Category: Mods

Recycler, Border, Building

Recycler, Border, Building

Howdy Bumfuzzlers! I’ve got some gameplay tweaking updates for you all! Recycling has been extended, zambie horde counts have been reviewed, building health is gently upped for you weak of heart, the southern border got some immigration policy and tomorrow’s upcoming wipe will give all of you a fresh new beginning! Take a read to learn more!

Zambies

I tried having more hordes of smaller numbers, but it seemed a little boring being attacked by groups of 3.

I’ve now reduced the horde count from 40 to 30 and increased horde zambie count from 3 to 6. They’ll still only grow to groups of 8 unless they join together to form larger groups.

Building Health

In the past, we raised the health of foundations to prevent foundation wipes which can be really lame.

Now, to make it slightly harder to raid, I’ve increased the building health of non-foundation parts by 10%. It’s not much, but it’s a little something to help balance things out a bit.

Thanks for the feedback Viper

Southern Border

I found the Southern Border to be a little too challenging so I took a look at the numbers.

I’ve reduced the number of NPCs to 20 but tightened things up by reducing the radius from 100 to 60. This means they should be in higher concentration around the wall.

Recycling

In the hopes to make recyclers a little more important, I’ve made a couple of changes.

  • Recyclers now yield twice the amount for recycled items
  • Recyclers now recycle blueprints for scrap
    • Common: 25 scrap
    • Uncommon: 50 scrap
    • Rare: 125 scrap
    • Very Rare: 300 scrap

Don’t forget that at Level 18 (/loyalty) you get the ability to create a recycler in your base (/rec)!

Vanillatopia

For a while now Vanillatopia has remained unchanged which makes it unsurprisingly very low population. I’ve been trying to think of a creative setup for the server and that includes even changing the name along with the approach.

I have a few ideas I’m kicking around, so stay tuned! If you have ideas of your own toss them my way. I’d be interested to hear them! If you come up with a great idea I can actually achieve, I may run it for a couple of weeks to see how it goes.

Upcoming Wipe

This month has a slightly different wipe schedule. Given that May has 5 weeks, I took a poll in Discord where it was decided to wipe after the first week. That means we’ll be wiping the map tomorrow, Thursday 5/23 so it lines up nicely with the first Thursday of next month’s patch release wipe.

The wipe will be a map only wipe, leaving blueprints and economy intact.

I’m hoping to do the wipe early, but I have somewhere to be at 2 pm EST and I don’t know how long it’ll take. If it runs me later than 5pm EST, I might not be able to wipe until 7:30 pm EST. I’ll update Discord when I start and finish the process so you can all get a jump on it!

Have fun out there Bumfuzzlers and please continue to provide the feedback as you have it!

Hotel, Alerts, Cinco

Hotel, Alerts, Cinco

Hey Bumfuzzlers! I’ve got quite a lot of news this time around. Changes to Military Crate loot, animal riding is back, we’ve got zambie bunnies?, Discord raid alerts, a hotel, bow skin perks… just too much to list. Give it a read for yourself!

Military Crate Loot (Modtopia)

For some reason, the Military Crates had really poor loot. Now, I can say it’s pretty good.

I haven’t necessarily added new items to the crates, but I removed lesser items so those better items rise the surface much more often.

Thanks to JakeHillKing for the feedback.

Riding Animals (Modtopia)

We used to be able to ride animals, but there a bug that stopped players from shooting animals at long distances so we disabled it. Now it appears that issue is resolved.

All you have to do is type /tame around animals, whether it’s a bear or a chicken, and you can then mount them and run around the countryside! Keep in mind you can also make animals your pets (/pet) and use them for storage, attacking other players and animals!

Zambie Bunnies (Modtopia)

It appears politicians are now dressing up as Easter Bunnies!

These zambies will be less common, but if you find one you’ll be happy as they hold additional items such as bronze, silver and gold eggs, egg baskets and so on. The items that are seemingly worthless will be used in some new quests (/q) that I’ll be creating soon.

Also, I changed the numbers a bit to make zambie encounters more frequent but traded larger zambie groups for more hordes.

  • Number of hordes changed from 20 to 40
  • Initial horde size changed from 5 to 3
  • Total size of hordes changed from 15 to 8

This should be about the same amount of zambies, but it’ll spread them out a bit more. Just keep in mind, hordes may be larger than 8 since they do merge if they meet!

Thanks for the feedback DFGSlimJim.

Night Resources (Modtopia)

The multipliers on the night resources have probably been a bit out of control for quite a while and I think it’s time I nerf them just a little.

I’ve adjusted resource gathering at night as follows:

  • Points per hit (amount zlevels go up): changed from 40 to 35. During the day this is 30.
  • Resource Multiplier (amount each zlevel multiplies gather rate): Changed from 3.4 to 3.1. During the day this is 2.8.

Let’s see how this goes for a bit.

Discord Raid Alerts (Modtopia)

We can’t all be awake when the rockets hit the walls so, now you have a tool to help you know when things are going south.

In the game, type the following command where “Your Username#7263” is your Discord username.

/pbreg “Your Username#7263”

After you do this, you’ll receive a code and a prompt in Discord. Reply in Discord with the code and you’ll get alerted whenever something of yours is damaged by someone other than you!

Bumfuzzler Lodge (Modtopia)

Sometimes it’s easy to get weary. Maybe you get raided a couple of times and you’re having a hard time getting started. Now there’s a place for you to go when things get rough.

The general premise is to have a safe space where players can have rooms, protection, etc. Mind you, I’m sure this opens things up to exploits and various buffoonery, so I’ll be weeding that out if possible and determining if this is a viable solution.

Here’s how it works.

  • Look for the orange shopping cart marker on the map (Press G)
  • Go to that location
  • Go in the front door and interact with the Hotel Manager. They’ll give you instructions.
  • You go through the hotel and activate the door you’d like (not all rooms are the same)
  • You’ll have the room for 2 days.

It appears after the 2 days someone else can rent the room and take your stuff so you’ll want to keep track of when your lease ends and renew it by accessing the door again.

Let’s see how it goes!

Thanks for the feedback from Viper, CannonFodder, DarkRazorTV, and Reaper2980 that lead to this idea.
Thanks to Machine and DFGSlimJim for testing and providing feedback!

NPC Settings (Modtopia)

Some say the accuracy on the NPCs is too high so I made some changes.

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By default, NPCs at the Southern Border and Cinco De Mayo would be set to an accuracy of 10 and damage of 1.0. I had the set to an accuracy of 6 and a damage of 0.6.

Now I’ve set them as follows:

  • Accuracy: 4
  • Damage: 0.4

This should make them far less potent, but I hope they still pose a challenge.

Thanks to JuketheBrute for the feedback.

New Loot Items (Modtopia)

I’ve added a couple of items into the general loot table to make things more interesting.

Here’s what I added:

  • Chinese Lantern (barrels)
  • Dragon Door Knocker (barrels)
  • Butcher Knife (boxes)
  • Pitchfork (boxes)
  • Sickle (boxes)

My personal favorite is the pitchfork and the sickle.

Cinco de Mayo (Modtopia)

May’s celebration event is centered around Cinco de Mayo. I don’t want to say too much, but there’s a party with a bunch of bandits in a village out in the desert. You can join in, but once it gets rough, they don’t want you around!

Tread lightly and bring your party hat!

Thanks to CannonFodder for creating two of the four structures.

DeathMarker (Modtopia)

When you die, there’s a yellow dot on the map (key G). For a bit, it was massive in size.

