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Everything posted by BigDave
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I wonder if this mod is worth the effort. Chainsaws and jackhammers don't increase, or benefit from, gathering skills on modded servers. I would assume not many people use them (happy to be corrected). I'd rather up to 2k per stone node with a salvaged pick than 1k even if the jackhammer is quicker per node, but that's just my view point. I'd rather turn low-grade into wood via the stone quarry myself but each to their own. The pure servers, the only servers that I personally use them, won't be able to benefit from this mod and stay on the community tab. Be interested to see how many would want this.
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I voted no to the old backpack. The new one has the QoL bonus of extra storage, is able to be used at the same time as other containers and just feels right (subjective ++) as far as game balance goes. Death has already addressed the keybind and dropping on death (on the the ground, not onto him..) issues and even allowed you to carry an extra one. The 12-slot can be crafted after minimal farm (sewing kits from barrels) and a teleport to the Tier 1 workbenches at OP or Bandit. Not too much delay until you have one. In the suggestion forums somebody requested the military 28-slot be added to the special items tab on the /shop for those who want it Immediately. That could be considered for those who want Immediate big bag space. I'm actually spending my Net Worth on teleport now, I used to F1-killaport despite millions of NW. That's probably a positive? Anyway, the new backpack just feels 'right' to me, but I guess I'm just as happy on Pure as I am on modded so I'm probably just weird. That's my reasoning anyway, since the poll asked for it. I guess from the 70-30 split in favour of the old /backpack, I'm in the minority here. I'm fine with either though so I'll be happy whatever happens
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I guess that's not a bad option if people really want it. It doesn't bother me personally that much since you can craft a 12-slot to get you by as soon as you get to a tier 1 at Outpost or Bandit with mats from a couple of barrels. Couple of barrels for the sewing kets, teleport, craft bag job done. I do understand that people are used to the mod and it probably came as an unpleasant surprise. I'm not sure what the natural drop rate is for large 28-slot backpacks, but my experience has been around 1 every 20-30 military crates so probably in the range of 3-5%. I do share your frustration, I found one within the first 20min on Survival and a little longer on Elysium but I spent an entire day on Scourge, running sewer branch, train yard and water treatment, including parkour towers and green/blue rooms for mil crates and not one drop, didn't get one until the next day. Rng can suck.
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Yeah rust optimisation is 💩. My old PC was a i5 4670 with 16gb RAM and a GTX 970 (4gb VRAM) running from SSD. A lot of modern games I could still play at 1080p with FPS around 50 - 60 ish on a 60hz monitor, very playable. 10 years old and mid-range PC at best when new. In rust though there were areas I just couldn't fly a mini at all, but the game was "playable" away from big farms or player "towns". Around 17 FPS was my average, from memory, and I tried all the tips for optimisation from my side. Upgraded to an i7 13700F with 32gb RAM and RTX 4070ti (12gb VRAM) running from M.2 drive, basically a mid-range build. I haven't had any problems with playability on the smaller population AU servers and Elysium. Mostly I don't notice anything, just get a drop in an FPS number, but it averages in mid 100's with a low 1% around 85ish. I'm not that tech savvy but I think there's not much that Death can do when the games isn't optimised (although I noticed a lot of the updates target optimisation). From my experience, if you have a 🥔 for a PC, a hardware upgrade to brute force it might be the only option unfortunately, although I understand that can be cost prohibited.
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Well, no reason apart from not needing to clear a bunch of scientists from them every time you want to run it. I guess the price you pay is half the output.
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I think he was just saying that on PvE servers there is no need to have long burn times as, like 15min locked crate timers, it is about encouraging a PvP event. It was nice when you could plant seeds under the fire to extinguish them but they've since patched that. The locked crate times on Pure have been reduced to 1min without apparent issue on community server. It's not overly long though, it doesn't bother me either way. Do 3-4 Heli's and the last ones usually close to burning out by the time you get to it anyway.
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Doh! Didn't work on Elysium, it just destroyed the entire stack when the first torch burnt out. Probably the same on the Survival and Scourge. Might be a good work around though if the a torch stack could be used, they're cheap to make (or free on respawn), so acquiring a big stack wouldn't be onerous. Is this something that can be modded, stacked torches burning one after the other in torch holders?
