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Iuliana

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  1. (Image credit: MN, Alox) It’s a beautiful day outside. Birds are singing, flowers are blooming. But it is never time to rest! A cloud cover has blocked out the sun, and a blight has overtaken our facilities. But by facilities, we mean Gray Gravel Co. and by blight, we mean massive hordes of robots! Operation Magnetic Mayhem is starting now, today, this very day at this very hour! The folks at Moonlight MvM have cooked a very spicy menu of over 21 new bone-breakingly hard missions for you to grind your teeth on: six intermediate, nine advanced, and six expert missions. Fracture the hordes to earn up to 2 in-game medals! Event servers are available worldwide in North America, South America, Europe, Asia, Australia, and South Africa. If enough of your skeleton is still intact after that, you can support the National Brain Tumor Society to support the ongoing effort to help cure and prevent brain tumors. Up to 3 donor medals are up for grabs for donating $5, $15, and $25 dollars. Click here for more information on how to donate. Interested in making your own custom MvM content? Moonlight is accepting new content submissions for the next event! Check out our guides for MvM content creation or join the Moonlight MvM Discord for more information. All contributors will earn a super special in-game creator medal! Have fun, but don’t delay, as this tour will end in 27 days on June 30th, 2024! Important Links: Servers List Charity Info Steam Group Discord Content Creation Guide View the full article
  2. 4v4 PASS Time and Fireside are hosting the inaugural 4v4 PASS Time Draft Cup on June 1st and 2nd! This heavily modified version of PASS Time creates a fast-paced and explosive sport that matches the energy of live sports, and it's further complimented by the plays performed by the best TF2 jumpers and demoknights. Viewers will be left in awe as the variety of strategies and emphasis on team coordination invites an electric viewing experience. Watching 4v4 PASS Time is akin to basketball: a clear objective of getting the ball in the hoop/goal. But there is no time for breaks as the small and compact layout of the maps keeps the action constant and neverending! The cup will feature the best players in the community, from winners of the most recent PASS Time Cup to those who have quickly moved up in the ranks. Bolstered by a $100 cup prize pool, players will be playing their hearts out for prestige and honor. The action starts this Saturday, June 1st, at 19:30 EDT | 16:30 PDT! Don't miss this exciting version of PASS Time! Important Links: Event Preview Liquipedia About 4v4 PASS Time Fireside Discord Twitch YouTube View the full article
  3. (Image credit: SFM Render/Compositing/Overlays - Bradz, Overlays - Father Hoovy, and Organization - IanTheAwsm) Seasonalander has arrived for the Summer of 2024, raising funds for the Trevor Project with a current goal of $1,500! An American nonprofit organization founded in 1998, the Trevor Project focuses on suicide prevention efforts among lesbian, gay, bisexual, transgender, queer, and questioning youth. More information can found here. Seasonalander is a charity-funding Highlander 9v9 tournament that raises funds for various causes around the world. Collectively, they have raised over $5,100 since the Summer of 2021 for missions such as the Sarcoma Foundation of America, The British Red Cross and the Autism Society of America. Every third global season they bring together more than 72 content creators to play! The group, ranging from YouTubers and Artists to Cosplayers and Streamers across primarily North America and Europe, will be divided into their respective divisions in hopes of bringing the Team Fortress 2 community together for several various causes! Come see your favorites entertain by throwing hands and raising funds for those in need! Help get the word out and be sure to tune in on the 1st and 2nd of June! North American games will start at 3pm GMT / 11am EST on Saturday European games will start at pm 11am GMT / 7am EST on Sunday Important Links: Donation Link (Tiltify) Twitch YouTube Twitter Steam Group View the full article
  4. Are you looking for all working Pixel Gun Tower Defense 3 codes in Roblox? If yes, here’s all working codes in the game. In Pixel Gun Tower Defense 3 (PGTD 3), you strategically place units to fight off relentless enemy waves. The best part? The developers provide codes that help you progress through the game. However, these codes expire quickly, so you need to act fast and redeem them as soon as possible. Pixel Gun Tower Defense 3 Codes Here are the working codes in the game: 11000Likes — (+250) Free Rerolls (NEW) 4MVisits — (+20) Upgrade Tokens Expired Codes GoldRushMillion GoldRush 10000Likes 9000Likes 3MVisits 8250Likes 7500Likes TooMuchFun LevelsAreUseless LiberatorMeta How to Redeem Codes Image Credit: Roblox Here’s how you can redeem codes in the game: Open Pixel Gun Tower Defence 3 on Roblox. Go in front of, CODES PANEL to enter your code. Simply copy from the working code list and paste the code inside Codes Panel. Click on Redeem to get your rewards. The post All Pixel Gun Tower Defense 3 (PGTD 3) Codes appeared first on GameRiv. View the full article
  5. Sarbatori fericite tuturor .
  6. Iuliana

    META MADNESS

    AIMCONE REDUCTION Any movement in rust would modify your baseline Aimcone so that shots taken while in motion were somewhat inaccurate. This was supposed to discourage "running and gunning". The problem with this is that *any* kind of motion while in a firefight puts you at a disadvantage (minor dodging) and increases the amount of RNG experienced by the player. What I've done is reduced this penalty to zero to start, and blend it up to the full amount after 4 rapid fire shots. This means is you can now strafe and dodge while tap firing and not experience a huge aiming penalty, however full auto will be penalized. I've also adjusted the Aimcone curve modifiers for a few weapons so that more shots have a higher probability of landing closer to the center. This has been applied to the Custom SMG, SAP and LR300. WEAPON + ATTACHMENT UPDATES Weapon mods have received some love this month. BURST MODThe duration between bursts while using the burst mod has been significantly reduced to 2x firerate instead of 3x firerate. HOLOSIGHTThe holosight mesh has had its edges thinned so that less of your vision is obscured while using it. This is a stopgap until we produce a new model for it. I've also fixed the Holosight reticle being affected by motion blur. MUZZLE BRAKE & BOOSTBoth the muzzle brake and muzzle boost have had their negatives reduced, they now have less damage reduction and less damage falloff and should prove to be far more useful. LR300 TWEAKSIn addition, I've made some changes to the recoil, damage fall off, bullet velocity, and burst mode of the LR300. This should now be the best in class AR. Everything subject to change. SAFEZONE RECYCLERS Starting today, Recyclers in safezones have been nerfed. Their cycle time has been increased to 8 seconds and they now yield 80% of what they used to. This is the price you now must pay for safety. However, the recyclers found at monuments have the same cycle time as before but now yield 120%! This is to reward players taking the risk out in the open. While I am aware that a great many keyboards may be smashed as the death screen fades in over the droning hum of the active recycler, I still have hope this helps usher in a new era of roaming and monument combat. SALE SALE SALE! Some great items were not used because they were way too expensive. To that end I've made the following changes: HV Ammo - Gunpowder cost reduced significantly, and the yield per craft increased to match non HV ammo. Torpedos - Craft yield increased from 3 to 5. Incendiary Rockets - The cost has been drastically reduced and their damage + flame spread increased. Drones - Tech trash is no longer a requirement for drones. HMLMG - Gear cost has been reduced. EXTERNAL STRUCTURE CHANGES Large External Gates and Walls now require the player to stand still for 1.5 seconds when placing, making them less useful for immediate PvP encounters in the wild. We felt that being able to place down such large structures in a short amount of time felt at odds with our style of combat that rewards situational awareness and environmental tactics. WOODEN BARRICADE RESIZE To fill the void left by the external wall changes regarding dynamic cover during PvP, we have doubled the size of the deployable