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Theodore Baggins

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Posts posted by Theodore Baggins

  1. Quick question: back in the day, you could select colors between the color dots to get more variety. However with the new interface, the only way I’ve had to make essentially a “paint palette” that I mix colors with off to the side and then try getting the color I want with the eye dropper tool. Is there a better way? Also opacity seems to not work the way I think. 

  2. On Pure, there are limits to what can be done just based on it staying Vanilla. If you find the end of the wipe dull, maybe join one of the modded servers that lst week? At least on US Scourge we hand out M2's like candy by then, and people are throwing helicopters and Brads fairly often. Many people will be grinding for net worth, but the millionaires of the server will have guns and some ammo to spare—specifically to blow having fun with other people. And, personally, I love doing this with new people to test out my heli towers and get their thoughts, even though I'm not a millionaire 🤑

  3. I'm assuming you're talking about a Pure server? If so, I would find it unlikely that it could be nodded this way. However, you could report the theft. Get up in their face to get their name lol—don't worry, the fires actually give you a chance to do this to the vultures 😂. They then will be in your contacts as most recently seen, and you can mark them as "enemy" to make their name stand out in-game. Then either screenshot them, or better yet, start recording. On windows that command is win+alt+r. Call them out by @ in chat (this adds a time stamp to the message logs). Call them out in voice chat. Remember, they may be new and not understand. They may not speak English well. Then report it.

    But I get it—loot getting stolen sucks. In the end, friendship can make it so much better: if you know your neighbors, then you can ask them to watch one side and you watch the other. They might even want to help with your next one... provided you get to keep the M2 if it shows up haha.  

    AFAIK other players cannot steal anything from your crates on the modded servers. Instead, they are instanced to each player based on damage (and who threw the signal for Brad). If you cannot open a crate, you didn't do enough damage. However, the bodies of each are not instanced, (obviously). If you're after a body, well... you can do the same thing but if you wait a little, you can probably find a Brad or heli parth at some point later and just ask for one of their bodies. They're probably all in it for the sweet sweet guns. You can even ask if they'd be willing to drop anything they don't want from their instances boxes and end up with enough armored doors to double the HQM from a body. 🤣

  4. So when I last asked, @Death said that, at least server-side, it did not make a difference whether your lights were on or off—only the complexity of the circuitry. In this case, industrial lights and ceiling lights—as is true with windmills—are often a marker for where there will be lag, but not the cause of the lag in and of itself. Likely there is additional complexity hiding insidr that base, running unchecked by the limits of a single battery. 🙃

    The reality is that while monuments seem to have complex meshes and lighting, they have been heavily optimized for PvP play after years of gameplay. This process was seen in real-time over the last year as GE has been continuously refined. 

    In contrast, base lighting, circuitry, industrial, and water—while fundamental to PvE—has not had the same pressure on FP, and therefore hasn't been optimized to nearly the same extent. Nor, I would imagine, could it be. After all, you can place as many lights on one ceiling as the physics engine will allow and your GPU just has to deal with the outcome. But on a refinery, lights will always be where they will be. And at night, at the monuments, you can see the compromises that were made when using a weapon flashlight—some places will just appear black. 

    The caveat is that your personal (client) Rust settings will very much affect your fps in areas with lots of players' lighting, simply because of the amount of lighting calculations. 

    If you are having trouble at your base, I would suggest that you first do a check Rust's reported values to see your fps and also see how much VRAM/RAM Rust is using with the in-game fps counter set to "advanced". (The VRAM/RAM usage will give you an idea if the complexity/amount of the objects are a factor—note how close they are to your VRAM max and the Rust default of 16GB* max of RAM).

    Then stand in one problematic place for 30 secs (to make sure everything is loaded into RAM/VRAM). First, try radically reducing your shadow distance. Then systematically attack everything to do with lighting such as water reflections, etc. one by one. Note any changes in fps. Also go into experimental and make sure shadow "layering" (can't remember the exact wording) is unchecked. Basically try to strip down parts of the lighting/shadow workload on your GPU. 

    If your fps doesn't change much, then you are likely not facing lighting as a bottleneck. With lighting comes power, and with power comes all manner of other things—sprinkler particles, timers, conveyors, furnaces, etc. In this case, it may be important to a. increase your garbage collection size (in experimental), b. make sure occlusion culling is turned on (also in experimental), and c. lower your render distance. 

