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Death

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Everything posted by Death

  1. That looks really great. I wanted to give some advice because I know you mentioned you wanted to make it twig-proof (which is redundant on our server.) If you stack high walls in a row of at least 2 they will not be able to twig high enough to make the jump without dying.
  2. We all dread it, the week before the wipe all knowing the impending doom of one's hard work and building feats. But fear not for this week will not append our judgment, it will not belittle our moral standard and cause us to cast away in our social incontinence. We shall all stand united or united to stand against and take advantage of this monthly misfortune with day-long events and fun activities. Pre-wipe Activites Object Decay (Raiding is permitted in the form of looting empty and abandoned bases or bases otherwise compromised from decay. Buildings affected by decay are the direct result of low stability and or twig foundation. Buildings close or on top of a water source are subject to severe decay.) Hourly air raids (Massive supply drops to give players the ability to hoard resources and components to craft their own weapons of mass destruction.) No patrol helicopter (The patrol helicopter will be suspended until the final pre-wipe activity to give players the opportunity to loot without having to drop loot to prevent death from above.) Helicopter battles (Players will be able to spawn and control their own helicopter to which they can either fight other players helicopters or destroy bases and or buildings. - This event will be the pre-wipe final so rest assured you may take the day to fill that loot room.) Zombie Apocolypse (All animals will be excluded from the spawn handler and instead replaced with zombies for wicked fun hunting and survival. Zombies are by no standards effective hostile AI. They hit hard but only have 1HP.) Instant Crafting (There will be server-wide instant crafting for players who feel the urge to craft things they've been hesitant on doing so otherwise. Rule Enforcement All server rules will still apply, no twigging inside bases, no looting bodies or outside placeables. If the base has been compromised to the point where you can access it from the ground-level by all means. No looting bases with players presence unless given direct permission from the base's owner. Helicopter battles are subjected to rules and penalties for "overdoing" and "abusive behavior." Players may either opt to team up to form a strike group to either destroy bases or other teams or to strictly attack other players in their own helicopter. After Wipe After the wipe, we will continue doing mass air drops day-long to give everyone an early start. We hope to see everyone online for the fun adventures that await!
  3. Since the last Rust update, this server has been experiencing some pretty nasty desyncing issues to the point of a complete network blackout. I am investigating the cause and am currently working on a solution. As of right now, I am unaware if this is a client issue or not but rest assured that either way it will be fixed as soon as possible.
  4. @Billy Madison Just know that every good creation happens by accident.
  5. Looks like a pissed off star holding a frying pan
  6. Death

