Tag: Loyalty

Generator, Spooky, Gather

Generator, Spooky, Gather

Hey Bumfuzzlers! Seems we had a somewhat tumultuous patch this last Thursday as the powers at Facepunch were giving us some tough love! Despite that, the storm was weathered, and changes have been made! We’ve got loot modifications, gather rate changes, a new power source, new server listing description, stacking changes, server menu updates, a spooky mask and 2 discord polls begging your opinion and more!

Patch Overview

For those of you who would rather not read the list of changes in the last patch, here’s a solid overview of what we got.

Server Browser

Not sure why, but I’ve been contacted by a few people who say they can’t connect to the server, mainly due to not seeing it in the server list. Maybe this shouldn’t be surprising due to the recent changes to it.

If you find you have this issue, you can connect directly via the console.

  1. Press F1
  2. Go to the console
  3. Type connect 216.155.140.108:28016

That’ll do it.

Also, I’ve been trying to make the server’s representation in the server list better. That means I’ve updated the server description and modified the title to include common keywords for searching. I’ve also changed the name to Bumfuzzlertopia in case you were looking for the old name. This was only to give me more room in the server title – saved 4 characters lol

Language Filter

Now when you curse, it will show the word Bumfuzzler in orange so at least others know you cursed and didn’t type Bumfuzzler intentionally. This also ensures I’m no longer confused as to whether you’re talking to me 🙂 but then maybe you are talking to me saying nasty things? Yikes! I hope not lol

As the resident bot says, “It’s not a restriction. It’s meant to be funny and promote the server name. Why not expand your vocabulary? I know how to say 1,534,201 English words! You know about 4 :)”

Is it better without the color? It might be. Let me know.

Stacking

There were a couple of items I forgot to set up for stacking earlier so now I’m swinging back to get them straight.

I changed the following items:

  • Grenade launcher Buckshot: changed from 24 to 256
  • Grenade launcher HE: changed from 12 to 256
  • Grenade launcher Smoke: changed from 12 to 256
  • Heavy Scientist Suit: changed from 1 to 256

Thanks Non-Existant for the heads up on an exploit regarding stacking.

Gathering ZLevels

I’ve been looking at the resource gathering because I’m trying to market the server better in the server list. Most servers advise what the gather multiplier is, like 3x or 5x, but the way the server was setup, it’s hard to do that.

If my math is correct, which it might not be lol, on joining, the server was almost a 3x gather rate when you’re at Level 0. As you work yourself closer to Level 50, that 3x grows slowly towards 6x. This seems a bit too close to an experimental server if you ask me. So, I set my sights on making the server a 5x server as I think that’s much more reasonable.

Here’s what I changed:

  • The initial multiplier of 2.8 was changed to 3.0
  • The percentage per level was changed from 0.75% to 0.40%

Theoretically, this means for new players they should have 3x gather rate, but over the course of 50 levels, it should be possible to get 5x gather rate.

If you find my math is wrong, please let me know :/ lol

Server Menu

It appears the menu you see as you join the server needed a bit of updating so I took a moment to do that. The hope is it’s now accurate, but also provides an improved overview of server features. Here are some snaps of what it’ll look like next time you join.

The main menu you see when joining (/ui) should now showcase a bit more of the features the server has.

The plugins tab had a few plugins we no longer used so I removed them and added a bunch more!

The sightings tab showed Trump Tower and Hillary House, but neglected to show the latest addition – The Southern Border!

Hopefully, this gives new players an understanding of the depth of features on the server and gives veteran players the ability to point unanswered questions to the menu in certain situations.

Loot Changes

I had a couple of comments on the loot so I jumped into it and tried my best to balance things out. It’s not an easy task and it’s an ongoing process so this requires constant feedback from you Bumfuzzlers.

Here’s what I changed:

  • Adjusted mine crates to have higher quality tools. Previously it had only the lower level hatchet and pickaxe.
  • Adjusted medical crates to give more medical items. It gave extremely low quantities and only 1 item.
  • Adjusted components specifically increasing gears and springs
  • Adjusted component spawning areas. Some items spawned in barrels that shouldn’t and the opposite in crates.
  • Decreased the amount of beancan grenades. They can only now be found in the better crates.
  • Removed scrap from food crate to ensure food always spawns there. Sometimes it spawns only 1 item.
  • Loot in the Elite, locked, and Underwater Advanced crates should be much better now.
  • Moved some better items like Large Furnaces out of barrels and into higher level crates.
  • The spooky Dragon Mask was added to the loot. You should find it in barrels.

