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Elixil3

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Bug Comments posted by Elixil3

  1. This is due to the vending machines running out, they do restock daily but by the sounds of it players are emptying them before you get to it. From my experience on AU survival players will empty them within the first couple of hours they get restocked due to the high amount of stone to wood conversions.

    • Like 1
  2. So by default there are 2 values that effect subs 1 is the standard outdoor decay timer and the other is a deep water decay timer. If the sub is under a roof but still within deep water then it will go by the deep water value, by default the deep water value it less than outdoors. I can only assume this was intentional by Facepunch so if a sub was left in a Underwater Lab moon pool it would decay over time to allow other subs access.

  3. It has always shuffled the items around in your clothing slots and toolbar but inventory and backpack should not be affected, I myself have not experienced your issue with missing items but Death might be able to see something I cant

     

    • Like 1
  4. @Sim
    Are you using pipes?

    @Death 
    I have noticed this too over the last few wipe but can't pin point the cause. I have watched pumpjacks consume, produce and send the fuel through pipes in the correct amount in any level. I have stood there watching this for a hour and no problem.
    However when I leave the area and come back hours later the amounts no longer add up, this is also the case when logging out and coming back after a long period of time. I have only experienced it with leveled pumpjacks and pipes.
    I'm currently still trying to test different scenarios over long periods to determine what's the underlining issue


     

  5. do you have auto start activated? If so turn it off to the pumpjack and refinery and let us know if it operates any better.

    I have noticed auto start causes the devices to use fuel but not output anything.

    • Like 1
  6. UPDATE:
    3 more garrisons have spawned in since my last post and each time I have recorded its behavior see below.
    By the number of garrisons I've found now I would say it broke roughly 16-17 hours ago from this post.

    • Garrison spawn in broken see screen capture (same as previous ones found)
    • The GUI does not pop up in game when the event trigger is activated
    • The event trigger does pop up in BM
    • There is no yellow dot marked on the map when the event is triggered
    • The garrisons do not despawn
    • Appears loot and TC is not spawned in either. (however you can get ammo and guns from the turrets)

      image.png.04940dcb52d4c9c62ee92bc6cdbe587e.png
  7. this looks like a cave_medium_medium which means it has 3 surfaces entrances, the one you are looking at is designed as an exit only. It should be a lot easier to exit from but near impossible to try and enter from.

    • Like 1
  8. 44 minutes ago, Elixil3 said:

    Fixes look great but I still have one bug for you.

    • Only tested this with Distress Signals but if a players does all damage (no one else contributes) then anyone can loot, once looted the crates disappear. 
      - So if a another player makes it to the crates first they can loot and again the player that spawned it in looses out.


    If multiple players contribute then it works as intended.

    Other than that I haven't been able to find any other faults

    UPDATE: I have now tested this with Bradley and it works the same. So when only 1 player deals damage the crates acts as default (other than the flames are out), meaning first player to the crate can loot it irrespective of dealing any damage. 

  9. Fixes look great but I still have one bug for you.

    • Only tested this with Distress Signals but if a players does all damage (no one else contributes) then anyone can loot, once looted the crates disappear. 
      - So if a another player makes it to the crates first they can loot and again the player that spawned it in looses out.


    If multiple players contribute then it works as intended.

    Other than that I haven't been able to find any other faults

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