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rglx-chan

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Everything posted by rglx-chan

  1. As simple as this sounds I think the server could benefit from it greatly as I've noticed if you deploy certain things during high server load they tend not to deploy or they don't land in a good spot (or in the cases of the Sedan they fall on your roof or some other irretrievable location) so I'm proposing we move all deployable vehicles to the flare-based system we currently use for the minicopter and scrap-copter, as well as implementing similar systems for the modular cars. Additionally, adding the cars to be purchasable from the credits shop so people can pick out exactly which kind of vehicle they need would benefit us. To summarize: Make Sedans deploy from flares rather than purple-smoke airdrop grenades. Make boats (both kinds) deploy from flares rather than purple-smoke airdrop grenades. Add 2, 3, and 4-module cars as deployable items via the flares: If the player hits the vehicle with a salvaged hammer, show a message in chat saying the vehicle needs to be empty of all modules before this will work. (differing from current vehicles because if someone accidentally bonks their car and all the parts fall out they might not have the inventory space to get it all home to be reassembled. Upon deployment of a flare, only deploy the vehicle's frame (in a similar manner to the current implementation) rather than a completed vehicle, forcing the player to have the necessary equipment and infrastructure to get the vehicle working. Add the modular cars, and *maybe* even the Sedan to the credits shop under a Vehicles section. Add a message upon deployment of a vehicle flare notifying the user that they can pick up the vehicle in question by bonking it with the salvaged hammer. When a player hits a compatible vehicle with a salvaged hammer, show a message in chat to them saying the vehicle was put into their inventory. Prevent modular cars from spawning on the sides of roads. As long as vanilla Rust has modular cars randomly-spawning, put a notification into the intermittent broadcasts saying they're purchasable from /shop. I scrolled around in the suggestions bit for awhile and found nothing, but if this has already been suggested and rejected, maybe it's time for a reanalysis of this? I know it'd be a lot of work, but I think it'd make the servers a much nicer place overall.
  2. Got a couple for you: Craftable/Somehow-obtainable Square Lights (Simple Lights as marked in store) once Facepunch gets their shit together and actually finishes them. (We talked about this one evening and that's what you said. I've seen them in use on @theattackchef's base thing, and helped him with the wiring this wipe, and they work VERY nicely. Ceiling lights in their current state are unusable for anything but massive buildings with multiple floors, and making these small lights available to everyone to use in place of them would be very nice. Re-introduce the infinite fuel on Tuna Can Lamps from a couple years ago (but not for Spotlights) as a means of providing outside area lighting until the Square Lights are properly released into the wild. Again, outdoor (and in general) lighting at the moment is pretty much unworkable and this would be a decent quick-fix just until Facepunch gets themselves together and gives us the Square Lights. Seems like in place of any kind of lighting a LOT of people are switching to using dozens and dozens of christmas lights, and that just looks terrible. Plus, I haven't found a good method of lighting my helipad yet. EDIT: Another one I've just thought of, but still unlikely for implementation: Cap Shop for low-value/holiday/normally unobtainable items e.g. Square Lights, Door Closers, Fogger-5000s, Graveyard fences, small shelves, fishing rods, that sort of thing. This last one I'm not really sure about, but I'll test the waters and throw it to the wind and see if anyone else likes it: Enable the JPipes Christmas Lights on pipes config option so as to prevent bad things happening to people who fly close to the ground near a quarry with a lot of piping around it
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