Tag: Airdrop

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!

Knock, Proximity, Grades

Knock, Proximity, Grades

Got some tweaks for you Bumfuzzlers to chew on! We’ve got new features and we’ve resurrected some old ones! Knock messages, proximity scanners, single souce base upgrades, blueprint additions, tweaks to loot, turbo boost modifications and more! Read on and sink those chompers in!

Knock, Knock

Who’s there? Now the person knocking will know because you can set a message for them! This is a great option for players who want others to know whose base it is or if you just want to insult the people who might be raiding your base!

Once you hit Level 4 (/loyalty), walk up to one of your doors and type /knock to get more instructions.

Scary Crows (Modtopia)

The scarecrows are surely a cool idea and hearing that chainsaw was pretty scary, but I’ve put them out of their misery at least for now. For one, zombies couldn’t kill them, but became completely preoccupied anyway. Zambie hordes could be seen in large groups gathered around the scarecrows hacking away to no avail taking little notice of the Bumfuzzlers running by. Also I’m not fan of how fast they ran! I prefer players to be able to get away. Anyhow, if things change in the future and I have more control over them, maybe I’ll enable them again.

Turbo Charge (Modtopia)

The gather boost (/turbo) was probably a little high so I lowered it a touch. It’ll still give you an edge when collecting resources, but it just won’t be as over powered.

Here are the changes:

  • Boost now lasts 2 minutes for players from start to VIP (/loyalty)
  • Boost now lasts 5 minutes for players from VIP to Blood (/loyalty)
  • Cooldown changed to 2 hours for everyone
  • Animal kills still give you a temporary boost

Your Dead Body (Modtopia)

The corpse locator was supposed to tell you where your body was after you died, but instead of telling you where your body was, it would say you died some place unknown and that isn’t a big help if you’re trying to find your dead self. Now, when you respawn, you’ll be told the distance to your corpse and the direction it’s in.

Loot Changes (Modtopia)

I made a couple changes to loot in an attempt to balance things a bit. As you know, balancing is an ongoing task that seems to never end, but I’m confident we’ll get it right! Lately I’ve heard some ramblings about components and I’ve found food is way too common.

Here are some of the loot related changes:

  • Reduced shots required to shoot down air drop from 10 to 5 (Yes, you can shoot down airdrops!)
  • Raised component spawn counts to range between 1 and 10
  • Fuses, keycards, pitchfork and waterjugs now stack to 256
  • Slightly lowered scrap levels

I’ve found that hunting seems a little unnecessary because food and fuel spawns in such high counts. Due to that I made the following changes:

  • Lowered food box contents by 1 item
  • Slightly lowered food counts in stockings
  • Slightly lowered food counts in Christmas presents
  • Lowered low grade fuel in barrels and crates to max at 5
  • Lowered low grade fuel in airdrops to max at 25

Blueprint Additions (Modtopia)

I know the idea is to research items, but I kind of like the idea of finding blueprints out there in the wild. Something about finding them makes you feel like you just got lucky. With that, I’ve added nearly all of the Workbench Level 1 item blueprints out in the world so you can find them in barrels and crates.

Here’s a list of the items that you may find out in the wild:

  • Beancan Grenade
  • Bear Trap
  • Bed
  • Binoculars
  • Bucket Helmet
  • Ceiling Light
  • Chain Link Fence
  • Chain Link Fence Gate
  • Collared Shirt
  • Double Barrel Shotgun
  • Dropbox
  • Flame Turret
  • Flare
  • Floor Grill
  • Fridge
  • Garage Door
  • Glass Reinforced Bars
  • Hatchet
  • High External Wood Wall
  • High External Wood Wall Gate
  • Jacket
  • Long Sleeved T-shirt
  • Mace
  • Metal Embrasure a
  • Metal Embrasure b
  • Metal Window Bars
  • Miner Hat
  • Pants
  • Pickaxe
  • Pistol Ammo
  • Reactive Target
  • Revolver
  • Riot Helmet
  • Salvaged Cleaver
  • Salvaged Hammer
  • Salvaged Sword
  • Satchet Charge
  • Shotgun Trap
  • Silencer
  • Simple Sight
  • Snow Jacket
  • T-shirt
  • Tanktop Shirt
  • Weapon Flashlight
  • Waterpipe Shotgun

