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Everything posted by ScarletFox
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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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Maybe the output of turbines needs to be increased or doubled or Tripled. Or solar panel outputs to 100 each or even 200. So players don't put down literally 13 turbines (like the base last wipe between Launch and GE) or 18 turbines as well as 30+ water pumps in the build directly beside me the wipe before that (the farm was smaller than mine). It may help server stability and player experience. I see people getting DC'd all the time, having to constantly load back into the game. It's been happening to me even more now, especially since FP have placed asset warmup/loading into the background on game loading. I really don't think that was a wise move from FP.
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This is something I have noticed as well. I had a box of 10 mixing tables - then went to get them a day or so later and all mixing tables gone from the box (these were bought from the black market) I had fluid switch and pumps in my inventory while afk, then they disappeared. I then went back to my main base to make some more. I sort of noticed this last wipe, but it seems to be a bit more obvious/happening more this wipe. I've noticed in chat a few people have mentioned missing items as well.
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Seems to be a bit of unbalance in the use of the wood exchange at outpost. Players will wait at outpost literally in front of the vendor, for the daily cooldown to reset, then literally buyout the entire stock of wood in one go (couple of million in one go). Other players will then only be able to buy stacks of 5K per purchase. This causes what seems to be an unbalance in game play. Some players are not obsessed with increasing their networth and only want to buy wood for their builds. Suggestions: Maybe limit transaction amount of wood per person per day if possible Maybe rebalance the /shop selling items each page renewal (mix up the values each time the page renews, e.g. charcoal is $0.04 this time, then next time it's $0.01)
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With the maps being 4K (smaller), may I suggest that entire islands are not to be fenced off? (Unless for an event, of course.) On AU Scourge there were two entire islands fenced off this wipe and both of them were quite high node spawn areas, thus causing a difficulty for players to mine resources. There were gates/doors, but each time I went there, they were locked. Yes I could have flown in, but chose not to. I suspect the lack of access to these node spawn points is why there were so many fights over the use of the giant excavator. I've observed in the last few wipes that fencing off entire grid areas and preventing access to other players is becoming more common. I think that that kind of action is more PVP-like rather than PVE, and I don't think in the community spirit of things. I apologise if this offends anyone, it's that I began to notice that quite often in chat this wipe, players new to the server really struggled with finding and farming resources this wipe.
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I'm really sorry for your loss, Nilinx, I remember both you and Renn from when I first started playing on the RustEZ servers. You and your family are in my thoughts and prayers. ScarletFox
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Not really a bug, just that server /info not correct for Scourge, confuses new players. Details: Server information is a bit out of date and confuses new players on Scourge. Just had a new player to server ask about Quarries, Pumpjacks and fishing (more so about quarries and pumpjacks). Quarries info is specific to Survival. Fishing info no longer relevant. Pumpjack info much needed, explaining that by being a purchasable item, they are a way to support the running of the server - maintenance, hosting fees and other ongoing costs. Personal Quarries would actually be good on Scourge, either as purchasable items like Pumpjacks or as expensive net worth items, as there are players that monopolise the giant excavator, literally for days... then complain very loudly or verbally harass other players that also use it for extended times.
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Server & Region: AU Scourge In-game name: ScarletFox Name of Build: Foolish Mortals (Halloween Decorations Store and Haunted House) Map Grid ID: Y15 (upper left corner, off side of road)
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I agree with Tiff in that a type of camping has been really common this wipe on AU Scourge with the Garrison, and seems to be getting worse each wipe, that as soon as the garrisons spawn, literally within 30 seconds to two minutes its been destroyed. It is often been by the same person or small groups who TP there immediately. Maybe some solutions could be: 1. Adding varying numbers and types NPCs inside in each level of garrison. 2. Different styles, strengths and levels of garrisons still spawning hourly, but the material it is made from is randomised, e.g.: Wood, impervious to C4 and rockets, but not shotguns/satchels, incendiary bullets... (3 different styles, such as a tower, castle, mansion?) Stone (as per normal raiding ammunition) (3 different styles, such as a tower, castle, mansion?) Metal (as per normal raiding ammunition) (3 different styles, such as a tower, castle, mansion?) HQM (as per normal raiding ammunition) (3 different styles, such as a tower, castle, mansion?) 3. The idea is to not sicken them of it, but maybe add that extra level of challenge, so its not so EZ for those that exploit it.