    But I feel you—if your neighbors have open windows or roofs to their groweries, then this *will* be a problem, and one that you can't solve unless they wall in their chaos. Until we all commit to enclosing our refineries, furnaces, electrical, etc, then populated areas will always see dramatic drops in perform that are disproportionate to simply the amount of "building" in the area. 

    For context, years ago before electrical, all lights (including the ceiling light) ran on low grade. When consumption was stopped for VIP, even that was enough to cripple performance for some people. Imagine being able to plop down a lantern or a tuna lamp anywhere... but never having to even wire it. Chaos ensued 😂

    *I have found it essential both through my own experimentation and others' to manually set RAM usage. If you have 16GB of RAM, you'll have to sacrifice some settings until you can get below ~12GB and then manually cap that in startup options for Rust (-Xmx00G where 00 is the amount you want). If you have above 16GB, Rust seems to want to artificially limit your usage to 16GB unless you tell it to use more. When I'm taking screenshots, I'm on Ultra settings with everything maxed out, and I will commonly see RAM go up to 24GB and VRAM hit my 12GB max. 

  5. I saw on discord that removing personal pumpjacks was being considered. I was wondering if similar performance benefits could be seen by being able to upgrade a player's instance of a public quarry? As this would inconvenience players, maybe the first pumpjack purchased could be in addition to the native pumpjack yield? I'm certain that the areas around the three monuments would be littered with tp locations, so maybe there's a way to soften that as well? Such as a world TP that costs x amount of credits.

    I know this is probably not ideal for many players, but it's my hope that it would create a compromise between the PJ clutter and associated lag spikes while also still allowing players to buy and upgrade their pumpjacks.

  6. Official Entry:
    Theodore Baggins P0
    20240127152310_1.thumb.jpg.f37a24fa221c92acbbd464bc106b2960.jpg

    Many Theos were harmed in the making of this image. Many... many... Theos...


    Keeping this in (for the record) as it was my first entry.
    Theodore Baggins (Arctic Research)
    After the deadline because I misread things but I went for night scene:
    20240125173008_1.thumb.jpg.683e344ec2fe25c00fd3fd49a238fe3a.jpg

    • Like 1
  7. Ditto for teleport requests - I've definitely missed someone trying to join in on a heli fight.

    I mean I've also "missed" the notification for someone wanting to join a heli fight because I wanted to corner the L96 market, but that's different... I gotta create artificial scarcity somehow!

  8. Gotta fact check you there @Lord McGuffin, brains are nearly 60% fat (source)

    Still, recent studies have shown that there is a higher correlation between sugar intake and personal fat storage, rather than fat consumption, itself. This coupled with the marathon-running ability of our zombies would indicate that our zeds would indeed have a very low fat content. 

    Players, on the other hand, eat far too much chocolate and have shown an inclination towards a more sedentary lifestyle with the advent of cars, a variety of helicopters, boats, snowmobiles, and now teleportation instead of good ol-fashioned cardio. Gone are the days of taking on bears with our bare hands and barely surviving to tell the tale. Instead we sit and fish and set snap-traps. It's times like these that I think back and remember the good ol times... where we could stack fishing rods up to 50 and get milcrate loot and fish by just clicking periodically. Now that was exercise! 😆

  9. I think this is a good idea, but also wonder if it takes some of the teeth away from the Rust experience. Having to revive back at your base and re-gear up to fight your way through the masses to your bag seems a little closer to the Pure experience where this is all you could do.

    A counter-proposal would be to have the map record your last... uh... several death locations. That way if things went sideways again when you were trying to get your bag back (hypothetically... in a minicopter accident where you lagged into a cliff in your rush to get your bag), you wouldn't lose that first marker. 

  10. I second this - I'm thinking they could be upgraded similar to a pumpjack? From a base size perspective, it'd allow much more compact builds, and from a rendering perspective, there'd be far fewer entities. Some of the megafactories, especially if they have windows to show off all their furnaces (cough @Sawyer cough), create what amounts to no-fly zones nearby. I imagine upgradeable electrical furnaces may be more difficult to code because they would require different amounts of power, but I think starting with the large furnaces and refineries would make the biggest difference, since everyone has to place those outside. 

    • Like 1
  11. It'd be great if you could add a keycode lock to a snowmobile. Might not be worth the effort for how much it'd be used, but I use the snowmobile when I'm out and about gathering nodes and it'd be nice to have some peace of mind knowing that someone couldn't run off with or access the stash/fuel.