Thanks for feedback Viper, Non-Existant and Kreeperlink

Color Fiasco

Facepunch changed the way text is displayed in the game and in turn they made changes to how text colors are displayed. This game used to accept red text to be coded simple as <color=red>RedText</color>, but now it has to use proper HTML like <color=#FF0000>RedText</color>. This meant, before the patch hit, I had to go through several hundred files and change every mention of color, which was typically written as red, green, blue, purpose, etc. to its hexadecimal value.

I’m just mentioning it because if I missed one, you’ll see <color=red>TheText</color> in chat instead of seeing TheText. If that happens, let me know what the text said and I’ll track it down.

Steam Workshop

Apparently, there were some changes in Rust and/or Steam as of late and this has caused some problems for various plugins. I expect it has to do with the new menu with the store integration we received in the last patch. Most likely something was changed there which borked everything else.

This means some plugins like Skinbox may not function properly or at all. I was able to fix a couple, but the changes could be far-reaching and not initially noticeable.

If you find something not to be working as expected, please let me know.

I appreciate all the feedback I received so far more notably AxelsAntagonist who went through much of the plugin list to test what was and was not working. Thanks!

Small Generator

We’ve had the small generator available for some time, but I didn’t add it because it’s a really powerful tool. After all, it’s unlimited power which can give some nice abilities.

The point was made that cave base designers can’t really take advantage of many electricity options so I finally caved.

Here’s the lowdown:

  • Unlimited power, great for caves
  • Can be found everywhere electrical components are found
  • Rarer than solar panels so slightly harder to find

This should be a great perk for everyone and it’s not something you’ll find on most servers.

Thanks for feedback Viper

Economy Wipe

I’m toying with the idea to wipe the economy at every wipe as I’m not sure if it’s fair to give some players to have such a large advantage. Starting off with a ton of RP, after you’ve found all the blueprints is maybe too much. Blueprints already give a large advantage.

To vote, join Discord and you’ll find the poll in the #polls channel. So far it’s tied!

The question for the poll is:

‘Should I wipe the economy at every wipe? I’m thinking someone starting at the 2nd wipe cycle has a disadvantage and that may not be fair’

Instacraft

Another poll on Discord is about Instacraft. We used to have instant crafting, but I modified it down to be slower because I felt it was way too easy to quickly amass a serious arsenal.

If the response strongly favors having it, I’ll likely be persuaded. Consider how it affects gameplay though. It’ll likely ensure early raids go up. Then again, so might early defenses.

The question for the poll is:

‘I believe instacraft is an important feature to have. I don’t like waiting for items to craft and think it should be immediate’

No Fuels

It turns out that the entire server was fueled up unintentionally.

Now it’s not until Level 26 (/loyalty) that players don’t require fuel for various lights and whatnot.

Thanks to AxelsAntagonist for catching it.

Flag Day Kit

Apparently, the kit for the Flag Day Monument wasn’t working. Thanks for the heads up AxelsAntagonist and for testing Non-Existant. It should be all good now.

This last patch wasn’t quite a disaster, but it certainly had its moments lol Today, I optionally patched the server which will hopefully alleviate some of the issues that have been going on, but tomorrow, Thursday 6/13, Facepunch is dropping a mandatory server and client patch. We won’t have to wipe as far as I know, but once your client is updated, you won’t be able to connect until I update the server. As long as I can keep on top of when it’s released, I’ll have it patched up in 10-15 minutes. The trick is, the patches drop whenever Facepunch feels the itch.

Have fun out there Bumfuzzlers and keep the feedback flowing!

Performance, Flag, Packs

Performance, Flag, Packs

Hey Bumfuzzlers! Big updates coming your way! We’ve got additional backpack storage, offline door fixes, furnace changes, early raid tweaks, a new monument and a serious attempt at improving server performance – which appears to be working really well so far! Read on to get all the info!

Backpacks

A few updates ago, the ability to have extra rows presented itself, but I didn’t have time to take advantage of it until now.

Now we’ve got upgrades!

