Tag: Store

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!

Boost, Sell, Liftoff

Boost, Sell, Liftoff

Bumfuzzlers! Got some updates including the impending Wipe Boost, big updates to the store and also quests, resource spawn counts, elevators and more! Read on!

Wipe Boost (Modtopia)

Tonight, Sunday 12/2, around 7pm EST, for the first time we’re going to enable ‘Wipe Boost’ for the last week of the wipe cycle! I’m hoping it’s intense! Here’s what changes for the Wipe Boost week:

  • Players will have access to 2 kits (/kit) designed for raiders and builders. The raider’s kit will give players offensive items they can use to raid and the builders will get defensive items they can use to defend. I’m hoping it will create some last minute battles!
  • Base building limits will be disabled. Currently players are limited to bases up to 2,500 building blocks. That will be turned off until the wipe! Build big! 🙂

Here’s what will be in the kits:

Builder Kit

  • 60,000 Wood
  • 50,000 Stone
  • 40,000 Metal Frags
  • 30,000 High Quality Metal
  • 8 AutoTurrets
  • 16 Shotgun Traps
  • 25 Bear Traps
  • 25 Land Mines
  • 5 Supply Signals
  • 2,000 5.56 Rifle Ammo
  • 2,000 Handmade Shell

Raider Kit

  • 50 Rockets
  • 10 Smoke (Lock-on) Rockets
  • 25 Timed Explosives
  • 50 Satchel Charges
  • 1 Rocket Launcher
  • 5 Supply Signals
  • 3 Smoke Grenades
  • 10 Medical Syringes
  • 1 Binoculars
  • 10 Ladders

Each kit will have a cool down of 12 hours. 24 hours might be more reasonable, but we’ll see. To use the kits just type /kit and locate the kit you’d like to receive!

These kits will be available right up until the wipe, but then on Thursday 12/6 (wipe day) things will go back to normal.

Cargo Ship

For both Vanillatopia and Modtopia, I’ve adjusted the duration of the Cargo Ship from 50 to 60 minutes. This should give you all a little more time to get aboard.

Thanks holydiver for the feedback.

Pilot Eject (Vanillatopia)

On Vanillatopia we run the Pilot Eject plugin where every so often a damaged SuperHeli spawns, crashes and leaves a wounded pilot near the wreckage. Unfortunately it seems like the pilot’s despawn time was somewhat low. I’ve now upped the time he’ll hang around from 5 to 10 minutes.

Thanks holydiver for the feedback.

Population (Vanillatopia)

I’ve done some tweaking to the resource population on Vanillatopia to make sure it’s easier to harvest the goodness.

Here’s what was changed:

  • All Ores were raised by 33%
  • Mushrooms were raised by 33%
  • Hemp was raised by 33%
  • Collectible Stone was raised by 33%

Thanks holydiver for the feedback.

Store (Modtopia)

I’ve made a significant amount of changes to the in-game store (/s) over at Modtopia and I’ll be making more in the days and weeks to come.

Here’s a list of changes:

  • The exchange rate between economics and RP has been changed to be one to one. This means converting $50 to RP will give you 50 RP. This makes it much simpler to understand when buying and selling (more on that below). I’ve updated everyone’s RP to reflect the new exchange rate so you shouldn’t lose anything. If you suspect you did, let me know.

Here’s how the exchange screen looks now:

  • You can now sell weapons, both the garden variety and the special Skin Perk weapons. You won’t get full price for the sale, but you didn’t get anything before so… lol Right now I have the items set to give you half the buying price.

Here’s how the sell screens look:

Note that you must have the item you want to sell in your main inventory, not your hot bar. If it’s in your hot bar it won’t show up when you try to sell the item. Also note the numbers on the side like +10 and +100 is there to help you choose the amount of the item you want to sell.  They’ll be used more in the future if I make resources sell-able.

  • Last week I enabled the command /transfer <name> <amount> to allow players to transfer money to one another. You still have that option, but now I’ve enabled this functionality via the store. To use it, just open the store, click the Transfer tab, choose the name of the player you’d like to transfer to and boom! 🙂

Here’s how the transfer screens look:

Thanks MADSWORDGAMING for your feedback.

  • I’ve updated all the items in the store to match the new exchange rate. This means items that were 2 RP will now be 100 RP.
  • I’ve added the Custom SMG Skin Perks to the store which were mysteriously missing. Now you can find the following models for purchase:
    • Peacemaker 1.25x damage
    • Army Greaser 1.5x damage
    • Striped Shark 2.x damage
  • I’ve raised the cost of the Double Barrel Shotgun 2.x damage (Fire). It was lower than it should be.
  • I’ve lowered the quantity of the F1 Grenade to 1 and changed prices for 1.25x, 1.5x and 2.x variations. They were too cheap.
  • The Meteor Shower cost was raised.

I’m going to be adding more items for sale starting with Tools and Clothes with a focus on Skin Perks, but it’s a painfully slow and arduous task so it’ll take me some time.

Elevators

Previously, building an elevator meant that the top floor of the elevator was the top floor of your base. This is because you couldn’t build above the elevator. That’s now a thing of the past! Now you can completely encapsulate the elevator inside your base and no one will have a clue it’s there!