Proximity Scanner (Modtopia)

Unfortunately the proximity scanner hadn’t been working, but now I have it sorted out! This feature is really nice as it allows you to create a ‘lookout’ in whatever area you enable it. You’ll be alerted about any trespassers that come your way and you even get a lot for when you’re offline. This will help you identify the people who raided you even if they go undetected!

To setup the scanner, you have to bury certain items in a stash and once you do this, it will alert in chat you about people who walk within its radius and even create an intruder log you can access at any time! To get started, type /scan for information.

You will need resources to create a scanner though. Right now it’s set to require the following items:

  • Metal Spring: 5
  • Metal Fragments: 2,500
  • Sewing Kit: 5
  • Code Lock: 1
  • Sheet Metal: 5
  • Wood: 2,500

Thanks for helping me test it Three-Fingered Willie

Building Grades (Modtopia)

There’s been a few requests for the ability to upgrade an entire base with a command. In the past, I didn’t add it because there were exploits. I’m more confident now that those exploits are taken care of, so now, players from Level 13 (/loyalty) can upgrade an entire base with a single command. For all you honey-combers out there, you’ll enjoy this feature.

Simply look at part of your building and type /up. This will upgrade your base to the next highest level and will use the resources required for the upgrade.

Keep in mind, if you have even one building item upgraded to stone, it will try to upgrade to sheet metal and if one is sheet metal it will try to upgrade it to armor. That means, if you want to use this feature, consider building in one material type to start and then use it to move from level to level.

Known Issues (Modtopia)

As always there’s a couple of situations that are works in progress. Here’s a list of what I know about.

  • At Level 14 you’re supposed to have research reduced from 10 to 5 seconds and at Level 24 it’s supposed to be instantaneous. Neither seems to happen. It takes 10 seconds to research. I’ve disabled that plugin for now.
  • Trading items that give you special damage, gather, dodge or building abilities will result in the item being stripped of its powers. Be careful when accepting these items for trade as you won’t get what you’re seeking.

Keep sending that feedback Bumfuzzlers! I’m sorry this post doesn’t have mentions because a bunch of you gave me feedback for these changes. It just so happens I didn’t take good notes this past week for some reason. Thanks to everyone who contributed to these updates! Have fun out there!

Perms, Clans, Goods

Perms, Clans, Goods

I’ve got some updates for you Bumfuzzlers! We’ve got talk about Rust patches, signals, airdrops, stacking items, smoke rockets, the SuperHeli and more! Read on!

Signal Cooldown (Modtopia)

Unfortunately it appears the supply signal cooldown was causing smoke grenades to convert into supply signals! We can’t have that 🙂 so I’ve disabled the cooldown for now. Santa will know how many of you took advantage of that one! 🙂 For now, enjoy spamming supply signals and smoke grenades to your heart’s content!

Thanks to Rumguzzler for reporting the issue and for Kreeperlink helping me duplicate it!

Stacking Items (Modtopia)

I noticed, when testing the smoke grenade and supply signal situation, that some items weren’t stacking properly. For instance, smoke grenades only stacked to 2 and the latest Halloween items didn’t stack at all. I went through the items and adjusted stacking numbers to what they should be.

