Jump to content

YetiBacklash

VIP
  • Posts

    111
  • Joined

  • Last visited

Everything posted by YetiBacklash

  1. 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 🤷‍♂️
  2. 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.
  3. 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
  4. I just piped it to another, so not a big deal, but wanted to mention in case anyone else ends up having a similar issue or its indicative of something else/bigger going on. Just a box inside my base that, as of a change between last night and this AM, I can't interact with now in order to open and view its inventory. It shows 'open' when hovering, but won't interact.
  5. 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.
  6. 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
  7. 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. 🤷‍♂️
  8. 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
  9. 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.
  10. 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
  11. until

    LoveMD's PookieHub, U9 ice lake (wood sign w hearts is inside above door)
  12. ❤️ 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 😄
  13. 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)
  14. 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
  15. 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
  16. 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
  17. sorry, wasn't getting notifications for this. But yeah, what CypherXP and Sweetbeef said.
  18. Can we get a global chat notification for personal bradleys just like heli?
  19. 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
  20. 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.
  21. Thanks for explaining!
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.