wooden barricade. The wooden barricade remains instantly deployable and provides a moderate amount of cover on-demand without being overpowered or polluting the landscape with large, unsightly deployable. This is without a doubt a large shift to PvP, we'll be monitoring these changes carefully BRADLEY CHANGES Some further tweaks to the Bradley this month. Scientists now spawn in stages, based on the Bradley's health, and there's some Heavy scientists thrown in the mix now, too. At 80% health, 2 scientists will spawn At 60% health, 4 more will spawn At 40% health, 6 final scientists will spawn There's also been some tweaks to make some of the Scientists more aggressive and use varying attack angles. DOOR CONTROLLER You can now use door controllers without worrying about raiders abusing them to open your doors! This is accomplished by unpairing door controllers once your TC is destroyed & requiring code lock authorization for pairing. They also are much easier to setup as they can now be placed just like code locks. This should reduce the pain of constantly opening and closing the doors of your base... especially when your teammates tend to leave them open. Now deployable on doors like code locks Automatically paired when placed Added 2 new side inputs : 'Open' and 'Close' Unpaired when the associated tool cupboard is destroyedWe also carried on improving electricity by adjusting components and fixing various bugs this month. Thanks again to the community for reporting bugs and suggesting ideas. The full change log of each component can be read in the section at the bottom of the blog. PATROL HELICOPTER CHANGES We know the latest helicopter changes had some mixed feedback, so we've revised them. No go zones should feel a lot more fair, and most major bugs experienced with heli since the last update are now patched. Monument Crashing - the helicopter will now attempt to crash at a nearby monument on death. It won't crash at monuments with safe zones: outpost, fishing village, etc. This can be disabled by server owners via: patrolhelicopterai.monument_crashing Flee Behavior - heli would previously flee when it sometimes didn't mean to. Damage to start a flee has been tweaked, ensuring a flee every time you quickly remove 30% of its overall HP. Numerous Fixes & Improvements - heli will now properly target you on boats, cargo, trains and other moving entities. Targeting fixes and performance improvements have been made throughout the code. More legacy bugs: such as heli not exploding immediately on impact with certain terrain are also fixed. LAUNCH SITE LOOT The Launch site loot had received an overhaul. Before, the loot inside the main building shared the same respawn group as the rest of the launch site, meaning loot inside the main building was never guaranteed. Loot had a chance to spawn elsewhere at the monument, which felt discouraging when completing the puzzle and running the main building. The main site building now has a dedicated respawn group, which guarantees 23 loot crates when the puzzle resets. Additionally, more loot now spawns throughout the monument. UNDERWATER IMPROVEMENTS Underwater vision has been improved substantially. You can now see much farther when using goggles and even more so when viewing out a submarine porthole. In addition, the surface accuracy of submarine torpedoes has been vastly improved and torpedoes were made cheaper to produce by way of an increased craft yield. Lastly, the duo submarine fires torpedoes slightly faster than the solo. BUILDING QOL Tool Cupboard Auth FriendCan authorize other players on a tool cupbard Demolish High WallsCan demolish high walls & gates for 10min after placement Fixed High Wall SnappingHold SHIFT to disable snapping Foundation PlacementFixed foundation placement under roofs & floors Foundation DebrisFoundations now drop debris Floor DebrisFloors now drop debris TECH TREE CHANGES We’re making some changes to how the Tech Tree works to try and incentivise new styles of play. Starting this month you will notice that the T2 and T3 workbench tech trees now have a tax rate applied to them which will increase the cost of unlocking items. We’re starting this at 10% for T2 and 20% for T3. This cost increase only applies to unlocking via the Tech Tree, researching items via the Research Table is unchanged. Our thinking behind this is that we feel the Tech Tree progression path has become a little stale and needs to be shaken up, but we don’t want to lose the advantages that the Tech Tree brought to progression - making difficult to find blueprints attainable in a way that felt fair and not as at the mercy of RNG. While there are a number of avenues we can use to try and make both forms of progression feel more balanced this feels like a simple and understandable starting point. As with all of our changes we’ll be closing a close eye on this and will likely make further changes in the future. CARGO SHIP CHANGES It’s been great to see the reception to last month's Cargo Ship/harbor update, we hope you’ve all enjoyed some very (very) intense firefights. Based on the feedback we received we’re making a couple of changes this month: The Cargo Ship will now dock at both harbors (if they exist) on a map before leaving. Note that any containers that have already been placed on a ship will be deleted when it starts its approach to the next harbor. You can now mouse over the ship on the map to see if it has already docked. The containers that are spawned to be placed on the Cargo Ship will now be spawned when it starts its approach (about 100m away from the harbor) rather than when the ship arrives at its dock, giving you more time to hide in the containers. The container spawn points have been mildly tweaked so that all of the containers should be accessible, although you might need to do some climbing.We hope these changes make the event a bit more understandable at a glance as well as make the combat encounters more interesting. VIEWMODEL RENDERERS Since implementing a dedicated viewmodel renderer system back in April 2021, all of our viewmodels have been split between the old and new system. The primary stumbling blocks were viewmodels with lots of particle effects and lights (torches, flamethrowers, etc). While we covered most of the high impact cases of viewmodel jittering by supporting guns (how often do you use the birthday cake on oil rig?) we’ve been wanting to consolidate everything for a while. This month we’ve updated all of the viewmodels to use the new renderer so they should appear smooth and jitter free regardless of where you are in the world. The affected viewmodels: Both flamethrowers Water Bucket Beancan Grenade Molotov Cocktail Flashlight Birthday Cake Garry’s Mod Toolgun Poker playing cards Lunar New Year spear Minigun PaddleYou should see no visible changes if it's all working correctly. AI PERFORMANCE FIXES I've investigated and addressed a couple of AI performance issues that were causing the AI to take longer to process than necessary, especially on servers that have been running for a while. This should help with AI server performance across the board. EFFECTS PERFORMANCE After noticing occasional framedrops during gunfights, I've spent some time investigating the issue and found out that our impact effects prefab warmup wasn't working as intended. All impact effects are now warmed up correctly during loading times. This should drastically reduce the stuttering when spawning a big amount of effects prefab for the first time (e.g when a fight starts and bullets start flying). This has a very little if no impact on loading times. MAP UPLOADING Procedural maps are now automatically uploaded from game servers to our backend so players can just download them instead of generating them when they first join the server. This should significantly reduce the time it takes to join a server for the first time after it wipes. It may also reduce the number of players seeing "Rust is not responding" popups while joining servers for the first time. HARMONY 2 Harmony is Rust's built-in modding platform shipped with the server. It powers modding frameworks like Oxide & Carbon, as well as standalone mods. We upgraded from Harmony 1.2 -> Harmony 2.3 which brings us up to date with the latest features & additional stability. This requires mod authors to recompile their Harmony mods. Fortunately the majority of mods only need to change a single line. Before using Harmony; After using HarmonyLib; Players shouldn't need to worry as the majority of large servers already started updating their mods before the update went live. Server owners please