Tag: Loot

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.

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!

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!

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!

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!

 

Designs, Raids, Wipe Boosts

Designs, Raids, Wipe Boosts

Always with the tweaks Bumfuzzlers! I’ve got a couple of adjustments that should gives you all some nifty new abilities, but also balance raiding and building a little bit while providing some fun towards the end of the wipe cycle! Read on!

Loot Scanning (Modtopia)

About a week or two ago I added the ability to scan the contents of supply drops, crates and barrels, but there was something missing – the CH47 locked crate.

Now you’ll have that ability, but due to that, I decided to switch around some level permissions. Here’s what we have now:

  • Level 8: Can scan the contents of a Supply Drop with Binoculars
  • Level 19: Can scan the contents of a CH47 locked crate
  • Level 27: Can scan the contents of crates and barrels

Seeing inside the CH47 crate can save tons of time! Great perk for level 19’ers!

Elevator Raiding (Modtopia)

Raiding bases equipped with an elevator (/newlift) poses certain challenges that are absent in other situations. This is because elevators are practically indestructible and that’s certainly important to understand for base designers and raiders alike.

To make it a little more fair for raiders, I’ve changed things around so destruction of an elevator’s foundation or floor underneath, means destruction of the elevator itself. This makes it fair for both sides of the equation.

Thanks [F11]Kreeperlink for the feedback

Foundation Health (Modtopia)

It seems based on discussion and polling that people share the opinion that foundation wiping mostly allows raiders to escape having to account for the builder’s design of the base. Instead of dealing with turrets, shotgun traps, confusing doors and the like, all you have to do is save up your rockets and blast your way through the underbelly to create instability in the structure. This defeats the purpose of the builder’s trouble and it’s a questionable tactic.

To counter foundation wiping, I’ve increased all foundation blocks by 50% health.

That means foundation health will be as follows:

  • Twig Foundation: was 10, now 15
  • Wood Foundation: was 250, now 375
  • Stone Foundation: was 500, now 750
  • Sheet Metal Foundation: was 1,000, now 1,500
  • Armor Foundation: was 2,000, now 3,000

I don’t want to discourage raiding, but I do want players to be subject to the effort and ingenuity of the builder. What’s the point of people going through the trouble to making a base that’s hard to raid if people just plow through the foundation with rockets? It doesn’t seem balanced.

Let’s see how this works and if it doesn’t, it can be changed back. I’m looking to you Bumfuzzlers to provide me with some good feedback!

End of Wipe Boost (Modtopia)

For a long time I’ve seen player counts drop the last days of raid cycles. This is mostly because players who get raided the 3rd week of the cycle feel they don’t have time to get supplies to build or those who would raid might not have people to raid. Obviously we’d rather go out with a blast! I’m thinking this next wipe cycle we’ll try something different.

On the Tuesday night before the Thursday wipe (in this next wipe’s case, December 6th), I’ll make available 2 kits with cool downs for every 12 hours – one for the raider and one for the builder. You can obviously take both kits, but it’s doubtful with such little time, you’ll be able play both roles.

The kits might look something like this:

Raid to Wipe kit:

  • 50 rockets
  • 50 satchels
  • 25 timed explosives
  • 1 rocket launcher
  • 5 supply drops

Build to Wipe kit:

  • 60k wood
  • 50k stone
  • 40k metal frags
  • 30k high quality metal
  • 8 turrets
  • 16 shotgun traps
  • 25 bear traps
  • 25 land mines
  • 2k handmade shells
  • 2k 556 ammo
  • 5 supply drops

I’ll adjust the menu screen and put some recurring text to let people know it’s coming so they don’t miss the chance. I hope this adds an elevated element to the game for a couple days and I’m eager to see what players do with the resources.

Base Notables (Modtopia)

I flew around a bit over the past week or two and saw a couple of bases (sorry if I missed yours – please point yours out to me next time) that were worthy of mention. Here’s a couple of shots from the outside of those bases with a couple comments!


c0de created this very scenic base well placed on top of a mountainous area near the ocean. I never went back to see if it lasted, but it was really nice location choice!

