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Rygoat

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Everything posted by Rygoat

  1. I know the impact would be drastic, but I've been wondering if removing teleportation and having /backpack drop on death might be an overall positive impact for gameplay. Force people to make use of all the various transport options we now have (trains, horses, cars/taxi etc)
  2. Rygoat

    Parachuting

    Being able to deploy a parachute after accidentally leaving a helicopter mid-flight would be amazing
  3. Playing devils advocate for a moment but on AU Scourge we only have one admin as it is and they have no time to do scheduled events of any kind, so throwing this monster of a task at him seems kind of harsh. We would need a larger admin team to even stand a chance of keeping on top of a ruling like that.
  4. That's a facepunch thing unfortunately and is less of a bug and more just a choice on their part. Branches have one task, branch off power, whether that power gets used or not isn't up to it. Makes it a bit pointless to try to be efficient for car lifts with switches or HBHF sensors because it just results in using even more power.
  5. I know it's been approached before but is there any chance that the stack size can be increased for corn? from 100 -> 200 seems most logical/fair/balanced. Lets compare corn and hemp for a minute; the default stack size for cloth is 1000, currently on AU Scourge it's 10,000 (x10) the default stack size for corn is 20, currently on Au Scourge it is 100 (x5) for a GGGGYY corn plant I get 8 corn per plant, it takes me just over 33 large planters to have my entire inventory full (the 24 slots not including hotbar) for a YYYYGG hemp plant I get 70 per plant, even with the those 2 extra yield genes it takes a whopping 380 Large planters before my inventory is full. It's also a slower growing plant. But the argument against it is of course that if you brought stack size up to 200 (10x default size, to match most other resources) it could effect combat as it's a potential healing source. Currently the stack size of Medical Syringes on AU Scourge is 100, 50x the default stack size of 2. Thanks for your consideration
  6. Thanks for fixing this one Death, is there any way to obtain the 2 days worth of missing drops though sorry?
  7. Just a side-note but people joining after the first 2 weeks often have a range of really well stocked and cheap shops to get weaponry from and if the zombies were more of a threat then you might find more players putting turret defences etc around their shops creating safe zones or sanctuaries for new players to take advantage of. I've seen a few people try to do similar on the current wipe in the form of rest-stops etc but this is usually done more for RP then anything and often go unused
  8. Been thinking similar, at the moment we have only the 3 types of electrical lights. The all-purpose hanging ceiling light, the red siren light and the blue flashing light. Even just a modification of these lights would be great, blue and red lights that stay on without any effects would be good for mood lighting or less obnoxious external lighting. But the main one I'd love is the model of the siren light but with characteristics of the ceiling light (so we can have wall mounted grow lights or non-coloured wall lights along pathways and stairs etc. Another type I'd love to see is an electric version of the search/flood light, I've seen other servers with a mod that enables them to run from electricity and to also auto-track targets in the same way a turret with a flashlight would.
  9. Thanks, I already make use of this as mentioned in the opening post. But even with an advanced circuit controlling the sprinklers it can be finicky to dial in especially when your crop isn't all the same genetics. Looking forward to that new intake pump though, should make life easier when you're not reliant on water catchers that output a minuscule amount of water
  10. So I've been tinkering a bunch with the gardening stuff, setting up automatic timers based on repeating circuits etc to try to maximise efficiency and I've come to realise life would be so much simpler if we had water sensors (or "smart" planters). When the planter reaches 100% water (9000/9000) it sends out a simple 1w signal which can be run to a blocker, XOR Switch or even directly to the off input on the pumps. I imagine it would need to consume some power (plus the 1w passthrough). A secondary thought is that a more advanced and expensive version (with higher power consumption) could include heating pads as a way to aid with temperature (a secondary benefit is less spam of lights, hopefully helping reduce FPS drop around larger farms)
  11. Just placed my super stocking and wasn't 100% happy with its placement so tried to pick it up with the salvaged hammer, however it caused the stocking to vanish entirely (no destruction noise, no item in inventory just *thud* then poof its gone.
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