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Celsus

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Posts posted by Celsus

  1. It is arguable that the net worth and black market system are what defines these servers. A lot of thought and effort has gone into carefully balancing the prices in the /shop. It is also necessary to give careful consideration to any changes to that system. Death has been making changes to stack sizes on the new flowers, for example, and is using a light touch because balancing the ingame economy is akin to balancing the real-world economy. Player enjoyment is directly correlated with how easy or difficult the game is. I can only assume the last few wipes have been rather challenging for the team because some of the corrective measures taken to improve performance over the years have needed to be reverted.

    I do understand the desire to have the server run better than it has been. But the reasons players give for the performance issues has always been and remains opinion. It is not uncommon to have players complain about bases that use Wind Turbines, for example, whether or not they are actually responsible for inducing lag in a given area. (Believe it or not, the jury is still out on that)

    In my case, I have noticed that a large cause of lag on these servers is the deployment of multiple 'Heli Signals'. The server heaves each time they are deployed. There is a rule that only up to three can be deployed at once [citation needed] Not sure if that is the actual number, or if it is enforced. However, I wouldn't like to see further restrictions on their use, given that they generate income for the server and the players who deploy them are great people and are genuinely having fun fighting 'the Karens'. lol

    The only direct instance of a base type that has provably been responsible for lag that I know of were early horse manure farms with massive numbers of horses, and that was dealt with by changing the math to reduce manure production and changing the rules to restrict the number of animals a player could have. So the idea of changing things up in that way is not unprecedented.

    But it remains to be demonstrated that large farms are responsible for the poor performance. However, it has been suggested by Admin that players who build farms should do so without adding windows in order to minimize performance impacts. So there is at least some recognition that farming is a potential cause.

    I'm open to the idea of changing things to make sure everyone has more fun with less lag. But as I already mentioned, the reasons players give are so various they might as well be arbitrary.

    For what it's worth, farming is all I do. Period. I don't visit monuments, board Oil Rigs or Cargo, I don't fight Karen or Bradley, hell, I don't even really run the roads breaking barrels. I build a farm, I collect hemp seeds, crossbreed clones, grow hemp, sell the cloth (or rope) to the shop. That's it. So any changes to the number of planters permitted would directly impact me. Having said that, I wouldn't in principle be opposed to having limits placed on the number of planters I could deploy. My current farm setup has 320, four floors with 80 each, fully enclosed. That might be excessive. I can generate 200K cloth ($26K) per harvest. I would be fine with a rule that reduced that. But it would be a shame if such a rule were put in place only to have the lag continue and the blame be shifted onto the next arbitrary culprit.

    Essay over. Sorry to be so long-winded. I agree in principle. But we need some numbers.

    • Like 1
  2. When players are farming in the desert biome, the temperature drops at night and rises during the day. This makes it necessary to use heaters when the sun is down, but also to make sure they are turned off when the sun is up. Cold and hot temperatures significantly impact yield, as over a two hour growth cycle, a few ingame days will pass which can negatively impact the plants several times. When the sun is down, temperatures plummet. While the sun is up, temperatures are still healthy, but if your heaters remain on, the heat becomes too intense.

    One solution to this has been to have your heaters wired through a blocker and connected to solar panels aimed at sunrise and sunset.

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    This does work to switch off heaters during the day and on when the sun goes down. But it is not precise enough to guarantee that yields are not affected during the time the sun is up but it's still cold, or when the sun is down but it's still hot.

    I came up with a better, more accurate way to ensure heaters turn on and off precisely when temperatures go out of range for healthy plant growth by using digital clocks.

    spacer.png

    Each clock is given two power, one to power the clock and one to send out when the alarm goes off. I have a switch to activate the system leading to a branch set to '2' on the left output, and the second output on the right gets the remaining '2' power of the '4' total sent through the switch.

    Set one of the clocks' alarm to 21:10 (9:10 PM) This was calculated by paying close attention to when the plant's 'Temperature' reading dropped below 100%.

    spacer.png

    Set the other clock to 9:10. Be sure that the check mark is activated next to the alarm or it will not function.

    spacer.png

    Next, connect the output of the first clock (21:10) to a switch that turns on your heaters. Every switch has two connections at the right, one that reads 'Switch On' and one 'Switch Off'. Connect the 'Power Out' of the first clock to the 'Switch On' connector of the heater switch. Connect the second clock's 'Power Out' to the 'Switch Off' connector of the heater switch.

    spacer.png

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    When the system is activated, the heaters will come on precisely when the temperature drops and they will turn off when the heat of the day is first felt.