Quest Adjustments (Modtopia)

I’ve gone ahead and upped the requirements for gather quests, but then I’ve also upped the rewards.

The following quests were adjusted:

  • Lumberjack: Gather 100k wood, get 50k wood (was 20k)
  • Stoner: Gather 70k stone, get 35k stone (was 10k)
  • Frag Shagger: Gather 50k metal ore, get 25k metal ore (was 5k)
  • Yellow Ore: Gather 50k sulfur ore, get 25k sulfur ore (was 3k)
  • Heavy Metal: Gather 20k high quality metal ore, get 10k high quality metal ore (was 2.5k) [NOW FIXED]

Thanks CannonFodder and Rumguzzler for your feedback and testing.

PS – I was hoping to find time to add quests to Vanillatopia, but I simply couldn’t find the time. Maybe soon.

Server Restarts

For a while I had the Modtopia server restarting at 4pm and 4am EST, but since the performance has been good, I’ve removed the 4pm EST restart. Now the server will only restart at 4am EST each day. Vanillatopia was restarting at 12pm EST, but now I’ve made it so it restarts at the same time as Modtopia, 4am  EST.

I found that the multiple restarts were interrupting players game time. If it’s not needed what’s the point? Let me know if you find the performance to be an issue with either server.

Hope you Bumfuzzlers enjoy the Wipe Boost and the other changes! Don’t forget the wipe is coming up on Thursday! I’m curious what we’ll get in this next patch. I don’t expect the electrical systems to be ready, but ya never know! 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!

 

Vorhees, Adventures, Hordes

Vorhees, Adventures, Hordes

I’ve got some tweaks Bumfuzzlers! We’ve got store commands, changes to zambies, Jason is back, blueprint wipe schedule changes and more! Let’s take a look at what we got!

Pesky Scientists (Modtopia)

Ok, so I hope these buggers are finally disabled! I’m not a huge fan of how they act and they seem rather useless as many of you have echoed to me.

I didn’t change them on Vanillatopia since they’re the vanilla feel, but you ‘nilla Bumfuzzlers let me know what you think. I’ll keep tabs on them to see if they improve over the next couple patches and if they do I’ll consider enabling them again.

Stalled Animals (Vanillatopia)

I had reports of animals not moving on Vanillatopia. That should now be resolved and you can ride horses again!

Jason Vorhees (Modtopia)

Heeeeee’s back 🙂 I disabled him along with the other NPCs while I setup the zambie hordes, but I think it’s time he returns. I’ve made a couple of tweaks to him though so hopefully it makes him a little different – beware! – mwhahaha! Chh, chh, chh, hah, hah, hah.

  • He’s now ‘scientist’ type instead of ‘murderer’. This means:
    • he’ll be silent
    • he’ll be a little smarter
    • he’ll fight the zambies
  • he’ll spawn every 45 minutes
  • his attack range was lowered from 150 to 75 (same as zambies)
  • there will only be 1 of him, instead of 2
  • lowered health from 500 to 250
  • slightly lowered loot
  • I’ve extended his range from 1,000 to 1,500 so he’s more dynamic and hard to pin down

I’m curious how he’ll fair against the zambies. He does have stronger weaponry, more health and a scary hockey mask so let’s see what happens.

I am considering enabling NPCs at certain monuments, but we’ll see. It might help keep the zambie population at bay and create somewhat of a safe zone (sorta) since zambies will be drawn to those monuments and be cleared out somewhat by the NPCs.

Store Reductions (Modtopia)

Due to the high RP requirement for resources and ammo, I think it was too hard for new players to use the store. So, I’ve lowered the RP requirement for all ammo and resources, but I also lowered the quantity you get.

For instance, if it used to be 3 RP to buy 150 HV Pistol Ammo, it now costs 1 RP to buy 50. So, the price is not technically lowered, but the prices will allow people who may not have much money to buy ‘something’.

Store Commands (Modtopia)

One nice feature for the store is the ability to buy ‘commands’. This allow players to purchase commands that might be otherwise only available to administrators. To check out what’s available, type /s for the store and look at the commands tab.

You can buy any of the following items:

  • Call Superheli
  • Kill Superheli
  • Call CH47
  • Kill CH47
  • Call Meteor Shower
  • Switch on Turbo Gather
  • Call Morning
  • Call Night

 

I’ll work on adding additional items to this list. I have some idears 🙂

Decay Slowdown (Modtopia)

I halved the decay a few weeks back, but it was reset, possibly due to the recent server situations going on. Now it should be set in half again. Let me know if anything changes.

Keep in mind, a few patches back they made it so that stone walls outside the cupboard coverage decay very quickly. I think mostly everything decays quickly in that case. Just be careful. In a very short time you’ll be without walls!

Thanks for the feedback MrNiceGuy, KBKiller18 and one other person who mentioned it but your name escapes me! Sorry lol

Blueprint Wipes (Modtopia)

I’ve decided to change the blueprint wipe schedule to 1 month instead of 2 weeks. So we’ll still wipe the map every week, but the blueprints will stick around until the 1st Thursday of each month. Thanks for the feedback soundklown.

