Server Updates

Skill Up Everybody and Everything

I’ve added a new plugin to all servers which will give you perks/buffs as you raise your skill on your server of choice. It was suggested by fellow admin Xyte and we both think it will be a cool addition.

The plugin adds a character progression system in the form of a leveling and skill tree system. You can gain xp by cutting trees, mining rocks, killing NPCs etc, and you’re rewarded with skill points when you level up. These points can be used to unlock perks and buffs across a number of different skill trees.

At this time I’m not going to remove Zlevels (yet) but if there’s overlap then I will take Zlevels off and we’ll just use the new plugin. Also, if we find that one of the perks is a bit OP or just sadly lacking then let us know and we’ll look at changing things as it’s currently running with default settings.

This new plugin has:-

103 unique buff types across 119 skill nodes
12 unique skill trees
65+ sources of xp

Have fun and let us know how it’s working out for you. The main command is /st which opens the skill tree menu.

There are other commands, but I need to work out which ones are for players to use and which ones are admin only as it’s not very clear on the plugin page. 🙄 When I know, I’ll update this page.

Posted by PPlank in General, Rust Servers, Server Updates

Modded TugBoats

Rust TugBoats are now available to purchase at harbours, fishing villages and the ferry terminal, all from vendors specifically placed there to do so.

A number of benefits / features have been added to Rust TugBoats, for starters they should now travel at twice the speed they did before, woohoo! You can also place deployables (things) in other parts of the TugBoat, which means you can do things like add planters and electric water purifiers or water catchers to water them. Electrical items like the purifiers and boomboxes will run while the engine is switched on.

There’s a full list of whitelisted items you can place on your TugBoat at the end of this post.

Other lovely features are:-

The driver check has been disabled so your TugBoat won’t auto stop when you’re not steering it.
You can set your TugBoat into autonav so that it travels along the cargo ship path.
Tugboats can now be seen from 300m away, so they’re much more visible.
You can rotate placed entities by hitting them with a hammer. 😉
You can add autoturrets and samsites.
You can teleport your tugboat to you. (This may be removed.)
Your minicopter will lock and latch to your tugboat when you land on it.
You can set a /home on your tugboat.
As mentioned above, electrical items like electric furnaces, ceiling lights and the water system all work.

You can also use Torpedoes and Water Mines. Yeah… 😉

Pressing the reload key (default R) will fire a torpedo that you must have in your inventory.
Pressing the crouch key (default CTRL) will drop a mine using inner tubes and C4 from your inventory.

If any of these features are proven to be being exploited, such as teleporting your tugboat to yourself while base raiding, they will be removed, or optionally I will give you a 24 hour ban and then permanently remove your ability to use that feature. So behave.

/tughelp – Shows a list of commands you can use
/tugfind – Marks your tugboats on the map
/autonav – enables/disables auto nav function
/tugtome – Teleports tugboat to you

Whitelisted Placeable Items

“autoturret”,
“samsite”,
“water.catcher.small”,
“barricade.concrete”,
“composter”,
“sign.pole.banner.large”,
“small.oil.refinery”,
“trap.landmine”,
“trap.bear”,
“searchlight”,
“guntrap”,
“flameturret”,
“planter.small”,
“woodcross”,
“rustige_egg_a”,
“rustige_egg_b”,
“rustige_egg_c”,
“rustige_egg_d”,
“rustige_egg_e”,
“rustige_egg_f”,
“electric.flasherlight”,
“electric.furnace”,
“electric.sprinkler”,
“smallcandles”,
“strobelight”,
“discofloor”,
“fogmachine”,
“cursedcauldron”,
“coffin.storage”,
“largecandles”,
“snowmachine”,
“spookyspeaker”,
“boombox”,
“electric.heater”,
“electric.sirenlight”,
“electric.simplelight”,
“target.reactive”,
“industrial.wall.light.green”,
“industrial.wall.light.red”,
“industrial.wall.light”,
“planter.large”,
“scarecrow”,
“mailbox”,
“wall.graveyard.fence”,
“fireplace.stone”,
“powered.water.purifier”,
“ceilinglight”

