate to 25%. Lowering it to a quarter of the default rate still achieves the original goal of clearing truly abandoned ruins, but it significantly softens the upkeep pressure on players who hit unplanned real-life hiatuses so they don't instantly lose all their progress. On a personal note, a 25% rate would also make it much more feasible for me to construct and maintain public community builds for everyone on the server to use and enjoy, without the TC upkeep turning into a second full-time job. Furthermore, I am officially announcing my campaign for President of the RustEZ Pure server. Should the good people of this server see fit to grant me this victory, I intend to usher in an era of unprecedented prosperity by aggressively redistributing my wealth, sulfur, and high-tier scrap directly into the toolboards and boxes of my loyal supporters. As for the opposition? I will show no mercy. You will know my wrath when my regime descends upon your strongholds, rains absolute hellfire upon you via relentless water gun drive-bys, and permanently (Until it rains) defaces your exterior honeycomb with crudely spray-painted farm animals. Vote smart. Vote 25% decay. Vote for me. [EDIT] Also, is there a method to limit TCs? For example, limiting each player to a maximum of 5. While I like to put 2-3 around my main build-space to create a comfortable buffer, we've all seen the MEGA BASES with a ring of 10 preventing anyone from developing elsewhere in nearly half of an entire biome lol.