Now the issue is resolved.

Thanks to JakeHillKing for the feedback.

P.S. – This same situation happened to Rust Titanic, but I fixed that once I realized this was happening.

Bow Skins (Modtopia)

Finally, thanks to the latest patch, we have skins for the Hunting Bow! I’ve been waiting on this for a long time, so I jumped right on it and added skin perks! Behold Glory Sling, Falcon Flier, and Tactical Ace!

Glory Sling 1.25x

Falcon Flier 1.5x

Tactical Ace 2x

Stone Pickaxe Fix (Modtopia)

For a while now, the Stonely Dig, Stone Pickaxe 2.x Skin Perk has been popping up when crafting and I have been stumped trying to find out why. So I removed that specific skin and created a new 2.x Stone Pickaxe called Magma Dig.

Please as always continue to have fun and give me feedback on the changes as well as any issues you find. Have a Bumfuzzler great day! 🙂

P.S. – Next map wipe is on Thursday 5/16.

Cheer, Research, Feet

Cheer, Research, Feet

Heya Bumfuzzlers! I’ve got lots of updates and there’s a wipe today due to it being the first Thursday of the month which means Facepunch is releasing a patch! There are a while bunch of changes and a few fixes! We’ve got glowing eyes, faster research, a really nifty electrical circuit designer, night lantern tips, wipe information and more! Read on!

Zambies (Modtopia)

The zambies weren’t quite as spooky and I’d like them to be so I gave them glowing eyes for that extra freakiness at night.

I’m considering making glowing eyes available in the loot. It might be interesting PVP trickery if other players believe you’re a zambie 🙂

Instant Research (Modtopia)

The instant research perk you get as you level up (/loyalty) gives players the ability to research faster or research instantly. There were some issues with it, but now it works so you can get those blueprints a lot faster when the wipe begins!

You’ll get research perks at the following levels:

  • Level 14: Research in only 5 seconds
  • Level 24: Research instantaneously

Night Lights (Modtopia)

In my last post, I talked about the Night Lantern plugin and how it was fixed. This is the plugin that allows lights of various types to automatically turn on and off when night and day come. You can get more information by typing !lantern.

I haven’t tested it further yet, but according to Thransduil it doesn’t work quite as I expected. However, it does work in some capacity. I figured I’d pass along the information he sent me in an attempt to reduce confusion.

Thransduil: When lights are disabled, they all turn off. I turn them all on manually. Then when morning comes, they turn off again. So now it works as a toggle. When the morning comes, I disable them and then at night, I enable to turn them all on again lol

Hope you find that helpful!

Thanks Thransduil for your feedback.

Sparkly Feet (Modtopia)

One of the Boot Skin Perks had its skin removed from the workshop which caused it to stop working so I had to find a replacement.

Behold the new Sparkly Feet 1.25x dodge boots! 🙂

Electricity Utility

Creating circuits can be challenging! First, you have to find the parts and then you need to figure out how to build it.

Check out https://www.rustrician.io/ This site allows you to create circuits in your browser and test them out! Then if you need some extra help finding components check out the Bumfuzzler shop where you can support the server with the Electricity Kit that gives you a healthy dose of components!

Thanks to WRecKLeSS for passing along this resource.

Stockings (Modtopia)

For a while now, and I don’t know why I didn’t notice it sooner, stockings have had really weak loot and it makes them just a sparkly decorative item instead of a perk.

Now, I’ve included more items and upped what you get. Small Stockings will give you more resources and food along with some lesser ammo and all the Christmas items you need to decorate your base. The Super Stocking gives you the same, except more resources and food with some better ammo.

Mind you, I didn’t get crazy since it’s not cool for you Bumfuzzlers to sit on your big, fat Bumfuzzlers all day just checking stockings, but it should be enough to make them more valuable when you find them.

Also, consider, if you find yourself a Christmas Tree and decorate it when Santa comes, he’ll place presents underneath it! 🙂

RustNET (Modtopia)

The Remote Turrets (/rt) and Remote Searchlights (/sl) plugins were disabled for a while due to bugginess, but I think they seem ok now so they’re back in business. Let me know if that’s not the case.

These are a part of RustNET (/rustnet) which allows you to remotely control items like security cameras (/sc), turrets (/rt), and searchlights (/sl) as well as place bounties on players through a central laptop terminal (/terminal add). I’d suggest you check it out!

Elevators

It appears that sharing elevators with friends and clanmates may not be as intuitive as it could be and it may give you the impression it’s broken. This is not the case!

Keep in mind, when you create an elevator, sharing it won’t give permissions to your friends and clanmates to the entire elevator. When you go to a floor and give sharing rights, it’s only giving access to that floor. You’ll have to repeat the sharing steps for every floor you have.

To share, access your control panel via the card key lock or the panel inside the elevator and then I believe you click on the S.

You should receive a menu similar to the one below. Now click on the Share Mode to share it how you like.

From here just repeat this for each floor. Technically I guess it’s nice since you can distinguish between friends and clanmates if you’d like, but that’s probably extremely rare.

Thanks to CannonFodder for feedback and testing.

Stackings (Modtopia)

There are a few new items that I probably should have set to stack a couple of weeks ago, but I missed it, so I’m doing it now for what it’s worth!

The following items now stack:

  • Coal: 100,000
  • Easter Basket: 256
  • Easter Door Wreath: 256
  • Easter Painted Eggs: 256
  • Easter Bronze Egg: 256
  • Easter Silver Egg: 256
  • Easter Gold Egg: 256
  • Red Rustige Egg: 256
  • Blue Rustige Egg: 256
  • Bunny Ears: 256
  • Bunny Onsie: 256

Wipe

Today is wipe day for both Modtopia (blueprints and economy) and Vanillatopia (just map)! We can expect a new patch from FacePunch (hopefully with more optimizations – the last patch improved performance for many players), a new map, blueprint, and economics wipe and a farewell to the Bunny Ranch (Modtopia)! The Easter Bunny was fun, but now April is over so it’s time for May’s monument!

As usual for the 1st Thurs, I am expecting the patch to drop between 3 pm and 7 pm EST, but it’s always hard to depend on that, but I’ll try my best to ensure when it does drop, I’m on top of it.

Make sure you vote for the new map in Discord! CannonFodder has chosen a few this week which was much appreciated!

Thank you Bumfuzzlers for your continued patronage. I hope this next wipe is tons of fun. Please as always keep the feedback flowing!

Gator, Launcher, Bunny

Gator, Launcher, Bunny

Howdy Bumfuzzlers! Bunnies abound with goodies and tweaks and eggs and… Ok, there are no eggs, but the rest is true. We have new combat knife skin perks, grenade launcher for scrap, special tools for sale and more! Check it out!

Easter Bunny (Modtopia)

As you know by now, April showers bring err… the Bunny Ranch and with it, the Easter Bunny boss and his thugs with hugs.

The Easter Bunny will now drop his weapon and attire. This way you can get a hold of his coveted pink AK47 🙂

Happy Easter to those who celebrate!

Turret Issue (Modtopia)

There was an issue discovered with turrets that caused them to fire into walls, wasting their ammo, when non-authorized players stood on the other side of said wall.

This has now been resolved. Turns out it was related to the same plugin that brings us, Jason Vorhees. I’m so glad I was able to fix it so that you can all continue to be terrorized by him.

Thanks to Thransduil for the heads up and his very valued help testing.

Grenade Launcher (Modtopia)

The new Grenade Launcher isn’t craftable, but it appears you can sometimes get it from the heavies on the oil rig.