keep an eye out for mod updates as every Harmony Mod will needed to be updated. ELECTRICITY CHANGELOG Tesla Coil, Igniter To stop them from self-destructing, they are now disabled upon reaching No longer take damage when picked up Electrical Branch Reduced minimum branch out power from 2 to 1 Button Reduced press time from 5s to 1s Storage Monitor Will now recognize partial stack changes and pass power through when removing or adding a items to a stack Splitter Fixed power distribution issue when not all outputs were used Memory Cell Fixed side inputs triggerable by 0 power circuits Timer Switch Fixed an issue where its side input was triggered inconsistently by circuits update (e.g: industrial conveyor updating its state) Counter When set to 'Show Passthrough', it now displays its passthrough even if nothing is connected to its output No longer requires a connection to its output to display its passthrough when set to 'Show Passthrough' RF Receiver Updated recipe: - Metal Fragments 100 → 150 - Tech Trash 1 → 0 RF Broadcaster Updated recipe: - Metal Fragments 100 → 150 - Tech Trash 1 → 0 RF Transmitter Updated recipe: - HQM 5 → Metal Fragments 100 - Tech Trash 1 → 0 RF Pager Updated recipe: - Metal Fragments 50 → 100 - Tech Trash 1 → 0 AND, OR, XOR Switch No longer emit light when unpowered Industrial Conveyor Can be placed upside down again Industrial Light No longer referred as Simple Light when looking at IO connection handles Smart Switch No longer referred as Switch when looking at IO connection handlesVezi articolul complet
  7. Iuliana

    Meta Madness

    Meta Madness Meta gameplay changes are here! Aimcone reduction, weapon buffs and changes to weapon attachments, safe zone recyclers, PvP walls, Cargo Ship docking, Launch Site and much, much more. 02 May 2024 DEVBLOG .blog .news-section-block.sectionstyle-hero .content { background-color: inherit; padding: 2rem; } div.blog .section { padding: 16px; margin-bottom: 1rem; max-width: 800px; margin: auto; } .blog-hero { background-color: inherit; padding: calc(8rem + 100px) 0 8rem 0; position: relative; display: flex; align-items: center; justify-content: center; flex-direction: column; min-height: 50vh; } .change-blog-container { background-color: inherit; width: 100%; } h1,h2,h3,h4,h5 { font-family: inherit; font-weight: inherit; color: inherit; } .body-info h1,.body-info h2,.body-info h3,.body-info h4,.body-info h5 { font-family: "Bebas Neue", sans-serif; font-weight: 500; color: #e4dad1; } .sectionstyle-hero { min-height: 0; } Aimcone reduction Any movement in rust would modify your baseline Aimcone so that shots taken while in motion were somewhat inaccurate. This was supposed to discourage "running and gunning". The problem with this is that *any* kind of motion while in a firefight puts you at a disadvantage (minor dodging) and increases the amount of RNG experienced by the player. What I've done is reduced this penalty to zero to start, and blend it up to the full amount after 4 rapid fire shots. This means is you can now strafe and dodge while tap firing and not experience a huge aiming penalty, however full auto will be penalized. I've also adjusted the Aimcone curve modifiers for a few weapons so that more shots have a higher probability of landing closer to the center. This has been applied to the Custom SMG, SAP and LR300. Weapon + Attachment UPdates Weapon mods have received some love this month. BURST MOD The duration between bursts while using the burst mod has been significantly reduced to 2x firerate instead of 3x firerate. HOLOSIGHT The holosight mesh has had its edges thinned so that less of your vision is obscured while using it. This is a stopgap until we produce a new model for it. I've also fixed the Holosight reticle being affected by motion blur. MUZZLE BRAKE & BOOST Both the muzzle brake and muzzle boost have had their negatives reduced, they now have less damage reduction and less damage falloff and should prove to be far more useful. LR300 TWEAKS In addition, I've made some changes to the recoil, damage fall off, bullet velocity, and burst mode of the LR300. This should now be the best in class AR. Everything subject to change. Safezone REcyclers Starting today, Recyclers in safezones have been nerfed. Their cycle time has been increased to 8 seconds and they now yield 80% of what they used to. This is the price you now must pay for safety. However, the recyclers found at monuments have the same cycle time as before but now yield 120%! This is to reward players taking the risk out in the open. While I am aware that a great many keyboards may be smashed as the death screen fades in over the droning hum of the active recycler, I still have hope this helps usher in a new era of roaming and monument combat. sale sale sale! Some great items were not used because they were way too expensive. To that end I've made the following changes: HV Ammo - Gunpowder cost reduced from 6x to 2x the cost of non HV ammo Torpedos - Craft yield increased from 3 to 5. Incendiary Rockets - The cost has been drastically reduced and their damage + flame spread increased. Drones - Tech trash is no longer a requirement for drones. HMLMG - Gear cost has been reduced. External structure changes Large External Gates and Walls now require the player to stand still for 1.5 seconds when placing, making them less useful for immediate PvP encounters in the wild. We felt that being able to place down such large structures in a short amount of time felt at odds with our style of combat that rewards situational awareness and environmental tactics. WOODEN BARRICADE RESIZE To fill the void left by the external wall changes regarding dynamic cover during PvP, we have doubled the size of the deployable wooden barricade. The wooden barricade remains instantly deployable and provides a moderate amount of cover on-demand without being overpowered or polluting the landscape with large, unsightly deployable. This is without a doubt a large shift to PvP, we'll be monitoring these changes carefully BRADLEY CHANGES Some further tweaks to the Bradley this month: Scientists now spawn in stages, based on the Bradley's health, and there's some Heavy scientists thrown in the mix now, too. At 80% health, 2 scientists will spawn At 60% health, 4 more will spawn At 40% health, 6 final scientists will spawn There's also been some tweaks to make some of the Scientists more aggressive and use varying attack angles. DOOR CONTROLLER You can now use door controllers without worrying about raiders abusing them to open your doors! This is accomplished by unpairing door controllers once your TC is destroyed & requiring code lock authorization for pairing. They also are much easier to setup as they can now be placed just like code locks. This should reduce the pain of constantly opening and closing the doors of your base... especially when your teammates tend to leave them open. Now deployable on doors like code locks Automatically paired when placed Added 2 new side inputs : 'Open' and 'Close' Unpaired when the associated tool cupboard is destroyed We also carried on improving electricity by adjusting components and fixing various bugs this month. Thanks again to the community for reporting bugs and suggesting ideas. The full change log of each component can be read in the section at the bottom of the blog . Patrol Helicopter Changes We know the latest helicopter changes had some mixed feedback, so we've revised them. No go zones should feel a lot more fair, and most major bugs experienced with heli since the last update are now patched. Monument Crashing - the helicopter will now attempt to crash at a nearby monument on death. It won't crash at monuments with safe zones: outpost, fishing village, etc. This can be disabled by server owners via: patrolhelicopterai.monument_crash Flee Behavior - heli would previously flee when it sometimes didn't mean to. Damage to start a flee has been tweaked, ensuring a flee every time you quickly remove 30% of its overall HP. Numerous Fixes & Improvements - heli will now properly target you on boats, cargo, trains and other moving entities. Targeting fixes and performance improvements have been made throughout the code. More legacy bugs: such as heli not exploding immediately on impact with certain terrain are also fixed. Launch Site Loot The Launch site loot had received an overhaul. Before, the loot inside the main building shared the same respawn group as the rest of the launch site, meaning loot inside the main building was never guaranteed. Loot had a chance to spawn elsewhere at the monument, which felt discouraging when completing the puzzle