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YetiBacklash

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Posts posted by YetiBacklash

  1. On 2/28/2024 at 3:38 AM, Masterduelist said:

    Does this issue only apply to the default ceiling lights? what about the industrial lights dlc?  I heard some ppl say these lights produce less lag.

    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 🙂

  2. @Death Just functionality feedback.

    1) I understand how you open the main and drag/drop items into the secondary bag, but is it possible to be able to select the second bag in that screen and see what's inside? Currently have to exit the screen, switch bags, and re-enter with the keybind. 

    2) Dragging clothing items into the secondary backpack unequips clothing you're actually wearing.

    3) Thank you for the keybind reimplementation so fast. The only QOL thing I can think of from here would be for the moment when you're inside a container: we can see the container inventory, your player inventory, and also your worn/attached backpack. Is there a way to make hover-loot work there, even if it's a separate keybind specifically for hoverlooting things into the backpack? Especially with loot spawning boxes/containers, it feels like an ability that is missing since those loot containers naturally won't even accept hoverlooted material back from within your player inventory.

    4) 'Loot all' doesnt function with the open backpack inventory

    💖 Thanks to you and the team as always

    • Like 1
  3. Edit: Lol nvmnd. had a brain blast, tried & realized u can just split the stack of items in your inventory and it'll give you options in the UI for each 👍 🧠 💥 🤡

    I haven't been playing much this wipe and I know the Super Saiyan Skin Shop hasn't even reached its final form, so sorry if this has already been addressed as an incoming change or if I'm just not seeing in-game how it's already possible to be done, but it would be nice to be able to have multiples of an item in your inventory and skin them differently. As it is, I can't see any option other than to skin them all at once with whatever skin is selected. Very minor inconvenience, having to exit the UI and bring over blank boxes or whatever one at a time, but would be a nice QOL improvement 😀

    Dragon Ball GIF by Toei Animation

  4. Copy/pasting here some of the pertinent Q&A discussion from Discord w/ Death.

    (just so it's more concisely condensed and can remain more readily accessible here as the discord threads keep churning and pushing that info farther up and away into the void)

    Overall subject matter so far is mostly regarding the initial perception of slow loading times and whether the wait for mass downloads is warranted, although some other things like the return of /sd are addressed.

    Call this a temporary FAQ for the new system I guess as we move into wipe week and everybody experiences it for the first time, a lot of the same questions/concerns/confusion already getting voiced pretty repetitively. Feel free to point your fellow players this way so that they aren't stuck echoing the same initial questions, either joining in with the bombarding of admins from the single-file mob...

    slapped-abusedairplanescenememeforforumpost.gif.523b3fc35a74f911605abdd8302b1567.gif 

    ...where every effort at an answer through global chat will simply evaporate a few moments later, or else similarly clogging up Discord threads - only making the source for these discussion quotes/info even more difficult for ppl to proactively find themselves and prevent the need for asking:

    (Note To @Death and Staff: feel free to move this wherever if needed, delete the whole thing if you think it's unnecessary, or simply copy/paste the body into your own post so that the info can be altered/updated/expanded/clarified whichever way u lovely people want moving forward. ❤️ 🫡 Short of that, LMK if there's anything small or wrong you want changed).

    ⬇️ _____________________________________________________________________________________________________________ ⬇️

     

    Death: Of course you're going to have to wait for skins to download. We just went from 0 skins to 97k skins 4 hours ago. You can't expect to have them already. As you play your client will be downloading these skins, as well as the skins you pull up on the shop.

    Death: This will be much less of an issue [once wipe day starts] with so many skins floating around.

     

    _________________________________________________________________________________________________________________

     

    DeathYour assumption is you only want to download skins you want to use. That's not how it works. If other people use these skins, you'll be forced to download them anyways. That's how skins work.

    Q: I have plenty of storage, downloading 30 gigs of stuff one at a time per skin is going to take forever.

    DeathIt will take forever. Which is why you aren't intended to do so. Stop speed running it. Let it happen naturally. On wipe day you'll have these skins all over the map. Your client will be downloading them without you even knowing.

     

    _________________________________________________________________________________________________________________

     

    Q: In order to skin an item, you essentially have to start a process that starts downloading a large number of skins, right?

    Death: No, you only download what you see on the skin shop. When you view the skin in the shop, or come across it on the map it downloads to your workshop folder.

     

    _________________________________________________________________________________________________________________

     

    Q: Is there anyway to opt out of downloading them? I dont want to dedicate my SSD to Rust Skins.

    Death: Then disable background downloads for Rust

    Q: Will that disable us from seeing skins?

    Death: Yes.

    Q: Wouldnt that in turn prevent us from being able to see the skin shop and then using it?

    Death: Yes, you have to have the skins downloaded to see them on the skin shop.