Until then, you can enjoy the satisfaction of the steamy plunk sound distributing HE and smoke grenades to your ‘friends’. It’s now available for purchase along with its ammo at the Outpost and Bandit Camp.

  • 40mm HE Grenades @ the Outpost is sold 5 for 500 scrap
  • 40mm Smoke Grenades @ the Outpost is sold 5 for 500 scrap
  • Grenade Launcher @ the Bandit Camp is sold 1 for 1200 scrap

The smoke grenade has an awesome effect. I can see it being great for online raids… you know, those very popular online Rust raids lol

Special thanks to CannonFodder who pointed out I had the wrong price on the tuna can lamp at the outpost.

Codelock Crate Loot (Modtopia)

As you know, loot is a neverending balancing act. This time around I increased the valuable items in the code lock timed crate.

There were already good items in it, but lots of other low-quality items would suppress them. Now I’ve lessened the lower quality items so the higher quality ones can shine more often.

Thanks Hodgecat30 for the feedback.

Blueprint Adjustments (Modtopia)

There wasn’t a whole lot of selection when it came to blueprints in the loot. It appeared breaking barrels and violating crates resulted in the same old handful of schematics over and over.

I’ve gone in and performed round 1 of adding blueprints to crates and barrels so now you should find the pool to be much bigger. I’m going to continue adding more blueprints to the mix as I have time.

Thanks to JakeHillKing for the feedback.

Store Sales (Modtopia)

I’ve been trying to find some time to get around to adding other special power items to the store for selling. I only added the weapons giving you the ability to sell 1.25x, 1.5x and 2x damage weiling weapons as you come across them in the world.

Now, all of the special tools, 27 of them in all, are sellable in the store. Here’s a couple of them that are out there for you to find:

I’ve also added a new 1.25x hatchet to replace the old one that wasn’t working due to some changes in the Steam Workshop. It’s called… Tomohatchet!

To sell items type /s for the store and then click on the Sell tab. Make sure the item you want to sell is in your inventory (not hotbar) and it’ll show as sellable.

Regular everyday items are not sellable right now. The new combat knife skin perks are also for sale in the store (read more below), but I have a feeling you may want to keep those 🙂

SuperHeli Crash (Modtopia)

I got a heads up about there being no pilot when the SuperHeli crash event took place so I looked into it. Sure enough, the SuperHeli was flying on its own!

The pilot now exists and has some goodies on him. Don’t be surprised if he’s hostile though.

Thanks Cannonfodder for the feedback.

Skin Perks (Modtopia)

The perky items that give you dodge ability, extra damage or require fewer resources to build are loads of fun, but they haven’t been as frequent as I’d prefer and it’s especially hard to find the top tier items out there in the wild.

I’ve changed the chances involved in the spawning of special items so they show up more often than they did.

  • Regular Items (no special ability) were lowered from 40% chance to 36% chance
  • 1.25x items were lowered from 30% chance to 29% chance
  • 1.5x items were raised from 20% chance to 21% chance
  • 2x items were raised from 10% chance to 14% chance

I’ve also added some new skins for the recently added Combat Knife:

Nuke Caution 1.25x Damage

Aqua Marine 1.5x damage

Gator Slayer 2x damage

Unfortunately, there are so many items Facepunch hasn’t given the ability to skin. This is the only reason not all items have special skin perks. For instance, the bow and the compound bow aren’t skinnable 🙁

Elevator Adjustments (Modtopia)

It appears players climbing up the loyalty ladder (/loyalty) – or moving up the loyalty elevator – weren’t getting the awesome lift perks I designed for them which is a bad, bad thing! I think I’ve worked out those kinks.

There are two levels that players get perks – Level 6 and Level 28.

  • Level 6
    • Comfort goes from 0 to 25
    • Temperature goes from 0 to 17
    • Build Cost goes from 2 to 1.5
    • Fuel Consumption goes from 5 to 3
    • Max Floor level goes from 3 to 5
    • Max Elevators per player goes from 1 to 2
    • Max Move Speed goes from 1 to 3
    • Max Placement Floor goes from 2 to 3
  • Level 28
    • Comfort goes from 25 to 50
    • Temperature goes from 17 to 34
    • Build cost goes from 1.5 to 1
    • Fuel is no longer required
    • Fuel Consumption goes from 3 to 0
    • Max floor level goes from 5 to 10
    • Max Elevators per player goes from 2 to 3
    • Max Move Speed goes from 3 to 5
    • Max Placement Floor goes from 3 to 4

Thanks to Cannonfodder for the feedback and the most valued testing.

Also, thanks to NormsterG14 for reporting an issue with elevators and the removal tool. In a note about that, it appears there’s a known issue where sometimes using the removal tool on an elevator will create invisible walls. It’s expected they are removed after a server restart, but to avoid this, don’t use the removal tool to remove an elevator. Just use the elevator’s menu option to remove it.

Thirsty Rad Pills (Modtopia)

It appears Radiation Pills were not working as advertised. Instead of making you full of goodness, they were salting your stomach and making you thirsty.

Welp, I fixed the issue so now it should work as expected.

Thanks to whompmaster for pointing out the issue.

Auto Lights (Modtopia)

It appears the Night Lantern plugin works a little differently than I had documented as there were changes. It doesn’t seem you can use /lantern anymore to disable or enable all lights at once. You have to turn them on/off by type. This is a bit tedious I know.

So I made a couple of changes:

  • The bot will now give you better instructions when you type !lights or !lantern
  • The site just lists !lantern so the bot helps you.
  • The command is now /lantern <itemname> where item name is Fireplace, JackOLantern, Lanterns, Searchlight, TunaLight or ChineseLantern. For instance, ‘/lantern Lanterns‘ will turn on/off the automatic switching on of lanterns at night and automatic switching in the morning.

Thanks to Thransduil for the heads up on this one.

Wipe

There’s an upcoming wipe on Thursday 4/18 and in non-typical fashion, Facepunch is releasing a mandatory patch – usually, this is only for the 1st Thursday of the month. My guess is that this is meant to address all of the issues that Rust has had since the upgrading of the Unity engine a couple of patches ago. In that case, I’m happy to see it. This means Modtopia will be wiping the map (blueprints and currency will stay) and also Vanillatopia will be wiping which goes against its wipe schedule.

The wipe time will be based on when they release the patch which can be between 3 pm and 7 pm EST, but sometimes later if they have issues. I’m also trying to leave for a short vacation at the same time lol which means I may be wiping the server from the side of the road haha I’ll do my best to keep you all updated in Discord as things develop.

Thanks to all you Bumfuzzlers for the amount of feedback you’re giving me as always. It’s so challenging to keep things working without eyes on the ground. Please keep it up and have fun out there!

Here’s some Rust news for ya.

 

Border, Cargo, Rafts

Border, Cargo, Rafts

What’s up Bumfuzzlers! I’ve got a lot of really awesome stuff coming your way in this update that I know you’re going to love, including new events, some balancing, and fixes! I’ve revisited water vehicles, added a throwback helicopter event, added a brand new cargo ship event, worked on balancing components, tweaked loot for airdrop|bradley|superheli, made home teleport improvements, and added a new custom Trumptastic monument! Then, it’s time to discuss the upcoming wipe and Facepunch patch! Check it out!

Rafts (Modtopia)

Ahoy yee Bumfuzzlers! 🙂 A while ago, we had rafts on the server, but when the boats came out, I disabled them figuring they wouldn’t be used. Now with all the waves, it seems the boats are a little rough so I decided to enable the rafts again.