and running the main building. The main site building now has a dedicated respawn group, which guarantees 23 loot crates when the puzzle resets. Additionally, more loot now spawns throughout the monument. UNderwater IMprovements Underwater vision has been improved substantially. You can now see much farther when using goggles and even more so when viewing out a submarine porthole. In addition, the surface accuracy of submarine torpedoes has been vastly improved and torpedoes were made cheaper to produce by way of an increased craft yield. Lastly, the duo submarine fires torpedoes slightly faster than the solo. Building QOL Tool Cupboard Auth Friend Can authorize other players on a tool cupbard Demolish High Walls Can demolish high walls & gates for 10min after placement Fixed High Wall Snapping Hold SHIFT to disable snapping Foundation Placement Fixed foundation placement under roofs & floors Foundation Debris Foundations now drop debris Floor Debris Floors now drop debris Tech Tree CHanges We’re making some changes to how the Tech Tree works to try and incentivise new styles of play. Starting this month you will notice that the T2 and T3 workbench tech trees now have a tax rate applied to them which will increase the cost of unlocking items. We’re starting this at 10% for T2 and 20% for T3. This cost increase only applies to unlocking via the Tech Tree, researching items via the Research Table is unchanged. Our thinking behind this is that we feel the Tech Tree progression path has become a little stale and needs to be shaken up, but we don’t want to lose the advantages that the Tech Tree brought to progression - making difficult to find blueprints attainable in a way that felt fair and not as at the mercy of RNG. While there are a number of avenues we can use to try and make both forms of progression feel more balanced, this feels like a simple and understandable starting point. As with all of our changes, we’ll be keeping a close eye on this and will likely make further changes in the future. Cargo Ship Changes It’s been great to see the reception to last month's Cargo Ship/harbor update, and we hope you’ve all enjoyed some very (very) intense firefights. Based on the feedback we have received, we’re making a couple of changes this month: The Cargo Ship will now dock at both harbors (if they exist) on a map before leaving. Note that any containers that have already been placed on a ship will be deleted when it starts its approach to the next harbor. You can now mouse over the ship on the map to see if it has already docked. The containers that are spawned to be placed on the Cargo Ship will now be spawned when it starts its approach (about 100m away from the harbor) rather than when the ship arrives at its dock, giving you more time to hide in the containers. The container spawn points have been mildly tweaked so that all of the containers should be accessible, although you might need to do some climbing. We hope these changes make the event a bit more understandable at a glance as well as make the combat encounters more interesting. Viewmodel renderers Since implementing a dedicated viewmodel renderer system back in April 2021 , all of our viewmodels have been split between the old and new system. The primary stumbling blocks were viewmodels with lots of particle effects and lights (torches, flamethrowers, etc). While we covered most of the high impact cases of viewmodel jittering by supporting guns (how often do you use the birthday cake on oil rig?) we’ve been wanting to consolidate everything for a while. This month, we’ve updated all of the viewmodels to use the new renderer so they should appear smooth and jitter free, regardless of where you are in the world. The affected viewmodels are: Both flamethrowers Water Bucket Beancan Grenade Molotov Cocktail Flashlight Birthday Cake Garry’s Mod Toolgun Poker playing cards Lunar New Year spear Minigun Paddle You should see no visible changes if it's all working correctly. AI Performance fixes I've investigated and addressed a couple of AI performance issues that were causing the AI to take longer to process than necessary, especially on servers that have been running for a while. This should help with AI server performance across the board. EFFECTS PERFORMANCE After noticing occasional framedrops during gunfights, I've spent some time investigating the issue and found out that our impact effects prefab warmup wasn't working as intended. All impact effects are now warmed up correctly during loading times. This should drastically reduce the stuttering when spawning a big amount of effects prefab for the first time (e.g when a fight starts and bullets start flying). This has a very little if no impact on loading times. Map Uploading Procedural maps are now automatically uploaded from game servers to our backend, so players can just download them instead of generating them when they first join the server. This should significantly reduce the time it takes to join a server for the first time after it wipes. It may also reduce the number of players seeing "Rust is not responding" pop ups while joining servers for the first time. Harmony 2 Harmony is Rust's built-in modding platform shipped with the server. It powers modding frameworks like Oxide & Carbon, as well as standalone mods. We upgraded from Harmony 1.2 -> Harmony 2.3 which brings us up to date with the latest features & additional stability. This requires mod authors to recompile their Harmony mods. Fortunately the majority of mods only need to change a single line. Before using Harmony; After using HarmonyLib; Players shouldn't need to worry as the majority of large servers already started updating their mods before the update went live. Server owners please keep an eye out for mod updates as every Harmony Mod will needed to be updated. Electricity Change log Tesla Coil, Igniter To stop them from self-destructing, they are now disabled upon reaching <10% of their max health. No longer take damage when picked up. Electrical Branch Reduced minimum branch out power from 2 to 1. Button Reduced press time from 5s to 1s. Storage Monitor Will now recognize partial stack changes and pass power through when removing or adding items to a stack. Splitter Fixed power distribution issue when not all outputs were used. Memory Cell Fixed side inputs triggerable by 0 power circuits. Timer Switch Fixed an issue where its side input was triggered inconsistently by circuits update (e.g: industrial conveyor updating its state). Counter No longer requires a connection to its output to display its passthrough when set to 'Show Passthrough' RF Receiver Updated recipe: - Metal Fragments 100 → 150 - Tech Trash 1 → 0 RF Broadcaster Updated recipe: - Metal Fragments 100 → 150 - Tech Trash 1 → 0 RF Transmitter Updated recipe: - HQM 5 → Metal Fragments 100 - Tech Trash 1 → 0 RF Pager Updated recipe: - Metal Fragments 50 → 100 - Tech Trash 1 → 0 AND, OR, XOR Switch No longer emit light when unpowered. Industrial Conveyor Can be placed upside down again. Industrial Light No longer referred as Simple Light when looking at IO connection handles. Smart Switch No longer referred as Switch when looking at IO connection handles. Patch Name Meta Madness Changelist Title Meta Madness Changelist date_range Thursday, May 2, 2024 add_circle Features • Upgraded to Harmony 2 • Tier 2 and Tier 3 Workbenches now cost an additional 10%/20% scrap per purchase • External Structures now take 1.5 seconds to deploy arrow_circle_up Improvements • Moving no longer applies aimcone penalty to the first shot but rather the movement penalty is now blended in over several shots (full auto while moving) • Safezone recyclers yield 20% less resources than before and take 8 seconds per cycle • Radtown recyclers yield 20% more resources than before and take 5 seconds per cycle • Large, Small and Fish hunting trophies now have gibs when destroyed • Added debris to foundations • Added debris to floors • Thinner holosight attachment edges • Reduced SAP aimcone • Reduce hv ammo gp cost • Slightly increased torpedo surface accuracy • Torpedo craft yield increased to 5 from 3 • Decreased metal plate craft cost from 25 to 18 hqm • Increased roadsign armor condition • Removed tech trash from drone crafting cost • Reduced gear cost in HMLMG • Submarine duo fires torpedos slightly faster than solo • Decreased LR300 damage falloff (more damage at longer range) • Increased LR300 bullet velocity • Decreased LR300 horizontal recoil • Reduced refire delay for burst module from 3x refire to 2x refire rate • Reduced cost of incendiary rockets and slightly increased