  • Allegiance level [level 20] (/loyalty) backpack size goes from 2 storage rows to 3
  • VIP level [level 25] (/loyalty) backpack size goes from 3 storage rows to 5
  • Level 28 (/loyalty) backpack size is now 7 storage rows!
  • Veteran level [level 15] remains the same with backpack size at 2 rows.

That should help you carry all that crap around 🙂

Offline Doors

Starting at Allegiance level [level 20] (/loyalty) players get the ability for doors to automatically close when they sign off. Unfortunately, this wasn’t working from levels 21 through 24.

This should now be fixed. Simply type /odf once you reach Allegiance level to toggle it on and off. Not sure why you’d want it off, but I can’t remember if it’s on by default. How many people you think this saves from easy raids per year! haha

Thanks to Whompmaster for noticing the issue.

Furnaces

I’m still trying to reduce the very early raiding, but it takes time as small adjustments need to be made over multiple wipes to ensure a good balance. This go around, I’ve reduced charcoal byproduct slightly and increased cook time slightly. I doubt you’ll even notice.

Beancan Grenades

In another effort to slow the early raiding, I’ve changed where Beancan Grenades are available as they’re an essential component of Satchel Charges.

I’ve changed the following:

  • The Beancan Grenade blueprint was removed from crates, barrels and present drops
  • Beancan Grenades are only available in crates now

So basically, you can find Beancan Grenades, but only in crates and you’ll have to research them.

Bumfuzzler Lodge

It’s been a couple of weeks since I put the Bumfuzzler Lodge into testing mode and certainly, there are some kinks to work out.

I think the following changes are in order:

  • Reworked the building to prevent double boxes and other items
  • Storage in the rooms will be reduced to two small boxes
  • There will be a charge for the room using economy (If I can get that working – I had issues with it last time)

Keep in mind, the lodge was meant to be used when starting out, getting yourself together after a raid or simply if you’re homeless for one reason or another. You’re not really supposed to continue to live there forever! lol

Thanks to Non-Existant for the feedback.

Raiding Balance

Rust has its flaws. For one, too many players are compelled to leave servers with their tail between their legs when they get raided and others leave servers when there’s no one left to raid. It’s a system built with the premise that you need a crapload of fresh meat joining the server on a regular basis. That’s one reason I created Raid Sympathy. Unfortunately, that helps, but people still leave in tears when they lose their Teddy Bears.

To compensate, I’ll revisit something I tried a while back which is to add a couple of bases out there in the world that will provide raiding opportunities of varying difficulty. This will:

  • give players who raid something to break into
  • divert some raiding energy away from player bases
  • ensure there are fewer tears on the server

Thanks for feedback Non-Existant and Viper

Performance

Lately, some of you have been complaining about lag and there have been unexpected crashes that I’ve seen firsthand. It’s likely the performance issues are caused by a combination of Rust’s horrible optimization and plugins eating up resources that Rust didn’t expect.

To counter that I’ve, made a major change that should have a giant impact on your gameplay. I’ve decided to up the slot count to 200 players. This will result in more dedicated memory and a smoother play if it works as expected.

So far I’ve heard positive feedback about the performance!

Flag Day

The next wipe brings a new month and with it a new holiday to celebrate! That means the Cinco De Mayo celebration goes bye bye and we’ll have a new special monument!

In the United States, Flag Day is celebrated on June 14th to commemorate the adoption of the American flag. Da dada daaa daaa daaa! 🙂 This new monument will be themed after this holiday.

I won’t tell you what it is or how it works, but keep your eyes peeled for anything out of the ordinary 🙂 I’m hoping to have an extra special treat for Independence Day.

Thanks for the feedback from hur2rld about a potential skin issue with the monument.

Upcoming Wipe

Tomorrow, Thursday, June 6th, you can expect a wipe as there’s a new patch coming from Facepunch. We’ll be wiping map, blueprints, and economy so it’s a fresh slate!

As usual, their patch usually drops between 3 pm EST and 7 pm EST with some fluctuation. I’ll do my best to wipe as close to patch drop as possible and will keep everyone posted in Discord on the status.

There are some interesting changes coming our way. Below is a quick overview of what you can expect to see in the next release. I wonder if we’ll see that new digger monument!

Please keep having fun and giving me feedback! The server gets better each wipe with your help! Thanks Bumfuzzlers!

