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Posted (edited)

Howdy everyone. I know that people love building beautiful farms and bases, and all sorts of great things on our servers. I know that one thing that people don't love is bases with so many windmills that you can't even look in their direction without fear of losing all frames, or your computer heating to such extremes that you can fry an egg on it, seasoning it with the salt from your tears, while watching your game crash. I think every minicopter flyer has felt that sinking feeling deep into their core of their being when they fly near a massive wind turbine farm, as their game freezes and they lurch headfirst into the ground, wondering why, oh why did they decide it would be a good idea to fly to their destination...😢

So I have a potential solution to this... Taking the beautiful Test Generator and giving it a revamp! A lot of people are willing to spend the money on a Pumpjack as the credits and scrap it delivers make it worth the money in their eyes, but find it hard to spend money on many test generators in order to fulfill their power needs. So why not make the Test Generator more enticing for usage?

I don't know if this is possible, but changing the output of a Test Generator to, say, 250 or 500 power would make it much more useful in these Rust days when seemingly every cool and needed item uses power, especially for those of us who love farmin' up a storm! I'm sure that this would be enough to entice people to throw a few dollars towards a Test Generator every wipe, and majorly reduce map lag as they would no longer need to place multiple Wind Turbines, and build massive towers to support them. It would mean way fewer lag-inducing entities overall, and make the majority who don't have top-end PCs much happier and less afraid to fly.

Thanks for coming to my TED talk.

 

Edited by Meowy Christmas
typo
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  • 3 months later...
Posted

It has got to a point where 100 power output does not go far, it would be great to see this upped and make it more viable especially to encourage more people to use them over wind turbines, would be great to see

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Posted
On 4/9/2021 at 9:51 PM, GREENG1ANT said:

Man people reviving old posts over this, can't believe it still hasn't been changed. Kinda feels bad for anyone that's bought one.

I've been working on side projects recently that I'm just now wrapping up. I'll go through the queue and knock out these suggestions soon.

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Posted

Honestly, I've seen bases that have all this overcomplicated electrical stuff, with upwards from 10 windmills (a recent one used 27 windmills)... 
1k power? One simple soundless, low impact item? Sign me up. But this is just my personal opinion, not to be confused as an official stance. 

electricity GIF
I've not been a fan of electricity since they were still in planning phase. LOL.

Give me tuna can lamps, a bear skin rug, a bone club and I'm happy. 

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Posted

i personally don't see a problem with where they are at but I'm also a minimalist and don't build these monster builds. Also if he raised it to 1000, I imagine the price would go up as well which I am not in favor of.

Posted
30 minutes ago, rubiks-q-bert said:

i personally don't see a problem with where they are at but I'm also a minimalist and don't build these monster builds. Also if he raised it to 1000, I imagine the price would go up as well which I am not in favor of.

The problem with where they are now is they output the same power as 2 solar panels. Which are free. There isn't really a reason to buy one in the first place at this point. As it stands, the only thing you really save on versus other power options is a little bit of wiring. 

Posted
5 hours ago, GREENG1ANT said:

The problem with where they are now is they output the same power as 2 solar panels. Which are free. There isn't really a reason to buy one in the first place at this point. As it stands, the only thing you really save on versus other power options is a little bit of wiring. 

I never knew why solar panels were altered to begin with. So again, I'm fine with maybe doubling test gens but not at the expense of my wallet. 

Posted

as a group we tend to build to accommodate the 8 people within the group, this does lead to a base that seems larger then those around us, a farm that is slightly bigger etc. we also have "fun projects" like a hotel, nail tag, gallery etc for the server to enjoy and rather then plonk up wind turbines on mass we avoid this by using test gens, i feel we are not the only ones doing this as we all tend to talk to one another (within the main groups within the US scourge community) and try to help with lag etc because we want to play without the spikes and issues.

it does become a bit costly however for those of us that do purchase them every wipe, with the intention to help keep the server lag free.

  • 2 weeks later...
  • 3 years later...
Posted (edited)

Okay so I don't mean to necro this but I was having a similar thought. Test generators could be a great solution to the mill lag problem. They just need to be powerful enough to justify spending real money. Either that or they could be made cheaper here or more accessible by making them purchasable in /shop. I can see how that's tough and would cut into the bottom line that keeps the server going though.. I'd be happy I'd they were buffed into space, and there's little downside in doing so frankly.

 

Somebody threw out 1000mw of output as a suggestion and somebody else said that was too much. Why is that too much? I could see the problem on a pvp server where souped up test gens would cause a turret//SAM nightmare. However, for the purposes of farming berries or running furnaces, if I'm gonna spend real money on a premium product, I don't wanna have to worry about power anymore. Especially if owning one means I don't need windmills , which is actually good for the server and the community.

Edited by PorkNBeans
More clarity

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