  3. I wasn't going to mention this because it seems ridiculous. But after now four wipes, I've confirmed it's true.

    If you're familiar with crossbreeding plants, you know that there is a center, sacrificial clone that is overwritten by the others, a near-perfect clone (all green) in which two are planted in the corners, and the two donor clones in the remaining corners that are intended to push unwanted genes from the near perfects when they all imprint onto the sacrificial.

    Here's the strange part that I have now confirmed: If you place your near perfect pair of clones in the corners along the SOUTH side of the planter, you drastically increase the chance that your cloning will succeed and not merely result in the sacrificial taking on the same genome as the near perfect ones. It has been said that there is a 50% chance of any crossbreeding to be successful. That turns out to be gameable.

    So when you plant your clones, put the sacrifice in the middle, and when it is about to enter crossbreed stage, place your near perfect clones in the two corners that are on the Southern side of the planter, and your two donor clones in the remaining corners along the Northern side. This will results in about 90% of the planters you use taking the desired genome.

    Incidentally, it is also a good practice to put your grow lights on a switch. This gives a few advantages. One is that if you begin your crossbreeding from seeds in the morning (or have Industrial Lights which do not provide growing light) and your plant lights switched off, you can take your time looking for the near perfect and donors, and then one-hit the plants that are not needed to get rid of them. More importantly, you can pause the growth cycle at any point* just by turning your grow lights off. I mention this because once your sacrificial clones are nearing crossbreed stage, you can turn off the grow lights and take your time arranging the near perfect and donor clones in the planters, then simply switch on the grow lights again to complete the crossbreeding process.

    *It's also worth mentioning that there is an exception to growth being halted with lights off. Once the plants have entered crossbreeding stage, they will quickly move on to mature stage even with the lights off. So once your sacrificials have all entered crossbreed stage, you can turn off the lights again and hatchet out the near perfects and donors when they are still young and while the center ones enter mature stage. Then harvest the few center ones that didn't take and clone all the winners.

    If you want to learn more about crossbreeding, I have written a Steam guide a few years ago that is still relevant. Although the process described is the slow method, there is a quicker method described at the end of the document which is the one I use now.

    https://steamcommunity.com/sharedfiles/filedetails/?id=2376541302

    Happy farming!

    • Love 1
  4. Of the three servers, Pure consistently runs the smoothest all wipe. The one that runs least well is the only one with upkeep enabled. Scourge has huge builds, both in size and number. In many areas, within only a few days or a week at most after wipe, the only way to get around in many areas is to look at the ground while walking. With zombies present. Upkeep will not improve Pure if it is meant to give players pause when considering how large or complex to make their base.

    I gauge a server's performance not by lag spikes, but by how long it takes for the 'flash' to appear on a node when I approach it. If the flash is present when I get there, server is running well. If it takes a few seconds to appear, it's still fine, and this is common late into the wipe. But regularly on Scourge, there are so many immense builds that even in rather remote areas it can take ten or even fifteen seconds for that flash to appear.

    So I think the justification for adding upkeep that many respondents to this thread offer as their reason for a yes vote will not be realized.

  5. Not sure if players of Pure (it only works on servers without large stack sizes) know about this, so I'm going to share it.

    When you use Pure Wood Tea, you get 3,000 wood from a tree you would usually get 1,000 wood from. Such trees are the grey ones that look like elephant legs (pictured below) and the tall dead-looking trees.

    Trees.thumb.jpg.6540f9d4e3fe484fea8174f5f82d31a7.jpg

    This fills your inventory up fairly quickly. If your base is any distance from a forested area, you can make a few trips while the Pure Wood Tea lasts, especially if you use a vehicle or minicopter.

    I discovered a way to make my inventory hold more wood before I need to return to base to empty it and go for another trip.

    Before I start swinging at the tree, I instead hit a fallen log a few times until I have just under 500 wood. This is important because if there is a stack with 500 wood, there will still be a stack with 500 wood after you fell the tree. But if you take one wood from the stack (so 499) instead of getting three stacks of 1,000, you get two of 1,000 and one of 1,499.