Now you can make your own houseboat and sail around the world like the Bumfuzzler you are! Type /raft for more information in-game and watch the video above for more information on the different features!

Here’s an overview of the commands:

So you can build your houseboat, go cruising with friends, fish off the side, and even find some loot boxes bobbing in the ocean!

Rust Titanic (Modtopia)

I’ve got a new event for you Bumfuzzlers and you’re going to love it! It’s really awesome. The Cargo Ship gets attacked by pirates and crashes into an iceberg leaving you in the middle of loot and pirates!

All you have to do is get past the pirates and grab the goodies before the ship sinks into the Rustonia Ocean!

I’m going to be testing it for the remainder of this wipe which means loot will be balanced as time goes on. Please enjoy this new edition!

Zambies (Modtopia)

For those of you who pay attention to politics, I’ve made a slight adjustment to the zambies that you might appreciate. I’ll let you find it on your own 🙂 It should provide a nice compliment to Trump Tower and Hillary House.

Homes (Modtopia)

Now when you type /home,  you can see how homes you’ve used and how many homes you have overall! No more guessing or waiting to use homes to know!

SuperHeli Malfunction (Modtopia)

The chopper is going down Bumfuzzlers! That’s right! And with that fact, the loot carrying pilot ejects and the smoking SuperHeli carcass reveals additional goodies! You best investigate the crash site 🙂

Here’s a quick look at what you can expect:

Loot (Modtopia)

I’ve been gathering feedback about the loot and now is a good time to take a deeper look. After some more testing, it’s now a bit better, but I definitely walked the line so it’s reasonable. Let me know what you think. I’ll keep tweaking it until it’s spot on.

Here’s what I’ve changed:

  • Increased components so you’ll now find them more often and more of them in barrels and boxes
  • Increased airdrop from 4-8 items to 6-10 items
  • Removed some of the lesser items from airdrops, Bradley and helicopter loot to ensure more valuable items come through
  • Removed blueprints from high-end crates like timed, elite, mining, tools, advanced underwater and minecart. This should give more slots for high-quality items.

Thanks to trippinthirdeye, soundklown, JakeHillKing and ATaXiA for the feedback.

The Southern Border (Modtopia)

There’s a caravan driving up from the south and as Trump says, “They’re not sending their best!” You’ve got to get down there and secure the Southern Border before it gets overrun by illegal migrants!

Similar to the other monuments, you’ll get a kit for getting there, but this one, unlike Trump Tower and Hillary House isn’t a cakewalk. After all, there is a caravan!

This monument will move around each wipe, but I expect it will always be near the entrance to the desert biome on a road somewhere.

Long Shot Kills (Modtopia)

There was an issue with getting kills on animals and players over 260 meters or so and I had some trouble nailing it down. Now I’ve got it licked.

It turns out, for some odd reason, the issue was due to the plugin that allows rideable animals. After disabling that plugin I was able to consistently kill animals at 300-350 meters. I’ll work on fixing the rideable animals at some point, but for now, it’ll remain disabled as I believe being able to make those long shots takes priority.

Thanks to Doge, soundklown and Reaper2980 for your feedback.

Wipe

We’ll be wiping both Vanillatopia and Modtopia this Thursday, April 4th as there will be a patch released by FacePunch. Not sure of all that we’ll see in the patch, but here are a few videos that might foreshadow things to come.

The wipe can be expected anywhere between 3 pm and 7 pm EST typically, but sometimes it happens much later if FacePunch has issues. Given that it’s a monthly wipe so economics and blueprints will wipe along with the map. On Modtopia, the Bunny Ranch will be making a showing in April in celebration for Easter!

Have fun out there Bumfuzzlers! Keep the feedback flowing!

Saints, Science, Boating

Saints, Science, Boating

I’ve got a lot of news for you Bumfuzzlers! We’ve got changes to everything from the store, scientists, home and teleport cooldowns, various fixes, ore counts, outpost and bandit camps, boat fuel perks and even an event for Saint Patrick’s Day! Read on for the whole scoop!

In-Game Store (Modtopia)

In previous weeks I removed items from the store (/s) because it was allowing you Bumfuzzlers to lounge in your lazy-boys with a beer in your hand purchasing items from the Modtopia QVC channel lol But seriously, the point was to slow raiding to some degree. I wasn’t intending to slow defense.

I’ve added CCTV Cameras and Targeting Computers to the in-game store for purchase at 200 RP each.

Thanks, Xanadu for the suggestion.

Player Challenges (Modtopia)

I’m still trying to balance the kits related to the Player Challenges (/pc) and I’ve been getting some feedback which is great. I originally nerfed them a bit since everyone jumped on the server after a wipe and rushed to get the kits which were giving rockets and all sorts of high-quality tools. This seemed to be too much of an advantage so I’ve been trying to make them valuable, but not over-powered.

I plan to make more changes, but for now, I’ve only made one change:

  • Removed the Salvage Axe from the Lumberjack challenge kit and replaced it with the Hatchet

I reviewed the other kits associated with the challenges and I’m going to let it ride the way it is right now for a little longer. I’m considering adding armor to the kits and maybe extending the cooldowns, but we’ll see. The more feedback I get from you guys the better.

Thanks, Twisted Rhythm, ATaXiA and Xanadu for the feedback.

Scientists (Modtopia)

A long time ago we had NPCs roaming the monuments, but they seemed to be a little unruly so we disabled them. Then Facepunch added the Scientists and most of the players seemed to dislike them so we disabled then. We finally ended up with Zombies and Jason roaming the countryside lol. Now, I’ve been hearing some desire to see the scientists out there again! I’m cool with that!

Now you’ll find scientists at junk piles, Military Tunnels, and the Cargo Ship. Don’t be surprised if you’re laughing at the sight of zambies attacking scientists who are being attacked by wolves lol That could happen!

Also, not sure you heard the news, but we’re going to be seeing ‘heavy’ scientists in the near future.

What do you Bumfuzzlers think of having zombies at monuments? Too much?

Thanks, ATaXiA, and others for the feedback.

Taming Animals

Apparently, there was an issue with taming animals. As you know, you can tame and ride horses, bears, chickens, etc! This is different than making them your pet (/pet) where they follow you around, acting as additional storage and even attacking other animals and players!

It appeared the command (/tame) was all Bumfuzzlered. I fixed it and now you can go ahead and ride all the boars you’d like!

Thanks to Waylander, Doge and arronmax2012 for the feedback.

Furnace Shut Off (Modtopia)

There was a bit of an annoying bug that caused furnaces to shut off. After some time, it was discovered they were turning off in the morning and then it was narrowed down to be the Night Lantern (/lantern) plugin that turns lights on at night and off in the morning. Unfortunately, it had furnaces in the list of items to turn on and off lol. Apparently, it was due to a plugin update where configuration was changed unintentionally.

Now furnaces and other sensible items are filtered out of the Night Lantern setup, so furnaces should run long and strong!

Thanks, Doge and Waylander for help narrowing that down.

Ore Counts (Modtopia)

A few of you made comments on node counts being low. After some checking, it appeared the counts were absolutely a little low for some reason.

I went ahead and raised ore node count by 30%.

Thanks, Doge for and others for the feedback.

Home Cooldowns (Modtopia)

A few of you Bumfuzzlers made mention of the cooldowns for homes (/home) being a bit high so I took a look at them.

