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I’ve got a lot of news for you Bumfuzzlers! We’ve got changes to everything from the store, scientists, home and teleport cooldowns, various fixes, ore counts, outpost and bandit camps, boat fuel perks and even an event for Saint Patrick’s Day! Read on for the whole scoop!

In-Game Store (Modtopia)

In previous weeks I removed items from the store (/s) because it was allowing you Bumfuzzlers to lounge in your lazy-boys with a beer in your hand purchasing items from the Modtopia QVC channel lol But seriously, the point was to slow raiding to some degree. I wasn’t intending to slow defense.

I’ve added CCTV Cameras and Targeting Computers to the in-game store for purchase at 200 RP each.

Thanks, Xanadu for the suggestion.

Player Challenges (Modtopia)

I’m still trying to balance the kits related to the Player Challenges (/pc) and I’ve been getting some feedback which is great. I originally nerfed them a bit since everyone jumped on the server after a wipe and rushed to get the kits which were giving rockets and all sorts of high-quality tools. This seemed to be too much of an advantage so I’ve been trying to make them valuable, but not over-powered.

I plan to make more changes, but for now, I’ve only made one change:

  • Removed the Salvage Axe from the Lumberjack challenge kit and replaced it with the Hatchet

I reviewed the other kits associated with the challenges and I’m going to let it ride the way it is right now for a little longer. I’m considering adding armor to the kits and maybe extending the cooldowns, but we’ll see. The more feedback I get from you guys the better.

Thanks, Twisted Rhythm, ATaXiA and Xanadu for the feedback.

Scientists (Modtopia)

A long time ago we had NPCs roaming the monuments, but they seemed to be a little unruly so we disabled them. Then Facepunch added the Scientists and most of the players seemed to dislike them so we disabled then. We finally ended up with Zombies and Jason roaming the countryside lol. Now, I’ve been hearing some desire to see the scientists out there again! I’m cool with that!

Now you’ll find scientists at junk piles, Military Tunnels, and the Cargo Ship. Don’t be surprised if you’re laughing at the sight of zambies attacking scientists who are being attacked by wolves lol That could happen!

Also, not sure you heard the news, but we’re going to be seeing ‘heavy’ scientists in the near future.

What do you Bumfuzzlers think of having zombies at monuments? Too much?

Thanks, ATaXiA, and others for the feedback.

Taming Animals

Apparently, there was an issue with taming animals. As you know, you can tame and ride horses, bears, chickens, etc! This is different than making them your pet (/pet) where they follow you around, acting as additional storage and even attacking other animals and players!

It appeared the command (/tame) was all Bumfuzzlered. I fixed it and now you can go ahead and ride all the boars you’d like!

Thanks to Waylander, Doge and arronmax2012 for the feedback.

Furnace Shut Off (Modtopia)

There was a bit of an annoying bug that caused furnaces to shut off. After some time, it was discovered they were turning off in the morning and then it was narrowed down to be the Night Lantern (/lantern) plugin that turns lights on at night and off in the morning. Unfortunately, it had furnaces in the list of items to turn on and off lol. Apparently, it was due to a plugin update where configuration was changed unintentionally.

Now furnaces and other sensible items are filtered out of the Night Lantern setup, so furnaces should run long and strong!

Thanks, Doge and Waylander for help narrowing that down.

Ore Counts (Modtopia)

A few of you made comments on node counts being low. After some checking, it appeared the counts were absolutely a little low for some reason.

I went ahead and raised ore node count by 30%.

Thanks, Doge for and others for the feedback.

Home Cooldowns (Modtopia)

A few of you Bumfuzzlers made mention of the cooldowns for homes (/home) being a bit high so I took a look at them.

After review I agree they were a bit on the high side so I cut them down significantly:

  • First time players: 15-minute cooldown. This was lowered by 15 minutes.
  • Legitimate Level: 15-minute cooldown. This was lowered by 10 minutes.
  • Veteran Level: 10-minute cooldown. This was lowered by 10 minutes.
  • Allegiance Level: 5-minute cooldown. This was lowered by 10 minutes.
  • VIP Level: 5-minute cooldown. This was lowered by 5 minutes.
  • Blood Level: 5-minute cooldown. This was left as is.

