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    Tuesday, January 14, 2020

    Rust Imagine lmao

    Rust Imagine lmao


    Imagine lmao

    Posted: 14 Jan 2020 07:59 AM PST

    accurate

    Posted: 14 Jan 2020 07:51 AM PST

    My friend saw this in chat

    Posted: 14 Jan 2020 09:39 AM PST

    7 times...

    Posted: 14 Jan 2020 10:10 AM PST

    Have to do art club, thought id spend it drawing something fun, currently drawing a hazmat guy, thought I'd share my progress so far...

    Posted: 14 Jan 2020 09:43 AM PST

    We all know that sound

    Posted: 14 Jan 2020 12:33 PM PST

    Was told in school to draw what the first thing comes to your mind when you hear the word scientist

    Posted: 14 Jan 2020 09:51 AM PST

    Feel Good Inc - Rust Music Video, made by using paintings as greenscreens, pretty cool

    Posted: 14 Jan 2020 08:14 AM PST

    RP BAD

    Posted: 14 Jan 2020 03:42 PM PST

    “I LITERALLY JUST FILLED MY HUNGER BAR”

    Posted: 14 Jan 2020 07:21 PM PST

    It may not be much, but god damn that’s a nice amount of hours

    Posted: 14 Jan 2020 05:14 PM PST

    We finally did it boys

    Posted: 14 Jan 2020 02:02 PM PST

    Ladies and Gentlemen, the strongest base in the world.

    Posted: 14 Jan 2020 12:24 PM PST

    [Electricity Guide] Auto Turret-Garage Door Defense Pod Design: Using "No Ammo" feature and Blockers.

    Posted: 14 Jan 2020 11:13 AM PST

    This is a unique circuit guide to creating "Auto Turret Defense Pods", the garage door protected base defense systems that are featured in many Youtube videos and which I consider essential for any mid to end of wipe base. The purpose of this circuit is to have an automated system to protect the turrets once they run out of ammo.

    I haven't seen this particular design elsewhere, but I apologize in advance if this is already a common and well publicized build.

    So let's get into it! Here is the basic schematic which I will explain in detail, to keep things simple for the explanation this is only a schematic for a single pod, with a single HBHF sensor. At the end of the guide, you will find a link demonstrating a full build including 4 turret pods and multiple sensors to cover your entire base. This guide fits many base designs, is expandable, and I find it works particularly well with EvilWurst's Leech 2 base ( https://www.youtube.com/watch?v=ldl4oC32nCY ).

    Circuit when turret has ammo, and HBHF is active:

    https://i.imgur.com/dEPnqBt.gif

    Circuit when turret has no ammo, and HBHF is active:

    https://i.imgur.com/k9YqaNC.gif

    It's helpful to think of the circuit as having three unique sections. So, while following along with the schematic, let's take a look at each,

    Section 1:

    This is the first part of our circuit and is the one that handles the turret itself, which can be turned on/off via Switch for reloading purposes, with the "No Ammo" option connected to Section 3 of the circuit (more on this later). You can expand this part of the circuit by simply adding another Electrical Branch after the first, and duplicate the Switch/Turret setup.

    Section 2:

    Here we have the HBHF Sensor and RF Broadcaster. This section seems the most straight forward on the schematic, but is actually the product of a fair bit of decision making about how I want my sensors to interact with the doors on the pods. Basically, how I like mine to work is that once an enemy triggers a Sensor, it sends a signal through the RF Broadcaster to Section 3 of the Circuit which activates ALL the pod doors on the base. The reason being is that auto-turrets easily out-range the detection radius of the Sensors, so this way, if a foe is close enough to trigger one they could end up having 2-3 turrets firing at them instead of just the nearest pod.

    I chose to use Broadcasters instead of a ton of extra branches & 'AND' Switches because it seemed like a simpler/cheaper solution. Here are a few considerations/advantages of doing it this way: Broadcasters can be stacked on each other, and on many other deployable objects like boxes, to save space; If you set an RF Pager to this same frequency and carry it with you when you go adventuring outside your base, it will alert you when an enemy is attacking the home front even if your turrets are out of ammo and the pod doors are closed; Technically the enemy could guess your broadcast frequency and force the doors open while they stay out of range and destroy the turrets from a distance, but there's something like 10,000 possible 4 digit frequency codes, so this is probably a non-concern.

    This is expandable by simply adding more Electrical branches and duplicate the simple Sensor->Broadcaster setup.