After review I agree they were a bit on the high side so I cut them down significantly:

  • First time players: 15-minute cooldown. This was lowered by 15 minutes.
  • Legitimate Level: 15-minute cooldown. This was lowered by 10 minutes.
  • Veteran Level: 10-minute cooldown. This was lowered by 10 minutes.
  • Allegiance Level: 5-minute cooldown. This was lowered by 10 minutes.
  • VIP Level: 5-minute cooldown. This was lowered by 5 minutes.
  • Blood Level: 5-minute cooldown. This was left as is.

Thanks to Doge, arronmax2012 and Waylander for your feedback.

Teleportation Cooldowns (Modtopia)

Since I was looking at home cooldowns, I figured I’d give a look to the cooldowns related to teleporting (/tp) to people.

Basically, I made them match home cooldowns for the most part:

  • First time players:  15 min. This was left as is.
  • Level 11: 15-minute cooldown. This was raised by 3 minutes.
  • Level 19: 10-minute cooldown. This was raised by 2 minutes.
  • Level 24: 5-minute cooldown. This was left as is.
  • Level 26: 5-minute cooldown. This was raised by 2 minutes.
  • Blood Level: 5-minute cooldown. This was raised by 4 minutes.

Saint Patrick’s Pub (Modtopia)

In honor of Saint Patrick himself, the pub is back up! I won’t give you much info on it, except to say it’s in the desert, Leprechauns protect it and there are goodies and challenges for you there!

Be careful! Those Irish don’t play games during the month of March! 🙂

Plane Crash

Every once in a while you’ll see a smoking plane shoot across the sky and if you’re in the right place, and you have a smoke rocket (/craft.lockon), you’ll have the opportunity to shoot it down and get loot! I made a couple of changes to the way it works.

Here’s what I changed:

  • Increased loot by 1 crate
  • Messages no longer are shown for when it’s shot down
  • Message no longer are shown for who shot it down
  • Names of the 3 spawning NPCs will be randomized between ‘Plane Pilot’ and ‘Plane Crewman’

Dangerous Treasures (Modtopia)

The treasures event (/dt) gives some really nice loot, but the names of the NPCs that spawn have been bugging me for quite some time! So corny and randomized! Now I’ve modified it so that they’ll have a name fitting of the event.

They are now called Treasure Ghouls! 🙂 Spooky! lol

Outpost & Bandit Camps (Modtopia)

For a while now I’ve meant to tinker with the vending machines and shops at the Outpost and Bandit Camps. I wanted to make the items you can buy there to be proportional to the in-game shop (/s). Right now, you can get so many items for next to no scrap and with scrap increased on the server it’s doubly crazy!

Here are the changes I’ve made:

  • Repriced all items using the general formula
    • If blueprint exists in store (/s): (BP Cost / 2) * 2.5 = Scrap cost
    • If blueprint doesn’t exist, I based scrap cost off equivalent item cost
  • Removed resources and replaced with items
  • Removed components and replaced with items
  • Removed food/water and replaced with items
  • Removed blue key card
  • Removed scrap for sale and replaced with items

Hopefully, this should ensure the Outpost and Bandit Camp are in line with scrap amounts and the economy, but please provide me some feedback. I am considering adding some extremely valuable items there such as 2x equipment, but you’ll have to save your scrap! They won’t be cheap!

Vehicle Fuel (Modtopia)

I thought I’d give our loyal members a perk when it comes to having to fuel up their aquatic vehicles.

Now, at Level 27 and above, motor boats and RHIBs will no longer require fuel so you can “sail” the stormy seas all you like looking for ocean garbage lol

Backpacks (Modtopia)

There was an issue with backpacks preventing you from opening the backpack while in another container like a furnace or a box. That’s now been fixed.

Thanks to Doge for reporting the issue.

Powerplant Puzzle

It turns out there’s a bug in Rust regarding the Powerplant puzzle. You’ll find the second step missing a switch which makes the puzzle impossible to solve. Thanks to Doge for bringing this to my attention. I’ve run a command which is said to fix the situation, but I suspect the issue will occur at next restart. Luckily this is expected to be fixed in tomorrow’s patch.

Wipe

Don’t forget that tomorrow is a map, blueprint and economy wipe! As usual, the timeframe isn’t always the same, but I expect it to be between 3 pm and 7 pm EST. Last time it was far later than that due to Facepunch borking on the patch causing the entire community to wait a bit longer than expected. Anyhow, I’m looking forward to an awesome new wipe cycle!

As usually, you Bumfuzzlers rock. Please keep the feedback coming and I’ll continue to stay on top of things, making changes to hopefully balance the game to provide the best possible enjoyment I can! Have fun out there!

 

Traps, Custom, Challenges

Traps, Custom, Challenges

Hey Bumfuzzlers! Hope all is well and Rust life is awesome! 🙂 I’ve got a few tidbits of info for ya with a couple changes and a couple additions. I’ve also got some plugin updates along with some early looks at a custom map design I’m working on. Who knows where that will go! 🙂 Read on!

Stacks of Stuff (Modtopia)

We received a few new items in the last patch so stacking needed to be adjusted.

Here’s what the new items will stack to:

  • Audio Alarm now stacks to 256
  • Chinese Lantern now stacks to 256
  • Dragon Door Knocker now stacks to 256
  • Dragon Mask now stacks to 256
  • Flasher Light now stacks to 256
  • HBHF Sensor now stacks to 256
  • Random Switch now stacks to 256
  • RF Broadcaster now stacks to 256
  • RF Detonator now stacks to 256
  • RF Pager now stacks to 256
  • RF Receiver now stacks to 256
  • Siren Light now stacks to 256

Electricity Pack (Modtopia)

As you might remember, I added an electricity pack to the shop for any of you who’d like to experiment with electricity and support the servers at the same time! It already had all of the previously available components, but now I’ve added the new items.

The following items were added:

  • Audio Alarm (4)
  • Flasher Light (4)
  • HBHF Sensor (4)
  • RAND Switch (4)
  • RF Broadcaster (4)
  • RF Pager (4)
  • Siren Light (4)

Dangerous Treasures (Modtopia)

The Dangerous Treasures event (/dtd) is a major source of electrical components so it seems only fitting that I’ve added the new electrical components to the mix.

The following items were added:

  • Audio Alarm
  • Flasher Light
  • HBHF Sensor
  • RAND Switch
  • RF Broadcaster
  • RF Pager
  • Siren Light

Backpacks (Modtopia)

I’ll be updating the backpack plugin just before the wipe. If everything goes well, it will work as it mostly always has, but in the future, it’ll give some room for change in how and when players use the backpack.

Here are some of the updates:

  • Option to “Only Save Backpacks on Server-Save” might help performance
  • Dropped backpacks now show “{Name}’s Backpack”
  • Limits of a small, medium, large backpack are now replaced with rows 1-7

This means I’ll be able to assign people a backpack with 1 row or 7. Initially, I won’t be expanding this, but I can see eventually making the backpack available earlier in the leveling system and potentially giving Blood|Level 30 the largest pack (/loyalty).

Traps (Modtopia)

Depending on your level (/loyalty) players have different abilities when it comes to traps. At Level 17, snap traps reset automatically after being triggered. At level 29, snap traps and mines don’t trigger for owners and friends of the owners.

With the update, at Level 29 (/loyalty) owners and their friends will be protected from traps, but it will also protect them when they are authorized at the cupboard.

Knock Knock (Modtopia)

There were issues with the knock, knock plugin where messages wouldn’t save. I’ve updated the plugin in an attempt to fix that!

Look at a door, and type /knock for further instructions to set a message! When knocking, players will get your message!