 

Posted by PPlank in General, Rust Servers, Server Updates

Server Changes 6th April 2023

Apart from some plugin updates such as RaidableBases and Backpacks, there have been a few changes that make sense to me.

o QuarryLevels has been removed from all servers. This is because there are bugs in the plugin and it isn’t working properly. Most importantly the dev (Death) is no longer maintaining the plugin and there are lots of unanswered support questions. This is the second paid plugin to my knowledge that the dev has abandoned (Hotbars is now looked after by another dev – RaulMaintained), so no more purchases from Death. Worse is the fact that he’s the main man on the CodeFling website, so he’s setting a bad example there for all the other devs.

o GlobalStorage (Enderchests) has been removed from the PvP servers due to complaints about them being used to store loot permanently which isn’t what they were intended for. They will remain on PvE. For PvP servers, don’t forget you can still use small stashes hidden on another part of the map.

o MonumentLock has been added to the PvE servers. This is intended to lock event monuments such as the Oil Rigs so that other players can’t steal your loot once you’ve started the event, which has been one of the complaints on PvE servers for a while now. (Some people just don’t read the rules.)

You need to understand that this plugin will need some configuration and I’m sure I’ll need to make some changes to it as I don’t think it’s going to work exactly as I hope right out of the box. I could be wrong.

Some features are:-

– A monument locks to the first player (and team) who loots, shoots, hacks or swipes, granting them total access.
– A locked monument may prevent other players from looting and/or card reader access (configurable).
– Unauthorized players cannot do damage to players or NPCs, nor can they loot their bodies (configurable).
– Unauthorized players cannot hack locked crates within a monument’s bounds. (configurable)

You can read the full feature set here:-

https://codefling.com/plugins/monument-lock

-PPlank

Posted by PPlank in General, Rust Servers, Server Updates

Raid Protection Changes

As of today at 12:35 GMT, Offline Raid Protection has been decreased from 100% to 95%, and the time before protection starts has been increased from 10 minutes to 15 minutes.

What this decrease to 95% protection means to you is that it’s possible to progressively damage a base which consumes scrap from the Tool Cupboard. When all the scrap is gone, then the base is fully raidable.

If necessary I’ll reduce it further to 90%, but first let’s see if 95% is okay.

Posted by PPlank in Rust Servers, Server Updates

Changes to Quarries and Pumpjacks

Effective from the FacePunch forced wipe of 1st December 2022, there are two changes being introduced that probably won’t affect most players.

This is has been done to reduce the huge amounts of resources being produced by *some* players in a very short time and causing the game to be unbalanced. I don’t think it will completely solve the problem and I may have to take further steps, but that’s for another day. I don’t think that even on a 5x or 10x server that it’s right that players should have MILLIONS of high quality metal, metal frags and sulfur within the first couple of days of a wipe.

The changes:-

1) You will now only be able to deploy 2 quarries and 1 pumpjack.

2) Quarries and pumpjacks will only operate while you’re online.

I’ll explain this in more detail.

For number 1 I think it’s fair to say most players won’t notice this limit as many people put down a couple of quarries and that’s enough, but some just can’t stop placing them down and the output gets a bit silly with them all running 24/7. If this change isn’t enough, I’ll reduce the number to 1 quarry per player. The good news in this is you can still upgrade your quarries and pumpjacks in the quarry/pumpjack interface by clicking the upgrade button. Each upgrade will consume a quarry or pumpjack from your inventory.

Which brings me onto number 2 where the quarries and pumpjacks will now just turn themselves off when you disconnect, and turn themselves back on again when you reconnect.

I know that some people won’t have read this post and it will be a surprise to them, but everyone will know soon enough that these changes mean a change in game strategy.

If you don’t already do it, then the first thing to do is to find good quarry locations that output most or all ores and upgrade them, and then finally build a base near those to protect them. Good use of pipes (/p command) to pipe out the ores as they’re created should get the resource into your bases, where you should have put plenty of scrap into your Tool Cupboard to stop players from offline raiding you. This means if your quarries and pumpjacks have built up an excess of resource while you’re online, when you disconnect and they turn themselves off, the remaining resource will be piped into your base where it’s safe.