[F11]Sin and probably a couple others created this silo type base. I enjoyed reading the memes 🙂

Before you get past the blinding lights you can nailed by all the turrets within the jail cell walls. I liked the idea! Nice work Graceful Mess! I did not put that bear there. It just so happened to be hanging out 🙂

Another one by Graceful Mess caught my eye. This one looks so Mad Max! 🙂 The car inside the walls among the pumpkins was a nice touch 🙂

Pumpy Boi gets an honorable mention with this high security lock down base!

The first thing I noticed was the careful placement of door skins in Questionable Punch‘s base. It looks tight 🙂

R3mix just wants to be left in peace. His base is his home away from home. I like the design and last I checked it’s one of the last bases still intact!

Not sure what Rumguzzler was going for here, but it reminds me of the Redeemer Statue in Rio!

This was one of my favorites, but I’m sorry to say I didn’t get a good picture of it. Rumguzzler’s boat house was perfectly decorated inside and had a really nice parking space for a boat with a dock to go along with it.

Some great stuff from everyone. Sorry if I left anyone out, but you can tell me about your base next wipe and I’ll post it!

There we have it folks. Tomorrow the wipe comes and with it a new beginning for everyone. Which Bumfuzzlers are going to step it up this wipe? Can any base survive the entire cycle? Is someone going to be made to eat Bumfuzzler? Any revenge coming to someone in particular? 🙂 We’ll see! Note that the wipe will happen as soon as Facepunch releases their patch. This is typically between 1 and 7pm EST.

SuperHeli, Haunting, Midnight

SuperHeli, Haunting, Midnight

It’s Halloween season Bumfuzzlers which means we have ourselves a spooky event and some other updates! Check it out!

Haunted House (Modtopia)

Booogy booogy booogy! Mwahaa! Spooky Rust base…*ahem* I mean Haunted House complete with ghoulishness and goodies!

Inside are items, you’ll surely want, but you can’t just get in. The Haunted House is protected by a very powerful spell that makes it completely invulnerable to any mortal damage! So put away your rockets and C4! You’ll need to gain access some other way!

When the clock strikes midnight, the spirits unlock the doors to let you in so you can get your hands on the treasure inside, but you only have a short time! Don’t stay long because at 1AM, the doors lock you inside, never to escape from the after world!

There’s an assortment of goodies inside including resources and lots of skin perks to give you that extra ghoulish advantage!

The items inside will respawn every night so making your way back there wouldn’t be a bad idea, but unfortunately, you’ll have to brave the dark!

Halloween Skins (Modtopia)

Tis’ the season to sprinkle some Halloween skins into the mix of loot out there. Be on the lookout for some fun skins to brighten you and your Halloween bases! 🙂

Skin Perks (Modtopia)

I’ve added a couple new skin perks inspired by Halloween.

We’ve got the Hallows Mask, Vest and Kilt at 7% dodge each! And it’s a cool looking outfit! The mask glows in the dark!

…and the 2x damage Scarecrow AK47 with the 2x Unholy Blade gives you all you’ll need to slice those ghosts in half! You can expect these items to popup in loot here and there, but mind you, they’re rare!

SuperHeli Loot (Modtopia)

I reviewed the loot received when someone takes down the SuperHeli and I found it to be less than wonderful. So I’ve increased it!

  • Number of crates increased to 3 to 5
  • Amount of scrap increased from 60-90 to 150-450
  • Special quest (/q) items (battery, bleach, ducttape, glue, paper, research paper, sticks, camera ..) changed from 1-1 to 5-10
  • Significantly increased weapons, ammo, explosives, gun powder, etc.

Keep in mind though, I slightly increased the SuperHeli’s health and gave him a couple more rockets! Far more goodies should mean a little more challenge!

Bradley Loot (Modtopia)

The loot seemed a little weak for the Bradley as well so I figured I’d increase that too. Due to the tank being something a solo player can handle on their own, instead of the SuperHeli’s 5 crates, I’ve left it at 3. However, it will give you the same quality loot.

Admin Base Challenge (Modtopia)

I saw a couple attempts at the admin base and I can see where I need to make some updates to it! No one has gotten anywhere near all of the loot, but there was some great progress. Sometime soon I’ll tear it down, update it with corrections and refurbish 🙂

Please enjoy and send me feedback if you have it! I’m always interested in hearing what you Bumfuzzlers have to say and it’s extremely valuable.

