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Death

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  1. We've released another wave of QoL updates for quarries and pumpjacks focused around performance and reducing clutter. These changes effect our Survival and Scourge servers. Key Changes Pumpjacks can now be upgraded. You can now upgrade through the fuel storage. Quarry output has been restored to default rates. Player mining level output modifier has been removed. Quarry placement restrictions have been removed. We encourage players to use the new level system. Authorized players can now access the upgrade interface to quarries and pumpjacks. Cost to upgrade is now another quarry or pumpjack instead of resources and components. Quarries take damage when it consumes fuel Quarries can now be repaired (cost: wood, fragments, gears, sheet metal) Short Summary Quarries and pumpjacks can now be stacked via the upgrade button located while accessing either the fuel or output container. Each level doubles both the production(amount produced) and fuel consumption(amount of fuel burned per cycle.) The time of a cycle can be determined by Process Rate, which is in seconds. Quarry => Pumpjack In this overview, you'll only see references to quarries. The same applies to pumpjacks so when you see quarry, the same applies to pumpjacks. Old level migration All previously upgraded quarries have automatically been converted to the new system. You'll have to upgrade them from level 3 to apply the new modifiers. If there are any issues pick the quarry up and place it down again. No more max for quarries We've removed the cap for quarries to give back players their freedom. With that being said, we encourage players to use the level system to reduce clutter and improve overall client performance for yourself and others. How levels work now Instead of slightly buffing output, each level represents the output of another quarry. A level 2 quarry would produce the output of 2 quarries, taking deposit richness into account. In addition to the doubled output per level, the fuel consumption also increases by 1 per level. The same as running an additional quarry. Process Rate As of right now, the process rate, or, the time it takes to complete 1 cycle, does not change. It's there for informational purposes but will eventually be implemented in at a later time. Level Perks In addition to doubled production, every level unlocks a new resource yield type. If your quarry already yields this resource type it will not be changed. This does not apply to pumpjacks as it only has 1 yield type. Level 3: Metal Ore Level 4: Sulfur Level 5: High quality metal Surveying is still important Even though you can upgrade any quarry to produce all 4 resource types, surveying is still important as your output is buffed by your base production. Base production is determined by the area's richness while surveying. Ore Production and Output As of 3/29, ore PM (production per minute) now displays on the upgrade interface under the corresponding ore type. This is the same value printed when surveying and should be the exact production of per minute. If not please send us a bug report so we can address this. A quarry produces resources every cycle which can be determined by Process Rate, in seconds, on the upgrade interface. To calculate fuel consumption per minute divide 60 by the Production value times quarry level. For those wanting to fact check production, place the exact amount of fuel needed for 1 minute of run time and compare the output to what it displays on the upgrade interface. 60 / production = x * level = fuel needed for 1 minute Damage on production As of 4/11, quarries no longer decay while in operation. Going forward, quarry output will be decreased by default but can be "boosted" to output more in exchange for required maintenance, as it was previously. In the meantime I will start laying out plans and finding a meaningful means of implementation. as of 4/10, quarries now take 0.5 damage every time it consumes fuel, which is every 10 seconds or based on the Process Rate value, in seconds, in the upgrade menu. The amount of damage a quarry takes does not change based on level. A level 5 quarry will require the same maintenance as a level 1 to encourage stacking. You can repair a quarry with a build hammer, wood, metal fragments, gears and sheet metal. Cost to repair depends on damage. Once a quarry's health falls below 20%, it'll automatically turn off and require repair before it can be re-toggled. A quarries base health is 2500 and during normal operation takes 2.4 damage per minute (or 144 damage per hour.) A quarry can run 14 hours before requiring maintenance. Repairing a quarry Repairing a quarry requires a building hammer and the following resources: wood, metal frags, gears and sheet metal. The cost to repair is based on the health fraction of the quarry. The more damaged, the more resources it takes. Doing regular maintenance on quarries before it reaches inoperable health will reduce or eliminate the need for components. Levels persist when picked up When you pick up a quarry, the level persists and the icon changes based on its level. The level is visible in the icon of the item at the base of the quarry as shown in the picture below. You can only use non leveled quarries When upgrading a quarry, it will not accept other quarries that have already been leveled to avoid any accidents. There is currently no way of resetting the level of any previously leveled quarry. Preview Incase you missed it
  2. Changed Status to Closed
  3. We've added motorboats and rhibs as a callable transport. You cannot collect world spawned vehicles but can purchase your own from the black market. Once I get the new vehicle types polished I plan to allow for these to be collected like the scrap and minicopters. Key Changes Only the owner or team mate can pilot an owned vehicle. Only the owner can loot a vehicles storage container, unless shared. Owned vehicles can be picked up using salvaged hammer to recall again. In case you missed it:
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  4. Changed Status to Released
  5. Changed Status to Released
  6. This is an issue with the latest Unity version and will be fixed next wipe.
  7. Changed Status to Fixed Changed Version to 4.2.20
  8. Changed Status to Working
  9. Changed Version to 3.23.20
  10. Updated main post with new links.
  11. Changed Version to 3.23.20
  12. Changed Status to Fixed Changed Version to 3.22.20
  13. Changed Status to Fixed Changed Version to 3.22.20
  14. I don't believe the drops are disappearing or going under the map, but landing a greater than usual distance away from where it was called. Key changes with the recent rewrite of personal drops: 1) The signal is activated the moment the player releases trigger 2) The drop zone is randomized within 20 meters from the called area I will make the radius tighter so they can't drop too far from the player.
  15. Changed Status to Working
  16. I can add the Geiger but not the bleach. Some admins use that as currency during events
  17. Changed Status to Released
  18. Changed Status to Fixed Changed Version to 3.19.20
  19. Changed Status to Released
  20. Changed Status to Released
  21. Changed Status to Fixed Changed Version to 3.19.20
  22. Coffin is unrelated but still an issue.
  23. Changed Status to Working
  24. Changed Status to Working
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