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    Saturday, November 28, 2020

    Rust oo, first try

    Rust oo, first try


    oo, first try

    Posted: 28 Nov 2020 09:01 AM PST

    Classic UKN

    Posted: 28 Nov 2020 09:46 AM PST

    please tell me im not the only one who knew that clicking in between the dots makes different colors.

    Posted: 28 Nov 2020 07:49 PM PST

    How solo life usually treats me.

    Posted: 28 Nov 2020 04:47 PM PST

    Rust community in a nutshell

    Posted: 28 Nov 2020 12:50 PM PST

    GOING DEEP #556

    Posted: 28 Nov 2020 04:58 PM PST

    Waiting... (Fan Art)

    Posted: 28 Nov 2020 07:19 PM PST

    Cmon devs...

    Posted: 28 Nov 2020 05:54 PM PST

    Alistair/dev: Removed blueprint drops from barrels and crates

    Posted: 28 Nov 2020 10:52 AM PST

    Suggestion: One Multi-Tier Unified Tech Tree

    Posted: 28 Nov 2020 12:01 PM PST

    Currently on staging, each workbench has it's own specific tech tree. What this means, is you can have a tier 3 work bench and begin unlocking tier 3 tech without having unlocked any of the tier 1 or tier 2 tech.

    To make tech trees provide a true sense of progression for technology, I propose changing the tech system to be a single unified tech tree, where you can only unlock:

    • tier 1 techs with a tier 1 bench
    • tier 1 or 2 techs with a tier 2 bench
    • tier 1, 2 or 3 techs with a tier 3 bench

    For example, when opening a tier 1 workbench, you can see all three tiers of techs, however tier 2 and 3 are blocked out (viewable, but inaccessible).

    When opening a tier 3 workbench, you see all 3 tiers of techs, and can unlock accordingly. However since techs are aligned properly within their "progressive" trees, even if you have a T3 bench, you still need to unlock Metal Hatchet, for example, before you can unlock Salvaged Axe or eventually Chainsaw.

    As another example, you could unlock Metal Facemask (T3) via tech tree only if you've unlocked Coffee Can Helmet (T2) and Riot Helmet (T1).

    This would allow for you to create a true cohesive and singular sense of progression down each tier of technology, that scales from tier 1 to tier 3, and would disallow fully bypassing tier 1 and 2 when it comes to having access to a tier 3 bench.

    This would also allow for more specific & purposeful tech trees, meaning your team could have a farmer who has unlocked all of the farming tree, or an electrician who has unlocked all of the general electricity tree, or a raid specialist who has unlocked all of the explosives tree.

    As an added bonus, players would not have to keep around their tier 1 and 2 benches just to unlock those techs, when they've already progressed to tier 3.

    Here is an example of how it may look for a player using a Tier 2 Workbench, with only Hatchet unlocked: https://imgur.com/a/SSryyJD

    Where, green indicates "unlocked", white indicates "available", and red indicates "inaccessible" due to either unmet pre-requisites, or not high enough tier workbench.

    p.s. I recognize some of my placements don't align with existing craftable items/BP tiers. This was for demonstration purposes only.

    submitted by /u/Submersed
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    The Timing....

    Posted: 28 Nov 2020 01:25 PM PST

    quality of life = increasing rapidly

    Posted: 28 Nov 2020 01:01 PM PST

    Just a note of thanks to the development team for all of the QoL changes that have been happening. The last six months have seen some marked improvements, and the November balance branch that will be in the December patch ... those changes will remove sooo much frustration when trying to do basic things. Thank you!

    submitted by /u/grepdashv
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    All these reduced crafting times are a blessing, thank you FP

    Posted: 28 Nov 2020 08:37 AM PST

    Maybe you are deserving of the labor of love award 2 years in a row.

    submitted by /u/Flappyflippy121
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    When you forget your gate codes

    Posted: 28 Nov 2020 10:15 AM PST

    i have to do it

    Posted: 28 Nov 2020 12:56 AM PST

    The zerg experience...

