Tag: Junk Piles

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!

 

Triangles, Buoyancy, Chinook

Triangles, Buoyancy, Chinook

Big update this past Thursday! Got lots of new toys for all you Bumfuzzlers! We’ve got everything from motor boats, to a new Chinook event, to triangle walls and more! Here’s a quick overview of what’s new in Rust!

Motor Boats

They call them row boats, but that doesn’t make any Bumfuzzler sense to me. They have an outboard motor and speed around in the water! Ain’t no oars in sight! lol

You’ll find somewhere around 48 spawned around the map. Make sure you fuel them up, push them into reasonably deep water and sit in the seat closest to the motor. Oh! And make sure to start the engine!

Check them out! And don’t forget, with the fishing plugin we have on Modtopia you can use /castfishingpole to fish 🙂

Also, now that you can skip around on your new high speed aquatic vehicle, you can get to the loot piles out in the ocean!

Buoyancy

As they were working with making boats float, it appears making bodies float was just as easy so now… bodies float! 🙂 It’s a good addition for those of us who enjoy realism.

Chinook Event

This thing rocks! 🙂 It’s filled with scientists, flying bullets and special cargo!

The cargo has a special lock on it that will take some time to open so you’ll have to defend it against other players. It’s said damaging the laptop will simply slow it down so best not to do that!

Water Impacts

Now bullets have the proper reaction when shot into the water. It looks really nice!

The Forest

The foliage is looking quite awesome with the changes!

 

New Map

Personally, I love using LustyMap (key m or /map – only available on Modtopia) but the game map has gotten some great improvements! There’s so much more detail now and you can really see the topography of the land. I do wish you could fully zoom out, but it’s still nice. It shows the crate for the Chinook event real clearly on the map. I’m expecting an update to LustyMap to do the same.

Triangular Walls

Now more weird looking roofs now that we have triangle walls. I wonder what else people will use them for?!? Guess we’ll have to see 🙂

Tons of Balances

Here’s a quick list of some of the changes:

  • The AK47 now has increased recoil and a slightly more complicated recoil pattern during the initial burst.
  • The AK47 now has less accurate firing from the hip due to an increased aimcone value for hipfire.
  • Semi Automatic Pistol now has a HQM cost of 4 (was 8)
  • Semi Automatic Rifle now has a HQM cost of 4 (was 0)
  • All SMGs cost half the HQM they used to (including mp5)
  • Heavy Plate Armor pieces are half price
  • T-Shirt costs 20 scrap to research (was 75)
  • Longsleeve shirt costs 20 scrap to research (was 75)
  • Longsword crafting cost was halved
  • Hide armor leather costs halved
  • Bolt action rifle cost reduced significantly
  • BAR more damage
  • Heavy Plate less nerf
  • Shirt/longshirt more radiation protection
  • HV rockets deal 1/4 rocket damage
  • HV Rockets cost 1/4 what basic rockets cost
  • Rocket launcher cost reduced

Enjoy Bumfuzzlers! Lots of great things in this patch and a lot of great things coming! Below I’ve highlighted the major changes (IMO)