damage • Added ability to drag items directly into backpack without opening it • Can demolish external walls & external gates for 10 minutes after placement • Can rotate vending machine 90 degrees • Can authorize other users on the tool cupboard • Muzzle brake and muzzle boost have a bit less negatives associated with their usage ( less damage reduction/damage falloff ) • Barricade always deploys horizontal rather than aligning to terrain • Relaxed Barricade deployment • Custom smg now has a 30 round magazine • Custom smg has slightly higher chance for more center-fire hits • Barricade always deploys horizontal rather than aligning to terrain • Compress server tags to avoid servers going above 128 tag character limit • NPC’s that can give you a mission will now appear on the map (this can be toggled on the right of the screen) • Missions can no longer be completed if the player doesn’t have enough space in their inventory for the rewards • Added a dedicated UI panel explaining the steps and rewards of a mission before accepting it • Active missions will now appear as a list in the map - clicking on a mission will focus the map to its current objective • Can now close conversations with the Escape key • Improved server performance of Industrial Conveyors - they should no longer cause as much Item churn • Improved server performance of Industrial Conveyors when sending the screen info to clients • Promoting a team leader is now done via the team section in your inventory, the old promote to leader prompt when looking at another team member has been removed • Improved the feedback and responsiveness of the Start Tutorial button in the options, including communicating when you are not connected to a valid server • Minigun now shows the movement speed reduction in it’s information panel • Containers spawned for Cargo/Harbor event should now all be climbable • Cargo Ship now will dock at both Harbors • The Cargo Ship icon on the map now communicates whether the ship has already docked • The Containers for the Cargo/Harbor event will now spawn when the ship begins its approach • Updated Cargo Ship sounds • Can no longer soft lock the tutorial by attacking the killed bear with your spear • Getting crushed by a Container in the Harbor will now show an appropriate death icon • Implemented PR #54 for CUI - Adding Support for Scrollable Containers (thanks to Kulltero) • Updated remaining viewmodels to use new renderer (for list see above) • Further Bradley gameplay changes. Heavy scientists and stage based spawning. • Added a ramp into the legacy shelter to ensure you can get in on difficult terrain • Wires and hoses can now be attached to doors and will move accordingly • Reduced Electrical Branch minimum branch out power from 2 to 1 • Reduced electrical button press time from 5s to 1s • Added snapping support to Counter, Fluid Switch & Pump, Connected Speaker, Electrical Heater, Laser Light, CCTV camera and Simple Light • Improved Deluxe Christmas Lights inconsistent UI behaviour, it now displays the five options and select the current mode by default when opened • Added 'electricbattery.battery charge' and 'electricbattery.battery deplete' admin commands to respectively charge and deplete a battery easily • Added 'pipette' command: gives you the item you're looking at and places it in your hands • Added 'selectitem' command to allow non-admin clients to use pipette without the item giving part • IO entities configuration screen now supports numpad enter key to confirm • Updated RF items crafting costs, removing tech trash and HQM • Increased RF frequency range from 4 to 6 digits • Improved client performance of bullet impact effects causing stuttering during gunfights • Increased default MLRS 'broken' time after use from 10 to 20 minutes • Reworked bandit camp's roulette randomness handyman Fixed • Fixed erroneous black line on Hobo barrel icon • Fixed ping estimation causing large lag spikes on linux servers • Fixed industrial conveyors moving items into empty slots instead of filling partial stacks • Fixed photos & headbags not working when inside a backpack • Fixed several movement issues with ridable horses • Fixed head trophies not returning headbags to players when destroyed or picked up • Fixed heavy scientists not dropping minigun & flamethrower as much as intended • Fixed player health sometimes flickering when spectating • Fixed stashes sometimes being inconsistantly revealed • Fixed server disk space being endlessly consumed if full server demos is enabled but upload disabled • Fixed oil rig radiation not working after server restart • Fixed "Assign Friend" menu having dark names • Fixed steam nicknames sometimes being very slow to refresh • Fixed ammo sometimes being dropped to ground when unloading weapon / switching ammo types • Fixed horses sometimes taking 1.5x by bullets ricocheting • Fixed sleeping bags being difficult to place against walls in base • Fixed external wall snapping not being disabled when holding shift • Fixed storage adapter blocking looting chest • Fixed backpack being dropped in safezone when dying • Fixed hover looting clothing out of a full backpack not working • Fixed using doors & external gates to block up TCs behind walls • Fixed ability to rotate walls when an explosive is attached to it • Fixed holosight reticle being affected by motion blur • Fixed missions on the tutorial island counting towards the “Mission Accomplished” achievement • Fixed a case where dying during the tutorial island would result in duplicate objective markers appearing • Fixed error when starting some the lumberjack mission • Fixed incorrect translation string on the last objective of the lumberjack animal kill mission • Fixed lumberjack harvest wood mission step listing the incorrect amount • Fixed the mission objectives sometimes appearing on top of the marker list in the map screen • Fixed being able to right click scrap into an invisible loot slot at safe zone workbenches • Fixed some text not fitting in the help box in the tutorial • Fixed a case where holes in the terrain would appear in the tutorial island • Fixed a case where some environment props in the tutorial island would appear covered in snow • The hidden achievement in the tutorial should now be more reliable • Fixed being able to unequip the minigun while it is spinning and being able to fire immediately when it was next deployed • Fixed an exploit that allowed players to fly by dismounting a chair near a climbable surface • Fixed the reload button for the minigun not getting localised • Fixed a case where a specific configuration of hoses would cause massive server lag • Fixed several guns inventory panels showing too many attachment slots • Fixed an issue where Hobo barrels from the tunnel dweller decorations would leak to world origin after a server restart • Fixed Minigun having the same description as the HMLMG • Minigun reload help prompt now mentions Workbench T2/3 • Fixed an NRE when rapidly switching between some weapons • Fixed not being able to open some storage containers with the chicken suit equipped • Fixed water wake components getting run on the server • Fixed several AI performance issues • Fixed animals sometimes floating above the ground until in range • Weapon rack collision area/bounds fixes • Military flamethrower scale fixed for weapon racks • Minigun can no longer be reloaded at weapon racks • Fixed buildable areas at harbor being inside the docking path of cargoship • Fixed NRE caused by the rangefinder in the binoculars • Fixed cargoship not destroying floatsams it passes over • Fixed cargoship stopping leaving if the server was saved mid-leave • Fixed NRE caused by our version of LeanTween • Fixed Splitter power distribution issue when not all outputs are used • Fixed Counter and HBHF sensor still rotating based on your view angle while being deployed • Fixed Smart Switch and Timers not deployable ~1 meter below ceilings • Fixed Smart Switch referred as Switch when looking at IO connection handles • Fixed Industrial Wall Light referred as Simple Light when looking at IO connection handles • Fixed AND, OR and XOR switches emitting light when unpowered • Fixed Memory Cell side inputs triggerable by 0 power circuits • Fixed electrical components consuming 0 power still mentioning 1 power usage in their information panel • Fixed Storage Adaptor not working after reskinning a tool cupboard • Fixed Caboose light switches • Fixed physics regression bug for physics objects on moving vehicles, where the physics became "sticky" • Fixed gun audio issues from the previous update • Fixed the new cargo ship side doors being sometimes opened by cargo ship NPCs • Fixed Sprinkler incorrect water drain • Fixed patrol helicopter orbiting random zones far away on the map • Fixed patrol helicopter targeting players with strafes inside no go zones • Fixed patrol helicopter not exploding when hitting the ground at weird angles • Fixed an exploit allowing players to get inside the walls on the small oil rig • Fixed a flyhack violation when using one of the crane ladders in one of the harbors Vezi articolul complet