Cowboys, Binoculars, Racing

Cowboys, Binoculars, Racing

As always Bumfuzzlers, I have some updates to let you know about! We’ve got some new abilities like individual weapon stats, binocular loot scanning, horse riding improvements, better car stability, you can upgrade work benches sooner and other changes! Read on!

Weapon Stats

If you can kill something with it, you can now see stats for it by looking at the details of the item. Simply open your inventory and click on the item. If there are stats, it’ll show and if there are no stats it’ll look as it always has.

 

Unfortunately, it doesn’t store lifetime stats as it’s only per item, but it should be pretty cool to know which weapon is lucky for ya. This means, if you have an AK, make kills with it and then get another AK, it won’t show the stats anymore. This is meant to show you the amount of kills you have for that specific item.

I’ve added this to both Modtopia and Vanillatopia.

Economics on Join (Modtopia)

It used to be that players new to the server started with a gift of $250. Well, sorry new joiners, but I’ve changed this to $0. I found too many people would start up and get certain items too quickly and I think it makes things a little too easy.

It doesn’t take long to get cash either via Discord or several minutes of game play anyway.

Thanks to TheFireChef for pointing this out.

Loot Scanner (Modtopia)

Every wish you could know the contents of a box before bothering with it? Well, now, you can use your binoculars to scout out the contents of various containers!

All you have to do is simply zoom in over a supply drop, box or barrel and press USE!

This ability isn’t just for anyone. You’ll have to level up your Loyalty (/loyalty) to get these perks.

  • Level 19: Use binoculars spy contents of supply drops (zoom + USE)
  • Level 27: Use binoculars spy contents of crates and barrels (zoom + USE)

Also, note that as a result of the binoculars becoming a bit more useful, I’ve slightly increased the rarity of both the item and the blueprint.

Upgrade Workbench (Modtopia)

A few weeks ago I added the ability to upgrade workbenches. This is a real space-saver since it means not having to create Level 1, 2 and 3 workbenches in your base. The ability to upgrade workbenches means all you’d have to do is look at a workbench, type /upgradewb and it replaces the workbench with the next level bench.

The thing is, I made it so that this was only available to players at Level 28 and up which means you’d have to play quite a while to get access to something that most likely is more valuable to lower levels starting out in smallish bases.

I’ve bumped this perk up in levels so that now it’s available for players who are Level 8 and above. Enjoy!

Thanks to puppyslasher for the feedback.

Go Cowboy

I’ve always loved the ability to ride horses, but they’ve needed some tweaking for a while. In testing, I found it was way too hard to tame a horse since you had to be really close and at the same time, they were super fast, didn’t turn well and third person was an issue.

For those of you new to horse riding all you have to do when you see a horse is type /stophorse within distance of it. The horse will stop. Then press USE on it to mount. Spacebar will jump off the horse.

I’ve made the following changes:

  • Sprint speed was dropped from 50 to 40. Less choppy ride, still easily traverse map and outrun zambies.
  • Turn speed was increased from 3 to 5.
  • Horse no longer can die while riding
  • Third person is now disabled
  • Taming the horse is now required (/stophorse)
  • Taming distance was increased from 10 meters to 25 meters

Giddyup Cowboy Bumfuzzlers! 🙂

Car Adjustments

I did a bunch of tinkering with the car as it’s been quite a jalopy of a machine for quite some time.

For those who don’t know, the car is really handy. Not only is it fast and fun, but it gives you the equivalent of a second backpack so going out on the town to gather items can be quite lucrative. Also, you can put a code lock on the trunk and hotwire other people’s cars if they locked it!

Here’s what was changed:

  • Originally spawned with 10-50 liters of fuel. Now you’ll get 25-75 liters.
  • You can now flip a turned over car by using /flipcar
  • Decay is reduced from 5 to 1
  • Lowered the maximum speed from 75 to 65 MPH
  • Cut fuel consumption rate in half from 0.5 (liters per second) to 0.25
  • Suspension dampening increased from 2,000 to 3,500

Overall, I think you’ll find the car much more enjoyable. It will use less fuel, has a more controllable top speed and has a much more stable suspension.

Meteor Radius

I’ve made a slight tweak to the Meteor Showers in that now they have a radius of 125 meters instead of 100 meters since I found they were a little too concentrated. Also the top end of the drops was slightly decreased.

As always Bumfuzzlers, please keep the feedback flowing. I truly appreciate it as it keeps things in a constant state of improvement!