Zambie Hordes (Modtopia)

Some were asking for some challenge with the zambies, so I’ve changed some of the settings with the hordes.

  • Zambies will still spawn in groups of 3, but now instead of maxing out at 15, they’ll grow to numbers of 20.
  • They’ll smell you from 75 meters away instead of the previous 35 meters.
  • A few zombies had crossbows. I’ve removed those so they all now have melee weapons.
  • Zambie Hordes now increase in size every 45 seconds, instead of previous 60.

Best watch your back! They can be very powerful in numbers and sometimes, multiple hordes will come at you at the same time! Thanks for the feedback MrNiceGuy.

Quest Items (Modtopia)

With the removal of monument NPCs, it became impossible to find the items you’d need to complete quests (/q). Due to this I’ve added the required items to the loot table as uncommon. This means they’ll spawn more often than rare items, but not as often as common ones.

Here’s a list of the following items you’ll find out there.

  • battery
  • duct tape
  • bleach
  • glue
  • blood
  • paper
  • research paper
  • sticks
  • camera

 

For players who will ask, what is the battery for? I’ve added some bot responses to ensure it’s clear.

Thanks soundklown for the feedback.

Scrap Count

I had a couple of players suggest scrap was scarce, but as I write this “There are 74,803 of ‘scrap’ in game!” That’s a lot! Keep in mind this includes player loot, boxes, barrels, etc, but dayum, that’s a lot.

Regardless, I’ve boosted the scrap returned by personal recyclers to 25%. You can craft personal recyclers at level 18 (/rec) or you have a 14% chance of finding one in loot. That will help out a bit for sure! Thanks for the feedback soundklown.

Server Header Image

It’s a seemingly small change, but it makes me feel all warm and fuzzy. I can’t believe it’s taken me so long to reset the header image players see when joining Modtopia and Vanillatopia.

As always thanks to everyone for the feedback. I truly appreciate it. As I always say, it helps a lot to make sure the server is running well and everyone can enjoy themselves! Good to see some old faces playing again! Keep it up Bumfuzzlers!

Host, Resolution, Wipe

Host, Resolution, Wipe

The image related issues are now officially resolved. It’s been frustrating battling for 2 weeks with these issues which turned out to be host related. They had connectivity issues that they denied for several days (of course) only to finally recognize they were wrong. This caused me to chase my tail for a while and for you to have a less than stellar experience.

Now, Bumfuzzlers, they’re resolved and I’m sorry for the delay and for my temporary, longer than usual, absence. I was just fed up quite honestly. I’ll consider changing hosts, as much of a pain as that is, but in the meantime, here’s a quick recap of the fixes.

The following now have been tested and work perfectly (as far as I know):

Modtopia

  • Skip Night (/voteday)
  • Crosshairs (/crosshair)
  • Kits (/kit)
  • Server Rewards (/s)
  • Bounty (/rustnet)

Vanillatopia & Modtopia

  • Graphical menu (/ui)
  • RustNET (/rustnet)
  • Automatic Search Lights (/sl add <terminalid>)
  • Remote Turrets (/rt add <terminalid>)
  • Security Cameras (/sc add)
  • Player Skins (/skin shop)

Bounty NET

I found an issue on Vanillatopia with Bounty NET that I’ll work on over the next couple days. It works fine on Modtopia, but for some reason, Vanillatopia has an unexpected error.

Zambies

I’ve made an adjustment to the zambies. Originally, they would notice you if you were 100 meters away. I’ve changed that to 30 meters to give players the ability to potentially hide from them if they wanted to.

Scientists

I was sure I turned them off, but it appears they are back. My guess is during the recent futzing with the server, the setting reverted as MrNiceGuy was nice enough to advise me on decay. I’ll look at that.

Wipe

I believe everything else is working well and tonight’s wipe should go as planned. Both Vanillatopia and Modtopia will get a wipe tonight. Hope everything is now back to normal for you Bumfuzzlers and this wipe is more enjoyable! Sorry again for the inconvenience.

Kits, Nights, Zambies

Kits, Nights, Zambies

Whew! This last week has been rough! The patch and my host have been giving us all agita! Unfortunately, much of the graphical parts of the server have been having issues and in many cases I’m hamstrung by my host who has been dragging their arses on the issue that is clearly theirs. At the same time, hey, it’s Rust. We keep moving Bumfuzzlers! We fight through the stupid issues and keep it going. Aside from the various issues, I did make some changes to the server that should improve gameplay so let’s talk!

AI Changes

I get lots of complaints that NPCs shoot through rocks across 100’s of meters and so on. This isn’t anything I can fix as it’s a Facepunch issue left over from the days where animals ran through rocks. Who knows when they’ll fix it.

  • I’ve disabled the monument NPCs for now.
  • I’ve increased the zambie horde quite a bit. Now, there is a max of 50 zambie hordes, each starting with 3 zambies each. They have the ability to grow up to 10 zambies per horde.
  • I’ve disabled the blue scientists. I personally found them annoying and mostly useless. They don’t offer much challenge, they’re all over the place and they’re predictable. You know they’re at certain monuments and at junk piles, etc. I’d rather have a much more dynamic situation.