Traps, Custom, Challenges

Traps, Custom, Challenges

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

Stacks of Stuff (Modtopia)

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

Here’s what the new items will stack to:

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

Electricity Pack (Modtopia)

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

The following items were added:

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

Dangerous Treasures (Modtopia)

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

The following items were added:

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

Backpacks (Modtopia)

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

Here are some of the updates:

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

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

Traps (Modtopia)

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

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

Knock Knock (Modtopia)

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

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

Night Lights (Modtopia)

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

Now you won’t be afraid of the dawk 🙂

Fuel Requirements (Modtopia)

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

Player Challenges (Modtopia)

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

I originally disabled the following challenges:

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

I’ll be enabling the following:

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

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

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

Custom Map

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

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

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

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

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

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

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

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

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

Wipe (Modtopia)

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

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

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

Lifts, Cheer, Rockets

Lifts, Cheer, Rockets

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

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

Stacks (Modtopia)

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

I adjusted the piles for the following items:

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

Christmas Patch (Modtopia)

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

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

Christmas Cheer (Modtopia)

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

Ho ho Bumfuzzlers!

Elevators (Modtopia)

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

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

Level 6

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

Level 28

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

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

Thanks for the feedback CannonFodder.

In-Game Store (Modtopia)

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

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

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

Thanks for the feedback Slim Jim and CannonFodder.

Lock-On Rockets (Modtopia)

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

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

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

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

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

Thanks, RaidenPeep for your help in testing.

Player Challenges (Modtopia)

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

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

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

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

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

Thanks, TheJuiceIsloose for the feedback.

Wipe (Modtopia)

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

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

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

Workshop, Shock, Shopping

Workshop, Shock, Shopping

Well, it’s that time of year again Bumfuzzlers! Being naughty or nice will determine whether you get coal or goodies! Lucky for you, all Bumfuzzlers are nice! That means, no matter what, you get goodies 🙂 We’ve got a Christmas event, in-game store, economy, scientists, stacking, in-game map changes and more! Read on!

The North Pole (Modtopia)

Given the time of year, Santa’s Workshop is making a comeback! All the toys are being made up in the snow biome (not necessarily North) ready and waiting for you to get your dirty paws on them! Thing is, you’re going to have to get past the elves who guard the workshop, sneak in and get out quick before Santa wakes up!

There’s a couple things to note:

  1. The doors will automatically open at night. During the day they’re locked. If you try to activate on the door, it’ll tell you the time of day it opens.
  2. The doors will also close so if Santa wakes up while you’re inside, you’re going to be in big trouble. I’d suggest you get out quick.
  3. The boxes inside refresh loot automatically which could be hours or days. If they’re empty, someone might have been there before you or the loot just hasn’t refreshed yet.

The loot should be pretty good, but it should be even better after the next wipe when changes to the store make some items a little harder to get. Read more about that down below. Have fun! 🙂

Cheer and Fear (Modtopia)

If you’re big on the holidays, you may be interested in a collection of Christmas and Halloween items I’ve put together! You Bumfuzzlers can now buy a Christmas Cheer or a Halloween Fear kit that gives you access to foggers and Christmas lights, coffins and Christmas Trees.

It’s a great way to support the server and get some goodies in return! Run over to the store to check them out!

Christmas Shopping (Modtopia)

From the start of the last wipe, it became even more clear to me that the in-game store (/s) needs a bit of work as does the economic system. So, I’m going to be making changes come the next wipe (December 20th).

Here are the major changes:

  • Special items that give dodge, build or damage powers will be removed. You’ll have to find them out in the world which I think will be more enjoyable anyway.
  • Various raid related items like ladders will be removed. We don’t want to allow the in-game store to give too much of a jump on builders. Raiding day 2 is just silly.
  • Ammunition, especially rockets, C4, Satchels and such will be removed for the same reason as above. I’ll leave certain blueprints, but you’re going to have to craft.
  • Resources and components will be removed. Now you’ll have to get off your big fat fatty lol and smack a barrel or two instead of buying 10.000 RP of HQM to build a giant armored base on day 1. (You know who you are! lol)
  • Removed a lot of ‘actual’ items from the store. The blueprints will remain, but the actual items will be removed. You’re going to have to craft.