  8. Are you looking for all working Millionaire Mansion Tycoon codes in Roblox? If yes, here’s all working codes in Millionaire Mansion Tycoon. If you’re like me, you probably dream of building your own mansion someday. However, constructing a mansion is no easy task. Fortunately, Roblox’s Millionaire Mansion Tycoon allows you to live out that fantasy. Moreover, you can construct your dream mansion in no time if you use the codes I am going to share with you today. Millionaire Mansion Tycoon Codes Here are the working codes in the game: NEWCARS: 30k Cash DISCOUNTS: 30k Cash Expired Codes DISCOUNTS OPTIMIZED BASEMENT ROOFTOP RELEASE How to Redeem Codes Image Credit: Roblox Here’s how you can redeem codes in the game: Launch Millionaire Mansion Tycoon on Roblox. Click on the “Codes” (Three star icon) button to open the code text box. Copy and paste a working code from the list into the text box. Click the “Redeem” button to claim your free reward. The post All Millionaire Mansion Tycoon Codes appeared first on GameRiv. View the full article
  9. Look no further if you are looking for all working Slayer Corps Simulator Codes in Roblox. Let’s find out the Slayer Corps Simulator active codes. If you’re a fan of Demon Slayer, you can’t go wrong with Slayer Corps Simulator. This Roblox game takes you to a realm of slayers. You get to summon, fuse, and upgrade the powerful slayers as much as you want. Also, you get to forge Katanas, team up with others, and go on to raids. And did you know you can get free rewards along the way? To claim these free rewards, be sure to use these active Slayer Corps Simulator codes. Slayer Corps Simulator Codes Here’s all working codes for the game: yQaSH9: 1x Small Lucky Potion, 1x Small Gold Potions, 100x Eggshell, and 2x Back Ornament Cards nJKwUj: 1x Small Lucky Potion, 1x Small Gold Potions, 100x Eggshell, and 2x Back Ornament Cards 487YQ9: 1x Small Lucky Potion, 1x Small Gold Potions, 100x Eggshell, and 2x Back Ornament Cards 7D0X4M: 1x Small Lucky Potion, 1x Small Gold Potions, 100x Eggshell, and 2x Back Ornament Cards ksRkOZ: 1x Small Lucky Potion, 1x Small Gold Potions, 100x Eggshell, and 2x Back Ornament Cards ai7eXO: 1x Small Lucky Potion, 1x Small Gold Potions, 100x Eggshell, and 2x Back Ornament Cards bTH6LN: 1x Small Lucky Potion, 1x Small Gold Potions, 100x Eggshell, and 2x Back Ornament Cards DsKTw0: 150x Soul, 2x Small Lucky Potion, and 300x Eggshell 0lnOOT: 100x Soul, 2x Small Gold Potions, and 200x Eggshell x0Daai: 100x Soul, 2x Small Attack Potions, and 200x Eggshell tzAVnL: 100x Soul, 2x Small Lucky Potion, and 200x Eggshell adou5000likes: 296x Eggshell, 50x Soul, and 5x Magic sBO8ay: 50x Soul, 2x Small Gold Potions, and 100x Eggshell hB3eQD: 50x Soul, 2x Small Attack Potions, and 100x Eggshell 0UfIFX: 50x Soul, 2x Small Lucky Potion, and 100x Eggshell demonsoul: 343x Eggshell, 100x Soul, and 10x Magic AppreciateYou: 267x Eggshell, 100x Soul, and 10x Magic HappyNewYear: 99x Eggshell, 20x Soul, and 3x Magic thanks2000likes: 276x Eggshell, 50x Soul, and 5x Magic 1000likes: 299x Eggshell, 50x Soul, and 10x Magic Christmas: 199x Eggshell, 30x Soul, and 5x Magic Welcome: 99x Eggshell, 20x Soul, and 3x Magic Expired Codes Here’s all expired codes in the game: cKZbwM How to Redeem Codes in Slayer Corps Simulator Image Credit: Roblox Press the Shopping Cart button on the left side of the screen, and then click on “Code” in the Shop window. Enter a valid code into the text box and hit “Get Reward.” If the code is active, you’ll instantly receive your free rewards. The post All Slayer Corps Simulator Codes appeared first on GameRiv. View the full article
  10. If you are looking for all working codes in Demon Piece, then look no further. Here’s all the working Demon Piece codes in Roblox. We all know about One Piece, the legendary anime series features Luffy and his friends on a journey towards one piece, the ultimate treasure for pirates. Demon Piece, a popular Roblox game inspired by One Piece, lets players choose to be either a pirate or a marine. Now, if you want to get better in this game, don’t forget to redeem these Demon Piece codes for quick and easy rewards. Demon Piece Codes Here’s a list of all the active Demon Piece codes: QUICKFIXES: A Race Reroll (New) 6MVISITS: Double Beli for 20 minutes (New) All Expired Codes 25KLIKES 1MVISITS 25KMEMBERS 10KLIKES 5KLIKES 500KVISITS NEWFIXES 7KLIKES 750KVISITS 3KLIKES 300KVISITS SORRYFORLAG PERFORMANCEFIX FOLLOWTWITTER RELEASE DEMONTIMING How to Redeem Codes in Demon Piece Image Credit: Roblox Redeeming codes in Demon Piece is a straightforward process. Follow these simple steps: Launch Demon Piece on Roblox. Click on the menu button located in the bottom-left corner of the screen. A new menu will appear; click on the cogwheel icon (Settings) within this menu. In the “ENTER CODE” text box, type or paste the code you wish to redeem. Press Enter on your keyboard to confirm the code. If the code is valid, you will receive a notification indicating the successful redemption of the reward. However, if the code is incorrect or has expired, an error message will appear. The post All Demon Piece Codes appeared first on GameRiv. View the full article
  11. Looking for all working codes for Lift Everything By Effort in Roblox? Let’s find out which codes are currently working for this game. Lift Everything By Effort is a Roblox game that lets you do certain acts like, lift objects, train hard, and gain strength to become more powerful. You can work hard to unlock pets and dumbbells to get the best gaming experience. If you use the Lift Everything By Effort codes, then you can claim rewards, boost strength, and get the best experience in the game. Lift Everything By Effort Codes Here’s a list of working codes for the Roblox game Lift Everything By Effort: good500 — Free Rewards happy1000 — Free Potions easter — Free Keys thx200 — 30 Wins welcome — 5,200 Strength All Expired Codes There are no expired codes at the moment. How to Redeem These Codes Image Credit: Roblox If you don’t know how to redeem codes in this game, just follow the steps given below: Launch Lift Everything By Effort on Roblox Click the “Code” button on the right side of the screen Enter a working code from the list in the text box Click “Exchange” to redeem the code and enjoy your reward! The post All Lift Everything By Effort Codes appeared first on GameRiv. View the full article
  12. Welcome
  13. Welcome
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  15. The North American TF2 Competitive offseason is kicking off with a bang! Fireside is hosting the Fireside Cup, a $600 (with potential to increase via fundraising), two week cup featuring the best North American sixes players in the region. Not to mention, some of the best teams like Like A G6 will be participating! There is one kicker to this cup though: apart from the traditional sixes composition of two scouts, two soldiers, one demoman, and one medic, only one off-class can be on the field at any time. This will force teams to put a little more creativity into how they approach any given scenario throughout the game. Gone are the days of the Engineer reinforced Heavy / Pyro / Sniper last hold! The first week will be a best of two group stage, and the next week will follow with a best of 3 playoffs to decide the winner of the cup. The cup will take place on the weekdays between May 13 - May 23 and will be broadcasted by Fireside and EssentialsTF. Come tune in and watch the best of North America duke it out. Important Links: Announcement Twitch Stream A Twitch Stream B Youtube Stream Tournament Page Official Fireside Website View the full article