  • Now stacks to 256
    • Smoke Grenades
    • SAM Rockets
    • New Burlap Gloves
    • Coffin Storage Boxes
    • Cauldron
    • Diving Fins
    • Diving Mask
    • Diving Tank
    • Diving Wetsuit
    • Fishingrod Handmade
    • Fogmachine
    • Geiger.counter
    • Gravestone
    • Halloween Lootbag
    • Hazmatsuit Scientist Peacekeeper
    • Knife Butcher
    • Large Candles
    • Leather Gloves
    • Roadsign Gloves
    • SAM Site
    • Scarecrow Head
    • Small Candles
    • Spiderweb
    • Spooky Speaker
    • Strobelight
    • Tactical Gloves
    • Wall Graveyard Fence
    • Watchtower
    • Weapon Mod 8x Scope
    • Wooden Cross
  • Now stacks to 100,000
    • Paper
    • Glue
    • Sticks
    • Blood
    • Salt
    • Bleach
    • Duct Tape
    • Battery

Skull Money (Modtopia)

Originally, you’d get some cash for crushing an opponent’s skull, but some people who will remain nameless lol! It wasn’t supposed to allow fellow clan members or friends to collect the blood money! Due to that, it’s now disabled until there’s a fix. Don’t worry though. Humiliation is still in place!

Sign Images (Modtopia)

There was an issue placing images using sign artist (/sil) on to XXL signs. That’s now been resolved so you should have no issues decorating your base with your favorite memes!

Thanks Doc and Rumguzzler for the feedback!

P.S. – There may be an issue where signs don’t keep their images after a restart. I’m trying to find time to research it further. Special thanks to Doc for helping me test this.

Airdrop Loot (Modtopia)

The airdrops were slightly OP with loot and if you consider that subscribers have been getting 5 airdrops every so often plus airdrops for voting airdrops, it needed a slight nerfing. I’ve left all of the good items in there, but simply added more items to dilute them. This means more randomization and hopefully a bit more fun in finding a good item. It shouldn’t be that difficult as there are still good items in there.

Also, I’ve lessened the subscriber airdrops from 5 to 3. This means you can get your hands on up to 5 airdrops every 48 hours between subscribing and voting. That’s still pretty darn good.

It may take a slight nerf again, but we’ll see. Obviously we all want the loot to be good, but just not over the top.

Thanks to Kreeperlink for your feedback!

Calling SuperHeli (Modtopia)

First of all, why would you call the SuperHeli? 🙂 Regardless of your reasons, when you hit level 17 (/loyalty) you can call the SuperHeli. However, as you level up, cooldowns are supposed to go down and the amount of times you can call the SuperHeli (/callheli) is supposed to go up. Unfortunately that wasn’t happening. Now it will.

Thanks to JoePerry for the heads up!

P.S. – Be careful if you call the SuperHeli either through /callheli or the store (/s). If there is a SuperHeli already up, it may cause the copter you called to be destroyed. There’s a limit imposed on the number of SuperHelis that can exist at one time for obvious reasons. Imagine there were 3 up at a time? Yeesh!

Teleportation (Modtopia)

Similar to the calling of the SuperHeli, there were some missed permissions on teleportation (/tp). Players at certain levels may have been getting the default teleport settings for cooldowns and countdowns when they should have been getting a reduction in time as their levels went up. This should now be resolved.

Thanks JoePerry for the heads up on this one!

Server Patch

There were a number of exploits with the hot air balloon and some other bugs so Facepunch was nice enough to release a server & client patch on Monday. Here’s a list of the various fixes as per Facepunch. It’s not extremely descriptive, but if you were following the various exploits and issues it might make more sense.

  • Fixed footIK mess when crouching
  • Fixed Hot Air Balloon exploit
  • Skin bundle update
  • Fixed lodding issues on rowboat
  • Fixed another Hot Air Balloon exploit
  • Fixed boats clipping in front of cargoship
  • Fixed triggerhurtnotchild warning

Btw, I saw today that Facepunch was doing some work on electricity. It’ll be interesting to see players have to first cut off a base’s electric before going in for the raid.

Clans

Lately, there’s been some talk about clans and their size and while clans are important to the game, I happen to agree some limits might be a good idea. Large clans can overpower a server, create an unsavory environment for solo/duo players and scare new players away from the server. Due to this, I’ve lowered the limit for clan members from the default of 8 to 3.