     

    _________________________________________________________________________________________________________________

     

    Q: Can i make it so i only see official skins?

    Death: Official skins are already downloaded.

    Death: You already have 60gb of officials skins downloaded. We're using the same system Facepunch uses. If you don't want to download the skins don't use the shop. But also keep in mind, you're going to download these anyways... If you come across it in-game your client will download it. Even if you don't use the shop your client needs to download the skin to see it.

    Q: Thats fine, i dont think people are going to be using 90k unique skins in one area.

    Death: Over time they will. You only need to download these once.

    Q: How many gigs is all the skins?

    Death: 200gb

    Death: There is a way to reduce the total size by removing redundant files from the workshop content if capacity is an issue.

    . . .

    Q: So i just disable downloads during game and i wont see unofficial skins?

    Death: Correct.

    Q: If I disable "Allow downloads during gameplay" and only subscribe to the ones I like on the workshop, will the in-game store "load" and allow me to use just those ones, without downloading the rest?

    Death: Yes.

    Q: If I have "Allow downloads during gameplay" disabled, will it not even load other people's skins as I come across them in game?

    Death: Correct.

     

    _________________________________________________________________________________________________________________

     

    Q(summarized): Could the process be changed so we can preview the skins before having to download them?

    Q: Is there a way you could potentially reduce the size or the way it downloads the files fully? I was under the impression we would get a cached preview then download the skin we want.. not the entire workshop.

    DeathToo many skins to keep in memory. Just use the shop normally and the skins will download automatically.

    Q: There's no way to scale the files down to display first before downloading? (display an image on the /skin plugin).

    Death: There is a way. But we'd not only have to store every single image on the server, but also in memory for your client to download from.

    DeathIf storage is an issue for you, thumbs up the skins you like and only use favorites. You can't just have all the skins and not have all the skins.

    Q: The problem is we can't see the skins to favorite them. I have to download 30gb of skins to see what to favorite.

    Death: Yes because they aren't downloaded. Let them download and then delete them from your workshop folder. Or else, maybe get a larger ssd?

    . . .

    Death: (4/5 @ 8pm): I have an idea to serve thumbnails instead of downloading the entire skin. Will throw something together in the morning.

    Q: Kinda like a cached preview?

    Death: Cached? no. It'll basically spam your client with web requests from one of our pop servers. Though the content should be served quick enough to make it appear as if it is cached. The caching part is the problem. We can't cache that volume of skins. It would tank server and client performance and cause server instability with how facepunch rewrites the sv database instead of indexing it.

     

    _________________________________________________________________________________________________________________

     

    Q: Is there a replacement for the /sd command with the new skinbox?

    Death: It'll be built into the spray can.

    Q: Does that mean I have to buy the graffiti DLC for it to work?

    A: No. You should already have access to being able to craft a spray can in-game. Up to this previous wipe, you've been able to use the can's reskinning function to select ONLY the from whatever skins you, yourself, already own. Now, that functionality is being expanded to enable total access with the same new skinshop. The DLC provides additional content, enabling its owner to use the spray can for tagging decals and 'drawing' within around the in-game 'world.'

     

    _________________________________________________________________________________________________________________

     

    Q: As new skins are added in the workshop over time, will they automatically find their way into the skin shop?

    Death: Yes.

    • Like 2
    • idk if it's hazzy suit in general or just he astronaut suit, but it's not coming up as a valid skinnable item to select and search
    • (just in case there's ramifications I have no idea about on ur side of things), the skull spike item appears in the ui as searchable and hypothetically skinnable, but doesn't actually have any skin variety options
  5. 😍 Fantastic so far! Thank you @Death 🍻

    Would love it if there was the ability to hover over a skin and have its thumbnail enlarge just so it's momentarily a little easier to discern some detail w/o having to fully select and exit the menu to see. Maybe the enlarged image includes the name of the skin, too, in-case that helps with some additional context as to what the theme or finer depictions of the skin might be?

    Otherwise, maybe a feature like a lot of library UI's where we can choose/alternate the size/density of the icons (ex. Windows Explorer: XL, L, M, & S Icons, then List, Details, Tiles, etc.), where the current library view we're seeing rn could be the Tiled or Small/Medium Icons option?

  6. Any ideas on further development with what storage adapters can connect to?

    . . .

    Fish traps? - would also be legit if there was a way to send the caught fish (other than minnows and trout) through the industrial crafter to get auto-gutted. 🎣😈 🏭🟰⛽🍣 &🦴

    image.png.ac9a3323bac01053082e2565e7b0bb1e.png

    . . .

    Planters? - IDk if already implemented for fert dist., but I dream of the day when farms can be set up to auto-plant seeds/clones & auto-harvest. ( 🌰 🌰 🌰)

    image.thumb.png.43a9a34f32e5734239b7e57882339316.png

    . . .

