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Everything posted by YetiBacklash
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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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Repeated occurrence, both while piping pumpjack and fish traps. When piping from one component connection to another, instead the pipe creates attached to a completely random component. Example: Begin pipe from splitter output, attempt completion of pipe at fish trap adapter. Instead the pipe creates, connecting the splitter to some random combiner. When you attempt to use the pipe tool right-click to erase or undo the unwanted pipe, an immediate server disconnect occurs. This happened multiple times and persisted after reconnecting to the server (causing additional disconnects). Picking up the component and replacing does successfully erase the piping and allow for another attempt at creating the actually wanted pipe location. There was an error report on the session screen during the disconnects, but I didn't screenshot or write down; if needed, I can try to replicate and copy the error message here.
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Was wondering if this was an option, the Cable Tunnel item
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Noted in bug reports Here and Here, but this problem still seems to persist. Fish traps still seem to require player interaction before additional loot will generate after the initial catch.
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Noted in redundant bug post Here, but this problem still seems to persist. Fish traps still seem to require player to interact with the trap before more loot will be generated after the initial catch.
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Problem still seems to persist. System still requires player to interact with the fish trap before actually catching anything after the first wave of loot is processed. â¤ï¸
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/eggfield
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As far as I understand, the biggest issue with the ceiling lights is how they are placed. They have the possibility of 'wobbling' when placed (like on the slant of a roof) and that means they spawn differently/new for each player coming into contact within their range/render. Unsure how much the actual 'light' functionality differentiates when compared with industrial. My assumption would be - like fire animation, smoke animation, and animated electricity - all entity based lighting does represent a relative draw on the map's server-side 'fixed' state (relative to a client-side's rendering of whichever portion of the map your character's range is experiencing). In short, I'd assume a 'proper' (non-wobbly) placed ceiling light would represent the exact same draw as an industrial light, relative to how much light they output (i.e., ceiling lights probably are marginally worse on lag, simply bc they do seem to put out a broader halo of light). ... anybody with actual first-hand experience/knowledge with this, feel free to correct 🙂
until