Tag: Components

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!

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.

Adventure, Jason, Parts

Adventure, Jason, Parts

Got some tweaks and feature additions to the servers Bumfuzzlers! There are new Quests, expansions of the knock feature, component adjustments, homes, transferring cash, proximity scanners and more! Read on!

Auto Knock

Last time I posted, the server got a new door knock message feature that allows players to set messages on doors that other players will see when they knock on their doors. Well, just in case you wanted to set a message for all of your doors automatically, there’s now a new feature to do that.

Simply type /knock auto to turn on/off the ability (it’s on by default) and then type /knock auto “message” to set the message.

Once set, every door you create will have that door knock message! Of course if you want to, you can still override that auto message with a specific message. Just use /knock add “message’ on any door. For a list of these commands just type /knock.

P.S. Garage Doors weren’t working originally, but that’s all resolved now. Thanks for reporting that soundklown.

Quests & Backpacks (Modtopia)

It appears there’s a bug with Loot type Quests (/q) in that it doesn’t seem to care where you pull an item from as long it goes into your inventory. This means if you have a quest item in your backpack and you pull it into your inventory, it will count towards a quest. Unfortunately that renders the vast majority of the quests pointless.

To cope with this, as I have no way of fixing it at the moment, I’ll be doing the following at the next wipe:

  • Loot Quest items will be blacklisted from your backpack. This means items like glue, sticks and paper will no longer be accepted into your backpack
  • I’ll be removing the loot quest relating to gears as I would rather not blacklist gears from backpacks

Also, effective immediately, I’ve created 12 new quests!

  • Here Horsey: Kill 15 Horses
  • Mounting Antlers: Kill 15 Stags
  • Leg Wing Thigh: Kill 15 Chickens
  • Piggly Wiggly: Kill 15 Boar
  • Sheeps Clothing: Kill 15 Wolves
  • Gun Offender: Destroy 5 Auto Turrets
  • Super Bad Idea: Take down 1 SuperHeli
  • Human Sacrifice: Kill 3 Players
  • Stoner: Gather 10,000 stone
  • Frag Shagger: Gather 5,000 Metal Ore
  • Heavy Metal: Gather 2,500 High Quality Metal Ore
  • Yellow Ore: Gather 3,000 Sulfer Ore

Lastly, I’ve adjusted the cooldowns for each quest to be 7 days so you can technically achieve them 4 times per wipe.

Thanks to [cF] CannonFodder for pointing out the exploit and that the cool downs were so high and thanks to MADSWORDGAMING and Mastaplaya113 for helping me test the blacklist feature.

Homes (Modtopia)

Players start off with 2 homes automatically and can eventually get all the way up to 7 at the Blood level (/loyalty). Unfortunately, that results in tiny home-huts scattered across the map for players who want to be able to quick travel all over the place and it also allows players to ‘bookmark’ bases for quick raiding later on. That seems to make it real easy to simply Star Trek it around.

So, on the next wipe, I’m planning on changing the amount of homes:

  • Starting Player: 2 home > 1 home
  • Legitimate: 3 homes > 2 homes
  • VIP: 6 homes > 3 homes
  • Blood: 7 homes > 3 homes

Also, I think the cool downs drop too suddenly and give the higher levels far too much advantage. For instance, starting players have a cool down of 30 minutes, but blood levels have a 1 minute cool down. That’s 30:1! That’s way too drastic of a difference unfortunately.

So I’ve made some slight changes to the cool downs as well:

  • Starting Player: 30 minutes, stays at 30 minutes
  • Legitimate: 15 minutes > 25 minutes
  • Veteran: 8 minutes > 20 minutes
  • Allegiance: 4 minutes > 15 minutes
  • VIP: 2 minutes > 10 minutes
  • Blood: 1 minute > 5 minutes

Lastly, right now the daily limit on home uses is 999. I did that simply because players didn’t like limits and I’ve grown to agreed. However, I’m going to lower it down to 250 per day just so it looks more realistic. I did the same thing to the teleportation to players. I doubt anyone will be using more than 250 per day. If you do, let me know and I’ll raise it.

I’m guessing some won’t be fans of these changes, but I’m trying to ensure advantage, but not imbalance across the levels and also ensure Rust still includes some risk. It is a survival game after all. If you don’t have to travel anywhere, it reduces the necessity for balloons, boats, cars and just flat out walking around. As the wipe is still around 2 weeks ago, let your opinions be heard!

