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Death

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Everything posted by Death

  1. Death

    Thanyou

    I'm glad it was resolved!
  2. I laughed so hard lol
  3. I'm a bit late but yeah, they're already added.
  4. To those unable to attend it went through without a hitch. I spent some time ensuring the event would plan out without crashing the server or the internet for that matter. I hope everyone enjoyed themselves. See you in the new world!
  5. Rocket factory dungeon Gone are the days of prefab assets from the Unity store, Facepunch continues to up their game. The long awaited Rocket Factory dungeon is finally here… and it is fucking massive! This sprawling wasteland of space exploration features loot, puzzles, hiding places, and more. With one main launch pad and nearly 10 buildings, spread out over a large plot of land, this site is no small undertaking. Hobo barrel Helk has added a new type of barrel to the game. Unlike all other barrels, the Hobo Barrel does not drop loot. Instead, it can be used like a campfire to cook food. You’ll find them at every lighthouse and the rocket factory. Driftwood can be gathered Traversing the beach just got a bit more advantageous for those in search of wood. Like the laying logs about, driftwood can now be harvested - each piece yields about 200 wood with a metal hatchet. Node spawn changes In the wake of some huge shifts to nodes last week, where you find your precious resources has shifted again this week. Ore node spawns rules have been adjusted, making it so they only really spawn near rock formations. In addition, there will now be a higher concentration of stone in the temperate biome as ore distribution has been adjusted (50% stone, 25% metal, 25% sulfur - instead of 33% each). Junkpile spawn shifts Similar to nodes, the location of junkpiles has shifted this week. They now only spawn next to roads and power lines, as opposed to all over the map. Vending machine stock on maps Merchants and customers of Rust rejoice this week as their life has been made a bit easier. Helk has added a full list of what's for sale and current inventory in map view for all vending machine locations currently broadcasting. To access, simply craft a paper map Other things New foliage and grass (graphical improvements) Added underground and front checkpoint to airfield Pickup items play a sound instead of moving to inventory silently Fixed ores sometimes not giving the bonus on completion Fixed sand/snow ores not giving proper hqm yields Full surface of small and medium cave rooms now buildable for players (no surface restriction). The Large room remains unchanged.
  6. Death

    First Victim

    Nah, the last stairs they placed was adjacent to a window with a turret. They got blasted.
  7. Death

    First Victim

    @|AF| teestat
  8. Today we honor the men and women who so bravely died defending our planet from the alien attack of 1996. Oh, and something about our countries independence as well. Let the random and annoying in-game fireworks commence!
  9. 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.
  10. 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!
  11. 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.
  12. @Billy Madison Just know that every good creation happens by accident.
  13. Looks like a pissed off star holding a frying pan
  14. We're glad to have you!
  15. Death

    New Skins for Rust

    Don't forget to browse page 2.
  16. @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.
  17. @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.
  18. @Billy Madison I'd kill you regardless of the reason
  19. Store Link http://store.steampowered.com/itemstore/252490/browse/?filter=All#p1
  20. 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
  21. 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.
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