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ScarletFox

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Everything posted by ScarletFox

  1. Placing pumpjacks traps you underneath. This now causes player to need to teleport to nearby bed/bag to go back outside to check placement. Related question: Is there a way for an outline to be viewed (like you see when placing a quarry)?
  2. I've logged back on today to find that my Pumpjack has gone back to level 2 (should be level 5). Consequently there is far less crude in the output hopper than what should be there. May I please get my missing three pumpjacks back? Thanks, ScarletFox
  3. Hahahaha yeah I dont know how many times I've yeeted myself out of my mini
  4. These tutorial images were from July 2019, there will be some changes from then. This is not definitive, its just a beginner guide to understand flying controls. Something that helps with vehicle control is turning mouse sensitivity down. [ESC > Options > Controls > Mouse Sensitivity ] Passenger: Can use weapons and look around. Pilot: Cannot use any weapons, cannot look around (in 2019 pilot could not look around, however they can now with CTRL). Flying uses WASD controls plus the mouse. To start flying, press W - this will start the mini-copter and move you vertically up. It also controls the speed of the mini-copter (makes it go faster). S - will slow the mini and move you vertically down. A - Rotates the mini left. D - Rotates the mini Right. Moving your mouse forward will tilt the nose of the mini down, it also helps move you forward. Move the mouse backwards a little, tilts the nose of the mini up. Nudge the mouse left a little, and it will tilt it in that direction. Nudge the mouse right a little, and it will tilt it in that direction. Hope this helps.
  5. Correct @Lord McGuffin FP have updated and changed the sizes of some of the signs thank you so much for testing this
  6. The HUD upgrade menu has disappeared from Pumpjacks when going to upgrade a level. I tested for Pezza who's menu was missing. Picked up my PJs now cannot upgrade.
  7. Love the Apartments! Small suggestion for next time it's used is to perhaps make the build exclusion zone a bit bigger around it?
  8. Floating artefacts (bushes) in the sky at Apartments after server restart. Seem to be duplications that are off-set to the ones on the building.
  9. Ahhh OK no probs. Thanks for chasing that up. ♥
  10. Cannot sell more than one clone at a time in vending machine. I usually sell 3 clones if 3Y3G, and 4 clones if 4Y2G. Not sure if its a bug, or a new QOL 'feature' introduced by Facepunch.
  11. I second this - needs to be the "Single Horse Saddle" id attached to it.
  12. Maybe something to do with teleporting as we 'revive' to wake when we get there? Could be tied into the 'camp at a monument and you die' feature built into Rust by Facepunch? Was just kind of surprised because its a safe zone.
  13. Died to wolf at bandit camp after teleporting there. Revived, as soon as I was awake, the wolf growled at me, was lunging like it was attacking but I took no damage. There is nothing in F1 other than : There is nothing at all in Combatlog other than the animals I killed and chopped up [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) [FileSystem] Not Found: assets/icons/.png (UnityEngine.Sprite) You died: killed by Wolf Got Respawn Information > combatlog time attacker id target id weapon ammo area distance old_hp new_hp info hits integrity travel mismatch desync 2433.92s you 326901 stag.corpse 84965809 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.0m 33.8 18.0 0 0.00 0.00s 0.00m 0 2433.21s you 326901 stag.corpse 0 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 0.9m 18.0 100.0 killed 0 0.00 0.00s 0.00m 0 2428.67s you 326901 stag.corpse 84961515 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 2.0m 100.0 97.1 0 0.00 0.00s 0.00m 0 2427.92s you 326901 stag.corpse 84961515 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.6m 97.1 89.9 0 0.00 0.00s 0.00m 0 2427.27s you 326901 stag.corpse 84961515 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.6m 89.9 69.8 0 0.00 0.00s 0.00m 0 2426.54s you 326901 stag.corpse 84961515 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.6m 69.8 54.0 0 0.00 0.00s 0.00m 0 2425.85s you 326901 stag.corpse 84961515 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.6m 54.0 33.8 0 0.00 0.00s 0.00m 0 2425.11s you 326901 stag.corpse 84961515 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.5m 