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Everything posted by SpitefulBatman
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Piping error causes repeated server disconnects
SpitefulBatman commented on YetiBacklash's bug in Issues
I can confirm that this happens to me. The quick fix is to pickup the component using a hammer and replace it. It appears to happen as the component thinks there is a connection present, when you try to place another connection it doesn't know what to do or what error to spit out and for some reason that causes a disconnect. -
Hey Mate, We're load balancing the water for optimization. An original goal is to reduce the imprint and power requirements which can also have a positive impact on the server by placing less. 3 Pumps can happily power 12 sprinklers and each of our 'circuits' use 6 sprinklers now. So we need 1.5 pumps per module of 6 sprinklers to work perfectly. We also have the issue of, on an almost daily basis, logging in to sprinklers not actually adding water to planters despite the animation going. So without a fluid switch to toggle it off and on again each day, we'd have to rewire each day which is an unacceptable fix to us. This is also a server issue that we've worked around. To be clear, the circuit shown above (as mentioned) is well under the max depth. And in the test, wasn't even a complete circuit. The max depth circuit was shown when it was Pump (x3) into a combiner. That's only a depth of 2. Even at it's max it goes into a max of 5 components pre-sprinklers. (Pump > Combiner > Switch > Splitter > Pump > Sprinklers) Finally, I have demonstrated that this works on vanilla Rust, I took time out of my day to record the above videos as evidence that I built them legitimately and didn't use any mods to try to fake it. This works elsewhere, it just doesn't work on RustEZ. Weirdly, we can build one circuit in full at the start of wipe and it will work for 1.5 to 2 weeks without issue, but cannot make any additional nearby circuits (Despite being seperate). Then after those 1.5 to 2 weeks, that original circuit fails as well. The fix at this stage has been to use a water barrel which acts as a circuit reset AND a cache, but also complicates the circuit and potentially adds to the processing that the server needs to do to run, but it's unavoidable at this stage with all the issues we've faced regarding water, and we're not alone - many complain about it. Currently working perfectly: Water Pump (x3) > Water Barrel (x3) > Combiner > Switch > Splitter > Switch > Sprinklers (x6)
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Possibly related to this?
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Logged in today (maybe an hour ago per this post) and found the original circuit, that has been working since day 1 of this wipe, has stopped working and is generating the same max depth/short circuit error shown in my previous post. Can confirm that all test circuits made elsewhere continue to work normally, this is definitely a localized issue and is disrupting our (and others) game play on survival. Re-introducing the Water Barrels (Which Sweet Tooth told us was 'over complicating' the circuit) has restored functionality at a cost of more space in our base, which we now have to plan for next wipe as we can't trust that the water mechanics will work properly. Any indication on if this bug is on the radar at all?
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I was asked to create this bug per the following forum thread: Skins marked as favorite save as long as you're logged in. Logging out/closing the game and returning, appears to reset this the next time you're in. (We play AU Survival)
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This is working but the player still needs to check each trap before it can/will catch another fish. Is this intentional or is the automation meant to be clearing the flag when it pulls the fish from the trap? If the latter, then this is not working as intended.
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Hey Team, Purchased 2 x RHIB Signal Flares and neither of them spawned anything after being thrown. Waited a while thinking a plane would come or something to drop the RHIB. Asked in help (Discord) but was told it should work so to raise a bug request. I'm also down $4k xD This occurred on AU Survival.
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Perhaps a question during checkout would help? It doesn't need to affect how the item is delivered, but it could block the transaction. What Server do you play on? [Dropdown] = Pure, Survival, Scourge, Elysium If the user selects Pure it can block the form from submitting and show an error similar to: "Unfortunately the item you have selected is not available on the server you play on. Only items within the Events tab may be claimed on Pure servers." Alternately you could have a store filter (defaulted to 'All Servers') on the right side, that you select the server you play on and it limits what it shows you to the ones available on that server, making it far more concise.
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This implies some active work on the skins section, any way you can make the previews a bit larger while you're at it, they are tiny! Also favorites don't work between sessions, once I logout they are all gone for good. This would be great to resolve 🙂 I appreciate it's a lot of work, so no pressure, just additional recommendations to tack on while looking at the skins section.