Thanks to Doge, arronmax2012 and Waylander for your feedback.

Teleportation Cooldowns (Modtopia)

Since I was looking at home cooldowns, I figured I’d give a look to the cooldowns related to teleporting (/tp) to people.

Basically, I made them match home cooldowns for the most part:

  • First time players:  15 min. This was left as is.
  • Level 11: 15-minute cooldown. This was raised by 3 minutes.
  • Level 19: 10-minute cooldown. This was raised by 2 minutes.
  • Level 24: 5-minute cooldown. This was left as is.
  • Level 26: 5-minute cooldown. This was raised by 2 minutes.
  • Blood Level: 5-minute cooldown. This was raised by 4 minutes.

Saint Patrick’s Pub (Modtopia)

In honor of Saint Patrick himself, the pub is back up! I won’t give you much info on it, except to say it’s in the desert, Leprechauns protect it and there are goodies and challenges for you there!

Be careful! Those Irish don’t play games during the month of March! 🙂

Plane Crash

Every once in a while you’ll see a smoking plane shoot across the sky and if you’re in the right place, and you have a smoke rocket (/craft.lockon), you’ll have the opportunity to shoot it down and get loot! I made a couple of changes to the way it works.

Here’s what I changed:

  • Increased loot by 1 crate
  • Messages no longer are shown for when it’s shot down
  • Message no longer are shown for who shot it down
  • Names of the 3 spawning NPCs will be randomized between ‘Plane Pilot’ and ‘Plane Crewman’

Dangerous Treasures (Modtopia)

The treasures event (/dt) gives some really nice loot, but the names of the NPCs that spawn have been bugging me for quite some time! So corny and randomized! Now I’ve modified it so that they’ll have a name fitting of the event.

They are now called Treasure Ghouls! 🙂 Spooky! lol

Outpost & Bandit Camps (Modtopia)

For a while now I’ve meant to tinker with the vending machines and shops at the Outpost and Bandit Camps. I wanted to make the items you can buy there to be proportional to the in-game shop (/s). Right now, you can get so many items for next to no scrap and with scrap increased on the server it’s doubly crazy!

Here are the changes I’ve made:

  • Repriced all items using the general formula
    • If blueprint exists in store (/s): (BP Cost / 2) * 2.5 = Scrap cost
    • If blueprint doesn’t exist, I based scrap cost off equivalent item cost
  • Removed resources and replaced with items
  • Removed components and replaced with items
  • Removed food/water and replaced with items
  • Removed blue key card
  • Removed scrap for sale and replaced with items

Hopefully, this should ensure the Outpost and Bandit Camp are in line with scrap amounts and the economy, but please provide me some feedback. I am considering adding some extremely valuable items there such as 2x equipment, but you’ll have to save your scrap! They won’t be cheap!

Vehicle Fuel (Modtopia)

I thought I’d give our loyal members a perk when it comes to having to fuel up their aquatic vehicles.

Now, at Level 27 and above, motor boats and RHIBs will no longer require fuel so you can “sail” the stormy seas all you like looking for ocean garbage lol

Backpacks (Modtopia)

There was an issue with backpacks preventing you from opening the backpack while in another container like a furnace or a box. That’s now been fixed.

Thanks to Doge for reporting the issue.

Powerplant Puzzle

It turns out there’s a bug in Rust regarding the Powerplant puzzle. You’ll find the second step missing a switch which makes the puzzle impossible to solve. Thanks to Doge for bringing this to my attention. I’ve run a command which is said to fix the situation, but I suspect the issue will occur at next restart. Luckily this is expected to be fixed in tomorrow’s patch.

Wipe

Don’t forget that tomorrow is a map, blueprint and economy wipe! As usual, the timeframe isn’t always the same, but I expect it to be between 3 pm and 7 pm EST. Last time it was far later than that due to Facepunch borking on the patch causing the entire community to wait a bit longer than expected. Anyhow, I’m looking forward to an awesome new wipe cycle!

As usually, you Bumfuzzlers rock. Please keep the feedback coming and I’ll continue to stay on top of things, making changes to hopefully balance the game to provide the best possible enjoyment I can! Have fun playing Rust out there!

 

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