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Posts posted by Death
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@Billy Madison Just know that every good creation happens by accident.
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Looks like a pissed off star holding a frying pan
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We're glad to have you!
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Don't forget to browse page 2.
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@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.
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@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.
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@Billy Madison I'd kill you regardless of the reason
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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
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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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4 hours ago, Billy Madison said:
So I was thinking that one of these times I'd like to see more islands surrounding the main area of the map unless it's asking too much. Just a thought.
I'm pretty happy with our current map but I will see what I can do to add more variety.
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Looking good @Billy Madison
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A masterpiece is looming.
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I'm surprised they didn't send you home after getting naked.
Boss: What are you doing?!
You: The heli is coming!- 1
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2 minutes ago, Bak3r said:
I haven't run in to any squeekers yet, but yeah you're probably right. I just wanted a badass stormtrooper pic in my base. I'm a decent illustrator, but not with a mouse. lol
Rustangelio is a program that draws signs you should check it out.
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Was listening to this in bed and it's very chill.
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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.
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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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You're beautiful.
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32 minutes ago, Billy Madison said:
Was this the forced wipe or just a random "let's be idiots and screw it all up" update?
Force wipe is in two weeks.
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Today's update from Facepunch was a head full of facepalm. They released hours early from the schedule which delayed us by 2 hours and on top of that they did not update the Linux libraries causing hundreds of server outages. Luckily the issue was an easy fix but if only it was as easy to find.
Server-specific update log coming later today.
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@Billy Madison I will attempt to reproduce this.
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The update will be released tomorrow, however, bug reports from the previous update have already been fixed.
RustEZ Vanilla PVE | Desyncing Issue
in Announcements
Posted
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.