    Horse's bum? - Gotta get that dung money while we lounge beside the pool. Oil tycoons and Bradley hunters can't be seen stooping so low as to actually bend down and pick up poo.

     - Also, next maybe we can figure out a way to implement the ability to upgrade a horse like we do for pjs and quarries??? (🐎🔚 ) 🟰 💩🏭 (🔜 ) 💸 

     And... Ideally, later server/society advancements would include a storage adapter skin that makes this setup even more humane 😇🙏, either making the apparatus appear as (A) a dignified horse diaper 🎩🐴, or (B) a giant bendy straw. 🤷‍♂️...  🐴🥤 🟰 😉👍

    image.png.ea073e35e092fe1fe92b5674b1f63d41.png 

    Lvl 20 horses be like...  Will Ferrell Snow GIF by filmeditor   😂  Game Stop GIF

    • Haha 1
  7. 10 hours ago, ColdandAlone said:

    Now that there was a wipe to fix some issues, will another wipe occur on the first Thursday of April?

    yes. first thurs is forced wipe. keep an eye out on the discord announcements ~wednesday before for Death's usual post on the new maps, new custom monuments, etc.

  8. totally disagree. Number one, players learn over the course of a couple wipes what items are and aren't worth their own time/resources to put in a vending machine. But more importantly, there are two very finite limitations on what one single vending machine can be stocked with: first, limited to only 7 different sale slots. Second - and, idk, maybe this has changed at some point - but within the last year it has been that you couldn't stock any amount of goods which, based on your vending offer, would result in an incoming payment more than a full single stack of whatever it is you're selling for scrap, etc. if someone bought the barn via a drone. It gives them what you were selling and spits your scrap out to despawn on the ground behind your vending machine. Ind.Pipes pretty much mitigates the second, but any bulk rez selling is still going to take up an entire vending machine regardless in order to keep the drone price down for buyers.

    The point is, it's easy for a player or group to need 12 vending machines; it's also hard for most players to want anything significantly more than that wipe after wipe. So why limit something that's already geared toward limiting itself? Trying to even wonder what the vending machine limit number would be is arbitrary at best. Even if you just want to sell comps and be able to offer each for something more than just scrap, that's like 6 or 7 vending machines required right off the bat - just to be able to say 'you can buy each for X scrap or for Y crude,' or whatever.

    IMO, tell yourself that the limit's 100 and, if you see somebody with more than that, you can think to yourself about how they've gone of overboard 🤷‍♂️

  9. IDK about your specific server experience there with that or any other player and I generally see what you've said as a positive suggestion for the community. It shouldn't be a joke or game. However, since you didn't mention it, I will say that there is a very specific time and place where the idea of goading or 'baiting' a player into typing a certain particular gamer word in chat is very much a good thing, not really a game, and - although, ideally, it wouldn't need to occur - it should not reflect poorly on the community.

    (Again, IDK if this is the context for any specific situation which you witnessed/observed): When a rando blue name joins the server and starts mouthing off in voice comms, drawing on signs, etc., in racist or other harassing, anti-server-rules ways, the community player who observes this only has a few tools for dealing with it. We can report the player in-game, call upon any admins who may be currently present via the global chat, and, finally, tag the server in discord 'help' with the same call for an admin to get involved. The one instance I mention is in that situation where all that has been done and an admin simply hasn't seen the 'help' request yet or otherwise been able to step-in from their side of things. When this happens, particularly late at night where it could be hours of waiting where that player is continuing to act that way, I've witnessed instances where community players present have reacted by goading the player via global chat to get the player to progress from just saying the words, to just once typing it in chat. When that happens, the server's automatic response kicks in and the player is banned. It's not 'fun,' but it can look like a 'game' at the time, particularly if you're looking at it solely through the lens of global chat and aren't actually one of the people who are having to hear/interact with the person in-game. If this kind of effort or point wasn't at all the case in whatever instance you've mentioned, then yeah, I can't think of any case where trying to get someone to say/type any kind of slur would be remotely acceptable. I don't even know if I'm advocating the one 'exception' I've detailed, but I will say that I have seen it occur in a way that cut off that outside negative influence on the community in pretty much an instant.

    The only other thing I'd say is that if 'baiting' someone instead means pretending/catfishing another player into thinking that you, yourself, are racist, homophobic, etc. and that their actions will be permissible, agreed-upon, or 'backed up' by you or others if the player posts that way in global chat / up on a sign, etc., then that's not permissible IMO and should be considered breaking server guidelines / reported to an admin, the same as any racist behavior. The community reacting to an outsider and getting them kicked from a server asap while an admin isn't available is one thing. Someone within the community being the one who introduces that theme of racism, homophobia, sexism, etc., though? If that's the case, get 'em gone.

