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YetiBacklash

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Everything posted by YetiBacklash

  1. 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.
  2. I will log in and check on mine to verify if an actual bug is going on, but my guess is the setup is incorrect. Here is link to forum post on how to daisy-chain composters as of this wipe
  3. idk, I just saw that Death posted in discord 'general' about 12 hours ago telling someone he already implemented a fix and we're all good to pick up and replace.
  4. I picked up and replaced my pj ~7am est (maybe about an hour before this bug report). seems to have fixed whatever issue occurred, presumably at the time of the server restart? (~6am, if there was one today) I did not touch my quarry at that time and it is still borked as of now. Replacing pjs is easy, but quarries can be a pain so will wait for admin input first to make sure it's not something that's going to keep recurring intermittently/daily
  5. 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! Settings for the two conveyors on either side of the daisy-chained composters: The one directly before should be set to pickles with no values entered in any of the three fields: (max: - , buffer: - , min: - ) 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.
  6. 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
  7. until

    LoveMD's PookieHub, U9 ice lake (wood sign w hearts is inside above door)
  8. u @Death That problem appears fixed; I can upgrade and turn on the pj now, but... it just spins. Low grade is not eaten and no crude is created
  9. several players are reporting that, after placing a pj, they cannot start the pj and cannot upgrade. this is a screenshot of the upgrade screen. (it's a lvl 1 pj by itself)
  10. Okay, np. Yeah, not a big issue at all to deal with once realized what was going on. Had no idea it'd been a thing for so long
  11. Noticed on US Survival. Built drop-off base right outside the no-build zone for GE. When you go to sleep in the base, you log in to death screen. Figured this might be an issue that persists across wipes if both zones consistently spawn the same way and don't overlap perfectly
  12. seems like you might want to close entries way earlier than the date specified? Otherwise I could see it being 2 weeks of everybody doing their same thing, then them having the option of picking up windmills/lights and downsizing to post before the deadline. Idk tho; maybe you guys have a way to quantify everybody's individual entity impact pretty easy over the course of a wipe kind of like pipes-count on Survival can be checked anytime? Either way, seems like u'd have to kind of check along the way. At least with an earlier post deadline you guys could have a list smaller than the whole playerbase to keep track of? Very cool idea for an event, regardless. and Thx to the team, as always
  13. sorry, wasn't getting notifications for this. But yeah, what CypherXP and Sweetbeef said.
  14. Can we get a global chat notification for personal bradleys just like heli?
  15. Please help. The Pookie Platoon has taken over my base (US-Scourge: T4, outside HQM quarry). They've trapped me inside and keep playing 'Fortunate Son' on repeat
  16. First time farming, really; though I've known the drill when it comes to gene weights and all. Bought 10 perfect clones... and... ... instantly ruined all but two. That's what I get for pretending to be all big-brain and thinking I could integrate in some strategic seeds to crossbreed and get more clones. Lesson learned: Don't forget to put a good clone in the middle, too. Otherwise... the crossbreeder plants become the crossbred.
  17. Free Box v2 [glow]: https://steamcommunity.com/sharedfiles/filedetails/?id=898699432 glowing rick astley garage door: https://steamcommunity.com/sharedfiles/filedetails/?id=2711533921 royalty rug: https://steamcommunity.com/sharedfiles/filedetails/?id=1136161858 runway rug [glowing]: https://steamcommunity.com/sharedfiles/filedetails/?id=1751457667 nightstand: https://steamcommunity.com/sharedfiles/filedetails/?id=1223757649 Glowing Billiards: https://steamcommunity.com/sharedfiles/filedetails/?id=1229257373 [collection of 6 different colored glowing garage doors]: https://steamcommunity.com/sharedfiles/filedetails/?id=1253398261 howling fridge: https://steamcommunity.com/sharedfiles/filedetails/?id=1910381029 hq neon: https://steamcommunity.com/sharedfiles/filedetails/?id=2663321714 lowgrade neon: https://steamcommunity.com/sharedfiles/filedetails/?id=2663304880 scuba diving neon box: https://steamcommunity.com/sharedfiles/filedetails/?id=2551403557 placeable sofa: https://steamcommunity.com/sharedfiles/filedetails/?id=855432544 wall unit: https://steamcommunity.com/sharedfiles/filedetails/?id=1235233451 wall art rug shop: https://steamcommunity.com/sharedfiles/filedetails/?id=2793607430 umbrella jacket: https://steamcommunity.com/sharedfiles/filedetails/?id=1110395475 woven chair: https://steamcommunity.com/sharedfiles/filedetails/?id=1161222189 weapons vending machine v2: https://steamcommunity.com/sharedfiles/filedetails/?id=2462028549 neon storage small cards: https://steamcommunity.com/sharedfiles/filedetails/?id=2796573337 Yeti_Helmet: https://steamcommunity.com/sharedfiles/filedetails/?id=928829366 Little Yeti: https://steamcommunity.com/sharedfiles/filedetails/?id=1175948579