    Section 3:

    And last we find the RF Receiver, Blocker and Door Controllers! Once an enemy trips a sensor, the Receiver picks it up and sends power through the Blocker's regular power passthrough to the Splitter & Door Controllers. Unless of course the "Block Passthrough" feature has been activated by the turret running out of ammo. In which case the doors will close and stay closed, protecting the turret until you resolve the ammo situation.

    If you wish to expand this Section simply add more Electrical Branches, after the Receiver, and duplicate the Blocker->Splitter->Door Controller setup.

    Applying the concept to your base:

    Below you will find a full schematic for a base using 4 auto turret pods, and 8 HBHF Sensors to cover the perimeter. This setup consumes 98 units of power and essentially requires an entire Large Battery to itself. If you wish to add lights or other electrical resources to your base, you will require an additional battery/circuit to run them on. When I applied this setup to EvilWurst's Leech 2 Base, I made the base from a small starter that already had a Tier 2 workbench, so I skipped that bench when making the Leech and instead put a 2nd Large battery in it's place to run my lights and a few other things.In this example, the 4th Turret in the circuit (the top one in the diagram) has run out of ammo, to demonstrate the doors for that pod are closed to protect the inoperative turret.

    https://i.imgur.com/3zZNTzU.gif

    Final Tips:

    If you're new to HBHF placement in this context, it's important to have them positioned correctly for full coverage, but also to be able to hide them from view with deployables like small boxes (which doesn't block it's detection ability, but shelters it from sight) so that they are not destroyed by enemies. As soon as players notice the 2nd story of your base is covered in garage doors, they'll know turrets are present and will have an eye out for your sensors. Avoid trying to hide them in tall grass, players with graphics settings turned down super low probably won't see the grass, but they will see your sensors. Do your best to keep the wires from being too visible also, this is another easy way for them to locate the HBHFs. It can be helpful to hide the sensors behind a variety of different deployables so that their placement looks natural to dull suspicion, it's a little obvious when there's a small box right up against each pod, and because triggering any one of the sensors will open all doors, it's not important that they are lined up completely symmetrically as long as you have total coverage.

    Thanks for reading, I hope some of you find this helpful!

    submitted by /u/vanderkeep
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    People ask why I play Rust Solo- clips like this is why.

    Posted: 14 Jan 2020 05:22 PM PST

    Solo Players, What kind of servers do you prefer?

    Posted: 14 Jan 2020 12:43 PM PST

    I recently started playing again after taking a long break due to some unnecessary stress and frustration with my group, and always thought running solo seemed fun, but I'm not sure if I want to start on a solo only, a 2x solo, or maybe an official, idk, but I feel like a solo/duo/trio server will almost always have duo/trio and no solos, idk I'd like to see what servers some of y'all run on.

    submitted by /u/StreakerZZ
    [link] [comments]

    Is there any way to bait autoturrets after the patch?

    Posted: 14 Jan 2020 10:20 PM PST

    Before certain people start to flame me, I would honestly be fine with autoturrets being non-baitable if either

    1. They weren't literally handed out like candy (It's pretty easy to get your hands on one)

    2. They reduced the accuracy so that it's literally not an aimbot machine that guns down anyone with any armor type within at max 3 seconds

    Or

    1. They could hold less ammo

    In my opinion, they took a step in the right direction by making them require electricity, but its pretty easy to get your hands on electricity also.

    So any help with baiting them again?

    submitted by /u/NexXPlayerz
    [link] [comments]

    Added negative/positive colour-coded gene make-up display to plant info UI. Initial basic gene random generation. GrowableEntityGenes proto and serialization.

    Posted: 14 Jan 2020 03:55 PM PST

    Newbie raid question

    Posted: 14 Jan 2020 03:19 PM PST

    Hi, I'm new to this game (about 70 hours or so) and I have a question about raids. Why is it better to destroy walls and not foundations?

    submitted by /u/WeaponXIX5
    [link] [comments]

    What's best base for solo for raid defense

    Posted: 14 Jan 2020 01:30 PM PST

    I'm solo atm and was wondering what's the best base design for raid defense? Got offlined, they went though 5 doors, got the worst boxes I had, rn I have a 4x4 main structure with lots of doors

    submitted by /u/Ben1776Franklin
    [link] [comments]

    What flavour of tea would this be?

    Posted: 14 Jan 2020 08:49 PM PST

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