There’s one thing I’m concerned about that you’ll have to give me feedback about. The zambies are set to kill animals right now. I have it that way because it seems more realistic, but I fear this will create fisherman out of all of you lol If they kill too many animals, there won’t be much animal meat, fat or leather around. This could cause issues.

Also, in the future, if the zambies work well, I may still enable a few NPCs here and there who don’t ‘belong’ anywhere, but simply wander around. Chances are however, because I’ve configured NPCs to shoot at zambies and vice versa, they’ll be killed by zambies due to sheer numbers, but it may create a more interesting environment.

Recyler

As you know a few weeks back I changed the /rec command to allow you to craft a recycler instead of being able to use a virtual recycler. This is only available for players who have reached level 18 – 3,500 loyalty points – (/loyalty). So that some players, at lower levels might get lucky, I’ve put the recycler into the loot tables so everyone has a 14% chance of finding a recycler in boxes. It’s certainly nice to have!

Loyalty Surprise

By default when you reach a new level, an explosion sound would play. It was a great idea that didn’t turn out the way I planned since it surprises the crap out of players and may alert other players you’re near. It was originally only intended to play for the player themselves, but that seems impossible based on how sound works in Rust.

Anyways, I’ve disabled that sound. Thanks JoeKillera for the heads up!

Plane Crash

I don’t know why, but that dang plane keeps crashing into mountains and I keep raising the height of it! I’ve gone ahead and raised the height again, but it seems to defeat the purpose since the plane is meant to be a low flying plane! Well, I have to ensure it doesn’t crash since MrNiceGuy will be scooping up all the loot like he was doing last night! Thanks MrNiceGuy for the heads up 🙂

Kit Menu

Due to image related issues on the server, the kit menu (/kit) doesn’t work. I have however gotten the command line to work fine. This means you’ll have to go old school in order to get the kits instead by typing /kit <name>. You should also be able to type /kit list to see a list of kits available, but it might be long preventing you from seeing them all.

For your convenience, here’s a list of all the kits.

  • build
  • aid
  • tools
  • weapons
  • signal
  • trumpborderagent
  • trumpbuildwall
  • hillaryjailbreak
  • hillarymailserver
  • subscriber
  • vip_m249
  • pc_murderer
  • pc_sniper
  • pc_swordsman
  • pc_fighter
  • pc_gunslinger
  • pc_deadshot
  • pc_archer
  • pc_assassin
  • pc_rocketeer
  • pc_handyman
  • pc_architect
  • pc_lumberjack
  • pc_farmer
  • pc_miner
  • pc_gunsmith
  • pc_hunter
  • pc_tailor
  • pc_bombtech
  • pc_adventurer
  • pc_medic
  • pc_apckiller
  • pc_npckiller
  • pc_helikiller

The kits starting with pc_ are related to the Player Challenges (/pc) so if you’re not leading you won’t have permissions to them. Hopefully this will hold us over until the issue is resolved.

Skip Night

Sorry guys, but unfortunately for now the Skip Night plugin doesn’t work. I’m not sure if it’s entirely due to the same image related issue as kits (the voting menu has images in it), but I can say during testing it flat out crashed the server so I’m not bothering with it for now.

I’m going to try to create a workaround using the store (/s) where players can buy the option to skip night, but that will take me a few days.

In-Game Store

The In-Game Store does in fact work (/s), but unfortunately there won’t be any images. This is again due to the image related issue. So it should work as you expect. It just won’t look at pretty.

Skin Shop

Unfortunately, the skin store (/skin shop) is also a casualty on both Modtopia and Vanillatopia. Yes, the image related issue. You can expect other items like the startup graphical menu (/ui) also not to work.

Server Issues

Overall, considering the amount of plugins we have on the servers, it could be worse. I was able to get much of the plugins going again including the map. However, the image related issues are out of my control at this point.

The issue was triggered by the patch, but it seems to be some combination with the patch and my host – who says they’re working on it, but I fear they have no clue. I have been shopping around for another host, but that’s not a comfortable process to undertake so I’m trying to be patient.

I’m considering a full wipe tonight (entirely reinstalling everything) to see if that helps, but I’m not very optimistic as I believe it’s a connectivity issue at the server level. Others who are having these same issues say they tried a full wipe so I might not bother.

Wipe

Tonight Modtopia is a wipe so the world starts a new! It might not happen until later in the evening since I have to be somewhere around 9pm EST and I’m not sure how long it’ll take. Regardless, this time around it’ll be interesting how things go with the zambies! Be careful out there Bumfuzzlers!

 

Hordes, Slots, Parachuting

Hordes, Slots, Parachuting

Awesome things abound Bumfuzzlers! I’m really excited about a couple of things, but wait until  you hear about the horde! Also, we have key changes to the store, NPCs, performance and decay, based on your feedback! Let’s take a look at what’s what! All the following changes are for Modtopia.

Water Jugs

Turns out stacking water jugs can screw with the quantities inside them so I turned off stacking with them.