Comments here or in Discord please.

Posted by PPlank in General, Rust Servers, Server Updates

Possible Changes to GameKeeper Servers

I’ve been a little concerned this last few weeks that maybe I’ve made it a little too easy to gather resources due to quarries being a little bit over powered, and I’ve been looking for ways to fix this without removing personal quarries altogether and I’ve come up with a couple of changes that I’ll be testing.

The first is to put a limit on the amount of quarries and pumpjacks you can place down, and I’ll probably set that limit for both to two or even one per player. You can still upgrade those quarries and pumpjacks to make them perform better by using the upgrade button in the quarry interface.

The second is to make a change so that personal quarries and pumpjacks will only operate when you’re online. When you disconnect, they’ll turn off until you reconnect again. That will surely stop over production.

I think these changes are fair and a good idea to stop some of the ridiculous amounts of resource that some players have been creating. I will test this out tomorrow and if all is good it will be implemented this coming forced wipe on Thursday 1st December.

Comments here or in Discord please.

Posted by PPlank in General, Rust Servers, Server Updates

Furnaces Fixed, Upgraded Smelting

All furnaces now have the same look and feel to them as they did prior to the 1st September update.

This is effective immediately, following on from the bloody annoyance of the new furnace design and usage…

/rant FFS FacePunch! What a waste of time and effort for everybody concerned. Just because you have an idea doesn’t always mean it’s a good one. Creating a new interface for something like furnaces for newbies just pisses off the existing very loyal player base. /rant-over

Furnaces look and work good again on GameKeeper servers.

Better than that, at some point I’ll be adding upgraded capacities to everything that can burn or smelt stuff from free vip all the way up to vip+++ in increments. That means the higher your vip rank, the bigger your furnaces, camp fires, barbecues etc.

From testing it looks like once a furnace is placed, it keeps its capacity even if the plugin config is set to be smaller, but will happily increase if you’re a higher VIP rank. I have yet to confirm this to see if it will survive a server reboot. (It shouldn’t affect anyone but testers.)

The new style furnace-for-newbies-interface is gone, and we’re all back on the much more sensible old style furnace, pre-1st September. In addition, automatic furnace splitting is now back, yay!

Put resource into your furnace and click “Run Splitter.”

The resource automatically gets split into the correct amounts and the correct amount of wood is calculated. Wood calculation has never really worked before, but with the new plugins (3 of them) it seems to do it correctly based on the resource placed in the furnace. For example, sulfur is smelted slower than HQM ore and metal ore, so more wood is placed into the furnace if you have sulfur in it. This means it’s a good idea to only smelt sulfur in its own furnace, and not mix it with HQM and metal ore.

Turn the furnace on and all of the ore starts to smelt at the same time like it used to do. TF. I am really pleased with this.

While the furnace is running, you can at any time walk up to it and click “Run Splitter” again and it will remove all the smelted output and charcoal into your inventory. That’s fantastically useful.

Finally, you can also put (hide) loot in your furnaces, treating it like a regular box.

The new style furnace interface is no longer available and we’re on the old one again but upgraded. Good riddance to the new one.

Posted by PPlank in General, Rust Servers, Server Updates

WorkBench Range Extended

As of 10th September 2022, the WorkBench range has been extended to cover the entire base. You will need a ToolCupboard somewhere in the base in order for this to work.

The plugin may be a little buggy, and if it’s found to be problematic it will be removed.

That is all.

Posted by PPlank in General, Rust Servers, Server Updates

Furnace Nightmares Almost Fixed

It’s been another long day. I spent it by updating one of my test servers and then removing all plugins except for those that affected furnaces and smelting speeds, etc.

I now have most of it fixed except for the furnace sorting/splitting – it’s going to need an update from the devs on that front. One of them is having a real problem with the changes FacePunch has made and the other was questioning whether furnace sorting was necessary any more.

Well, it is necessary and I’ve told the dev who was questioning it that we still need a sorting plugin.