33.8 18.0 0 0.00 0.00s 0.00m 0 2424.47s you 326901 stag.corpse 0 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.7m 18.0 100.0 killed 0 0.00 0.00s 0.00m 0 2420.71s you 326901 stag.corpse 84962632 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 0.6m 100.0 97.1 0 0.00 0.00s 0.00m 0 2420.01s you 326901 stag.corpse 84962632 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 0.6m 97.1 79.1 0 0.00 0.00s 0.00m 0 2419.34s you 326901 stag.corpse 84962632 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 0.9m 79.1 59.0 0 0.00 0.00s 0.00m 0 2418.18s you 326901 stag.corpse 84962632 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 0.6m 59.0 43.2 0 0.00 0.00s 0.00m 0 2417.56s you 326901 stag.corpse 84962632 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 0.6m 43.2 36.0 0 0.00 0.00s 0.00m 0 2416.86s you 326901 stag.corpse 84962632 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 0.6m 36.0 15.8 0 0.00 0.00s 0.00m 0 2416.17s you 326901 stag.corpse 0 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 0.8m 15.8 100.0 killed 0 0.00 0.00s 0.00m 0 2385.21s you 326901 bear 82604416 assets/prefabs/weapons/semi auto pistol/pistol_semiauto.entity.prefab pistolbullet generic 10.8m 229.0 190.9 0 1.00 0.00s 0.00m 28 2384.98s you 326901 bear 82604416 assets/prefabs/weapons/semi auto pistol/pistol_semiauto.entity.prefab pistolbullet generic 10.4m 190.9 152.6 0 1.00 0.00s 0.00m 27 2383.98s you 326901 bear 82604416 assets/prefabs/weapons/semi auto pistol/pistol_semiauto.entity.prefab pistolbullet generic 6.7m 152.6 113.1 0 1.00 0.00s 0.00m 14 2383.74s you 326901 bear 82604416 assets/prefabs/weapons/semi auto pistol/pistol_semiauto.entity.prefab pistolbullet generic 5.4m 113.1 73.3 0 1.00 0.00s 0.00m 10 2383.55s you 326901 bear 82604416 assets/prefabs/weapons/semi auto pistol/pistol_semiauto.entity.prefab pistolbullet generic 3.7m 73.3 33.3 0 1.00 0.00s 0.00m 4 2382.64s you 326901 bear 82604416 assets/prefabs/weapons/semi auto pistol/pistol_semiauto.entity.prefab pistolbullet generic 5.1m 33.3 0.0 killed 0 1.00 0.00s 0.00m 9 2379.47s you 326901 bear.corpse 84984981 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.7m 100.0 95.5 0 0.00 0.00s 0.00m 0 2378.72s you 326901 bear.corpse 84984981 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.6m 95.5 83.5 0 0.00 0.00s 0.00m 0 2378.07s you 326901 bear.corpse 84984981 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.7m 83.5 63.5 0 0.00 0.00s 0.00m 0 2377.32s you 326901 bear.corpse 84984981 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.6m 63.5 47.7 0 0.00 0.00s 0.00m 0 2376.67s you 326901 bear.corpse 84984981 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.6m 47.7 27.7 0 0.00 0.00s 0.00m 0 2375.93s you 326901 bear.corpse 84984981 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.5m 27.7 23.9 0 0.00 0.00s 0.00m 0 2375.18s you 326901 bear.corpse 84984981 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.7m 23.9 3.8 0 0.00 0.00s 0.00m 0 2374.55s you 326901 bear.corpse 0 assets/prefabs/weapons/knife/knife.combat.entity.prefab N/A generic 1.5m 3.8 100.0 killed 0 0.00 0.00s 0.00m 0 I think something similar happened to me on Scourge last wipe, except it was a bear. Thanks, ~ScarletFox
  14. Thank you! I submitted a bug report via F7 when I realised it was a FP issue.
  15. When repairing cockpit module glass goes black and cannot see out of it [AU Survival]. Relogged, but still didn't seem to correct it. From outside the vehicle: From inside the vehicle (even when off the lift and outside the building):
  16. OK so this kind of makes sense
  17. Finally got an example. This backpack had three items, but there was a fourth empty slot in it. And another showing the empty slot:
  18. Not sure if this is a 'just me' bug. When I kill zombies or kill scientists at GE, I chop up the body for cloth/bone. I noticed that sometimes when I take the items out of the resulting body bag (packpack on the ground), that the bag remains. Sometimes I noticed that with Auto-collect turned on, I would collect an invisible item (I would have to kill myself and respawn to get rid of it). I think the invisible item may be a human skull, because very, very occasionally, a skull will appear on the ground when chopping up a zombie or scientist then immediately despawn. Im sorry I wasnt quick enough to take a screencap. I have now got Auto-collect turned off. I am still occasionally seeing a body bag with the invisible item still in it. The bag eventually despawns.