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This happened to us too. We did them by hand for about 3 weeks of the wipe then we learned we could automate them, after setting up automation the fish dried up. We went from getting dozens of fish each day (from around 5 traps at the time) to getting maybe 2-3. Same bait, same location, only change being automation. We too kept hearing the sound of fish being caught, but there was nothing in the traps nor in the connected chest to indicate that a new fish has actually been transferred. Almost as if they were stuck in the pipe (Maybe they were trying to swim back out against the conveyor? 😄 )
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Hey Team, Several weeks ago I raised a request regarding sprinklers that were outputting water but 0 water was being received by planters ( One of the staff replies was that our system was too complicated and can cause issues. As part of this months wipe, we had planned and have executed a new design to simplify water distribution among our planters with the least amount of water pumps and fluid switches possible - to do our part in trying to keep server processing to a minimum while still trying to accomplish our wipe goals. We've found that we're facing the same bug as last wipe that I briefly mentioned in my previous request, where we go from a Water Pump into a Combiner and then into a Switch & Pump, but at the combiner we get a 'Short Circuit / Max Depth' error. The weird issue is that it works on the first one we setup, but then the second and third fail to work despite being exact mirrors of the same circuit. I have provided below the following: Text diagram of our layout Video of the bug in action on RustEZ Survival (AU - Grid W6) Video of the same system working on a vanilla server (With a single mod installed to increase stack size) 2 Videos of me building the replica on the vanilla server so you can see I haven't used any weird techniques or cheats, should you want to see it (around 25mins combined) Troubleshooting: Tried with only two or even one pump running into the combiner. We turned off and then also removed a line of pumps to see if too many in close proximity could be the issue, although I've seen far more squeezed in together on this very server before. We moved a set two foundation squares away from the existing working one but had the same error. Temporarily increased power to pumps and/or switch & pump to see if it had any effect. Ran each Water Pump into a Water Barrel, then all three into the Combiner and on to the Switch&Pump, and it worked as it did on the previous wipe (This was what we were told was not recommended in the previous submission) Text Diagram of single Water Circuit (x3 total): 3 x Water Pump > Fluid Combiner > Switch & Pump > Fluid Splitter > 2 x Switch & Pump > Each into 3 Sprinklers Video Showing the Bug in action: Video showing it working on Vanilla Server: Videos (2 Total) Showing the build process of the replica: I hope the videos help, please do let me know if you have any questions or require any clarifications. I'm also available on Discord if you want faster clarification.
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Station Name: Gold 104.3 Station URL: https://23153.live.streamtheworld.com/ARN_GOLD1043AAC/HLS/dc64d7f4-4ea0-4b9f-86de-8e423a1d092c/0/playlist.m3u8 Server & Region: [AU] Survival I don't think the URL above rotates, they don't have a proper URL generator for application streaming but that seems to work right now. Perhaps if you go to add it and it doesn't work that'll confirm if it's static or not.
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I can confirm (AU Survival) that the two requirements are: A) The original user can start/stop/open containers on a placed quarry or B) If covered by a TC, users with auth can start/stop/open containers. As an example, we have a quarry that has a small corner not covered by TC as we are unable to place another TC, if I stand there I cannot start the Quarry as I didn't place it (My teammate did). If I take 2 steps towards the control and enter the TC field I can then turn on the quarry. Despite being in range to interact with both scenarios, one I am just a stranger and cannot, the other I am authed and can.
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They can be replaced with "Multiple Backpacks" - which is able to be done on Survival but not on vanilla Rust. Same with automation connecting into many additional items that is not supported in Vanilla. These two things technically make those entries valid, but would require a little... clarification.
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Hey Team, Just a note on that 'related' one from yesterday, it happened again, this time I was able to pull auto-recorded footage of when I realized it.
