Tag: Stone

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.

Thanksย [F11]Kreeperlink for the feedback

Foundation Healthย (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 ๐Ÿ™‚

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 ๐Ÿ™‚

Another one by Graceful Mess caught my eye. This one looks so Mad Max! ๐Ÿ™‚ The car inside the walls among the pumpkins was a nice touch ๐Ÿ™‚

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 ๐Ÿ™‚

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? ๐Ÿ™‚ We’ll see! Note that the wipe will happen as soon as Facepunch releases their patch. This is typically between 1 and 7pm EST.

Leveling, Resources, Bump

Leveling, Resources, Bump

Bumfuzzlers! I’ve got a short post that should be a big change, mostly for newer players and hopefully in turn for existing players as I believe it’ll help satisfy new joiners who expect a higher resource gain. At the same time, loyal Bumfuzzlers also see a slight bump too! Check it out.

Z Level Resources (Modtopia)

For a long time, I’ve had resource gain set low at the start and high at the end. The idea was to reward loyalty and players sticking around. Unfortunately, some players may never get the chance to be loyal Bumfuzzlers because they’re unhappy with the resource yield and they leave.

For instance, we have resource levels from level 1 to level 50. Starting out players are at level 1 getting about 12 wood per hit and at the level 50, they get 72. Then, players get 22 stone at level 1 and 157 at level 50. That’s an 83% increase for wood and an 86% increase for stone. That’s awesome gains and a massive boost for loyal Bumfuzzlers. Unfortunately,ย for new players,ย  at the start, they might expect 2-3 times the wood and stone per hit and would be pleasantly surprised with, but not expecting, an increase over time.

  • Level 1: 12 wood, 22 stone
  • Level 50: 72 wood, 157 stone
  • 83% increase for wood
  • 86% increase for stone

So I did some testing and I did some math (hopefully it’s right haha) and I believe I figured out a way to satisfy both new players and loyal Bumfuzzlers.

The levels (1-50) haven’t changed, but everyone starts off with about 3 times the resources. As levels increase, players gain increases at a slower rate, but by level 50, they’ll wind up with slightly more resource gain than they had before.

For instance, after the changes I’ve just made one hit for wood at level 1 to be 31 (increased from 12) and one hit for stone is 68 (increased from 22). At the high end at level 50 a hit of wood is 75 (increased from 72) and a hit of stone is 164 (increased from 157).

  • Level 1: 31 wood, 68 stone
  • Level 50: 75 wood, 164 stone
  • 60% increase for wood at the start
  • 59% increase for stone at the start

For the loyal Bumfuzzlers at level 50 they also get a slight bump.

  • Level 50: 75 wood (increased from 72)
  • Level 50: 164 stone (increased from 157)
  • 4% increase

Oh and by the way, at night instead of 3 times the resources, the base multiplier is 4, plus your levels go up twice as fast! ๐Ÿ™‚

So, if my math is right I expect increases in a few areas. Give me feedback Bumfuzzlers! As always it’s critical to making sure the server runs at its best! It’s an evolution of sorts based on many factors! Have fun!

 

Mazzini, Meteors, Signals

Mazzini, Meteors, Signals

Hey Bumfuzzlers! I’ve got some server tweaks for you for both Modtopia and Vanillatopia. I’ve listened to feedback from a lot of you and peppered that with some things I noticed to hopefully make the servers work a little better. Check it out!

Custom Map (Vanillatopia)

I’ve loaded a custom 3k map called Mazzini Islands over at Vanillatopia and it’s pretty interesting. It really gives Rust a totally different feel and makes Rust feel newer since you don’t really know what to expect. There are lots of islands and things seem spread out a bit more. If you’re up for some good old fashioned vanilla Rust, go try it out.

I’m toying with the idea of putting it up on Modtopia in November. Let me know what you think.

Thanks for suggesting the map WRecKLeSS!

Animal Density (Vanillatopia)

I’ve gone ahead and raised the animal density on Vanillatopia to be the same as Modtopia. Now there’s 33% more bears, chickens, etc. It seemed they were a little scarce out there and without animals, surely Rust peoples will die ๐Ÿ™

In-Game Store (Modtopia)

There were a couple of items that seemed out of alignment so I touched them up. It’s important that the Pasta Salad is priced appropriately!