  19. AU Scourge - Level 1 PumpJack takes 2 LGF to make 1 crude.
  20. Going to try this now, will post pics to see how it goes after I build it. I added a second pump as I have 36 beds (to allow for the extra 3 sprinklers). Works really, really well! I also went with one wall high, rather than 1.5 walls as I usually do. You are right its really dark in there at night! I added some of the industrial lights around the edges so I can see to plant (I was missing some of the plant spots lol). The industrial lights are very low lag. Before the industrial lights: After adding the industrial lights (and fixing heater connections lol): All in all a great setup, will be using again
  21. LOL I love how I show a simple set up to get started and learn from and people just have to tear it down without any proactive or positive feedback. So negative. I'm glad you can do '24 planters with 8 ceiling lights' aNoNiM. Good for you. I'm not good at rust electronics or farming. I just did that to also show that a person doesn't need 15 wind turbines to power 20 lights and nothing else in their base.
  22. Your server & region: AU Scourge Your in-game name: ScarletFox The name of your build: The House on Haunted Hill The Map Grid ID of your build: W26 (mid-bottom)
  23. UPDATE: Small Sign placement has been fixed by FacePunch. However, they have not fixed the ability to pick up the wooden signs with the Building Hammer. Using the Salvaged Hammer (Remove-O-Matic) just destroys the wooden signs and does not place them back into the players inventory. Picture Frames and Photo Frames retain drawn images when picked up with the Building Hammer. The Picture Frame retains the image when picked up with the Salvaged Hammer (Remove-O-Matic), the Photo Frame does not.
  24. Small signs have various issues this wipe: unable to be picked up via building hammer unable to be picked up via salvaged hammer (remove-o-matic), just destroys it when hit unable to be placed on various surfaces as per previous wipe (I suspect FP reversion to previous placement behaviours)
  25. I apologise in advance, this is an image-heavy post. You don't need 2 dozen wind turbines or 40 water pumps! Location of farm The best places to set up a farm is either on the start/side of a river or on a freshwater lake. On the sea side beach requires the use of an electric purifier which takes a lot more resources, time and effort to set up, to ensure a constant source of freshwater. A combination of large and small water catchers can be used, but you would need a large amount of both, as well as timers, or basically sitting and watching them and turning the power on and off so you don't run out of water. Size of farm I tend to do either a 16- or 20- or 25-planter layout for my farm. For this tutorial, I'll use a 25 planter layout. I start by putting down 7×7 foundations, with a single door and the TC next to the door. This allows for 25 large planter beds and spaces around the edges. The walls are generally 1 or 1.5 high (depending on my mood, I guess). Layout diagram (key/legend below) Diagram key/legend You can see here I have built this one in stone and wood: The lights are placed in the centre above of the roof squares and the sprinklers are in the corners (see layout diagram and key/legend). The sprinklers can also be placed on the low walls (where I place heaters for automatic night time heating). As you can see below there are unused sprinklers on the ceiling. Either placement works well. For my purposes I find one sprinkler in each corner works well. There may be a lot more efficient ways of doing this, however, this works for me. Power Now, I struggle with electricity in Rust, so I try to keep things pretty simple for myself. I know there are better ways of doing things, but they tend to involve overly complex circuits which lead to me wanting to rage quit (LOL ). I refuse to use wind turbines as they lag me out in game. Wind turbines and spotlights are pretty evil for lag, especially if you have rubbish internet. I sometimes get lazy and only use a test generator from the RustEZ store, depends on how busy I get in real life. Usually though, I use solar panels. Generally I try to keep my circuits separate, so I don't get too confused. For the lights, I use 8 solar panels, and 2 large rechargeable batteries. I use this to power 49 lights. For the watering system, I use 8 solar panels, and 2 large rechargeable batteries. For the automatic night heating, I use 2 solar panels, and 1 large rechargeable battery. Automatic night heating circuit 2 solar panels, one faces East, the other West. Leave the branch set to 2: Lights I use a very simple 24/7 power circuit. The top branch is set to 2 and the bottom branch I set to 99: Watering system Note: There are no on/off timers for the watering, I really struggle with setting those up. The watering system uses the simple 24/7 circuit. I add a switch and extra branches to divide the power to power the water pumps and the fluid switch & pumps. This circuit below shows the watering system circuit. The numbered Branches after the power switch are changed to: (#1) = 45 (#2) = 20 (#3) = 20 (#4) = 8 (#5) = 8 (#6) = 8 (#7) = 8 The green wires coming out of Branches (#4), (#5), (#6), (#7) power the Water Pumps outside. The yellow wires coming out of Branches (#4), (#5), (#6), (#7) power the Fluid Switch & Pump inside. The red hoses go up from the water pumps to the water barrels on the roof. The hoses then go from the water barrels inside to the Fluid Switch & Pumps, then onto the sprinklers. When you connect power to the Fluid Switch & Pumps make sure you connect the wire to the Power input, not the Toggle input. I hope this make sense. I tried to keep it as simple and basic as possible. Rustrician circuit diagram & link Rustrician circuit link: https://www.rustrician.io/?circuit=8e0a868d41159ccc0911819121b007d3 .
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