    New Skins for Rust

    Don't forget to browse page 2.
  7. @Billy Madison It's good to see them pushing so much new content but at the same time, they're conflicting with our wipe schedule. It's a love-hate relationship.
  8. @Billy Madison that is next forced wipe. It was a bit confusing this month since it was a longer month than normal with the additional week we had.
  9. @Billy Madison I'd kill you regardless of the reason
  10. Store Link http://store.steampowered.com/itemstore/252490/browse/?filter=All#p1
  11. Dead bodies turn into backpacks In a throwback to Legacy Rust, dead bodies now turn into backpacks after 5 minutes. You loot them just like you would a body, and they despawn when they are empty. Reason being: Ragdolls are expensive to render. The switch to backpacks increases performance and allows for longer despawn times.loot them just like you would a body, and they despawn when they are empty. Reason being: Ragdolls are expensive to render. The switch to backpacks increases performance and allows for longer despawn times. How much longer? It depends on what items are in the backpack, and how rare they are - the rarer, the longer it sticks around. I’m very happy to report, my test backpack with an AK and some metal armor stuck around for 65 minutes! Backpacks with less rare items appear to last for around 25 minutes while a naked with just a rock and torch hangs around for about 10 minutes. This is a huge increase from the several minutes despawn time we’ve been dealing with. One potential downside of these camouflaged backpacks is they blend in with grassy environments. Thankfully, they do at least displace the grass around them: Item pouch In the same vein as backpacks, when a storage container is destroyed (box, furnace, etc.), objects inside now drop into an ‘item pouch’ as opposed to spewing individual burlap sacks. They are the same model as the small stash, except they sit about twice as high off the ground. As with backpacks, the goal is increased performance (in this case, by generating only one item instead of many). Also, pouch despawns times appear to be similar to the backpack. Edit: Andre has shifted the color of the item pouch so it doesn't look exactly like a small stash. Updated header picture accordingly. Node changes Helk has made some huge shifts to how nodes work. They now only give one resource (stone nodes only give stone, sulfur only give sulfur, etc.). Also, finishing bonuses of ~20% have been added, and 2 HQM are rewarded for completing (when using the proper tools). What about yield? The provide roughly the same amount of single resources as they previously have (the amount of metal ore you got out of a metal node is the same you'll get now). That said, with the finishing bonuses, you'll end up with a bit more in total. Also, the yield of stone nodes has been increased overall to account for not getting the stone in other node types. Also, temperate biome has more stone nodes, less metal + sulfur nodes. Arid + arctic biomes remain unchanged. Dropped item improvements There have also been a bunch of improvements to individual items which are dropped on the ground. Here’s a rundown: Lube removed! Dropped items are less likely to slide all willy nilly They take twice as long to despawn across the board Total despawn time of a dropped item is based on its rarity (the rarer the item, the longer it takes to despawn - see examples below) Dropped items now displace grass, making them easier to find Explosion redux Helk has implemented all new explosion effects. These fresh blasts appear bigger, more realistic, and send particles and smoke out in a new, better-looking way. To accompany this new FX, a screen shake effect has been added to the first person view for anyone in the vicinity of detonation. Grenade improvements The physics behind grenades has shifted significantly (for the better) this week. Grenades no longer slide all over the place, they only tumble. Along with that, their bounciness has been reduced. All in all, it should be easier to toss grenades where you intend. Decay changes There are some minor changes to decay this week. Mainly, deployables only decay when they're outside. This means as long as your deployables have a roof or overhang over them, they will no longer decay. With this, the deployable decay timer no longer resets when someone looks in - the deployable must be repaired with a hammer to reset the decay timer. Note: This does not impact small stashes, that uses something else for decay. Other stuff Cost of mining quarry is now 5000 wood, 1500 frags, 6 gears, 4 sheet metal Ores have a smash effect when changing stages Can hold down left mouse click to continuously hit with hammer Fixed bow sometimes spamming RPCs to server More progress on foliage assets branch
  12. Changelog Fixed multiple CSS browsers conflictions causing performance issues due to console spam. Redesigned the store page (WIP) to be more appealing and easier to navigate. Redesigned the home page for better curb appeal and added more information such as community spotlight. Added a beautiful global header to the website to showcase our wonderful in-game building as well as our brand. Fixed a bug preventing mobile users from reacting to topics. Redesigned home page side navigation images. Redesigned store category thumbnails. Sharpened divider boxes and H1 boxes improved visual appearance. Minified CSS and HTML templates for optimal browsing performance.
  13. I'm pretty happy with our current map but I will see what I can do to add more variety.
  14. Looking good @Billy Madison
  15. Death

    Rust at work

    I'm surprised they didn't send you home after getting naked. Boss: What are you doing?! You: The heli is coming!
  16. Rustangelio is a program that draws signs you should check it out.
  17. Was listening to this in bed and it's very chill.
  18. Following up on the recent server fault which occurred on 6-24-2017 11:20 PM causing a few minutes of downtime the issue has been identified as a failed memory module. Due to the nature of this issue, a server-side intervention must be committed to replace the faulty hardware. The maintenance will begin around 9:00 AM EST when our population is at it's lowest. The downtime will roughly be 5-10 minutes and effect all servers.
  19. A good example of how toxic some of the Rust community is. Great video but if it ever happened to me I'd be pissed.
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