    Posted: 28 Nov 2020 03:23 PM PST

    Anyone up for some heli training? Practicing flips atm if u guys have pointers

    Posted: 28 Nov 2020 12:13 PM PST

    rust minicopter trick!

    Posted: 28 Nov 2020 05:10 PM PST

    how to get launch site loot no keycard

    -https://youtu.be/HRko2ym4JLQ

    submitted by /u/zprotz
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    Craziest experience ever

    Posted: 28 Nov 2020 06:22 AM PST

    About 2 years ago my roomate and I started a base on a far off peninsula near some decent tier one monuments because I was relatively new to Rust and I wasn't ready for chad areas. We secured our base and everything was going well. It was silent.

    That was until a squeaker spawned on the peninsula and asked if he could build near us. I don't like fucking with kids like some of you monsters here, so I just let him be. The squeaker built his base and just farmed.

    Later in the day, my buddy and I kill a guy and he was super chill about. He wasn't too stacked but had a good amount of loot. After talking while he was downed, he asked if he could build near us, so we said yes. We introduced him the squeaker and the dude eventually made his base.

    Some encounters later there are legit around 7 different bases on the peninsula and we all know each other. The entire week of the wipe, there wasn't a single rogue member or team. What was crazier is that this was before teams, though it wouldn't have mattered because there was like 20 people. We helped each other with BPs, farm, etc...

    We were all individual teams and bases. We had zero discord communication except for our local groups. I wouldn't consider it a zerg... But more of a neighborhood. Know what I mean?

    There was so much trust between the peninsula dwellers that we even gave each other base codes and helped each other when zergs came to raid.

    One day a zero came to raid all of us and we all defended. Imagine 7 groups shooting you from different directions and angles. One base got raided but everyone pitched in to help them rebuild. Eventually, the zergs offlined us while most of us slept.

    In my almost 1600 hours of playing Rust, I've never had that happen again. Not even CLOSE. I'm still surprised to this day of what happened. My buddy and I talk about it every now and then when someone asks to join our group. Nowadays you get back stabbed by everyone over a spear.

    I wish I could have recorded it but it was when AMD ReLive was complete garbo. I also didn't anticipate such a crazy gathering.

    Has anyone had experiences like this?

    submitted by /u/ParallelTony
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    What a beautiful day upon the patio! OXUMS Chillin

    Posted: 28 Nov 2020 04:54 PM PST

    https://hwid.io/ Rust Enhancements

    Posted: 28 Nov 2020 10:10 PM PST

    https://hwid.io/ Rust Enhancements be better :)

    submitted by /u/Snoo46014
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    significant bug with batteries running in parallel

    Posted: 28 Nov 2020 01:15 PM PST

    significant bug with batteries running in parallel

    Perhaps this is already known by some, but it was new to me. I was trying some stuff on a build server, and my friend asked me if it was possible to run batteries in parallel to increase output. When I demonstrated how to do this with some test circuits, I ran into some surprising results...

    Example A

    Example A works as you would probably expect. The root combiner is able to combine the 100 power coming in from each battery and output 200 power to the chain of search lights, with each battery having an active usage of 100.

    Example B

    In Example B, even though the load has been reduced to 100, the active usage on each battery is still 100. I would have expected the active usage to be 50 and 50 or 100 and 0. Instead, both batteries are being drained at the full load. If the load were just 10, each battery would have an active usage of 10.

    In summary, unless / until this bug is fixed, if you're going to build a circuit that uses a root combiner to draw from multiple batteries, make sure to max out the load in order to minimize wasted power.

    submitted by /u/grepdashv
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    Doorcampers

    Posted: 28 Nov 2020 08:13 PM PST

    I keep having people doorcampers my base and it's always over 2 with shotguns and I have no idea how to get rid of them. Obviously if a just rush out I will die and my door will be open. What do I do?

    submitted by /u/Osamas_Dad
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