    Not sure if it'd make the code easier, but it'd also work just as well for me if it just allowed team access, sort of like the helicopters.

    • Like 1
  12. I have spent extensive amounts of time testing the snowmobile, and I am proud to announce that it is also an extremely capable sand-mobile. Like... faster than a car on a beach. In the desert, you'll hit grass occasionally, but then when you're about to get up, you'll suddenly rocket through the ground into a cactus a click away. 10/10 recommend.

    Downside: you must get a snowmobile to the desert and/or beach and also avoid all trees and/or bases along the way. 

  13. feel like overt explanation of the rules will inherently lead to exploitation and circumvention of the rules. We all play Rust. We see horses and we think... I want to get that into the military tunnels, despite ever yindication that the game in no way allows that. Especially on PvE, we're contently pushing boundaries. And if we define what those boundaries are for other players, it may lead to the same behavior: find the smallest exploit and make the most of it. 

    The push-pull cycle of griefing, theft, harassment, etc requires flexible rules on the parts of the admins, especially as each wipe cycle brings new features but also new bugs. 

    Unfortunately, Wheaton's Law (don't be a d*ck), isn't comprehensive enough for the average PvP'er turned PvE'er. 

    My counter-proposal is to make it as seamless and clear as possible for players to report people, as well as a solid warning system. Encourage people to take screenshots and/or video. And I think the support online system on this site is a really good step in that direction. I don't know if there's a "define" for that in game to direct people to, but I'm excited to see what we can do by empowering good players instead of chastising bad ones.

  14. I've noticed that Rust will have issues when I try to move fast in complex areas where the map hasn't drawn in everything yet or there is complex physics (i.e. multiple helis and explosions, etc.) However, the server seems to keep up; for example, on the train, I will always travel the right distance at high speed, it just might not be smooth. 

    My first question is, given that the server seems to be performing as expected, is this a client-side issue? If so, how can I improve the experience? I have 64GB of RAM, but Rust is only using 16 of that. My graphics card and CPUs are nowhere near max—even my VRAM isn't hitting the 12GB limit that it used to. 

    It's worth noting that the hardware is old workstation: 2x quadcore xeon's that are at 3.6 max, but a decade old, and an Titan XP. I've also considered that there may simply be limits on the IPC or RAM speed. So I understand the answer could be, you need to get something newer. But the fact that it uses precisely 16GB of RAM while no cores are pinned and the GPU is at 40% is really odd to me. (and thermals are even lower than workstations' standards)

  15. On 12/18/2023 at 11:02 PM, BigDave said:

    Stone: 1xLGF = 20xstone and 4xmetal ore

    Sulfur: 1xLGF = 4xsulfur ore

    HQM: 1xLGF = 1xHQM ore

    Hope that's helpful

    This seems to be correct. From some of MeatLauncher's spreadsheet, I can see magic number seems to be 4320LGF/day. The math leads to, powered by LGF, the public quarries will yield:

    Sulfur => 17280
    Stone / Metal => 86400 / 17280
    HQM => 4320

    However, as I learned (just leaving here for reference to others), the giant excavator offers far higher quantities per day, when fed from the conversion to diesel, and is more efficient even considering the conversion: 4.44 sulfur per LGF vs 4. However, you have to hop on every 18 hours to get maximum yield. More info in that sweet spreadsheet! 

  16. I think I maybe didn't explain things quite right—I'm on Scourge, so I've been trying to figure out what the lgf fuel consumption and yield is for each of the quarries, and how much crude I can produce with a lvl 1 pumpjack a day. The picture was more just what I found for vanilla, but I know that one lgf definitely doesn't convert to diesel haha! Are there numbers for like yield per day on Scourge? I may hop on and try running things for 10 minutes to see how much I get.

  17. I've been trying to see if my idea for a larger heli base would be sustainable on my own or if I should team up with someone else. However, because Scourge is modded, I've found it difficult to figure out the numbers for things based off of my own googling. Our quarries don't require diesel, so the standard figures from rustlabs aren't as helpful. I figured that you all might have the numbers; if not, I can do some math and update this post so others can reference it!

    1. What is the consumption rate of low grade in a pumpjack? I understand the yield is 1 lgf to 1 crude here.
    2. What is the consumption rate of low grade in the quarries? And the yield rate? If it is simply the same yield but x amount of lgf = 1 diesel, then I'll do the math.

    Thanks so much for your help!

    image.png.0dd3d0d918c2f44dbfc7cbe1251a9f00.png

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