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GrandDad Dalle

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Everything posted by GrandDad Dalle

  1. Am cleaning up a bit .. removing my water pumps .. As you can see second slot are marked as land water pump, but all my water pumps were standard - I had none land pumps.
  2. We are getting of the tropic for this suggestion How to reduce farm sizes - reduce load on the server in general yeah there can and will be large farms .. but the sum of farms on the server will be smallere with an added Max on NetWorth.. But just to answer Sweet Tooth : I am not talking about the conveyor - it is the CRAFTER on the Work Bench that suddenly midt this wipe had added a 15 sec idle timer to it. Before Industrial CRAFTERS - crafted one item - and started the next right after ... no delay .. Early wipe - My Crafters could easy take the output from my recyclers (no issues with conveyor performance) -> now, to have automatic Crafting, I need increase my crafters/workbenches by +375%, due to the idle time to keep up with my recyclers. I have not done that , instead I have setup a string of mixing tables with an autofill function.
  3. You are not getting it; The issue is not one base alone, its the many large bases that adds a tiny piece to the whole server in distress jigsaw puzzle. The issue with large automated bases is the electricity components / boxes etc. that goes in to it. Server has to calculate every single conveyor; boxes; 9x crops in each planter box; water; horses etc. And Horses is a huge issue, they create a double "lag" to the server. First: keep track of the dung production; Second a horse in a base counts as an active player. Why do you think FP made the decision to "lift" all NPC's, cars, bears etc free of the ground, when you are not close to them / using them... the floating up in the air is to ease the strain on the server .. How do I know about the horses - On another server (not with a powerfull CPU) I made a huge horse farm base.. that made it almost impossible to move around by horse / vehicles - just rubberbanding hard; after we removed 50% of the horses, the problem were gone. I noticed that you tend to nerf stuff to slow down the use, but in many cases you just add to the load on the server; Because most players just make their bases larger to gain the same output. Ex. Horse dung production - is only 30% of the vanilla settings..... .. make us buy extra horses to get the dung output we want. 3 vanilla horses = 10 rustez horses .. same prodution of dung.. but 7 more horses to keep track of for the server. And I suspect you guys to have put a 15 second idle time on industrial crafters in the middle of this wipe. This is because my crafters suddenly couldn't keep up. = next wipe I'll have to plan on having 300% more work benches to offset server nerf = even more automation / server load. (I am only suspecting it rn - I haven't checked it on my test server yet) If you introduce a Max on Net Worth - all the "hard core" RustEz players wont build huge farming bases, because they cannot convert the output to extra Net Worth. And yes some players with a huge Net Worth sum will cry over the NW they lose due to a max cut (I have 303M rn) - but I will rather have an ex. 10M max, and an stable server the whole wipe, than a lag builds up as the wipe progress.
  4. To reduce server load due to huge farm bases etc.. Set a Max on the Net Worth. What it max $$ should be, I cannot say .. But even with a 10M max. , you have more than enough to make a fast start of wipe if you like that, and still you dont need to farm much during the wipe to refill what you used. And New Players can easy get up to 10M within one wipe, and thats the only wipe you "need" a large farm base to build up NetWorth / put a load on the server. After you hit Max. Net Worth; you only farm to support what you use in the wipe, rest is a waste ... and who want to farm just to throw it away at the end of wipe. You dont need 24 WorkBenches with 2 crafters to work 24/7 - doing explosives, because there is a max on what you can have in the bank.
  5. My workbench crafters were doing normal crafting speed - until yesterday/ today. Somewhere Sunday / Monday - they suddenly got a 15 sec. idle .. so Crafting explosives - 5 sec as normal - and then 15 sec delay ... PLEASE FIX
  6. Turning on "Tracked Challenges" creates lag spikes - due to high ethernet traffic. In general on my computer : Without Tracked Challenges turned on - the spikes is around 180 Kbps With Tracked Challenges turned on those spikes goes up to a steady 2,5 Mbit .. ..
  7. The Challenges : Night Hunter (8:30 PM - 6:40 AM) - is quite unballanced. 24 hours is around 75 minutes The open time to do the Night Hunter challenges each day is only around 5 min 40 sec. = 7,6% of the playtime. Please consider expand the "open" time to perform the challenge. Either open time ex. 6 PM - 9 AM (just an exampel - have not done the test how long that is in real time) - keep the server settings. Or let server nights be longer - keep the (8:30 PM - 6:40 AM) or a bit of both.
  8. Stacksize for Deluxe Christmas light on (EU)Survival is only 100 - lower than standard. Atleast raise it up to normal level. If you try to craft them - max it will set it to 150 .. but due to the lower limit, you cannot craft .. unless you lower the number to 100 or lower...
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