    1499.jpg.f644e32701ccaa0405f01e1e840e0b5e.jpg

    And these larger stacks go into a large chest while maintaining their quantity.

    Loot.thumb.jpg.345d3b6ecb64c4a24f6ca0e5b71e6540.jpg

    So if you first make sure to have one stack with 499 (or less, up to you) of wood, you can increase the amount of wood you take back to base each trip by a few thousand per trip and squeeze a bit more wood into your large wooden chests.

  6. Large corporations will often do something that makes no sense: Lobby government to apply more regulation in their industry. This only doesn't make sense until you realize that more regulation is something a large corporation can easily deal with, and pay for, while it squeezes small and medium sized businesses out of the market entirely. It's a legal way to get around monopoly laws.

    Similarly, advocating for upkeep on a server when you have no issue running multiple quarries or lots of free time to mine resources for hours nets the benefit of having less competition for building spots and less lag from large structures. But it sqeezes out players with less time to gather resources and disincentivizes participation on the server.

    Scourge is the only server that has upkeep enabled and it is by far the most laggy of the three, and has the most large structures. Implementing upkeep on Pure doesn't seem like it would do much to reduce lag in the first place, and would only achieve a lower user participation on the server.

  7. I didn't see a good place to ask this, so here it is. Death, feel free to ignore this entirely if you haven't decided or don't want to answer. 🙂

    The Nexus system is being worked on and may make it's apperance in a few months. It seems like it will allow server owners to connect multiple servers together via a ferry terminal system that players can board, pay a fare and arrive at the connected server. The ability to bring vehicles onto the ferry seems a likely feature. But for server owners as concerned with balance as Death clearly is, I wonder how, or if the system will be implemented at all on RustEZ servers.

    Specifically, it seems like it would allow someone to start on one server, fill their inventory and the storage modules on a vehicle with materials, and go to another server with a giant head-start.

    Are there any preliminary thoughts about how or if this system will be implemented? It is almost certain to be an opt-in feature.

    Curiously yours;

    Celsus.

    This video is a year old and is of a plugin that someone designed. Looks like Facepunch decided it was a good idea and is going to implement it. This is what it might look like in action.

     

  8. This might be a bit of a strange thing to do, but whatever.   ¯\ (ツ)/ ¯

    I have an all-wood farm base to give away on US Scourge. It's a turn-key operation with 128 large planters, and all lighting, pumps, sprinklers and heaters installed. It is powered by solar and has 8 large batteries to provide power. There is an industrial conveyor hooked to the tool cupboard and a large box nearby that contains enough wood for the rest of the wipe (11 days at this point)

    You plant your clones (a perfect hemp clone is included), then flip the three switches, and in about two hours, come back to a full crop with maximum yield.

    The base has four floors with 32 large planters per floor. So planting the first floor with clones (288 clones) then taking them as clones makes the perfect amount for the full base (1152 clones).

    The yield for the full setup is 80,640 cloth per crop cycle (which is about 10,483 net worth when sold to the shop)

    Here are some images:

    Farm1.thumb.jpg.a13fe991ad69219461a08cc520137776.jpg

    Farm2.thumb.jpg.2b49f3f36e60840e6b6e1cc293cfb8ce.jpg

    Farm3.thumb.jpg.194e64f30deba71cf13e8eeadca5e3a9.jpg

    Farm4.thumb.jpg.a2fab43e01dbaa80953195974194ba76.jpg

    Farm5.jpg.cadcded76d2d2e1ebfe656e73453e7cd.jpg

    Reply to this post if you're interested.

    Happy farming!

  9. Not sure if everyone is aware of how useful the new Industrial System is on servers where there is upkeep, like Scourge. So I thought I'd make a post about how I use the system to keep my TC stocked with materials.

    First, I see how much of each material type I need per 24 hours. For my current base, I can easily fit two days worth of material in the TC:

    ukK8dkK.jpg

    I multiplied the 24 hour amount of each resource by 2 and got the exact number. In this case, it worked out to 148,156 Stones, 19,960 Wood and 2,885 Metal Fragments for 48 hours.