There’s a good chance I’ll raise the limit in the future, but for now let’s see how this goes. I feel clan member limits should be based on average population of the server. If there’s an average of 10 people on the server at any given time, clan size should be limited to duos or trios. If it’s 25, it can be upped to quads and if it’s 100, we can allow for 8.

Some of the other settings:

  • Alliance Limit: 1
  • Member Limit: 3
  • Moderator Limit: 1
  • Ally Friendly Fire Option: Off

Thanks to everyone for participating in the Discord discussion. I’m sure it’ll be an ongoing topic.

P.S. – I also configured clans to purge the inactive clans after 60 days of inactivity.

Selling Smokes (Modtopia)

Smoke rockets have two modes – locked-on = lots of damage, not locked on = not so much damage. When locked on they do about 20 times more damage and because of that, and the perk of locking on, I’ve gone ahead and lowered the quantity in the store to 1 and raised the cost to 2.

Also, it appears the blueprint for the smoke rocket will actually seem to work, but the crafting menu doesn’t show it there so you can’t actually craft it. Due to that, I’ve removed the blueprint from the store and credited back money to anyone who purchased it.

At the same time, keep in mind you can use /craft.lockon to create lock-on rockets. It’ll require 1 regular rocket and 1 tech part which seems fair.

Thanks to Kreeperlink and Doc for the feedback!

Loot & Resources (Modtopia)

Modtopia used to be set to a 1 week wipe cycle, so in some situations, the loot is still reflecting a shorter life cycle.  Both loot and resources are probably a little higher than they need to be for a 1 month wipe cycle and it’ll take a little bit of time to get it right.

The more feedback I get from you Bumfuzzlers the faster it’ll go. Maybe by next wipe, the server will be tweaked just in time for the North Pole to come to Modtopia. Yes, Santa is coming soon so you better be good for goodness sake! 🙂

Thanks to all the Bumfuzzlers who provided feedback. It’s so critical to ensuring the server is configured properly and the various aspects of the configuration work properly. Let me know what you think about the changes. Nothing is set in stone! Please keep it up and have fun!

 

Over-Power, Kits, MassAir

Over-Power, Kits, MassAir

Hey Bumfuzzlers! I have a bunch of changes to Modtopia to give you a heads up about! There are changes to airdrops, decay, hordes, the store and more! Also, it’s a fresh wipe tonight so let’s take a look!

Airdrops

It appears that timed airdrops were dropping directly to players due to an oversight in the configuration. Now that should be stopped. The airdrops will drop randomly in the map. Thanks MrNiceGuy for the feedback.

In addition, I’ve made it so that there is a mass airdrop of 3 total airdrops at a time, a few times per day. Enjoy!

Mag Boost & Life Stealer

I’ve finally decided to heck with certain plugins since they are a bit overpowered. Magazine Boost and Life Stealer now have been removed from VIPs and from the store.

Zambie Hordes

I had the zambies set to 40 hordes of 3 to 10 zambies each. I’ve now set them to 15 hordes of 3 to 25 each. This should create more dynamic sizes, but allow people to spawn without getting mauled by the undead.

Spawn Kits

When you spawn, depending on your Prestige level (/loyalty) you start with certain items. For instance, VIPs would start with full armor. This has now been changed. Now you’ll spawn with shorts or pants and a few items. Going forward I’ll probably add additional clothes, but of low worth. Hopefully this ensures veteran players are not overpowered.

Thanks MrNiceGuy, Doc, JoePerry. Special thanks to KBKiller18 for making sure I included a rock in the spawn kits!

Decay

Now buildings should require even less upkeep. Overall, the server is now set to 66% lower decay and it was just lowered 33% from what it was. This should help everyone relax a bit more around the fireplace. Thanks MrNiceGuy, nrf3rd3r for the feedback.