Now you can only put one water jug in a slot, but they won’t be accidentally emptied when an empty one is s stacked on top a full one. Thanks JackHillKing for the feedback!

Discordomics

I’ve been tweaking the Discord Economic event – where paying attention in Discord can win you big money – and I’m sure I’ll tweak it a bit more over time to create the proper balance. It’s fairly easy to get lots of money if you participate so there’s a danger of some people joining the top 1% somewhat rapidly lol

I’ve changed the values just a little bit:

  • Event occurs between 30-90 min instead of 40-120
  • Rewarded money was changed from $20-$80 to $15-$70

You’d be wise to pay attention to the Discord! You can get rich quick!

Decay

I did some testing with decay and I determined it was a little high. Building a reasonable sized base would result in being made a housewife for the entire wipe, filling the cupboard all day with resources. I’ve gone ahead and cut the required upkeep in half so it’s not so much of a burden.

This will hopefully result in more of you getting outside for some well needed Vitamin D. Thanks MrNiceGuy for your feedback and persistence!

Auto CodeLock

VIPs have had the ability to automatically place a code lock when placing doors, boxes, cupboards, lockers, etc. even when they didn’t have one in inventory. I’ve gone ahead and disabled that. Now VIPs will require a code lock in their inventory just like everyone else.

I’ll consider adding this back, but it seems it’s too easy to place doors for the code locks and then recycle them for free resources. I don’t believe players are doing this, but it easily could be and that’s not good.

Monument NPCs

The bots stationed at monuments should now parachute in! It looks really nice and makes more sense instead of having them simply appear out of thin air. Should be very cool to see when watching monuments like the rocket area since there are lots of NPCs there. All we need now is a plane!

Also, typically, when killing an NPC, the name of the bot would give your location away. For instance, if you were seen killing Trainyard Security, someone would know you were at the Trainyard. Now, the bot names are completely ambiguous so when someone sees you killing a bot in chat, they won’t know where you are. You can expect silly names like Joe Soldier, Guardsman Jones, Private Paul, Sergeant Stephen, Boxer Jones, Charlie, George, Jimmy, Agent Anderson, Stacy Glasses, Sammy Study, Michael Gasmask and so on. I am considering a themed name change, but let’s see how it goes.

Thanks MrNiceGuy for your feedback!

Lastly, NPCs would shoot from quite a bit away. In fact, up to 120 meters. I was finally able to change this and now they’ll shoot at you from up to 75 meters. This should be realistic, but hopefully somewhat inaccurate. I’ll continue to adjust it as needed.

In-Game Store

As the dust settles on the store, I noticed some issues with various items there. Here’s a few of the things I changed:

  • Skin Perk Pickaxes are now sold 1 per purchase instead of 3
  • Removed buying 3 Salvaged Axes. Now you can only buy the Blueprint
  • I renamed the Salvaged Icepick, Hammer and Axe so interface is more organized
  • Changed values of all salvaged items to be more aligned
  • Lowered count and cost of Satchel Charges
  • Lowered Small Stocking quantity to 1 from 3
  • Lowered Super Stocking quantity to 1 from 3
  • Raised Super Stocking cost to 3
  • Added 4x Scope for purchase
  • Raised all ammunition 1 Reward Point

There’s a lot of balancing here yet to do, so please give me feedback!

Zombie Horde

I’ve just added a feature that I think is awesome and I think you’ll agree! Now, groups of zombies will spawn across the world. They’ll start out as smaller groups, but over time, they’ll grow! They don’t like to be attacked and will slaughter anything in their way! Now you have something to be afraid of! Not just Jason 🙂

Here’s how the horde works:

  • When a horde is destroyed, a new one will be created 5 minutes later
  • A new horde will contain 7 zombies
  • Hordes will grow up to sizes of up to 25 zombies
  • The world will contain 3 hordes
  • Hordes randomly spawn
  • A new zombie is added to the horde every 10 minutes
  • When the horde kills a player or NPC, a new zombie is added to the horde
  • You must put 100 meters between you and the horde for them to lose interest
  • Hordes will merge together if they meet

Unlike Jason, they have no health or damage changes and for the most part, they only have melee weapons.

Server Performance

Performance issues with the server are rare, but after doing some math it appears some work was needed. With NPCs and this new zombie feature, we are effectively adding to the player count so each NPCs uses near the equivalent of a slot. With that, I decided to up the server from 50 to 100 players to compensate. Hopefully any lag that existed before, even infrequently, is gone. I’ve already heard positive feedback about the change.

Mind you, this is doubling the cost of the server and changes like the Zombie Horde also cost money. Any donation, no matter how small (can donate $1!) is always appreciated.

I’ve re-enabled the Warp Master package which gives you more teleports, homes and teleporting abilities. With this you can teleport directly to grid coordinates and you can also use /tpb which teleports you back to where you teleported from. Very nice tools for Bumfuzzlers and only a couple bucks! This way you’ll get something for your support!

Fishing Improvements

In the past, all you could do was poke the water with a spear to get yourself a fish dinner, but I enabled a new feature with fishing that might be fun when you’re on your boat!