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I appreciate your desire to assist but I feel like I'm being constantly told to not use the game mechanics that exist in the base game - there is a reason for the combiners and splitters to exist. We're not trying to make something super complex, to the contrary we're trying to minimize how many pipes are running around the place by daisy chaining, which is a mechanic baked into the game, one that seems to work on vanilla servers but not on RustEZ, which is why I thought I was being helpful in reporting this issue. On next wipe our design will be changed to require more wiring but less components to adjust for this limitation, similar to what you have mentioned, so will no longer be an issue. Again, appreciate all your time and assistance. P.S. On a possibly related note, all of the players planters and barrels on Survival (AU) stopped gaining water overnight last night and we came on to 0 across the board. Other's automations stopped working apparently. Turning off and back on the Fluid Switches re-initiated water flow.
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You can get away with less messy piping by combining the three and using one larger circuit (Like power). As for the barrels, they allow us to reset the 'Short Circuit/Max Depth'. We've had issues on This server where we can't even go from a Water Pump into a Fluid Combiner, which is a normal thing to do, without getting that error. So to resolve the error both under that circumstance and under the normal mechanics, we use a water barrel as it has 12 in and 12 out, making it a cache with the ability to maintain the same flow.
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Hey Cartmon, Thanks for that. Our setup is Three Fresh Water Pumps into the sprinkler system which has 18 sprinklers total, which works on a test server but not on this particular server, which is the only reason I brought it up. When the issue suddenly arose, I didn't want to bother you unless I could reproduce it working on vanilla, which I did before raising this request. Unfortunately, Water seems to be inconsistent and poorly documented by Facepunch, so it's difficult to know if we're dealing with game code or server code, so I figured I'd let you guys figure it out. I'll outline our full system for the specific example(s) here below and then leave it with you guys, if you don't think it's a bug then happy to accept that answer - we'll be shifting to a different design next wipe that unfortunately uses more components and pumps. 3 x Pump > 3 x Barrel > Combiner > Fluid Switch > Splitter > 3 x Barrel > Combiner > Fluid Switch > 18 x Sprinkler That's '36 Water' down the entire chain with no overload errors (Extra barrels are to extend the chain and avoid overload errors due to distance). Let me know if you'd like to know anything else. There are two farms at Q23, the specific one being referenced here is the 3-level one that's not in the water, although the same effect is being seen in the other one too. Thanks for all your hardwork and assistance 😃
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Hey mate, sorry was AFK on server when you came. As I said, it was working before the updates the other night, and works on other servers. I understand efficiency and flow issues can arise but I have tested this setup and verified its not a game-limitation in vanilla rust. The pumps/output are able to supply enough water for the number of sprinklers we have (As can be seen by the fact water is flowing out of them) although I acknowledge that it's far from 'optimal' from the standpoint of maintaining the planter during growth (A separate issue).
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Hey Team, Since some recent hotfixes that were applied a few days ago while we were online, we have noticed that some of our planters are no longer gaining water from the sprinklers. Prior to these patches being applied, they were. They are presently getting absolutely NO WATER despite the sprinkers being directly overhead. This has been seen specifically on AU Survival (Q23) so am unsure as to other servers. Note: This is not related to the mechanics of water flow, capacity, ml/s etc, I understand there is nuance to this as far as 'optimized' farms go, we built the same farm on a test server and it functioned normally.
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Power output was increased specifically so people could use less. I'd recommend reporting in with your server admins to see if they are able to do anything about users with excessive placements before setting up hard rules. More rules = more difficult for everyone.
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As annoying as it is to sit there and wait for it... its much much much much much less annoying that saying "Oh I cant carry that, let me run to the nearest monument to recycle and I'll come back". So I begrudgingly agree that instant would be OP and would give far too great a benefit to VIPs on scrap runs vs anyone else.
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We purchased pickles yesterday on AU Pure. It allowed us to purchase the amount we had of scrap as opposed to free inventory space. This caused an explosion of dropped pickles (many of which fell into the shopkeepers area and despawned). I am guessing this is not intended as it allowed us to purchase 59 stacks (of 10) of pickles in total which obviously players dont have even with an empty inventory.
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I have a feeling that scourge is the one of the main economies that Death is referring to as being hurt by the overstacking. If anything Pure is the economy that is unaffected by it (At least largely)