PPlank

Rust Server #1 On New Hardware

As the title says, we’ve now completely migrated Rust server #1 to a new faster, bigger, dedicated server. Just search for it in the in-game Rust browser or you can connect directly to it at 91.121.90.23:28015.

The PlayRust.io map is at http://playrust.io/map/?91.121.90.23:28015.

If you’re interested, the new hardware is a Xeon 3.4Ghz 4 core (8 threads), with 32GB Ram, plus 2x 120GB SSDs in RAID 1, and an additional 120GB SSD as storage, so there’s plenty of oomph in this for expansion. Running just a single server is taking up less than 4GB RAM and roughly 10% CPU. (Compare this to the 50% CPU of the old system.)

We’ll be migrating server #2 to this new hardware at the next dev wipe on the 6th April.

We’re also considering running a medieval server using only swords and crossbows and a 7 Days To Die server too as that’s pretty good fun (and scary, when you’re trapped in a tower block on swarm night.)

Whatever we do, we wouldn’t want to run the server at over 60% CPU, so we’ll be careful over how we go about it all.

We’ll keep you posted.

Posted by PPlank in Rust Servers

We Were Here

Jess and I have just played this nice little free game.  Find a friend, one of you play the adventurer and the other the librarian, and escape from the castle.  It took us about 80 minutes.  HF.

http://store.steampowered.com/app/582500/

 

-PPlank

Posted by PPlank in General

Pumpjacks Are Back

I don’t know about you, but I REALLY missed pumpjacks when the Rust devs decided to take them out of the game. They left static ones in place at monuments, but they removed the ability for players to find and place them.  As far as I’ve been able to tell, no-one ever used the static ones once the player deployable ones were taken out of the game. It was just too risky. They’re noisy and attract too much attention. If another player was looting a monument and heard a pumpjack running in the distance, it would attract them like a bee to honey.

That all changes today, because…  Pumpjacks Are Back!  You can only find them in supply drops.

In case you’ve not been around long enough to remember them, you place them in much the same way as quarries.  You first use a survey charge, and if you’re lucky enough to get an oil splat and a crude oil pop out of the ground, then you can place your pumpjack. Put some low grade fuel in it to get it running, and it will start producing crude oil.  If you then place this crude oil in a small refinery together with some wood, it will refine into low grade fuel, and then you can fuel the pumpjacks with it.

Once you’ve got one or two down and producing, you’ll never run out of fuel again.

Posted by PPlank in General

Foundation Raiding IS Allowed

The “No Foundation Raiding” rule is now a thing of the past.  That’s because we’ve increased the Health Points (HP) of stone, metal and armoured foundations by a factor of 4 – nothing else in the game is affected, just foundations.  That means it will take you 4x as much C4 to remove a foundation block now, and is effectively the same as being able to blow the 4 walls that top a square foundation.

For example you’ll now see that armoured foundations have a health of 4000 out of 1000 (4000/1000), but nothing is perfect with a kludge like this.

We extended this out to foundation stairs and also to triangle foundations, and although the stairs might be overkill, we’ll see how it goes.  Of course, triangle foundations would only normally have three walls on them, so you might think we needed to only increase their health by 3 but we thought WTH and made them all 4x.

As I said, we’ll see how it goes, but for the time being foundation raiding IS allowed.

-PPlank

Posted by PPlank in Rust Servers

Server Changes And Wipe Cycles

Effective immediately, we’ve made some changes to the Rust servers.

Rust server #1 is now on a weekly wipe cycle for the next 4-6 weeks as a trial. Rust server #2 is now on a monthly wipe cycle and will wipe on the first Thursday of the month in line with the Rust developers forced wipes.

The logic behind this is fairly straightforward.

Server #1 is the busier server. Not hugely busy yet, but we do get a higher player count and turnaround than we do on server #2. I was happy to see around 35 players on the other week. With a 2 week wipe cycle, #1 server always goes quiet in week 2. After the first 2-4 crazy days building and raiding, the newbies to Rust have done all the daft stuff we all did as newbies, been raided, and left the server (maybe even Rust) forever. The hardier players keep going, but week 2 is always a lot quieter than week 1.

So to keep the week 1 excitement up, I thought we’d trial a 1 week wipe cycle for a while to see how it goes. I’ve played on 1 week servers before I became a server owner, and I have to admit they’re a lot of fun. Everything is accelerated. More loot, faster building, more raiding and more gun battles.

Don’t get me wrong, it can be hard if you haven’t learned all the devious little tricks that long-term players do, and an accelerated cycle is enough to drive some people away. That’s why I’ve extended #2 server out to a full month wipe cycle for those people that prefer things to be a little quieter.

In line with this, the gather amount (trees, rocks, quarries) has been doubled on #1 and the loot has also been doubled too.

To make things more interesting on #1, us admins will be planting lootable bases around the map. We’ll mark them as loot bases, and the loot inside will be good. Once someone finds and loots them, we’ll remove them, and plant a replacement somewhere else. Cool eh?

And we’ll try a couple of other things too.

But first things first. I’m off to go edit the loot tables. 😉

-PPlank

Posted by PPlank in Rust Servers