I have removed all of the old plugins and installed three new ones – one of them is a find by SinKoh. Good job that man.

The first one optionally returns a very similar interface to the one we had last week before FacePunch wrecked it for us (SinKoh’s find). The second one allows smelting in all slots simultaneously, just like it used to last week. The third one replaces the old smelting speed plugin as it doesn’t work correctly with the other two plugins.

The result is a very nice experience again. You can either use the furnaces as they are now, or issue the /furnace command and switch to the old style of furnaces. You have to place down a new furnace once you’ve switched, or pick up and place down an existing one. When you open it you’ll see (almost) a replica of the old furnace interface again.

Here’s the new interface, ready to start…

…and here’s the new interface smelting all items just a few moments later (no lightning bolts yet though)…

…and here’s the metal finished but the sulfur still running a minute or so later.

 

And now for the old style interface on a large furnace with more smelting slots available (than the 5 above in the new interface) that we’ve all been accustomed to for a long time…

…this is what it looks like after…

…and here’s what it looks like a few minutes later.

Finally, small furnaces, old style.

A few moments later…

 

Remember, the old style furnace interface is OPTIONAL for every furnace you place down, and you can have both old and new style furnaces together.

All we need now is an updated sorting plugin to make it all easier again.

Before you ask, yes sulfur smelting is deliberately slow in an attempt to reduce the amount of boom-boom produced on the accelerated servers (x5, x10), but that shouldn’t be an issue as you can just fill up a furnace with sulfur in many slots.

Posted by PPlank in General, Rust Servers, Server Updates

Furnaces and Smelting

Following the changes to the way furnaces work (and other things it seems) by FacePunch, I’ve gradually discovered LOTS of problems with plugins interacting with each other to cause strangeness and I’m still not totally convinced I’ve found all of them.

So, pre wipe I was using PowerSmelt for smelting things and it’s worked fine to speed up smelting times since I bought it. After the wipe I discovered it now wouldn’t play nicely with camp fires after the protocol change, so I removed it and of course smelting went to shit. With a lot of trial and error today I finally worked out it was one setting that caused the food cooking problem. It was the ability to cook meat in furnaces. I’ve now removed that very nice ability.

“Cook In Meat Furnaces”: false,

However, while trying to get smelting working at higher speeds, I purchased another plugin, Oxidation’s Smelting Controller. That is now currently the plugin controlling smelting as of 6.00pm GMT/BST today. I’ve tweaked and tested and compared it against PowerSmelt until it’s working in a very similar way. Fast smelting of everything (x10 furnace etc multiplier) plus short cooking times, and longer smelting of Sulfur. Yeah don’t argue, we’ve always done it like that because PvP servers are x10 and too much easy to access boom-boom means 1 or 2 players raid everybody and clear the server of other players. (Also see offline raid protection to help prevent that – it seems to be working in most cases.)

You may need to restart your furnaces / campfires / barbecues to get the faster speeds.

While this has all been going on over the weekend, in an attempt to make the furnaces work like they used to, I also purchased the FurnaceReturns plugin despite the dev saying it needed PowerSmelt (or similar) to burn multiple stacks at once. Which seemed a bit strange to me as there’s nothing in the PowerSmelt config that implies it does that. So today I’ve been testing that out with the PowerSmelt plugin on the Clans server.

I can’t get it to work – it’s a different interface (like the old one) but it still only burns one stack at a time. I feel there’s probably another plugin interacting with PowerSmelt and FurnaceReturns preventing it from working properly. I’ve raised the issue with the dev of FurnaceReturns and I’m waiting for him to get back to me.

So… this is all ongoing furnace related stuff and it’s not a final answer. I have the feeling if enough players F7 report a bug and complain in forums, then FacePunch might do something about it and make it so that multiple additional slots are available and they all burn at the same time again. I don’t have a lot of confidence in this, but it might happen.

Just know that I am trying to make things better again. 🙂

There will be additional test, tweaks and changes until I’m satisfied.

Posted by PPlank in Rust Servers, Server Updates