  • Creedence 2x damage crossbow changed from 4 to 6 RP
  • Armored Door changed from a quantity of 3 to 1
  • Armored Double Door changed from a quantity of 3 to 1
  • Ladder Hatch changed from a quantity of 3 to 1

Thanks Doge for the feedback.

Zambie Hordes (Modtopia)

I lowered the zambie count a few weeks back, but now it seems like there just ain’t enough of those undeaders. I increased the amount of hordes from 12 to 15. That should add a little more excitement. Hope they scare you ๐Ÿ™‚

Loot (Modtopia)

I’ll be tweaking the loot every so often. My goal is to find a good balance between vanilla and modded so that you have to grind a little, but it’s not overwhelmingly boring and repetitive.

  • Code Locked Crate bumped number of items from 6 to 8, blueprints from 1 to 2
  • Elite Crate bumped the number of items from 2 to 4
  • Mine Crate bumped the number of items from 1 to 2
  • Mine Cart bumped the number of items from 1 to 2

Added the following blueprints to barrels:

  • small oil refinery
  • spinner wheel
  • reactive target
  • binoculars
  • bear trap
  • tuna light
  • high external wall
  • top tier window bars
  • water barrel
  • large water catcher
  • small water catcher
  • water purifier

Thanks to Twisted Rhythm for feedback

Meteor Showers (Modtopia)

If you haven’t learned yet, Meteors fall into the Rust atmosphere and bring with them space resources! Yes, I’m super serial. Space resources! ๐Ÿ™‚

Anyways, the amount of space resources were pretty crazy high so I had to cap it a little to make it a little more reasonable. We’ll see how it goes to know if I’ll need to cap it again.

There are three types of Meteor Showers that happen randomly – mild, optimal and extreme. Here are the changes I’ve made to each of them:

  • Mild
    • Drops stone, metal ore
    • Changed ranges of drops
      • stone 300-3000
      • metal ore 100-1000
    • Changed meteor count from 60 to 175
    • Changed storm radius from 200 to 100
    • Storm duration stays at 240
  • Optimal
    • Drops stones, metal ore, high quality metal ore
    • Changed ranges of drops
      • stone 400-4000
      • metal ore 200-2000
      • high quality metal ore 50-500
    • Changed meteor count from 45 to 100
    • Changed storm radius from 300 to 100
    • Changed storm duration from 150 to 100
  • Extreme
    • Drops stones, metal ore, high quality metal ore and sulfur ore
    • Changed ranges for drops
      • stone 500-5000
      • metal ore 300-3000
      • high quality metal ore: 100-1000
      • sulfur ore: 100-1000
    • Changed meteor count from 125 to 50
    • Storm radius stays at 100
    • Storm duration stays at 30

I’m working on letting players know about the location of the showers so it’s easier to find then.

Kits (Modtopia)

A while back, I changed the Subscriber Kit, a kit given to players who subscribe to the website, to give supply signals instead of C4, Rockets and giant goodies like that. For some reason I noticed that didn’t take effect. Doh!

Now the subscriber kit will give players 5 supply signals. Since you can use the kit 3 times per wipe, that’s – you did the math already didn’t you? – 15 supply signals! That is quite a lot of goodies. I recommend subscribing.

Environmental Saves (Modtopia)

No it has nothing to do with that Al Gore stuff. A few weeks ago we had an issue with server lag. We’ve since figured it out, but during that process I had set the server to save the environment less frequently thinking it could be related.

Now that the lag issue is resolved, I’m adjusting the saves to occur more frequently. This is important in the event that the server does crash for any reason, your progress should not be lost.

Saves should happen now every 5 minutes as opposed to every 10 and you should even see a chat message stating it’s happening.

Server Restarts (Modtopia)

Server restarts were set to 12PM and 12AM EST, but I’ve found they might not be the best times. I’ve changed this to 4AM and 4PM Eastern Time to hopefully avoid interrupting anyone. Let me know if you find the server restart interrupts your playtime!

As always Bumfuzzlers, please send me your feedback. It helps to continually improve the server. Have fun out there! Let me know if you think I should run a custom map next month.