Night Lights (Modtopia)

If you’re Level 12 or above (/loyalty) you’ll have the ability to automatically turn on/off lanterns (and other fuel-based lights) at sunup or sundown (/lantern).  Now the plugin has been updated to take the Chinese Lantern and Cursed Cauldren into consideration.

Now you won’t be afraid of the dawk 🙂

Fuel Requirements (Modtopia)

If you’re Level 26 or above (/loyalty) you don’t need fuel for various lights. Now, this plugin incorporates the new Chinese Lantern item.

Player Challenges (Modtopia)

A while back I disabled a few challenges (/pc) because of exploits. I’m pleased to say I think I can enable a couple of them again.

I originally disabled the following challenges:

  • Architect (Structures Built)
  • Tailor (Clothes Crafted)
  • Medic (Players Healed)
  • Handyman (Structures Repaired)
  • Gunsmith (Weapons Crafted)

I’ll be enabling the following:

  • Architect (Structures Built)
  • Medic (Players Healed)

In addition, there’s a couple of other fixes:

  • Now NPC Kills section will show as expected
  • Supply signals will now rightly be ignored from stats

Custom Map

I’ve finally gotten around to messing around with map editing. I’ve wanted to design one since it’s been made possible, but I just didn’t have the time. Now that I have, I can tell you for sure, IT IS TIME-CONSUMING! lol, Then again I’m getting used to the editor and the ins and outs of the process. I expect to get faster and faster as I go.

I don’t have a name for the map yet, but I can tell you a few things and even show you a couple screenshots.

  • It’s 4k in size
  • There are lots of ‘islands’
  • Most land is separated by water
  • I’m about 10% finished lol

Here are some pictures, both from the editor and in-game.

Here’s a picture of an extension I made to the Military Tunnels. I always thought it was lame for the train tracks to disappear into nowhere. Now they go to a bridge that collapsed.

Here’s another shot. You can see the harbor in the background.

Here’s a shot in the game of the layout. As you can see, I have barely made a dent.

This is how it looks in the editor. There’s a great deal of water between the land, but what’s interesting is that the water isn’t that deep in all areas. In many of the areas, you can build directly in the middle of the water which might be interesting. Surely great for boat houses!

I’m trying to build a natural looking map that has some nice scenery, but also make boats important and useful. We’ll see how it turns out and if I ever finish it lol It looks small in that last picture, but I assure you it’s fairly large.

Wipe (Modtopia)

Thursday 2/21 Modtopia will be wiping the map, but blueprints and economy will remain. I’m expecting to wipe around 7:30-8pm EST. Sorry for it being so late, but unfortunately I won’t get home until then and due to various changes, I’d rather not attempt wiping from work. Vanillatopia will continue without a wipe.

Well, alright there Bumfuzzlers! You have it now 🙂 Please have fun and let me know if you come across anything interesting!

P.S. – There’s a poll in Discord to choose between 3 map choices! One was proposed by ATaXiA, another by Xanadu and the last by myself. Whichever wins we all win! Go vote!

Thursdays, Footings, Patch

Thursdays, Footings, Patch

Hey Bumfuzzlers! I’ve got a few updates for ya as we head into this month’s first wipe! We’ve got a patch coming today which should give us some new goodies, I’ve made some tweaks and we’ve got the results of the 5 week wipe cycle situation, plus more custom map talk! Read on.

Player Skins (Modtopia)

Not sure if you know it, but you can buy skins and set them as default (/skin shop) so that anytime you craft certain items, you’ll get the skins you love! This is great if you’re very particular and like having your boxes and doors all the same skin or have an outfit you enjoy!

I’ve made a couple of small changes:

  • Purchasing skins now cost 100 RP instead of the old 1 RP. This was done to match the recent changes to the store and economy.
  • I’ve excluded a couple of skins that shouldn’t have been available due to them being Skin Perks.

Smelting (Modtopia)

I’ve slowed smelting and lowered the charcoal byproduct ever so slightly. You shouldn’t see a massive difference, but I’m hoping it will slow the aggression down just a little.

Foundations (Modtopia)

Foundation wiping is real! LOL, I’ve seen several situations where players sign on and no trace of their structures could be found! So I’m trying to make some changes to reduce the possibility of that happening. I love raiding, but it’s no fun to have your base foundation wiped every other day. It also bypasses the defenses and structure people build into their bases!

To directly tackle this, I’ve raised the health of foundations again. It was set to 150% of the original health, but now I’ve upped it to 200% of the original health. This should give incentives to raid using other means and it should also give more time for decay to happen after a cupboard is destroyed. This way players who are raided might have the chance to salvage something.

Gathering

I’ve been doing the math on gathering wood, stone and the like and I found room for some adjustments here and there.

I’ve made the following changes:

  • Gathering resources during the day was reduced by about 3%
  • Gathering resources at night was reduced by about 8%
  • Lowered Zlevel points gained at night by about 66% so you’ll gain points and earn levels faster, but it’s not astronomical.

You shouldn’t notice a massive difference. I’m just making slight adjustments to find the sweet spot. Keep in mind while gathering at night was lowered a little, there’s still around a 10% boost for night gathering and of course the quarries are boosted at night too!

Wipe (Modtopia)

This January we had 5 Thursdays which means this last cycle, was 3 weeks instead of 2. The next time this will happen in 2019 is in May, August and October. So I took a poll in Discord.

The poll in Discord was overwhelmingly in favor of the idea that in months where the last wipe cycle is 3 weeks long, we’re going to wipe, but likely we’ll wipe with an experimental custom map. The next time this will happen is in May, August, and October!

Next Patch

There’s a lot of very interesting items surfacing that may make their way into the February 7th patch.

  • HBHF (Heartbeat Breathing Humidity Footstep) Sensor: Electrical component that detects players, using line-of-sight, who come within a certain range of it.
  • Rand Switch: Electrical component that sends a random true or false signal to other electronic devices.
  • Siren Light: Electrical component that shows a circular red warning signal.
  • Flasher Light: Electrical component that flashes a light.
  • Oil Rig Monument: Large and small oil rig monuments.

  • RF Receiver: Electronic component that works like a switch used with a detonator
  • Detonator: Electronic component used to trigger electronic components using RF Receivers.
  • RF Broadcaster: Electronic component that broadcasts a message.
  • RF Pager: Electronic device carried with the player to receive the RF Broadcaster signal.
  • Minicopter: Findable 2-seat copter, fueled by low-grade fuel and targetable by SAM sites.

I’m certainly looking forward to the next patch and seeing what you Bumfuzzlers think about wiping with a custom map for the last week of these 3-week wipe cycles. Until then, have fun out there and continue to give me feedback!

I’ve just recently installed the mapping tools and if I have time, I might be beginning to work on a custom map just for Modtopia 🙂 Should be fun.

Rodeo, Melting, Abodes

Rodeo, Melting, Abodes

Hey Bumfuzzlers! I hope you had a great Christmas and are starting off the New Year by resolving to play more Rust! 🙂 I have a bunch of updates for you (probably more than usual due to the holidays) on topics like treasure, rodeos, trading enhancements, home improvements, store changes, kit delays, skin perk availability, smelting and more! Read on!

Dangerous Treasure (Modtopia)

The /dtd events are lots of fun and it’s a great source of quality loot, but maybe the loot was just a little too good. You’d pretty much get nothing but ammo and guns! To make it a little less absurd, I slightly nerfed the event’s loot so that it still gives great ammo and guns, but it also gives a couple of other items so it won’t be so saturated. The event itself is now also slightly less common so it will hopefully become more valuable. I’d like to see more competition for it.