  • Start off with either a wooden or stone spear (stone gets better results)
  • With the spear selected, type /makefishingpole
  • Now that you have the fishing pole, go out to the water and type /castfishingpole

Keep in mind that there are a couple of criteria that add to your catch percentage:

  • Your attire is 10%
  • Your Items are 10%
  • The Time of Day is 10%
  • Your fishing pole or spear is 10%

For instance, I believe your catch percentage is less if you’re naked, have no inventory and your’e fishing at night with a wooden spear. If you want to know your chances just type /fishchance.

Also note that there’s a 10% chance you’ll get a random item!

Wipe Upcoming

On Thursday we’re going to have a map and blueprint wipe so get ready! I’m anticipating lots of new Rust goodies from Facepunch as well so it should be interesting!

As always Bumfuzzlers, please have fun and keep the feedback flowing! I appreciate your efforts to keep me informed and also to test changes!

P.S. Hope you like the new Bumfuzzler character in the pictures 🙂

Showers, Perks, Discord

Showers, Perks, Discord

More tweaks to Modtopia Bumfuzzlers! More tweaks! I’m trying to my best to bring things back in line based on your feedback and also with the 1 week wipe cycle. I believe this will happen naturally with gradual changes over the next few wipes. Please provide me with extra feedback during this time. Nothing is written in stone. I’m just doing my best to make things work better. Here we go!

In-Game Store

I think the Skin Perks sold in the store /s were just too cheap. These items are truly powerful! Gaining access to a 2 x damage Bolty or a 2 x gather rate axe, for instance, should be somewhat challenging. With that, I upped all Skin Perk items by 2 RP or $100.

Also with the recent changes to the supply drops I decided to raise the cost of a supply signal 3 RP or $150. The supply drops now have ammo and good weapons along with the Skin Perks and give you multiple quality items so it shouldn’t be that easy to get. Keep in mind you can still /vote for daily signals and there’s also a /kit you can use every 48 hours.

Supply Drops

I’ve made a couple more changes with supply drops.

  • Supply Signals now cooldown for 15 seconds. I’m hoping to allow ‘x’ number of drops within a time frame, but for now I need to prevent server lag just in case someone wants to spam them.
  • I’ve added Blueberries and Blackberries for those of you who are starving. Thanks MrNiceGuy 🙂
  • I’ve weakened the supply signals barely and strengthened the timed airdrops slightly. I want to entice players to go after the automated drops more. The difference is more C4, more weapons and more ammo.

Robbery

I’ve changed the settings for robbery in that now you are unable to rob money from friends and clan mates. A few people have accidentally stolen funds from one another.

Btw, it appears that the money stolen from players is random so there isn’t a set number you can expect. You might get a little, you might get a lot. I’ve heard of situations where players stole 60% of the other person’s  money. Others players got just a tiny bit. The amount is random.

Auto Code Lock

I’ve noticed some players are concerned with the auto code lock – a plugin which automatically sets your combination to code locks the minute you place a code lock. They’re worried that the code used might be something other players would have too. This is surely not the case.

When you place a code lock, the server generates a unique code for you that stays with you unless you change it using /codelock. Every player gets their own unique code. Of course the purpose of the plugin, which I personally love, is to save you the time of entering the same code over and over. That’s a clear waste of time.

To combat this fear, I’ve changed the message you see when you place a code lock to this:

CodeLock secured and locked with your unique personal code: <CODE>. Use /codelock to change it.

This should make it more clear.

Meteor Showers

A few weeks back I recognized that meteor showers were giving quite a bit of resources. At the same time, I figure due to the potential danger involved, maybe that’s ok. In turn, I’ve made a couple of changes to create a much wider range of reward so sometimes the shower might be amazing, but other times just so so. You can also expect to gain raw materials from the showers too. No more refined High Quality Metal and Metal Fragments! You can at least cook the dang resources! 🙂

I’ve changed the items and ranges to the following for the 3 types of showers:

  • extreme meteor shower
    • drops stones, metal ore, high quality metal ore and sulfur ore
    • each item amount ranges from 100 – 2,500
  • mild meteor shower
    • drops stones and metal ore
    • each item amount ranges from 75 – 1,250
  • optimal meteor shower
    • drops stones, metal ore and high quality metal ore
    • each item amount ranges from 100 – 2,000

Broken SuperHeli

It’s a great event when the SuperHeli blows a gasket and goes down, leaving the pilot to eject with his loot waiting for the lucky, wandering Bumfuzzler. However, sometimes it comes way too often. I’ve now set it so that it won’t spawn until the regular SuperHeli spawns for a few times first. This way it’ll be more valuable.

Death Notes

I’ve made an update to Death Notes so when deaths happen, the messages are far more interesting and realistic. Here are a couple examples:

  • <playername> shot a Wolf using their Thompson over a distance of 1.1 meters.
  • <playername> fought off a Gas Station Attendant.
  • <playername> did not want to be a part of the Scientist’s experiments.
  • A Scientist shot down <playername>.
  • <playername> killed <playername> using their Salvaged Icepick.
  • <playername> inflamed <playername> with their Incendiary Rocket.
  • <playername>’s Auto Turret did its job and killed <playername>.