Raid Sympathy

Everyone feels bad for your sorry Bumfuzzler, but not that bad. I’ve lowered the amount of sympathy you get back to 75%. Originally it was 100% for testing. Now you’ll get something, but you certainly won’t be rewarded for being a victim you whiner. I suspect I’ll continue to lower it until it feels right. Thanks nrfh3rd3r for the feedback.

In-Game Store

The store is a balancing act. I recently raised things up in price and lowered quantity, but it still needed some work. I’ve now made another bunch of changes, but I’ll assume more will be needed. Obviously getting these prices right requires finesse and time. I’m trying to find a reasonable price that isn’t too low, but certainly seems purchasable.

Here’s the changes:

  • Supply Signal cost raised from 1 to 2 RP
  • Camera is now 1 for 1 RP
  • Binoculars is now 1 for 1 RP
  • Flashlight is now 1 for 1 RP
  • Components were tweaked
  • Removed all food and water
  • Small stocking cost raised from 1 to 2 RP
  • Bandages quantity lowered from 50 to 25
  • Medical Syringes quantity lowered from 100 to 10
  • Large Medkit raised to 15 for 1 RP
  • Cloth quantity changed from 500 to 250
  • Crude Oil quantity changed from 750 to 250
  • Explosives quantity lowered from 50 for 5 RP to 1 for 2 RP
  • Gun Powder quantity lowered from 250 to 50
  • HQ Metal Ore quantity lowered from 300 to 150
  • Sulfur Ore quantity lowered from 1,500 to 150
  • Leather quantity lowered from 500 to 250
  • Low Grade Fuel quantity lowered from 500 to 150
  • Metal Ore quantity lowered from 500 to 250
  • Scrap quantity lowered from 200 to 150
  • Stones quantity lowered from 2,500 to 1,250
  • Wood quantity lowered from 4,000 to 2,000

Thanks MrNiceGuy for store feedback.

I have a lot more to balance, but I hope this brings some things in line. My goal is to reduce overpowered stuff and also the ability to get certain items too easily. After all, it’s no fun if you can get too many things without effort. Some items must be sought after. Looking for feedback from you Bumfuzzlers on the changes! Have fun out there!

P.S. Special thanks to WRecKLeSS for the map choice this wipe and the last!

Stacking, Refueling, Airdrop

Stacking, Refueling, Airdrop

Thanks to feedback from you Bumfuzzlers, I’ve made a couple of updates to the servers which should hopefully make things purr a bit better.

Item Stacking

I noticed that several new items were added to the game that I didn’t account for in the stacking plugin settings. Now I have. The following items now stack up to 256.

  • arrow.bone
  • arrow.fire
  • attire.reindeer.headband
  • boots.frog
  • candycaneclub
  • fireplace.stone
  • flashlight.held
  • hazmatsuit_scientist
  • jar.pickle
  • male_hairstyle_03
  • snowball
  • snowman
  • wall.window.glass.reinforced
  • xmas.decoration.baubels
  • xmas.decoration.candycanes
  • xmas.decoration.gingerbreadmen
  • xmas.decoration.lights
  • xmas.decoration.pinecone
  • xmas.decoration.star
  • xmas.decoration.tinsel
  • xmas.door.garland
  • xmas.lightstring
  • xmas.tree
  • xmas.window.garland
  • xmasdoorwreath

Additionally, I had most items stacked at 200 (except for weapons which are not stacked). This seems to be fairly good. Most items didn’t originally stack at all and ammo was stacked at either 64 or 128. Now I’ve bumped everything up to 256.

Additionally, I’ve changed two items:

  • Crude Oil was originally stackable to 500, now it’s 100,000
  • Scrap was originally stackable to 1,000, now it’s 100,000

These changes were made for Bumfuzzler Modtopia and Bumfuzzler Vanillatopia. Thanks to Orion for his feedback about this!

Blueprint Spawning

With blueprints being unlocked for everyone on Bumfuzzler Vanillatopia by default, I turned off having them spawn in the loot. This way, it’ll make way for some other items instead. It’s like a loot boost because there will always be another usable item in the loot instead of a blueprint.