  16. RUSTIC REEF AMUSEMENT PARK Last blog I showcased many of the big-hitters in the Rust Creative Arts community. This month they have literally combined forces to play together for an entire month and managed to make a giant amusement park on the water! I present to you: Rustic Reef From a life size DDR game, to a roller coaster. They even managed to mimic a ferris wheel. The masterminds behind this project are: DaVinci, Philieve, Monstera, and Silverfox. Philieve breaks down who's doing what and how the whole project came about. DaVinci gives us the scenic tour! And pyromaniac Silverfox shows off his firework skills. I'll try and do a better job of giving you all a heads up next time they do a project like this so people can experience it in real time! Absolute legends. ROCK - BOXING CHAMPION Who is the greatest rock fighter in Rust? Can a "nobody" defeat the Rock - Boxing World Champion? COUNTING SARS Balding Bus brings us a real toe-tapper Rust parody music video! IRL RUST ELECTRICAL Our friend over at Real & Game has outdone himself once again. Made an entire Rust electrical setup IRL. TWITCH DROPS Soon™ SHOW ME THE STUFF! If you made something cool or saw something cool, reach out! Tag me on X or u/ErrnieGerrn Reddit. Vezi articolul complet
  17. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed a crash caused by using -dxlevel commands Fixed some ABI compatibility regressions for server plugins/mods Fixed a crash under 64-bit caused by some custom HUDs using Half-Life 2 HUD elements which assume the player is Gordon Freeman Fixed a crash when opening options/going into game (mostly affecting Windows 7 users) Fixed the snd_cull_duplicates command not working Fixed a hang when importing cosmetics into the Workshop tools to upload Fixed an issue selecting surround sound audio settings (Headphones, 4, 5.1, 7.1, etc.) View the full article
  18. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed an issue where the game would be falsely detected as malware by some anti-viruses Fixed a crash relating to using some Unicode characters on Linux View the full article
  19. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Added 64-bit support for Windows/Linux client and server Should include performance improvements for most users Raw input is now enabled by default Bugs can be reported here: https://github.com/ValveSoftware/Source-1-Games/issues Fixed an exploit related to uploading invalid custom decals that would crash other clients View the full article
  20. It's the most anticipated night of the ozfortress Autumn 2024 Sixes season! Join them this Saturday for the Grand Final showdown as The Isolation takes on Le Esports in an electrifying battle for the ozfortress Premier championship! After weeks of intense competition, these teams have risen to the top and are now facing their ultimate challenge. Get ready to witness the thrill of victory and the agony of defeat as they leave everything on the battlefield. Don't miss the action-packed best-of-five finale this Saturday night! Tune in at 20:00 AEST / 12:00 CEST / 06:00 ET on CappingTV! Important Links: Twitch YouTube Bracket Discord View the full article
  21. TF2 Coaching Central is back with their seventh North American Newbie 6s Cup, a learning experience and friendly competition for people who are new to competitive 6v6. Players with no to minimal competitive experience will sign up to be placed on a team of six, led by a coach who will teach the basics of how to play the 6v6 format and help you learn the maps. Teams have three weeks to learn and train together before facing off in a tournament with a prize pool of 18 keys for the winners and runners up. Our previous Newbie Cup events have successfully prepared many players and teams to continue competitive play in RGL, the biggest North American TF2 league. Sign-ups are open now, and the deadline to apply to be placed on a team is April 15. Team and coach assignments will be made by April 18 and tournament matches will take place May 11, with the top ranked teams going on to playoffs on May 19. Check out the Discord for more info. Whether you're looking to dip your toes in competitive TF2, a more experienced player looking to mentor newbies, or even a fresh install, feel free to join the community - all skill levels are welcome! View the full article
  22. (Image credit: LazerSofa, Mr. Light, and boba) The Particle Mayhem 2 team is thrilled to bring you their contest results! After another 100-day event, dozens of lovely submissions, and a monumental 555 key prize pool, the Particle Mayhem 2 event has finally come to a close. What a ride they had! They would like to thank everyone for their creativity, event donations, and patience. A hearty congratulations to all the winners! Visit the official Particle Mayhem 2 website to view the winners! View the full article
  23. Iuliana

    Waves Of Change

    Waves Of Change So many changes! We've updated Harbor/Cargo, Oilrig, Bradley, Electricity, & Patrol Heli. Adding our first Retro TC Skin & a minigun, plus much more! 04 April 2024 DEVBLOG .blog .news-section-block.sectionstyle-hero .content { background-color: inherit; padding: 2rem; } div.blog .section { padding: 16px; margin-bottom: 1rem; max-width: 800px; margin: auto; } .blog-hero { background-color: inherit; padding: calc(8rem + 100px) 0 8rem 0; position: relative; display: flex; align-items: center; justify-content: center; flex-direction: column; min-height: 50vh; } .change-blog-container { background-color: inherit; width: 100%; } h1,h2,h3,h4,h5 { font-family: inherit; font-weight: inherit; color: inherit; } .body-info h1,.body-info h2,.body-info h3,.body-info h4,.body-info h5 { font-family: "Bebas Neue", sans-serif; font-weight: 500; color: #e4dad1; } .sectionstyle-hero { min-height: 0; } ⠀ Cargo SHIP Docking We’ve given both Harbors a fresh coat of paint this month, with a significant amount of visual and gameplay changes. These changes support the new Cargo Ship docking process, which allows the ship to adjust it's course and dock with the harbor. Each harbor has a new island that can be reached by crossing a rotating bridge, floating containers or a daring set of jumps across cranes. This island becomes a stronghold once the Cargo Ship docks as it becomes sheltered from the rest of the harbor. The ship will pick the first harbor it passes to dock and will only dock once. Once docked, the cranes in the Harbor will spring into life and move several containers from the docks onto the deck of the ship. These containers have openable doors and can be hidden in, so they present a new way to smuggle aboard the ship and another threat for players already on the ship to contend with. These containers will be deposited in locations that are generally above the deck, in some cases by several meters. This should present an interesting tactical situation when attacking the ship as well as defending it. We’ve also added two ship doors above the water line that allow access to the lower interior level of the ship and provide additional ways to board or traverse the monument while the ship is docked. By default, the Cargo Ship replenishes it's loot every 10 minutes - up to 3 times. When the ship docks at the harbor, it will attempt to trigger one of those loot refreshes - although if all three have already happened, it will be unable to spawn any more loot. The Cargo Ship horn will sound 60 seconds prior to it's departure - once you hear that horn it's time to get moving or you might end up back out at sea. We think these changes combined will lead to Cargo Ship being a much more contested PvP environment for groups of all sizes. We're also interested to see how a traditionally lower intensity monument like the Harbors adjust to periodic bouts of high intensity action. Oilrigs The Oilrigs receive an upgrade this month, with an underwater access. This new way to get onto the Oilrig will add a path into both structures Level 3 floors. This provides a different, and possibly safer way into the monument. It is also a way to counter the players on board by short circuiting the docks at the rig's water line. The extra rooms inside see the addition of a CCTV desk that allows you to observe camera feeds of the monument. Minigun The iconic minigun has been added to the game which is used by the Heavy Scientists. It takes a moment to spin up, but when it does, it unleashes a massive amount of ammunition, making targets much easier to hit. It's a rare drop useable by players and you must be at a workbench level 2 to add ammunition to it as it cannot be reloaded in the field. It also takes 1.5 seconds to spin up and lowers your movement speed while the spin is engaged. Retro Tool Cupboard We're thrilled to announce Rust's first-ever tool cupboard DLC skin! The Retro Tool Cupboard can be crafted as usual using the skin picker or applied to an existing Tool Cupboard using the Spray Can item. The Retro Tool Cupboard monitors display live information such as upkeep time, resources, and the number of blocks used to calculate upkeep costs. However, the