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Everything posted by YetiBacklash
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Update: Been waiting to make sure, but think it's safe to say now I've found the issue and solved. Posting in case anyone has similar problem in the future. Turned off Ambient Occlusion setting (under image effects). Night & day difference. Came to the conclusion to start looking there after testing partial loading, etc. but then noticing while my auto water/power reset setup did its thing that the problem got significantly better for those 2 seconds the power was off. The ceiling lights came to mind and I started looking through settings having to do with lighting. Hope this helps
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Pretty sure I posted this already but I guess it was in that time where the site lost a few weeks. Tip: from your power source, start with a branch that will feed any/all fridges (including vending machines). You don't want them within the resetting bit since food will slowly add spoilage over time and can inhibit ideal stacking. Next you're going to need 3 branches: 1 set to 2 power going to a clock, a second doing the same going to a second clock, and the third set to 1 power going to a memory cell. You set the first clock to any time you want; set the second clock to 1 'minute' later than whatever you set the first to. Connect the 1st clock to the right-side top node of the memory cell. Connect the 2nd clock to the right-side middle node of the memory cell. Now look at the power coming from the 2 empty nodes on top of the memory cell; one should be 1 and the other 0. Connect the one with 1 power to the 'on' node to a switch (right-side top, I believe). Connect the top memory cell node showing 0 power to the 'off' node of the switch (right-side bottom, I believe). Your power should go through your (optional) fridge branch, then through these 3 branches powering the clocks and memory cell; the power output from the last branch there should then go to your switch power input. The output of the switch can then be connected to whatever your heart desires in your base. If set up correctly, once every rust day the power for everything after the switch setup should turn off by itself and, roughly 1 irl second later, automatically turn back on. This is essential for farming setups especially, preventing the well known water bug where sprinklers appear active but aren't actually transmitting any water to the planters. I've also used the same 2 clock 1 memory cell 1 switch setup to automate igniters automatically starting refineries/furnaces once per rust day, though I'm pretty sure there are simpler ways using an actual in-game 'timer' switch
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The boost from bread does not seem to be active, presumably bc dung production is reduced. Is there a way to fix this so that bread has its bonus usable?
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Loot all / Deposit all does not seem to function right now with fridges, vending machines, or car storage
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Set input conveyor to 500 smokes max. Still have to have a ton of conveyors on the output to keep up with the gp/frags (I think I use 27; roughly 18 for frags and 9 for gp)
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I can understand that but everything you originally listed can either be composted for scrap or ground into already sellable resources. imo the more variety the better
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Yes on potatoes. (+) headbags, human skulls, the different fishes, teas and/or berries, if you're gonna do worms then grubs too (-) sticks
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Something I've noticed recently is my player movement/actions are smooth and normal when I initially log in - then I do stuff elsewhere on the map, come home and sometimes can barely move around. I know things like ceiling light placement can impact this, but in this case time passing for things to load-in doesn't seem to fix the issue. The issue is very obvious when teleporting. I tried a manual garbage collection to maybe clear memory of whatever part of the map I'd just been in (?) but no effect. Now I've turned off partial loading and so far it seems to suggest some improvement. Any suggestions? Partial loading seems to have some slight impact but doesn't erase the issue, even when just walking up to base on foot (not teleporting). I will say teleporting in general does feel smoother with partial loading off. I messed with the GC selector scale but didn't notice any difference. To clarify the issue some: It does seem to be very directional in its severity. Looking straight up alleviates the sluggishness drastically. Looking toward hypothetically more cluttered/busy entity concentration does increase severity. But like I said, I have no issues whatsoever when fresh-opening the game and logging in to the base. When I tp away and come back - walking, interacting with entities, etc. is all lethargic or down to a practical standstill at points. Closing the game and reopening seems to immediately rectify the issue. Just looking for whatever setting/setup problem could point to this or some other way to more easily accomplish what's achieved by closing/reopening the game. TY Oh, and it's not just one base. Got a main base and a farm base and issue occurs at both
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Grill Storage Adapter Error - previous bug report
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Can't remember if it started May or April wipe, though I want to say it was April. Unselecting a skin as favorited doesn't seem to save; upon reopening the skin shop, the skins continue to be listed
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Logged in (US) Survival ~8am est 5/14 - All conveyors across two different bases set to off. In total ~20 conveyors, all of which are completely closed off from where any other player could access. Do have a teammate, but they haven't been online and haven't even ever been to the second base yet. Not concerned, just reporting in case other players experience or it reoccurs.
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Tried to pull up the previous forum but couldn't find it in wayback machine. I think with industrial piping and backpacks being vanilla across all servers now, applying the ability to upgrade other entity capacity/production similar to quarries/pjs is the next step in the realm of 'Survival automation' (Refineries, furnaces, fish traps, beehives, etc., etc.; maybe even things like conveyors, vending machine listing #, sprinklers, water pumps... sky's the limit to how far it could be taken). Reduces entity count overall and makes Survival even more Survivally again - something I think that was a little bit lost when industrial piping and backpacks became common across all servers.
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Thought about this and I think it might have to require modding the industrial crafter to adapt too so you can select recipes
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fish traps still require player interaction every catch. beehives, chicken coops, horse troughs
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Grill storage adapter setup seems to have an issue; only the first 2 slots of the output seem to move. Second 2 of the 4 total slots seem to just sit there
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Can be wonky trying to get the item you want to appear in the limited view when you have more than the designated number of skinned items nearby. ability to scroll through all nearby items would be nice 🙂
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nvm, they were stacking w/o # indicator
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Didn't notice until I realized they had all vanished. Was rearranging the contents of a box and dragged different guns to replace the line of homing missile launchers in box. Apparently the guns took the launcher spots, but the launchers did not exchange places as expected. I had 1 extra launcher and tried to reproduce for confirmation, but was not able
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Passed a free box on the side of the road, it opened like normal as it was shared. I crossed the road to a junkpile and went to put what I found in the free box, but it said 'not authorized.' No one was around to unshare it
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Can confirm. Occurs on Elysium, was fine on Survival. I attempted the fix for when backpack can't be picked up - no change. Edit: Keybind worked as intended one or two sessions I played the server, one of which it stopped working in the middle (I believe while opening a container). If it helps, when the backpack fails to open you get an in-game red flag error message, 'Loot container doesn't exist' (or something like that).
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Was able to loot another player's spawned airdrop. Not on the same team or anything
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ign Dilf Vader, 1st for the shootout 🙂 -
Server wide goals for the wipe, which everyone contributes to in order to achieve incentives. This is similar in idea to the individual skills for chopping wood, hitting nodes, and crafting - or maybe even something like the dogtags tributed in Twitch Rivals events. Rewards could be anything from mass gifts/drops, black market discounts, or something special for the server's next wipe. Examples: Kills: karen, bradley, deer, bears (maybe bonus for polar), boar, wolves, scientists/zombies (maybe different bonus for different tiers), sharks Resource collection: trees felled, nodes taken, corn/pumpkin collected Other: keycards used (bonus per tier), distance travelled on ziplines or trains, barrels hit & crates looted (bonus per tier), player time without dying The tribute idea could be a tab on the black market for items not normally sold for net. Ideally (I guess), these would be somewhat items of value (Pookies, pickles, keycards, human skulls or head bags, rockets/c4, presents/stockings, etc.). To supplement, there could be significantly lower value tributes for the vast array of world items we never use (damaged car parts, water bottles, seeds - especially green berry, minnows).
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