    • Like 1
  10. Follow up: Added 2 additional workbenches/crafters in the sequence. Only issue I had after that was the crafting hoppers not keeping up for frags/sulfur; eliminating the max parameters at the very last conveyor before the crafters solved this. Also, can now confirm that the extra frag input box is completely pointless - don't know why it didn't jump out in my head that each smoke gives more frags than gp and you need 5x as much gp for the explosives.

    I've mentioned it in a separate bug report - just in case - but I did log in to find my explo collection box at the end of the sequence entirely unable to be interacted with. Couldn't open it or get to the explosives. I have yet to find another deployable in my base that acts similarly, so I've just piped that box to another for access to the explosives for the time being. But it being the only one so far lends me to think that it does have something to do with that particular box's position there in the sequence. Only other 'surprise' of note was logging in to find all 3 crafters off, despite being full of rez and ready to keep crafting. Since this box is right after those, my guess is the issue occurred somewhere in there during server restart? idk

  11. IDK about power efficiencies, etc, but it functions well so far: recycler auto fills and doesn't overflow (thx Eeda) & GP/frags pretty much instantly get emptied, preventing output overflow. From there it's pretty straightforward.

    Notes: conveyor from smoke drop box could prob be set up to 500, but dont really see a point. IDK at this point if the extra frag feeder box is even pertinent - don't feel like doing the math rn. You could do a LGF feeder box too there, but imma just put 2 rows or so in the box immediately preceding the crafter. I'm sure ppl have already done it, but def seems like you could do a splitter/combiner to include multiple workbenches/crafters; will prob add that next.

    rustindustrialpiperecyclerexplocraft.thumb.png.9833d16e1b6708b5127b4ac611006d79.png

  12. TL;DR: 32 Composters for 2 power. No splitters. No combiners. Includes auto pickle distribution and fert collection.

    In case you missed it, an FP change to the industrial piping in the 2.0 (March) update drastically affected daisy-chaining. Last wipe, containers that were attached via d-c would all fill simultaneously; now, as of the most recent update, the second or next container in line after the first will not start to fill until the one before it has become full.

    For composters, this poses a problem. Most ppl seem to have adapted via what was to be my backup plan, modularly going:

    [dropbox->  [splitters], w/ each output node terminating in:    (node)  ->  [(1) conveyor->  [(1or4) splitters->  [(3 or 9) composters]

    ...The annoying part being, you'd then have to do the reverse process on the output side of each composter's storage adapter for collecting fert.

    Finally feeling better from being sick the past 2 weeks and I wanted to take one last swing at the new conveyor settings before settling for the splitter/combiner/tons-of-conveyors method (above).

    Needed to make sure (1) there wasn't a way to filter all but 1 fert to be left alone in each composter during a d-c, and (2) that being possible, that the system wouldn't see the only 11/12 slots full of pickles (per the conveyor's filter) as not being full and prevent the next container in the d-c from starting to fill. Turns out, didn't even need to mess with the buffer setting at all. It's super simple. I did test and - although the input is incredibly slow once it's moved past the first container in a line - once full, an entire daisy-chain of 32 composters will be able to keep up with itself. 

    🤯 🥳   🥒🥒🥒🥒  🤑  💸💸💸  💰💰💰💰

    Here's the basic module. Enjoy!

    rustindustrialpipe2.0pickledaisydiagram.thumb.png.f175fce70a66d00965dc7ec8507fb11d.png

    Settings for the two conveyors on either side of the daisy-chained composters:

    1. The one directly before should be set to pickles with no values entered in any of the three fields:  (max:  -    , buffer:  -   , min:  -   )
    2. The conveyor directly after a daisy-chain sequence should filter for fert and have its minimum set to 1:  (max:  -   , buffer:  -   , min:  1   )

    *Note* (light purple in diagram): this intermediate conveyor and box is probably redundant, but I will be keeping this buffer between the drop box and d-chain until (if/when) over-large stacks from NPCs auto split into normal max stack sizes again. I did not have a good experience trusting over-large stack sizes to just drop them into pipe systems when that first started happening. It gives me peace-of-mind to have the stacks auto reducing down to 50 before they enter the composter lines.

    Edit: Forgot to mention something key - you do have to preload 1 fert per composter. Also, b/c the fill rate is so slow, I do recommend doing the initial bulk filling by hand.

    • Like 1
  13. Does anyone know if there's a way to keybind your render scale? I was just messing with it and doubled my frames around laggy areas when there's a massive amount of electric lights, fires, etc.. It'd be really nice to be able to hit a key and drop it down to that level as needed at nighttime, but then be able to hit again or another key and bump it back up to 100% in the morning or when I'm out of a high-entity area

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