Helicopter Refuel Event

It appears the Helicopter Refuel event creates a bit of an issue at the Launch Site as it spawns NPCs which are very difficult to kill on top of that main building due to space. Because of this, I’ve decided to remove the Launch Site as one of the refueling options. Now the helicopter will only land to refuel at the Airfield, Powerplant and Harbors. Hopefully this eliminates the issues of NPCs bunching up together as those monuments are more wide open.

Airdrop Loot

I’ve made a couple tweaks to the airdrop thanks to some feedback from WRecKLeSS, but I’ll be looking for feedback to see if they need more adjusting.

  • I finally found where the Pump Jack was spawning. That worthless item is now gone from the loot tables
  • Airdrops now drop between 4 and 8 items instead of 6 and 8 making it slightly more dynamic. You could get 4 items, you could get 8.
  • I removed several low value items from airdrops to make the loot slightly better

Night Gather Rates

More feedback from WRecKLeSS proved valuable as it appeared the night bonus wasn’t working as expected. I took a look at it and realized I needed to do it in a completely different way with a different modification.

NOTE: These rates are fixed, but due to Zlevels, your rates will rise. For instance, 125% of Zlevel 10 in Wood is of course not the same as 125% of Zlevel 20 in Wood. Take notice of the Quarry boosting.

I’ve adjusted the multipliers as follows:

  • Day Rate Quarry Multiplier: 250%
  • Day Rate Pickup Multiplier: 100%
  • Day Rate Resource Multiplier: 100%
  • Day Rate Resource Bonus Multiplier: 100%
  • Day Rate Resource High Quality Metal Multiplier: 100%
  • Day Rate Crop Gather Multiplier: 100%
  • Night Rate Quarry Multiplier: 500%
  • Night Rate Pickup Multiplier: 125%
  • Night Rate Resource Multiplier: 125%
  • Night Rate Resource Bonus Multiplier: 125%
  • Night Rate Resource High Quality Metal Multiplier: 125%
  • Night Rate Crop Gather Multiplier: 125%

I’ll keep adjusting multipliers as I receive feedback. Hopefully this should increase the desire to let the sun go down.

Please continue to give me feedback. I’ll continue to try my best at keeping the server running as goodliest as possible! Viva la Bumfuzzlers! 🙂

Kit Menu, Nachos and Patch!

Kit Menu, Nachos and Patch!

Today was the customary Thursday patch (wipe next week) and it’s just been applied for your gaming pleasure. You can find the changes down below.

Also however, there were a couple of server changes I hope you’ll enjoy 🙂

  • Added new graphical kit menu. Use /kit for easy access to all the kits on the server.
  • Airdrop will now and forever be referred to as a Nacho Shipment! 🙂 Toss a signal and you’ll see what I mean lol
  • I’m still finding some issues here and there with Loyalty assigning the proper VIP Levels. Please let me know if you feel you didn’t receive the proper perks.

And now for the patch…

177 September 14 2017

NEW New tank sounds
NEW Combat log now indicates when someone is killed or wounded
UPDATED Download skins in background rather than waiting for them in loading screen
UPDATED Updated EAC API & SDK (fixes “EAC Disconnected” error)
UPDATED Client no longer stalls while spawning the map from cache
UPDATED Eliminated some GC allocations from nested coroutines
UPDATED Improved lighting: direct light now softer and ambient lighting less saturated
UPDATED Improved shadow casting: reduced floating shadows and light leaking
UPDATED Vending machines drop no loot + 25% increased health
UPDATED Autoturrets no longer have magical long range after something is targeted
FIXED Occludable sound voice limiting perf fix
FIXED Fixed game manifest download sometimes silently failing
FIXED Fixed official server list sometimes being shown as empty
FIXED Fixed ragdoll messed up level of detail
FIXED Fixed fly swarm not following ragdoll
FIXED Fixed another error thrown by culling on RetrieveAndApplyVisibility
FIXED Fixed visibility error when joining a server after finishing a demo play