Violence with style! 🙂 I’ll continue to work the kinks out of these.

Discord Additions

I’m going to try to work on Discord a little more than I have in the past, but for now I’m starting off slow. I urge all you Bumfuzzlers to join and hang out there as it’s a fun tool to use in order to share more than just Rust experiences. Lots of you have grown to know each other fairly well over the time you’ve played here so it’s a great way to extend those friendships.

So far, I’ve added two bots to Discord:

  • Mee6 bot added
    • Provides auto moderation, automated messages, member levels based on participation and more.
  • Septapus bot added
    • Makes comics and charts from Discord chat and has been known to post large emojis lol

I’m also going to be posting live updates on Discord when they actually happen. That way you can be updated immediately on changes instead of waiting until I post on the website which usually takes place after a bunch of changes. For instance, the changes in this post took place over a couple of days and I don’t post all changes I make.

You can join the Discord server with this invite link – https://discord.gg/37uNKRX

So, some tweaks, but also some additions, some awesome things to come! Don’t forget Thursday is a wipe! I’ll be traveling so hopefully it all goes smooth from the hotel! Have fun Bumfuzzlers!

Signals, PTW Gone, Censor

Signals, PTW Gone, Censor

Tweakin’ a few items on the Modtopia server based on some recent Bumfuzzler feedback. I’ve buffed the supply drops and added a few related changes, modified some annoying filters, redesigned items in the website store and more! Read on!

Supply Drops

From some players I’ve heard the supply drops are great and from others I’ve heard they stink. I guess it depends on the situation. It’s important to recognize I designed them to vary greatly, Regardless, I figure I’ll improve them a bit, but also limit them in other ways. In essence, I’d like to make supply drops more special, but obviously not nearly as special as the SuperHeli or Bradley loot. You can expect more adjustments to come over the next couple weeks.

  • Supply drop loot is improved
    • removed several less valuable items from the mix
    • gave ranges to items (ex: When C4 spawns you will get between 1 & 3 of them, rockets between 1 & 10, etc.)
    • drops now include some scrap
  • Supply signals now drop only 1 crate per signal
  • Supply signal drop item count was lowered from 8 items to 6 (max = 6, min = 4)
  • Supply signal drop crates can now be looted by players other than the owner
  • Supply drop announcements are now shown in global announcement (at the top of the screen)
  • Players no longer receive an announcement about others supply signal drop
  • Players no longer receive information about who throws a supply signal
  • Players no longer receive notification when a drop is being looted
  • Players will receive notification if drop is within 1,000 meters of their location
  • Players will receive notification about timed supply drop (vs. supply signal)
  • Timed supply drop time frame changed from 30-50 minutes to 45-120 minutes
  • Rewards for daily voting were lowered a little. Voting each day (/vote) will now give you the following rewards:
    • 25 daily votes required for earning 2 signals daily (increased from 10)
    • 50 daily votes required for earning 3 signals daily (increased from 25)
    • 100 daily votes required for earning 4 signals daily (increased from 50)
    • 250 daily votes required for earning 5 signals daily (increased from 100)
    • 5 signals is now the max

Chat Filter

There were a few default word censors that I’ve removed from the list like LMAO. Not sure why they were on there. The basics are still enforced as would be expected.

It’s unfortunate word replacement broke a few updates back so it no longer replaces censored words with the word Bumfuzzler. Hope to fix that at some point.

Website Store

I’ve removed a bunch of the items from the store as I’ve received a few comments from players who feel the server comes across as pay to win. I can see that, so I decided to can them. I’ll be reviewing things for a little bit to decide what I can sell in the store that will provide players with value and help with the financial side of running the server without jeopardizing the integrity of the game play and unintentionally giving players an unfair advantage via their wallets.

Here’s what what changed:

  • Removed all kit based purchases including skin perk and resource kits
  • Removed all VIP level purchases
  • Removed all individual donation purchases
  • Added Loyalty Point item. Allows purchasing of 500, 1,000, 1,500, 2,500, 5,000 and 10,000 points (/loyalty)
  • Added Donation item. Allows donations of $1, $5, $10, $25 or $50.

 

So for now, purchases will not give players anything that can’t be earned on the server already. Loyalty points simply give people the ability to earn points faster.

Hopefully these tweaks help balance out the server a little and give all of you Bumfuzzlers an even better experience! Please keep the feedback coming!

 

 

Rewards, Gather, In-Game Store

Rewards, Gather, In-Game Store

Hold on Bumfuzzlers! We’ve got a new wipe cycle and a bunch of changes that I hope will change the way Modtopia game play works in a good way. We’ve got store expansions, resource gather changes, kit changes and more! Check it out.

Resources

For a while now, I’ve known I needed to take a look at the resource rates and kits. When people are finishing the wipe cycle with 100’s of rockets and C4, it says to me the gather rates are out of control. I’ve also seen full bases go armor on the second day of the wipe which should not be happening unless you’re playing 48 hours straight! So, now that some of my schedule has been freed up, I’m going to get back to basics and dial things down just a little.

