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SpitefulBatman

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Bug Comments posted by SpitefulBatman

  1. 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.

  2. 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)

  3. 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?

  4. 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? 😄 )

    • Like 1
  5. 7 minutes ago, Sweet Tooth said:

    generally speaking over complicating the systems like that are what cause the delays that occur in water on the servers as the farms become bigger.
    I have always used 1x pump  > Fluid Switch > 6x Sprinklers and never had any issues 

     

    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.

  6. 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.

  7. 3 hours ago, Cartmon said:

    You can supply a max of 6 sprinklers from 1 pump without issues using fresh water.

    Sometimes there's an issue with the output from a pump and you'd need to power cycle the pump for it to start outputting correctly again, if you've not got a switch to easily shutdown your pumps, it can be as easy as right clicking the battery output with the wire tool in hand to disconnect it, giving it a few seconds and then left clicking again the reconnect the wire.

    There has been some other issues with water recently though however that'd effect everyone on the server when interacting with their water systems/farms. Recently posted a thread regarding that in the staff section @Sweet Tooth if you'd like to take a look to rule that out.

    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 😃

  8. 24 minutes ago, Sweet Tooth said:

    I have had a look at your farm it is the way you have your sprinklers piped max of 4 piped in one line or you will have water flow issues

    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).

  9. Yep the issue has returned to AU Pure as well. I placed 2 new solar panels for another build and they both only output about 15 due to their angle instead of the doubled (or so) 30-40 that they should have. My main base was working fine so I assumed anything newly placed either needs time to be changed by the server or simply wasnt upgraded.

    Logged in today and all of my Elec. Production items are under performing even by normal standards, a few people on the server are complaining about it.

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