Here’s what was changed:

  • Increased timing of event from between 2 and 3 hours to between 4 and 6 hours
  • Added a couple other loot items to the mix so rare loot is not so concentrated

Home Improvement (Modtopia)

You may have noticed that Homes (/home) has gotten a few new features. Now not only will you see your remaining daily uses in the upper left corner, but you can now delete homes straight from the interface which makes life much easier to hang your hat.

To delete homes, type /home and click delete. You’ll notice each home shows a small red delete button next to the home. Simply click that red delete button next to the home and poof! It’s gone! 🙂

Zambies (Modtopia)

With the increased map size from a few wipes back (went from 3500 to 4000), zambies needed some adjustment. At the same time, I fiddled with some other settings as well. I like the idea of ‘world danger’ so going out into the wilderness poses the possibility of dealing with something unexpected.

I’ve changed the following:

  • I upped the hordes from 15 to 20 to make zambie sightings more frequent.
  • Their loot items will now range from 2 to 4 items instead of the previous 1 to 4
  • I’ve upped their roam area from 50 meters to 500 meters
  • I’ve raised their speed multiplier from 0 to 0.25 (it’s a fairly small increase, players can still outrun them)
  • I fixed the weird names that were showing in kill messages. Now it just says Zambie again.

Keep in mind the items the zambies carry are great for quests (/q) which give you access to hard to find items!

The Rodeo

Up until now, you could only ride horses, but now you can ride any animal you’d like! Yes, you can even ride chickens and bears 🙂

The command has changed from /stophorse to /tame to make it simpler, but other than that it works the same! Simply type /tame and any animal within 25 meters will stop into a calm submissive state for a short bit of time. Just press your Activate key (typically E) and you’ll mount the animal. Press SPACEBAR to dismount.

  • Animals will stay stopped for 5 seconds
  • Animals are invincible when riding and when they’re stopped

If you forget and type /stophorse don’t worry, the bot has your back 🙂

Trading Safely (Modtopia)

Previously when trading you had to trust that the other person’s item was in good condition. There was always a possibility your trading partner was selling you a broken or busted salvaged ax and you were paying top dollar for mint condition! Well, no more. Now, in the trade window, you should see the condition of the items being traded!

Hunting Food (Modtopia)

Because of the map size increase, animals were a little scarce. I’ve raised boar counts by 15%. This was really a quick fix for the situation, but I’ll put more thought into it down the road. I might consider exchanging boar counts with stags or horses to make it slightly harder for hunters or maybe just lower the boar count a little bit. It’ll depend on how easy hunting becomes.

Stacking (Modtopia)

It appears the Incendiary 12 gauge ammunition was only stacking to 64. Now it’s up to 256 as the others are.

Thanks for the feedback CannonFodder.

Jason Vorhees (Modtopia)

I have to be honest. I love that Jason terrorizes you all. You can see a tiny smile on my face when I see players saying things like “Jason Bumfuzzler sucks” or “Bumfuzzler you Jason!” When I see “[Death Notes] Jason Vorhees experimented with <InsertPlayerNameHere>.” in the server console, it’s clear Jason has done his job. The problem is, he has gotten a little predictable and we can’t have that!

I’ve changed Jason in the following ways:

  • Roam range changed from 2000 to 2500
  • Radius changed from 250 to 500

This should ensure Jason is less likely to be where he was last time you saw him and will move around the map more often. Watch your back out there 🙂

C4 Availability (Modtopia)

For a while, we’ve had C4 in airdrops and I believe this is where many are getting it at the beginning of a wipe. Thing is, it shouldn’t be so available. Timed Explosives are the most coveted item in Rust! Because of that, I’ve gone ahead and removed C4 from airdrops for now, but will toy with whether or not I can make it less common in the airdrops in a realistic way.

Right now, destroying the Bradley or the SuperHeli gives you the best possibility of finding C4, but it is out there in loot like the other items.

Ladder Availability

At first, I considered lowering the rarity of wooden ladders in the loot to 2 (it was 3 which is rare, 2 is uncommon), but I changed my mind and set them back to rare. I had removed the blueprint from the store the last wipe so it wasn’t as easy to get a hold of them. My intention was to reduce the raiding on the first few days and I think that’s still a noble goal so I’ll leave it as is for now.

Keep in mind you can recycle a Ladder Hatch to get one.

Thanks, Slim Jim for your feedback.

Store Changes (Modtopia)

I made some immediate changes, but other changes won’t come until the wipe at the beginning of February. My goal is to make it take just a little bit longer to get blueprints, especially for guns and ammo. Again, I’d like to hold back the raiding for a day or two.

As of now, I’m planning to make the following changes:

Doubling the cost of items in the following sections (taking effect on February 7th wipe):

  • Tool blueprints
  • Construction blueprints
  • Attire blueprints
  • Traps blueprints

Tripling the cost of items in the following sections (taking effect on February 7th wipe):

  • Ammo blueprints
  • Weapon blueprints

Added the following items (taking effect on February 7th wipe):

  • Jackhammer blueprint

Removed the following blueprints (changes already made):

  • Code Lock blueprints
  • Sheet metal door blueprints
  • Sheet metal double door blueprints
  • Wood double door blueprints

Removed the following items (changes already made):

  • Christmas door wreath
  • Christmas lights
  • Festive doorway garland
  • Festive window garland
  • Jack o lantern angry
  • Jack o lantern happy
  • Scarecrow
  • Skull fire pit
  • Snowman
  • Binoculars
  • Chainsaw
  • Flare
  • Flashlight
  • Torch
  • Water jug
  • Large banner hanging
  • Large banner on a pole
  • Frog Boots

I’m still trying to find time to expand the store’s ability to allow the selling of special skin items. I’m hoping to get to it soon.

Kit Delays

In an effort to regulate loot at the start of a wipe, the server will have delayed usage on a couple of kits.

The following kits will be unavailable for the first 2 days of wipes:

  • Subscriber: gives you 3 supply signals for subscribing to www.bumfuzzler.net
  • Signal: gives you 1 supply signal
  • M249: VIPs (Level 25, 10,000 loyalty points /loyalty) get an M249 kit

You can still vote once per day to get a supply signal and you can earn the player challenges (/pc) to earn kits in those first two days.

Hopefully, this creates a gathering & building phase without the ability to get crazy loot too soon.

Special Skins (Modtopia)

Now that I removed the special Skin Perk items from the store, it’s essential you’re able to find them out in the world. Unfortunately, you could find the 1.25x items out there quite often, but the 1.5x and 2.x were really rare.

It used to be that your odds for finding special items were as follows:

  • 1x = 41% chance
  • 1.25x = 33% chance
  • 1.5x = 26% chance
  • 2x = 6% chance

Now, the odds are much more even, but still following the rarity model:

  • 1x = 40% chance
  • 1.25x = 30% chance
  • 1.5x = 20% chance
  • 2x = 10% chance

So, the odds of getting a normal item is still around 40%, but the chances that you’ll get a 1.5x or 2x item is much higher now while still being rare.

Thanks, bogarum for the feedback

Server Restarts

I noticed a few performance issues here and there so decided to add back the second restart we used to have, but I’m trying to figure out the best time for it. The early morning restart at 4 AM seems ok as this is a low traffic time, but I want to have one near 180 degrees from that time that won’t interrupt people’s gaming. I set it to 12 noon, but I’m not sure how it’s working for you all. Let me know if it’s interrupting or if you think the old setting of 4pm and 4am EST is easier.