Here’s a list of some minor changes:

  • Hazmat Suit now gives 1 quantity
  • Santa hat now gives 1 quantity
  • Diving items were removed
  • Frog Boots now gives 1 quantity
  • Scientist Suit now gives 1 quantity
  • Pookie Bear was removed
  • Calling/Killing SuperHeli price raised slightly
  • Calling/Killing CH47 price raised slightly
  • Setting time to 9am/9pm price raised slightly

No doubt this all means balancing of loot will have to be spot on and I’m prepared to monitor it as well as I can. I’ll need feedback from you Bumfuzzlers about any difficulties you’re having with the changes.

Wipe Cycle (Modtopia)

On Modtopia, we’ve changed the wipe cycle to 2 weeks. Thank you to everyone who voted in Discord!

There may be some items I probably have to adjust due to the change (possibly kits and quests), but I think it’ll be for the better just because the 1 month cycle resulted in a low turnout the last two weeks even with the attempted idea of Wipe Kits (which has now been tried and buried so that won’t be happening again).

The point is, struggle along with me in balancing and continue to give me feedback. I’m confident it’ll come out better in the end, but it might take some time and effort.

Economics (Modtopia)

With the changes to the store and to the wipe cycle, I’ve also decided that everyone’s monetary balance needs to reset from time to time.

Right now players can save up their cash just before the wipe and then immediately spend it to get ahead of other players. That causes major issues for players without monies, but it dramatically hurts new players joining the server for the first time at the start of a wipe.

So on the 1st Thursday of every month, when we wipe blueprints, your money will return to 0. Sorry Rockefellers! 🙁

Money Barrels (Modtopia)

Earning money from breaking barrels wasn’t working for some levels (/loyalty), but it worked for others. After testing, it appears that anyone getting earnings per barrel lower than $0.51 received nothing! This meant anyone below Veteran level, even though promised, were a bunch of broke Bumfuzzlers!

To resolve this, you now get money for every 4th barrel instead of every single barrel. This way, the Native level who originally was set to earn $0.25 per barrel will now earn $1 for every 4 and it’ll work just fine. Legitimate levels who earned $0.50 now earn $2 every 4 barrels and so on.

Thanks for the feedback datWaffle21 and Skyy.
Thanks to Shining tradeit.gg for testing.

In-Game Map (Modtopia)

You’ll now be able to see the SuperHeli and the Bradley on the in-game map (press G) displayed as a red dot. You can mouse over the dot to make sure which one it is.

I have the ability now to show any items on the map so I am considering it, but I don’t want to show too much. I appreciate the whole process of discovery and adventure and while it might be useful to show cars, boats and balloons, it’s no fun when you know where everything is. I’m not even sure I like showing the SuperHeli and Bradley, but let’s give it a shot.

Item Stacking (Modtopia)

Recently, a bunch of new items were added to the game, so I had to adjust who those items stacked in inventory.

Here are a list of items that now stack:

  • “barrelcostume”: 256,
  • “cakefiveyear”: 256,
  • “clatter.helmet”: 256,
  • “electric.andswitch”: 256,
  • “electric.battery.rechargable.large”: 256,
  • “electric.battery.rechargable.small”: 256,
  • “electric.blocker”: 256,
  • “electric.cabletunnel”: 256,
  • “electric.counter”: 256,
  • “electric.doorcontroller”: 256,
  • “electric.generator.small”: 256,
  • “electric.laserdetector”: 256,
  • “electric.orswitch”: 256,
  • “electric.pressurepad”: 256,
  • “electric.simplelight”: 256,
  • “electric.solarpanel.large”: 256,
  • “electric.splitter”: 256,
  • “electric.switch”: 256,
  • “electric.timer”: 256,
  • “electric.xorswitch”: 256,
  • “electrical.branch”: 256,
  • “electrical.combiner”: 256,
  • “electrical.memorycell”: 256,
  • “habrepair”: 256,
  • “wiretool”: 256,

Thanks CannonFodder for bringing it to my attention.

Electricity (Modtopia)

With the newness of electricity, I know lots of you probably want to mess around with it. Thing is, it might take you some time to find all the pieces and then to have enough to truly experiment like you’d want to. So I figured I’d put up a package in the store that allows you to purchase all the components and then some. You get goodies, server gets supported and it’s not OP. Worst case, it allows you to better defend your base against pesky raiders.

