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Everything posted by YetiBacklash
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? I don't see any tarnishing, or 'disagreements' - just a legit question. It takes a lot of time and non-typical blueprints to get to the point where you can make a base for this. I was in the same boat, concerned about the original deadline approaching fast while the server was having pretty much continuous rollbacks. I too was going to ask here if it was possible to be gifted the necessary mats/items on another server. *** that being said, it does look like they've extended the deadline another week
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(US) Survival, location: C5, ign: Dilf Vader, "The UpperDecker" If I'm not there for the tours, it's a little bit of a maze with 9 total auto turrets, 6 flame traps, and I think 15 shotgun traps. Sprinklers on exterior in case it spawns in the snow. All the seemingly extra floor frames are intentional, to prevent raiders from placing twig floors that would block traps Server issues have prevented me from hooking up the electrics: HBHF placed around exterior would activate: opening the 9 lower level garage doors for the 3 turrets there (otherwise these can just be chainlink) and also the 3 fluid switches to the sprinklers (otherwise the fluid switches can be eliminated and the sprinklers just always on when water is available) auto night-light setup for the 3 spotlights & 3 siren lights pressure pad to open the 3 flame turret garage doors in 'the pit' Found out you can't place traps on the stupid little rock terrain spots, but the interior 'honeycomb' layer at the bottom should have 6 spikes and 3 metal barricades. If an admin is building, this could be honeycombed with walls and then foundations deleted in order to place the spikes/barricades. Ladders on exterior can be left off if you want raiders to have to bring their own. There are lots of empty door sockets but I wouldn't recommend adding too many more doors than are already placed; it's already too tempting to just pummel from the outside without the ability to add more foundations for honeycomb
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@Samakeen Can u give a yes/no on the following: SAM sites, bunkers, external walls, pixel gaps I assume we need to have a built in place where a locked crate would go for the loot? - can u give a description of how big that needs to be (1 open square, 2 triangles, will it fit under a floor shelf, etc.) Is the locked crate the only loot or should we have areas for boxes/barrels where loot can be generated - Same kind of idea, but if we make it where the crate could fit in multiple places can it be a coin toss where it will spawn so it's not known every single time - Or should we operate under the idea it will spawn in the same place every time Power source: do we need to include turrets/solar or will a test gen be placed for power No npcs spawning to defend, correct? So no need for window embrasures/peeks I assume there will be different tiers - is our goal to make easy, medium, or hard: Am I HQMing everything or just trying to make door path cheaper than going through walls once ppl know the layout. I assume up to 10 turrets, 10-20 shotgun/flame traps is prob the max that'd be reasonable? IDK TC doesn't need to be accessible bc once loot crate is taken the base despawns, correct?
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If Dad says we need a nerf then so be it. But not sure this way makes much sense to me. At 1:2 my initial thought is to just forego orchids altogether, split up the 'extra' sprinklers/pumps to additional planters, and just do either sunflowers or roses. Comparing one wipe to the next it'd be the same water related deployables but like +60%(?) more in planters, lights, and base footprint. Why get a 2:1 scrap yield with orchids when you can just split up the water usage to more planters and basically get 3:1?
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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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until