Here’s what I’ve changed:

  • ZLevels are now capped at 50
  • ZLevel level multiplier reduced from 2.00 to 1.25 (each level gained will multiply less)
  • Quarries have been boosted to 10x during the day, 12.5x during the night

My hope is to make Quarries more valuable and reduce the high level resource multipliers for individuals. The drop from 2 to 1.25 should result in a 37.5% cut in resource gathering which shouldn’t be massive, but it will surely be a reduction that I hope will make building more meaningful and raiding a little more frequent.

Kits

Some of the kits were just way too generous and they went against what I was trying to accomplish. For instance, starter kits were giving people enough to not only get a starter base up, but build a retirement home. That simply can’t stand. It’s critical that players have to do ‘some’ work to get resources and build their homes.

Here’s what I changed:

  • Startup Build kit
    • Wood: 10k lowered to 5k wood
    • Stones: 10k lowered to 2.5k
    • Changed usage to 1 times per wipe
  • Aid kit
    • Changed from 6 hour cooldown to 24 hours
    • Removed meats, left medical supplies
  • Weapon kit
    • Removed ammo
    • Removed Waterpipe Shotgun
    • Removed Custom SMG
  • Tools kit removed (tools are given when you spawn)
  • Weekly kit removed (it wasn’t very valuable anyway)
  • Trump wall kit
    • Stone: 25k lowered to 7.5k
    • Stone Walls: 25 lowered to 7 walls

Bradley Loot

With the lowering of gathering, I raised up the loot for the Bradley. The loot it gives, should you live to see it, should be Bumfuzzler good!

Rockets, ammo, weapons, C4 and a bunch of scrap!

In-Game Store

This will need balancing over time, but so far I’ve gotten the things in there at reasonable starting points. Some things might be too expensive or vice versa, but that will need some feeling out and some feedback from you all.

What’s really great about the store is that you can buy blue prints and also Reward Perks so that item that’s eluding you like the Large Furnace blueprint or the Bolty with 2 times the damage can now be yours for a price! Thanks to soundklown for requesting blueprints!

So you’ve noticed that you’ve been gaining money as you play. This is what you’ll use to buy items in the store. Once you have money, simply type /s in game to open the store. Once open, you’re going to need what’s called Reward Points or RP. You can convert your money into RP by clicking on exchange. Right now it takes $50 to gain 1 RP. Items in the store range from 1 RP to 6 RP. The reason for the conversion requirement is simply that money can be will be used for other things in the future. For instance now, you can use money for /skin shop which allows you to buy default skins for your items.

Remember, you automatically get money every certain amount of minutes played, but you also get them for breaking barrels. Furthermore, don’t forget you can steal it from other players, get money for damage dealt to other players and of course killing them.

Here are some of the items in the store:

 
 

You can even buy the swim wear there which are hard to find items!

Plane Crash

It used to be that the plane would crash into the highest mountains in the map so I raised it up 10 meters. Now it appears that’s not enough so I raised it another 5 meters. I think it’s hitting structures that people are building on those mountains. Well, just be careful. I’m going to see about making the plane create some serious damage to whatever it hits 🙂 Thanks MrNiceGuy for pointing out the plane was still crashing!

Anti-Offline Protection

Last week I made changes to the offline protection. Now instead of 10 hours it lasts for 5 as each hour it lessens by 20%. Unfortunately I missed the automated message which some were confused by. Thanks to MrNiceGuy to letting me know about it!

NPCs

A few of you have told me that it appears the NPC health is way too high requiring multiple bolty shots to kill them. It turns out health:100 in the settings refers to 100% of their default health. Scientists have 100 health, but murderers – the dumber zombie AI we currently have on our server due to Facepunch bugginess – have 150 health by default. This means 100 is really 150 health.

Let’s try out setting them a little lower. I’ve reduced their health 30% to 70. This should lower their health just around 100 health. Let’s see how it is. Thanks to MrNiceGuy and soundklown for the feedback!

I’ve also made changes to Jason Vorhees:

  • Health was reduced by 50%
  • Reduced his inventory
    • Wood went from 5k to 2.5k
    • High Quality Metal Ore went from 5k to 250
    • Stone went from 5k > 1.5k
    • Metal Ore went from 5k to 500
    • Removed C4
    • Removed bones

Jason still has some cool clothing and some valuable Skin Perk tools. Just remember, if you don’t kill him, he’ll track you down and kill you when you least expect it 🙂

Wipe Schedule

Last night was a wipe so get building! 🙂 I hope the weekly schedule makes things a bit more fresh for you all. It certainly will give me the ability to fine tune the server and get an idea of how changes will affect gameplay. I’m hoping for better balance between builder and raider. I’m sure I’ll be making several adjustments over the next couple wipes based on observation and feedback from you all.

Btw, I know I rarely mention Vanillatopia, but that’s just because the Vanilla experience requires few changes. I am planning on adding some new plugins to it, but of course the foundations of it will remain as pure as I can keep them. Modtopia is another story. Please as always keep the feedback coming. I appreciate it Bumfuzzlers!