Devblog 199 April 05 2018

  • NEW Added Powered rowboat vehicle
  • NEW Added Chinook Event
  • NEW Multiple seats in vehicles
  • NEW Added lakeside forests
  • NEW Added Birch, Oak and Beech trees
  • NEW Added projectile pooling (gunfight performance)
  • NEW Bullets now impact water
  • NEW Added server asset warmup (performance hiccups)
  • NEW New client side entity parenting (performance, vehicle support)
  • NEW Added triangular conditional wall models
  • NEW Junkpile Scientists
  • NEW Hapis – Added Junkyard monument
  • NEW Hapis – Added Outpost B3 small monument
  • NEW Hapis – Added sewer branch monument
  • NEW Hapis – Added Collapsed Tunnel small monument
  • NEW Hapis – Mining outpost
  • NEW Added vehicle spawns to Savas KOTH
  • NEW Added horse meat (needs icons)
  • NEW vehicle_flipy and vehicle_sensitivity convars (unused)
  • NEW Hair Cap system
  • NEW Head and Facial hair styles
  • NEW Player Corpses float on water
  • NEW Variable wind animation
  • NEW Added floating offshore junkpiles
  • UPDATED Updated ingame map to be more detailed
  • UPDATED Map coords swapped so that the letter is horizontal
  • UPDATED Eye Adaptation and LUTs updated
  • UPDATED Tweaks to dynamic grass and terrain splat colours to align
  • UPDATED Re-added display of decals on static furnace, mining quarry, pumpjack & small refinery
  • UPDATED Changes to ocean and river reflectivity to be more physically accurate
  • UPDATED Caves Spikes Trap nerfed
  • UPDATED Major network interpolation & extrapolation improvements
  • UPDATED Updated EAC
  • UPDATED Stripped server schema refresh (performance hiccups)
  • UPDATED Significantly improved shading on new foliage
  • UPDATED Increased overall forest sizes
  • UPDATED Big mix pass over most of the sounds in game
  • UPDATED Spawning scientists are invulnerable until activated
  • UPDATED Scientist reaction time goes up when they get hit
  • UPDATED Hapis – Updated Site A and B tunnels
  • UPDATED Hapis – 8 new cave and tunnels
  • UPDATED Hapis – updated roads
  • UPDATED Hapis – Updated site b tunnels to have radiation
  • UPDATED Updated Savas KOTH loot table with all recently added items
  • UPDATED AK47 has more hip aimcone
  • UPDATED Water reflections
  • UPDATED Temporal anti-aliasing
  • UPDATED Pubic, Armpit and Eyebrow hair
  • UPDATED AK47 has more difficult recoil
  • UPDATED Added 4 HQM to SAR cost
  • UPDATED Removed most Junk from Airdrops + Elite Crates
  • UPDATED TShirt/LongShirt additional radiation protection
  • UPDATED Reduced SAP HQM cost by 4
  • UPDATED Heavy Plate Armor slightly less movement speed reduction
  • UPDATED Heavy Plate Armor cost Halved
  • UPDATED HV Rockets cost slightly more than 1/4 that of regular rockets
  • UPDATED HV Rockets do 1/4 damage of regular rockets
  • UPDATED Reduced longsword cost
  • UPDATED Reduced rocket launcher cost
  • UPDATED Rocket lancher has increased durability
  • UPDATED You can now research and craft Binoculars
  • UPDATED CCTV + Targeting Computer are stackable to 64
  • UPDATED Hide armor costs halved
  • UPDATED SMGs HQM cost halved
  • UPDATED TShirt/LongShirt costs reduced
  • UPDATED TShirt/LongShirt research cost now 20
  • FIXED Fixed gather amounts being inaccurate on HUD
  • FIXED Fixed NPCs showing in the report list
  • FIXED Fixed main menu only showing one friend
  • FIXED Fixed hitching when opening map
  • FIXED Fixed that servers needed a restart before newly released skins could be used
  • FIXED Fixed health bars not updating when buildings are repaired via upkeep
  • FIXED Fixed being able to walk far away while looting
  • FIXED Fixed ore bonus nodes doing pointless position update ticks
  • FIXED Fixed field rocks sometimes overlapping monuments
  • FIXED Fixed some floating rocks near monuments
  • FIXED Fixed sometimes falling through terrain near monuments
  • FIXED Fixed rare world checksum mismatch on certain seeds
  • FIXED Fixed exploits to dive underneath terrain
  • FIXED Fixed some rock terrain adjustments having reverted
  • FIXED Fixed skin selection icons not refreshing until clicked
  • FIXED Junkpile scientists no longer hover above ground
  • FIXED Hapis – Fixed some out of bounds exploits
  • FIXED Hapis – Fixed junkpile spawns on cliff edges
  • FIXED Fixed gap in Garage door which allowed traps to be trigged through
  • FIXED Fixed blueprint read not using master sound
  • FIXED Fixed flame turret been trigger through walls
  • FIXED Pubic hair clipping through clothing
  • FIXED Broken wrists on some clothing items
  • FIXED Placement guides not showing underwater looking from above
  • FIXED Z-fighting in stomped grass when grass displacement is enabled
  • FIXED Particle shadowing inside caves and interiors
  • FIXEDArgument exception in motion blur
  • FIXED Number overflow in occlusion culling
  • FIXED Null reference exception in MaterialColorLerp
  • FIXED River UV stretching in direction of flow
  • FIXED Crash in terrain texturing initialization
  • FIXED Fixed skin shading when in shadow
  • FIXED Foliage biome tinting
  • FIXED Fixed Chainsaw chain direction
  • FIXED Fixed garage door culling at short range when gfx settings low
  • FIXED Fixed thrown objs impacting vehicle they were thrown from
  • REMOVED Removed workshop vote counts (Valve doesn’t send them anymore)