Thanks for the feedback CannonFodder.

Smelting

After the last patch, an issue with the Smelting plugin arose, it was updated, but it wasn’t fixed. So I switched plugins to one that should have been more advanced functionality, except that has some issues too. I’ve ironed most of the issues out such as food burning and extreme slowness on smelting, but now the settings seem to use far more wood and produce more slowly. I’ve heard feedback from many of you that you like it the way it is so I may leave it for now and see how it goes.

Let me know how you all feel about it.

Thanks, CannonFodder for noticing the original issue.

Bumfuzzler Art

To finish up the post, I thought it’d be fun to include a little Bumfuzzler art by bogarum. Nice job capturing the spirit of Bumfuzzler! 🙂

Thanks to all you Bumfuzzlers for your feedback as always. I really appreciate it. Keep it coming as we continuously attempt to balance this crazy game of Rust! It’s such an ongoing battle that seems to never end! Keep in mind there’s a wipe coming on Thursday 1/17, but it will just be a map wipe which is typical of middle-of-the-month wipes. Have fun out there!

Lifts, Cheer, Rockets

Lifts, Cheer, Rockets

Hey Bumfuzzlers! We wiped today and that brings with it a few changes to lock-on rockets, the in-game store, map size, and changes to player challenges that you may want to know about! Take a gander at the info below!

But first, just in case I don’t post again before 2019, I wanted to take a moment to wish all you Bumfuzzlers a Merry Christmas and a Happy New Year! I hope you all have great times with family, friends and the servers. Be safe, enjoy the moment and hope your stockings don’t have coal in them! 🙂

Stacks (Modtopia)

With the recent Christmas and Anniversary updates, there’s a bunch of new items so stacking needed to be adjusted.

I adjusted the piles for the following items:

  • Giant Candy Cane Decoration: 256
  • Giant Lollipop Decoration: 256
  • Party Hat: 256
  • Snow Machine: 256

Christmas Patch (Modtopia)

The Christmas patch dropped about a week ago and brought with it lots of goodies you’ve no doubt already seen! Many of the items aren’t that big of a deal since we run them all year round like presents and stockings, but the new Candy Canes and Lollipops are pretty ‘sweet’ and the snow machine is epic! Was I mistaken or did I see an airdrop masquerading as a giant present??

The most awesome part is surely Santa and his reindeer flying overhead dropping presents for all the Rust girls and boys! But of course, in a fashion unique to Rust, the first thing everyone wanted to do was shoot him down! haha

Christmas Cheer (Modtopia)

I’ve added all of the new Christmas goodies to the Christmas Cheer package in the store! Now you’ll get all the awesome Christmas stuff from before, plus Candy Canes, Lollipops and Snow Machines!

Ho ho Bumfuzzlers!

Elevators (Modtopia)

Had some issues with elevators so I had to disable them for a bit, but now I believe all that’s sorted out so I brought them up again. While I was at it, I’ve modified their settings a little bit and extended their abilities as you level up (/loyalty).

Here are the perks you’ll receive at Level 6 and Level 28:

Level 6

  • Build cost reduced by 25%
  • Required fuel reduced by 40%
  • Max floors increased from 3 to 5
  • Max lifts increased from 1 to 2
  • Max move speed (increased from 1 to 3)
  • Max placement floor (increased from 2 to 3)

Level 28

  • Build cost reduced by 50%
  • No longer uses fuel
  • Max floors increased from 5 to 10
  • Max lifts increased from 2 to 3
  • Max move speed (increased from 3 to 5)
  • Max placement floor (increased from 3 to 4)

I also reduced the cost for everyone so it should be more affordable to be a lazy no-stair-walkin’ Bumfuzzler!

Thanks for the feedback CannonFodder.

In-Game Store (Modtopia)

It turned out that players were able to sell a whole bunch of weapons in the in-game store when they shouldn’t have been able and it was giving some pretty good RP. This allowed for some pretty interesting selling techniques where you get one weapon and could possibly craft two you wanted! No more of that!

Also, as mentioned in a previous post, there are several changes to the store this wipe. You’ll no longer be able to buy certain items like special clothes or weapons, resources, components, etc. All of the Skin Perk related items can now only be found out in the world. I think this will be more fun and make them more valuable. Now, the majority of what you can buy will be blueprints.

Note that next wipe we’re going to be wiping economics. I’m debating about possibly crediting players who have more than 1000 RP with loyalty points this first wipe. After that they’d just get wiped. Something like that is fair since some people have saved their RP. We’ll see.

Thanks for the feedback Slim Jim and CannonFodder.

Lock-On Rockets (Modtopia)

Smoke Rockets by themselves are somewhat useless. In fact, they do absolutely no damage to anything. However, when used in conjunction with the lock-on feature, they do some hefty damage.

For a while, I’ve been considering making changes, but it required rumination (LOL). Now I finally decided on what to do.

  • Rocket Damage was set to 300. I’ve reduced this to 150
  • Rocket Damage Multiplier for Helicopters was set to 5.0. I’ve reduced this to 2.5.
  • I’ve fixed the death notes message so that if you kill a player with a lock-on smoke rocket, it won’t say the SuperHeli did it.

Originally I was going to limit lock-on rockets to work only with ‘vehicles’ – cars, Bradley, SuperHeli and Planes, but I figure, I decided not to limit them that much. I mean, if you want to waste your rockets, go for it! At least now the message is correct so it doesn’t seem like a hack. At the same time, I did limit targets.

Now you can use them on animals, cars, helicopters, planes, players, and tanks, but you can no longer use them on gun traps, loot, resources or structures. I felt they’ve been way too strong for raiding. If you want to raid, aim…and enjoy regular rocket damage!

Thanks, RaidenPeep for your help in testing.

Player Challenges (Modtopia)

Due to the fact that it’s easy to get some challenges (/pc) by using semi-expoits, I’m going to disable a few for now.

  • Architect (Structures Built)
  • Tailor (Clothes Crafted)
  • Medic (Players Healed)
  • Handyman (Structures Repaired)
  • Gunsmith (Weapons Crafted)

If I can find a way to work around the various issues with these I’ll add them back, but for now, unfortunately, they’ll be disabled. You’ll still see the kits there since I’d rather not go through the trouble to remove those with hope I’ll find a solution relatively soon.

Also, I did nerf some of the challenge kits just because I know people get on after a wipe quick and race to lead in challenges to get these powerful kits. For instance, 2 kits had Bolt Action Rifle, one had an M92 Pistol, another had 5 rockets, one had 3 armored doors, one had a salvaged pickaxe, one 3 grenades and satchels, another 2 full armor sets, one had 15 rockets!!! LOL OMG that’s too much.

So I adjusted the challenge kits for now so there are  no weapons included and if you get rockets, you get just one. I’ll adjust them back up a little, but hopefully they still add some value. I think it’s somewhat prestigious to have the titles as is.

Thanks, TheJuiceIsloose for the feedback.

Wipe (Modtopia)

Tonight we wiped around 7 pm EST and based on the results of a poll in Discord, we changed the map size from 3500 to 4000. That should give you all a bit more space out there in the wilderness 🙂

Special thanks to Reaper2980, RaidenPeep, MarsCow, CannonFodder, ironGrandy, Slim Jim, TheJuiceIsLoose and Rumguzzler for feedback this last wipe cycle. It’s deeply appreciated!

I hope these changes add to the balance and enhance the experience! You Bumfuzzlers have fun out there and keep sending me constructive feedback. It’s very useful for improving and even just maintaining the server!