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Everything posted by Theodore Baggins
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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.
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We lost count of helicopters. We lost count of APC's. We lost count of bodies. We lost count of boxes. We lost count of rockets, bullets, and anything we could possibly use to protect us. This wasn't just the fog of war: this was a fog of smoke, fire, projectile. It changed us. I ran straight at an APC and threw myself and two C4's on it to protect an innocent. I also ran from rockets only to look back and see the blaze cut down three others. There were no heroes. Just survival.
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Rubber-Banding / Lag Solutions (not a critique)
Theodore Baggins replied to Theodore Baggins's topic in Scourge PvE
Partial Solution: I was able to see consistently more memory use and much less rubber-banding when I added ""-Xmx32G -high" to the launch options. I only saw Rust chew up 20GB, but I was able to drive at relatively normal speeds without stuttering. If anyone else has suggestions, let me know! -
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)
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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!
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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.
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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! What is the consumption rate of low grade in a pumpjack? I understand the yield is 1 lgf to 1 crude here. 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!
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Is this a skin for the standard rug? I didn't know you could make them smaller!
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Oooh I love this. I keep meticulous screenshot histories of each Rust wipe. My first Rust screenshot is from about 3 months after I tried Rust in April 2018, when Vin Dizzle and I finally found RustEZ. We started on Pure. I had hopped out of my car while driving and promptly drove over myself. When I came back I nabbed a shot. Ah... I've warmed up to the new cars but this makes me nostalgic. Vin and I set up a shop that wipe called Bulletz and Bear Meatz. It did what it said on the tin. @Huddicle, who was an admin at the time tried to jump a river in a car and it ended predictably.
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No Delay on Garage Door Closers- Replacing Fixing It
Theodore Baggins commented on Theodore Baggins's bug in Issues
It happened again to our base- not sure why it was reset. -
This is solved, but I figured I'd mention it for others. It appeared our garage door closers on US Scourge no longer had a delay. We noticed it wasn't true if we placed it on a newly built garage door. We then removed the garage door from the original garage doors and added them back and it fixed things.
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Happy New Year Everyone! I'm so grateful to the community for being here this year and grateful for the admins and Death for helping steer the ship through the choppy waters. I'm grateful for all the old faces that keep coming back and the new ones who continue to surprise me with their creativity. I count myself as lucky to have found a safe place online that allows me to build, explore, play, and gather together to have fun. Video games have meant more to me than an escape this year- in the lockdown they've meant a way for me to gather with friends and meet new ones. Thanks to all for helping make that happen.
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Vin and I have been having a blast (pun intended) with garrisons. We especially love that an enterprising raider can put down a TC and relieve the building of its deployables in a fun little race until everything decays. So I have two suggestions: Make it more of a "lived-in" base with diversity in its deployables- maybe a lvl 2, maybe a generator, and of course some pookies! Beyond acting as decoration, this would maker things more tactical as you would want to preserve certain things like a workbench from splash damage. Minicopter hangar / boathouse / horse barn- this fits with the theme of making the garrisons more lived-in, but also offers the possibility of some loot that you simply can't get anywhere except from the black market or monuments. I'd be so psyched to have a way to get minicopters again other than scrap or caps. Or even just get a horse to ride off into the sunset with after taking the loot.
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Rust 2020-12-12 17-19-11.mp4 If furnace has all slots filled, and more items are added to the furnace, and "Add Fuel" is on, the wood will still be removed from inventory. A simple fix is to turn "Add Fuel" off, I know, but this still seemed to be undesired behavior for this mod.
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Will public pumpjacks also get the multi-user code for public quarries? Or will they remain single-user only? Also PS: thanks for all the work you do to make this a great community
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Totally possible this was just a client issue- Vin Dizzle was able to open the door after the switch just fine (though he didn't have to hit the switch)
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planned Horde Attracted to Heli and/or Brad Explosion
Theodore Baggins posted a topic in Suggestions
I really love that zombies are attracted to gunfire on Scourge. It got me thinking that the loudest noises on the server- the helicopter going down or the Bradley APC exploding- should spawn a little extra something for players to fight through. On a PvP server, the debris field is a dangerous place, and the wait for the fire to go out is harrowing. If a large horde of zombies were attracted to debris fields, it could echo this difficulty, while still being fair and PvE. For Brad, I think this would help re-up the difficulty since no longer could you just bring two C4 and enjoy your spoils- you'd have to fight to survive while you waited for the fire to go out. And it would likewise make a heli more interesting because you'd have to find your boxes while being chased. I'm not sure how difficult this would be to implement, whether the zombies should keep coming in waves, or what to do with the extra zombies once the debris had been harvested. Let me know if there's anything I can do to help! -
US Scourge April Wipe Challenge: Zombie Snipers Wanted
Theodore Baggins replied to Aurora's topic in Scourge PvE
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This is marvelous. So excited!
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(Scourge US) Balloon Race Event + Bonus Chinook Ride!
Theodore Baggins replied to Bonk Eyed Bill's topic in General
This looks like it was so fun! I hope I can make it to the next one! -
Oh no!!!! I'm driving home today and tomorrow so I can't make it. Best of luck to all of my fellow ballooners!
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I would like to run the maze!
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there's some space next to mine- go for it!
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It's a work in progress, but this is my Monster House themed build and Escape Room. Out at O15 off the pier by the road