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Since torches stack on the modded servers, can you just fill it with a max stack of torches? I guess I'll test it and report back
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Retire backpack plugin in profit of vanilla backpacks
BigDave replied to MetaSamsara's topic in Suggestions
I would second this also, pending a decent vanilla backpack. I've heard that it's on staging? I haven't tried it myself. The F1 kill-a-port is a little cheesy especially on modded servers that have an actual in game teleport (not saying I don't abuse it extensively). If the new vanilla backpack is able to have its size increased for VIP then the mod, like the sync pipes, would be unnecessary. Maybe the backpack could be added to the starter kits for Scourge and Survival? -
From the testing I have done previously (on Survival and also pure before the change to vanilla diesel rates), the pumpjacks and public quarries convert 1 LGF to 1 unit of output every 20sec. So a pumpjack will convert 3xLGF to 3xCrude per minute or 180xLGF to 180xCrude per hour or 4320xLGF to 4320xCrude per day. I haven't played Scourge for a couple of wipes so you may need to do your own testing there to confirm. When doing your own testing I'd recommend you ignore the first yield as the pumpjack seems to cycle continuously every x seconds. If x=20sec and you place the LGF mid cycle, you'll get 10sec for the first result then 20sec each time thereafter thus tainting your results. The units of production for the quarries, from memory, are: Stone: 1xLGF = 20xstone and 4xmetal ore Sulfur: 1xLGF = 4xsulfur ore HQM: 1xLGF = 1xHQM ore Hope that's helpful
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I'm not sure you fully understood Death's initial post, and not having a go at you, even though it might read that way. The changes are made to make sure the server meets the community guidelines so that it can be found on the community tab rather than the modded tab. /sil puts it on the modded tab. If the goal of Pure returning the Community tab, where it belongs, is to succeed, lots of mods have to go no matter how great they are. Death has /sil on all his modded servers, I'm sure he understands how important it is for many people. Unfortunately it's not Death but Facepunch who decides what the community guidelines are and therefore what mods he can keep. Like those who want instanced loot, VIP airdrops, the EZ store, VIP recycler, remover tool, etc, those mods meet the exclusion criteria for community servers. The only thing to reconsider the the goal of returning to community tab, and we haven't even go there yet. If you love the RustEZ community and you love /sil, consider trying the modded RustEZ servers. You would have to put up with a few extra mods you may not want but the communities are good and you get to keep making great art
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I'm not sure Death's intention is for RustEZ Pure is just to prepare people for PVP servers. I got the impression that these servers were an escape from the toxic world of PVP. An opportunity for people to enjoy a brilliant survival game without other players negatively effecting the experience. Honestly if the community Death is after is one of toxicity, stealing, raiding, harassment and greifing with the rationale "that's REAL rust", then one of us has seriously misunderstood the intention of making these servers. It's certainly not the community I've experienced so far and not one that I would remain in if that's what it became.
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I think this will be a good change overall. In my experience on Elysium, the lack of /Rec is something you get used to pretty quickly and it will draw people out of their bases. The Brad and Attack helicopter loot reverting to uninstanced will be annoying (mainly to admin I predict) but I remember it was working fine before so it should be fine again. The lack of salvaged hammer will be painful but if you place a wall wrong it could be a good use for those normal rockets that would otherwise be wasted Having played all three AU servers regularly (and Elysium US), I think the players that miss the mods too much could actually find the modded servers suit them better anyway, it may be worth trying the purified pure and if it doesn't suit then maybe Scourge or Survival will be suitable? You get better value for money for your VIP on the modded servers. I highly recommend Elysium if you can afford a sub (US ping kills me though). I mainly paid VIP and subscribe to support the servers, I personally don't care if I get anything from it (I don't use the VIP drops) but I can see why people would be annoyed at losing some of the benefits, but it sounds like Death has plans for that. I'm looking forward to it and I hope it goes great for everyone else too
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Thanks, that was a very informative answer.
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I realise this is 12 months old and "resolved" but I think there is an important question raised that wasn't addressed. Although the monument itself is open to everyone, the issue is the locked crate. Unlike CH47 dropped crates, the oil rig crates are in a card room. Behind red and blue cards. So, is entering a loot room opened by someone else ok? Surely entering a card room that you didn't open to loot the crates, of any type, is against the rules?