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Items randomly disappearing from inventory or boxes
ScarletFox commented on ScarletFox's bug in Issues
I don't know if its a FacePunch bug or glitch of some kind. I drove myself crazy looking everywhere in case they were dropped (I used a salvaged hammer to pick up crafting workbench to 'look underneath', just in case. But nothing 😠I had 5 empty slots in my inventory (3 in inventory and 2 on my toolbelt), so I didn't have a full inventory. Its pretty confusing when stuff just disappears like that, literally a second after crafting it. To be honest I kinda thought for a second that maybe my inventory was getting accessed somehow by a hacker LOL - but that's a little too paranoid, even for me! 😆 -
I literally just crafted a number medical syringes, then crafted 9 Large Medkits (to make it up to 10)... I then crafted 10 more large Medkits.... then all of a sudden I was back to 1 Large medkit in my inventory. The missing medkits were NOT on the floor (I had about 5 empty places in my inventory) or in my back pack. Anyway I crafted more med-pens and then more med kits - they were fine this time. The amount of left-over lowgrade in my inventory is correct for the first amount of med-pens and large med-kits made as well as the second amounts made. Occasionally this wipe I have noticed the odd items or scrap go missing from either my inventory or storage boxes. I'm not sure it its lag or something going on with my internet. A couple other players said they've experienced similar.
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Image sizes in pixels of signs, picture frames, etc
ScarletFox replied to ScarletFox's topic in General
Addition of Neon signs: Large neon sign 256 256 Large animated neon sign 256 256 Medium neon sign 256 128 Medium animated neon sign 256 128 Small neon sign 128 128 Information on size credit to [STRS] Johnny Silverhand on the Rust Labs website for the resolution sizes. -
Please add sled and snowball gun (+50 snowballs as a package) to the store.... Why? Because the sled is fun in the snow biomes 😄 The snowball gun is fun to splat zomz 😄
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Also affecting the stone quarry for some players as well. I'm not affected, however, the output seems to be super low.
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I realise they already are sort of random. However, on AU Scourge they tend to pretty much spawn in the South at the same 4-5 spots. There are players who have bases close by to where all the know spawn spots are, and pretty much 'camp' the garrison as soon as it appears. It would be cool if the garrison spawned randomly in all four directions as mid-map, even on ice-burgs. I've observed players fly from one side of the map to the other, to arrive and the garrison has already been taken (by a 'camper' who has TP'd) literally within minutes of it spawning.
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I have a small shop and the front sign keeps going blank. I started with a neon sign - it kept getting 'blanked). I went to a hand-drawn wooden sign. It kept getting 'blanked. Even using sil it keeps going blank. The sign is locked to edits. The thing is I have lots of small signs in my main base (labels on salvaged shelves) and they are fine - they persist through server restarts and I have not had to redo any of them. Is it a bug with the large wooden sign? I'm puzzled with the behaviour of this one sign. I also have signs at Santa's grotto and they are fine as well. I know it is not a lag/refresh issue as I can hang around for an hour or more, go out an check and its still blank. I can teleport away, teleport back and its still blank.
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Best RustEZ Community Hunter - November Challenge
ScarletFox replied to Aurora's topic in Announcements
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AU Survival - Public Quarries take in 1K fuel outputs 7 ore
ScarletFox commented on Elixil3's bug in Issues
Same on AU Scourge (at least for my experience). HQM used uses 360 and output only 45 - usually around 90. -
Using a kayak paddle is pretty effective at killing a zombie. It does get counted as a kill, but does not show up in the kill feed. 😀
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Recycling Hazmat suits for VIP recycler outputs inconsistent
ScarletFox commented on ScarletFox's bug in Issues
Ahhh makes sense now! So definitely an intentional behaviour. :D -
No share button on containers/workbenches or heli symbol on HUD
ScarletFox commented on ScarletFox's bug in Issues
Thank you, works perfectly now -
OK I have this now as well
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I appear to have lost my share buttons on containers/workbenches as well as the heli symbol on the HUD. Ive relogged and it is still missing.
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Recycling Hazmat suits for VIP recycler outputs inconsistent
ScarletFox commented on ScarletFox's bug in Issues
Darn it - I meant to select Scourge, not Pure server