Your Dead Body (Modtopia)

It appears that for Prestige levels 26 through Blood, the /where command wasn’t working. This is the command used to locate your body after you meet your end. This was apparently a permissions issue that I’ve now resolved.

Thanks soundklown for bringing it to my attention.

P.S. RaidenPeep and CannonFodder reported getting an message “WMC_DirNoData” in chat after dying which I believe is related to this feature. I believe I fixed this. Thanks for the feedback.

Transferring Cash (Modtopia)

For those of you who were interested in being able to transfer cash to a friend, now you can once you hit Level 3 (/loyalty)!

Simply use the following command, but before you do, make sure your friends aren’t freeloading good-for-nothings! 🙂

/transfer <name> <amount>

I wonder if we’ll see the emergence of a Modtopia charity or server beggars going base to base 🙂

Thanks MADSWORDGAMING for raising the question about transferring money.

Proximity Scanners (Modtopia)

Last post I gave you a heads up about a powerful tool you can use to know exactly who is skulking around your base. The Proximity Scanner (/scan) allows you to create a scanner that covers a given area, perform a scan to see who is within that area in real time, get notified in chat if someone walks into that area and finally, you can check a log to see a history of the last 10 players who have walked into it.

That’s all as powerful as ever, but I decided to move elements of this feature to different Prestige (/loyalty) levels so that players earn features like this instead of just getting them. Previously starting players had access to this feature automatically.

At the start of the next wipe, the permissions for the Proximity Scanner will be as follows:

  • Starting players will not have access automatically
  • Level 7: Create a scanner and check in real time who is within the parameter
  • Level 13: Be alerted in chat if a player walks within your parameter
  • Level 18: Check scanner logs to review who has come into your perimeter

I’ve also adjusted the scanner from a 10 meter radius to a 15 meter radius which is reasonably large so it should catch players who come anywhere near your base. It’s quite useful to know who is coming, going and casing the joint!

Jason Vorhees

He’s one tough cookey that serves two purposes. 1) terrorize the natives and 2) act as another loot source. However, I heard a couple complaints about the loot and when I checked it out, I tend to agree. At the same time, I think the tools and attire is enough to make it pretty valuable so I didn’t go crazy.

So, the loot has been adjusted.

Changed:

  • Wood: 2,500 > 10,000
  • Stones: 1,500 > 5,000
  • Metal Ore: 500 > 2,500
  • High Quality Metal Ore: 250 >500
  • Satchel Charge: 3 > 5

Added:

  • Sulfur Ore: 1,250
  • Scrap: 500

Removed:

  • Jack O Lantern Angry
  • Scarecrow
  • Skull Fire Pit

Same:

  • Shining Redrum 1.5x Gather Salvage Axe
  • Love Hurts 1.5x Gather Hatchet
  • Jason Vorhees 5% Dodge Metal Facemask
  • Highway Seeker 7% Dodge Pants
  • Anachist Kickers 7% Dodge Boots
  • MMA Fighter 3% Dodge Gloves
  • Business Man 5% Dodge Shirt
  • Crusader 3% Dodge Metal Chest Plate

Fuses (Modtopia)

In the scheme of things, fuses are relatively common, but they aren’t extremely common and that’s for good reason. They’re somewhat of an important item because when used in tandem with key cards to get you access to some really good loot. Thing is, I think they last only a few seconds and if you’re figuring out the puzzles you can go through a lot.

So, to retain their rarity, but make them more available, I’ve set fuses to spawn in numbers from 2 to 5. That way when you do find them, you won’t get just one. Right now as I post this there are 164 fuses out in the world.

If you haven’t figured out all of the puzzles yet, here’s a pretty good video that covers them all:

Components (Modtopia)

Similar to fuses, I’m reluctant to make components more ‘common’, however, when they do spawn, I’ve made them more abundant. Now when components spawn, they will spawn in numbers of 1 to 10. This means sometimes you’ll get 1, but you could get 3, 5, 9, 10, etc. Hopefully that gets you crafting!

Thanks for the feedback from Silentsniper098 and someone else who keeps changing their name so much I have no idea what to call them anymore lol

So there ya go Bumfuzzlers! The wipe will be happening on December 6th and we might be seeing some electrical items making their way into the game. If you’d like to learn more about the upcoming features, check out these two videos. Until next time, 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!