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Bug Comments posted by Elixil3
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Same for AU Survival
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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.
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confirmed that it is not a facepunch bug, they can be crafted on official server.
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With your latest release of updates today the upgrade buttons are broken again
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this also applies to the Tool Cupboard "AutoUpgrade" button.
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Just to confirm could you please tell me a couple of things;
- what server you are playing on?
- grid location? (screen shot of your map would be nice)
- any monuments close by? -
As this is getting more known within the community its becoming more of a problem with auguments of who got there first.
It's a easy 5K HQM amogst the other materials from TC + the locked crates for no expense other that aurging with another player if they are there. -
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
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@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
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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.- 1
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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
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Appears loot and TC is not spawned in either. (however you can get ammo and guns from the turrets)
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As per @Pumbler unknownpost in #memedia https://discordapp.com/channels/333343032328060939/370253862013239298/804208618911301694
I found another 13 as I swept the shore line -
Update: this include the daily login gift too, that needs to be changed from medium present to large present.
Update: Thanks for playing gift is not running currently
https://rustez.com/bugs/thanks-for-playing-gift-not-working-r1760/ -
looking straight at and its the outpost ones. All the admins on AU Survival get it and a admin on AU pure mentioned it.
i notice it more when I;ve been transfering stone to wood.
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Daily login icon are still black, everything else if fine
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This might be related to something else I found, please take a look and let us know if you can see multiple containers.
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To clarify these are private quarries and pumpjacks not to be confused with the public ones
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Could you please verify what server you are on, the Grid location and if you can a picture of the mini map zoomed in with your location and a picture of you trying to build. This will help locate the issue.
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What server have you noticed this on?
The button is currently working fine on AU Survival just check it on there myself. -
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.
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another little bug I have just noticed
if your inventory is full then upon exit to clear space you cannot re-enter the crate to grab loot that was was still left inside.
maybe if in this instance remaining items could drop on the ground or crate doesn't lock until you have looted it all
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This is intended as its now under the virtual instance. This means those that participate enough in damage then they are entitled to loot crates so don't really require the fire.
I will say though it is harder to find the crates sometime in heavy grass / bushes because of no flames.- 1
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44 minutes ago, Elixil3 said:
Fixes look great but I still have one bug for you.
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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 faultsUPDATE: 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.
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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.
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Fixes look great but I still have one bug for you.
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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 -
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.
Outpost Vending Machines Broken
in Issues
Posted
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.