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Just my perspective as a someone who mainly solo's. Not sure if I see a problem that needs a solution. Two people really should be able to get around twice the scrap of a solo. You can do the more difficult monuments more safely. You have 2 inventories which allows you to stack components more efficiently Two people have access to 6 public pumpjacks and 2 HQM quarries between them. That's 8640 HQM every 24hrs = 17280 scrap a day. I personally feel that if it isn't about avoiding paying the scrap and it's about convenience then this system should include BP scrap costs increased by the number of team members.
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Yeah, I play the 3 AU ones and Elysium every month. I get your point though, new server and new community also
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I personally would like an option that allowed you to wipe all your BPs and entities (with a clear warning and second check to reduce accidental wipes). I really enjoy starting fresh and things can get a bit stale on the monthly wipes. I think it would be awesome to be able to start fresh again during the month. It would be especially good on pure but even on the servers with Net Worth it would be a nice option for those not obsessed with Net Worth. I know that it would probably be just a minority that would use this and the risk of accidental wipes would make this risky but I thought I'd throw it out there anyway. I totally get it if this is just a hard no from the outset
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Is that pillar load BEARing?
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Perhaps the best thing could be to just run a trial wipe or two with a small decay amount (maybe 50% for 1 wipe and then same as Scourge for the next) and then get feedback prior to anything more permanent? The feedback Death gets would then be based on direct experiences rather than speculation or extrapolated experiences from other servers.
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I don't have a problem with adding decay on Pure. I play equally on AUPure, AUScourge, AUSurvival and USElysium. Half of those have decay already and I don't have a problem keeping up with the decay on Scourge and Elysium. I would say I'm casual since I work full-time and have a young child, I've not experienced a time issue personally. Pure doesn't have networth to collect so it's not like those resources are required in large quantities elsewhere. Stone trade for wood hasn't been as important recently given electric furnaces, so I always have excess stone on pure. Even the 1.8K of HQM from 1 full tank of LGF in the quarry once a day gives you a pretty big base. Add in 15k stone and 3k metal, you could maintain a decent sized mixed composition base. Now with pipes and a conveyer set to Max of x days supply you should be sweet to set and forget with just filling boxes from quarries once a day. I honestly don't care either way though, I enjoy the servers as they are currently. I wouldn't want to add anything that causes a negative experience for a reasonable amount of others so I guess that's an important consideration. Cheers, Dave
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A good overview, except the process times are incorrect. I have tested this extensively and found that ALL the quarries and pumpjacks on AU pure convert 1 LGF to the relevant output material every 20seconds EXACTLY. i.e. HQM: 1LGF to 1HQM every 20sec 10 LGF to 10 HQM every 200sec (3min 20sec) 500 LGF to 500HQM HQM every 10,000 sec (2 hours 47min) 1,800 LGF to 1,800 HQM every 36,000 sec (10 hours) SULFUR QUARRY: 1 LGF to 4 sulfur ore every 20sec 10 LGF to 40 sulfur ore every 200sec (3min 20sec) 500 LGF to 2,000 sulfur ore every 10,000 sec (2 hours 47min) 3,000 LGF to 12,000 sulfur ore every 60,000 sec (16 hours 40min) STONE QUARRY 1 LGF to 20 stone and 4 metal ore every 20sec 10 LGF to 200 stone and 40 metal ore every 200sec (3min 20sec) 500 LGF to 10,000 stone and 2,000 metal ore every 10,000 sec (2 hours 47min) 750 LGF to 15,000 stone and 3,000 metal ore every 15,000 sec (4 hours 10min) PUMPJACKS 1 LGF to 1 crude oil every 20sec 10 LGF to 10 crude oil every 200sec (3min 20sec) 500 LGF to 500 crude oil every 10,000 sec (2 hours 47min) 3,000 LGF to 3,000 crude oil every 60,000 sec (16 hours 40min) This can be very easily tested by just running a stopwatch and checking lap times every time the quarry/pumpjack outputs. I haven't gotten more that a few hundredths of a sec either side of 20sec on ALL the quarries and pumpjacks. i.e. their process times are identical. The one difference is the FIRST processing, which can be anywhere from 0sec (immediately) to 20sec after you place the LGF in. I assume the quarry/pumpjack continually cycles every 20sec so if you put your LGF when the cycle has 10 secs to go then you'll get a time of 10sec for 1LGF the first time then every 20sec thereafter, so 30sec for 2LGF, 50sec for 4 etc which will throw your calculations out.