    5mFwI3K.jpg

    Next, I placed three Industrial Conveyors, one for each resource type, next to the TC, and one Industrial Combiner at the top to join the outputs together. Then I placed a Storage Adaptor on the top of the TC and connected the output of each Conveyor to the Combiner, then the output of the Combiner to the input of the Storage Adaptor on the TC.

    Each Conveyor requires one Rust Watt of power. Unlike most electrical components, the industrial components do not themselves consume one Rust Watt just for existing in the circuit, so in this case, three Rust Watts is all it takes to power all three Conveyors. They are daisy-chained together, the electrical passthrough of each Conveyor is joined to the input of the next one in line.

    H5fJ4G1.jpg

    I placed a Storage Adaptor onto Large Storage Boxes on nearby shelving and connected the output of each to the appropriate input of the Conveyors next to my TC. As long as I keep these boxes filled with the correct resources, the Conveyor can pull from it to keep the TC stocked.

    IPQjsK3.jpg

    Holding 'E' on the Industrial Conveyor will let you enter it's interface (it has a gear icon). At the top of the interface is a field labeled 'Item Search'. In this case, I'm adjusting the Stones Conveyor, so I typed 'Stones' in this field, then clicked on the correct resource that came up in the list, then clicked 'Add' to add that resource to the Current Items section below. I then clicked on the field labeled 'Max' and entered '148156' (two days worth of Stones) and pressed Enter. I leave the other fields empty. I then repeated this for each resource type in the other Conveyors.

    Once the Conveyors are switched on, and provided they continue to have at least one power, they will take resources from the Large Storage Boxes and move them to the TC until the amount in the Max field is reached. As the TC consumes the resources, the Conveyors will keep them topped up.

    • Like 1
    • Love 1
  10. I know that Wind Turbines are a contentious issue on RustEZ servers. After experimenting with them, it does seem that they introduce lag. But given that they aren't a proscribed item, and based on how some players are deploying them, I thought it would be worth pointing out how they can be used more effectively and lessen the impact on other players.

    I notice that some players have several Wind Turbines placed just above ground level, a few spaces away from each other. It should be understood that this is an ineffective way of generating power because the Turbines interfere with one another and dramatically reduce the power generated. Using Solar Panels would be a much better option where space is limited.

    For a Wind Turbine to operate at peak efficiency (producing up to 300 Rust Watts) the Turbines must be placed with a minimum of eight  (8) empty foundation spaces between them. Other structures placed within this limit, if they are as high as the Turbines, will also interfere with them. They should be placed as high as possible (9-15 levels above sea level is ideal) in order to generate the most power. If your base is on a mountain, towers are unnecessary, but are useful to get the Turbine above any part of the base that could interfere with them.

    As long as Wind Turbines are going to be used, players can make less of an impact on others by placing them properly, and only placing a few, saving components and resources, rather than dense packing them together.

    I have been experimenting and have discovered that there is indeed a large lag cost when four or more of the Turbines are placed on a base. After flying away from my base to Bandit Camp and back, the lag was severe enough that I needed to be extremely careful when landing on the roof of my base to avoid crashing the minicopter. After replacing four of them with 48 Solar Panels, there was much less lag, and I was able to land without issue.

     

    TLDR: Solar Panels are preferable to Wind Turbines to reduce lag, but if you're going to use them, place only a few of them at least 8 foundations away from one another and on towers (made of wall frames) as high up as practical.

    • Like 6
  11. Sorry to bump, but I wanted to whine about a similar behavior.

    I notice on wipe day that there are players who log in and use single twig foundations with TCs to claim entire rivers, dropping them all along the riverbank on both sides. My preferred build is a farm base, and it can be infuriating on wipe day to find river after river 'claimed' by players who often leave these TCs for a week or more. Seems like they log in to Survival, drop the TCs and then play on another server or build in another area for a week, returning to build on their choice piece of land. Logging back in periodically to defeat the automated removal process.

    Growing up I had a sister who would watch Mom cut cakes or pies, then size up the biggest piece and lick it to ensure she got it. We cured that behavior by denying her pie or cake when she was caught doing that. This selfish twig and TC behavior seems little better than this to me.

    When I asked about this a year ago, I was told the player had ten days to return and build there. This has since been replaced by the above mentioned automated inactive purge process and I think a 24 hour limit. But this seems like it can be defeated simply by logging in and out, resetting the timer.

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