The kit includes big items like solar panels, batteries large and small, a wind turbine, components, switches and even a generator which isn’t even in the loot rotation right now (only admins can spawn it).

At the least, you’ll have light, at the most, you’ll have experience with making traps or useful time savers like auto lights and doors.

Go check out the Electricity package in the store!

Scientists (Modtopia)

I didn’t like scientists spawning at the junk piles (and based on feedback neither did many of you), but I think it’s appropriate to have them in the Military Tunnels and on the Cargo Ship – and now they are. Hopefully this makes those coveted areas a little more challenging.

Thanks Lancelot50 for your feedback

My Corpse? (Modtopia)

I’ve been having nothing but issues with the /where command. I’ve worked with it several times and sometimes it works for me, it doesn’t for someone else, and vice versa. I’m going to work on this more in the coming weeks, but for now I just disabled it. I hope to get it, or something like it working soon.

Ore Counts (Modtopia)

For some reason ore counts reset during the last wipe which is a bit of a pain since I couldn’t remember what they were set to (lol) and it was balanced really well! I think now the ore counts are slightly higher than I’d like, but it’s better than being too low.  I’ll work at balancing them out over the next few days/weeks.

Please let me know how you feel the balance is. That’ll help me adjust the levels.

M39 Rifle (Modtopia)

Some of you have asked where you can find the new M39 Rifle so I had a closer look. It was available in the Locked Crate and Elite Crate, but now I’ve added it to the Bradley and SuperHeli loot as well. It’s considered rare, but not very rare which means it’s more rare than a pick axe, less rare than C4, and exactly as rare as a Python.

Patch Installed (Modtopia)

There was an optional patch I installed on Modtopia and Vanillatopia around 11am today with the following changes:

  • Fixed LS red card puzzle
  • Several exploit fixes
  • Clatter helm craft enabled

Christmas Update

You can expect the official Rust Christmas update to come on this Thursday, December 13th. I’ll try my best to get the server updated as soon as it drops, but as always I don’t know exactly when Facepunch will work their magic. I’m excited to see what they add this time around. I thought the Halloween update was very creative!

Thank you Bumfuzzlers for supporting the server and for all your feedback. Keep having fun out there! 🙂

Special mention to Three-Fingered Willie, Wuckfit, RaidenPeep, lookits69, and Doc for various feedback!

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!

 

Skullcrush, Pills, Moolah

Skullcrush, Pills, Moolah

What’s up Bumfuzzlers! I’ve got some server updates for you! We’ve got barrels of money, radiation pill boosting and skull crushing humiliation! Read on for more info!

Money Barrels (Modtopia)

A while back players had an alternative revenue stream in harvesting barrels, but there were issues with it so I disabled it. Well, the other night I put in some elbow grease into it and now it’s working again, but with a twist!

Now, if you break a barrel, you get money, but as you level up, you earn more and more.

Here’s the breakdown for each level:

  • Level 5 Native $0.25
  • Level 10 Legitimate $0.50
  • Level 15 Veteran $0.75
  • Level 20 Allegiance $1.00
  • Level 25 VIP $1.25
  • Level 30 Blood $1.50

Now you’ll be a barrel breaking mercenary!

Rad Pill Boost (Modtopia)

Radiation pills are of course meant to reduce your radiation, but as a result, they also lower other levels which can be unfortunate. Now, if you’re level 13 and above, radiation pills won’t only reduce your radiation, but they’ll boost your health, hunger and thirst by 20%. This makes them a little more valuable for all situations, not just when you’re glowing yellow!

Given the added benefits of radiation pills, I’ve adjusted the rarity slightly.

Skull Fun (Modtopia)

If I told you there was a way to humiliate your enemies plus earn money would you be interested? Of course you would!

Well now, after you kill someone, make sure you chop them up into teeny tiny pieces and then crush their skull. Not only will you get some nifty bones, but it will announce the fact that you crushed that player’s skull to the entire server and you’ll get $10! Humiliating, satisfying and enriching! 🙂

Please enjoy the updates Bumfuzzlers! 🙂 Don’t forget, the wipe is coming on Thursday, November 1st! Unfortunately, the exact time of the wipe is always unclear as it depends on when Facepunch releases the patch, but it’s usually between 1pm and 7pm EST. We might be seeing hot air balloons and anti-air missiles in this next version 🙂

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!