  18. Super excited about this addition; as always, thanks to Death and the team. Looking to start a short thread here for info not readily apparent related to using the sign editor on the neons. Below is what I think I've learned so far in testing, then some questions I or anyone else might try and figure out in the future Pumpkin Carving - Seems to me that it's totally dependent on colors in the image. For example, a transparent jack'o'lantern type face shows up when the facial features are white, not when they are black. (In the manual 'carving' (painting) screen for the pumpkins, this seems to correlate with the selector for how 'deeply' you are carving - which is depicted as a scale from white and greys to black, where black = outermost pumpkin skin, fully white = deepest cut through to the middle). Other colors are harder to tell so far, as far as knowing beforehand how much of the image will cut through to whichever depths. I will say that the image space on the pumpkin is very stretchy - It seems probable that anytime you want an image to be smaller and stay on the front face of the pumpkin, the original image should not be transparent and should instead include a black border around the outside. Neons - I've learned that, unless it's a look you're specifically trying to do, neons really hate images with a lot of white. It washes them out. Getting an image to actually show up seems like a coin toss so far, and I have not yet figured out if there is a way to discern beforehand; it is 100% link based, whatever is going on - will update as this becomes more apparent. Neons do indeed still have a massive impact on fps (I know there were some FP updates to lighting elements to fix performance drops regarding some electricity elements; whether neons were a part of that or not, as of this OP (5/22), they are still an instantaneous frame-suck). Obviously, the impact of this varies client to client - just speaking for the server as a whole. Things unknown to figure out: RE: Pumpkins - As with how the existing /sil page already does for the other paintable deployables, can anyone tell what resolution dimensions work best for pumpkins? [EDIT: Image space is definitely square. 128x128 seems to resolve okay so far] Animated Neons - has anyone tested these yet? (Will update if/when I've gotten a chance) [EDIT: Answer is yes. see reply below. Same with the normal neons, some images just don't want to render. Keep trying new image links and eventually any empty slots can be filled] Can we discern the preferred resolution dimensions for the different size neons as well? [EDIT: see reply below for dimensions] Anyone have any tips for (client side) reducing the performance impact from Neons, other electrical elements in the game, or open fire entities? Whether this is in the form of Rust settings, OS settings, or just boils down to hardware limitations, I will leave this for someone better qualified to explain.
  19. 2 Vending machines not functioning properly. Not overstocked, prices are correct, plenty of room for the exchange to happen, machines not shared, and access to open at the back blocked by a locked garage door. Logged on to one machine completely empty, the other with its original inventory gone but only ~1/3 the scrap that would have corresponded with the pricing. I'm at a loss to explain besides a bug - don't care about the scrap, but figured was worth reporting for anybody else
  20. Composters? You can fit 300 composters in a 3 level 5x5 so... not sure that's something worth focusing on as part of an issue unless you want to bump that number up to 700 or a thousand or something. 300 dancefloors. 300 hobo barrels. 300 ceiling lights. Nightmare fuel. 300 composters? meh. I always feel bad when I go to place a second quarry and end up having to pipe to narnia because it's the closest/large-enough flat area to fit. This might be mentioned in another thread already, but I'd like to see the survey charge mechanic removed and allow quarries to be placed as freely as pumpjacks. Because nobody is sticking with just a lvl1 quarry, the 'starting resources' determined by survey crater can just be stone and each level can unlock the other ores as normal. My 'compound' footprint would be 1/10 its size rn if this were possible. I have wondered if it's possible to scale in-game items the same way as custom map/monument entities (like the pooki prisoner). If you could downscale the no-build footprint of personal quarries and pjs to, say... a 2x3? That'd be glorious. They aren't in vanilla anyway, so I say make em as small as possible. As far as base size and talking about limitations, I'm kind of indifferent. Sure, I don't live or go anywhere near lag-lane, but it's not like it's difficult to be anywhere else on the map where those massive structures aren't. Sorry it sucks for the mini/scrappy fliers, but... shrug, imo.
  21. "Can I offer you a nice [Easter] egg in this trying time?" IGN: Yetidom Server: US-Survival Build Coords: L8
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