data is only visible on the monitors when authorized. The Retro Tool Cupboard doesn't require power, the lower half of the Retro Tool Cupboard behind the glass panel displays current inventory upkeep amounts and tools. When approaching the Retro Tool Cupboard design, we felt aesthetics were critical. The tool cupboard is the heart of any base and should be instantly recognizable. You can purchase Retro Tool Cupboard skin in-game or at Steam's item store . Military Flamethrower In addition to the minigun, the Heavy Scientists have had their arsenal upgraded with a new, military tier flamethrower. This weapon deals massive damage to targets up to 12 meters away and creates walls of fire - which can be used for area denial. I've also modified how flamethrowers deal damage to players making them an extremely effective PvP weapon. Patrol Helicopter Improvements The patrol helicopter was one of the largest banks of 'older' code still in the game. It's stood up well, but there were a bunch of fixes and improvements that needed to happen. Let's start with the improvements. Orbital Strafing/Strafing Changes The regular helicopter attack strafe was getting pretty old. It followed a regular pattern and most of our values were fixed internally. This has been changed. During an attack run the helicopter will randomise a bunch of values, including: rocket amount, drop off distance, turn speed etc. These are relatively minor adjustments, but they should help make each new fight with the helicopter feel a little more fresh. We also added a new attack phase in the strafing run. The helicopter will turn, begin orbiting your position and pummel you with rockets from all directions. This will randomly happen after each strafe. It's super fun to play, and helps bring back the excitement and danger of taking heli. Aggro Improvements A new 'zones' feature has been introduced. These are invisible to the player. When a player damages heli a zone is updated/created and the zone is assigned a score. This score is based on how much damage heli has taken from that specific zone. Heli will now seek out targets based on zones and damage scores rather than the perceived randomness of before. When there are minimal players and by extension - minimal zones. Heli will work similarly to before, but when more zones are introduced heli will prioritise attacking the people that are attacking it, in a more controlled and deliberate manner. You are still free pickings to the side gunners, but your house shouldn't be blasted anymore in the confusion. No-Go Zones When taking heli, the basic principle is to get, and keep aggro. No-Go zones make this a little more difficult, and now encourage some movement when taking heli. When a zone performs enough damage to heli too quickly, then that zone is marked as a no-go zone. Heli will flee the area, and attempt to avoid it as best as it can. This is to encourage heli to get out of areas that are going to kill it too quickly. Encouraging bigger groups to chase, build defenses as they go and bring more PVP to the whole map. Bug Fixes/Changes A bunch of legacy bugs that existed with heli are now patched. These include being stuck on targets, disappearing mid-fight, not exploding in the ocean, as well as a bunch of proxy issues that were fixed by the aggro adjustments. Other adjustments have also been made to how heli patrols work, and you should see it moving around a bit more now, rather than just sticking to the monuments. Server Convars patrolhelicopterai.use_danger_zones - this will enable/disable the no go and aggro zones. When turned off, the helicopter will largely behave the way it used to (regarding target picking and aggression). patrolhelicopterai.flee_damage_percentage - this sets the required percentage of damage done to heli in order for it to flee, and create a no-go zone. A value of 1 or over will effectively disable no go zones and stop the flee mechanic. It will no doubt need some further revisions and changes after this release. Keep us updated on how your heli takes go. Have fun! Electricity This month, we are taking care of our fellow electricians! Bug fixes, quality of life improvements, and major changes are coming to electricity. CHANGES First of all, we removed any power requirements from all logic gates. Being creative and adding logic to your circuits won't be at the expense of acquiring a linear or exponential amount of power anymore. While being a great quality of life for master electricians, we also believe that removing this pain point will encourage wider use of electricity. Therefore, the following components won't require power or drain batteries anymore: Splitter Electrical Branch Blocker Root Combiner Memory Cell RAND Switch XOR Switch AND Switch OR Switch Timer Switch Smart Switch Counter Pressure Pad Button Any other active components like turrets, sensors, lights, etc. remain unchanged and will still need power to function. BUG FIXES These power limitations were also overly amplified by a multitude of power drain bugs and unintended behaviors that we worked on fixing. Here are the most important ones: Prevent Electrical Branch from draining power when nothing is connected to its 'Branch Out' output Fixed OR Switch adding Active Usage to both power sources instead of the one with the highest power Fixed unpowered components draining power Fixed auxiliary inputs/outputs draining power unnecessarily Quality of life Along these changes, we worked on improving how you deploy electrical components: Fixed the differences between the deploy guide and the actual position where your component is placed Components are now aligned to walls and won't rotate based on your view angle You can now align your components together when deploying them on walls by holding left shift This applies to all electricity, industrial and fluid items. We're planning on extending it to any type of deployable in the future. NEXT STEPS There are more fixes and improvements that didn't make it into this patch. Expect more in the coming months, including plans to rework some components and extending their functionalities. Many thanks to our electricians in the community for pointing out bugs and suggesting ideas. The full change log of each component can be read in the section at the bottom of the blog . Anti-cheat Update At the beginning of the year, in the development blog Surviving a Decade, I mentioned, "This year we're dedicating more resources into anti-cheat than ever", this is a commitment we're dedicated to, and I want to share more information about what we've been up too. Over the past couple of months, we have slowly eliminated or limited information leaks which cheaters abuse to aid them in several ways. For example, players health, Tool Cupboards and turret authorization lists could be read in the network data, allowing cheaters to use and gain a further unfair advantage. These are now fixed. In continuing efforts to battle cheaters and clean up many long-standing issues, especially around information leaks, buried stashes are no longer networked, meaning cheaters will no longer know where stashes are buried. There is much more to be done in this area, and we are working on it. Expanding the support team size over the past year has allowed us to get more support staff focusing on anti-cheat, which includes going in-game and dealing with and disrupting cheaters directly based on player reports. Some staff over the coming months will be dedicated solely to anti-cheat measures full-time. This isn't limited to Facepunch servers, but across the board. In addition to the above, we've deployed some stricter measures surrounding anti-cheating, eliminated several priority exploits, and will deploy further measures soon. In the last month: 26,954 bans have been applied 22,542 of which were permanent 4,412 of which were temporary 949,422 cheating reports received 90.8% of bans were applied automatically Since the 1st January 2024: 84,753 bans have been applied 71,371 of which were permanent 13,382 of which were temporary 3,116,133 cheating reports received 92.9% of bans were applied automatically Based on fiscal quarters: 72,849 bans applied in 2023 Q1 65,608 bans applied in 2023 Q2 81,682 bans applied in 2023 Q3 55,672 bans applied in 2023 Q4 81,084 bans applied in 2024 Q1 Notes Bans are placed for multiple reasons, the numbers above do not strictly reflect only cheat-related bans, but cheat-related bans do make up the vast majority of bans. A single player can receive multiple bans, for example, if a user is temporarily banned and then later switched to a permanent ban, this is counted as 2 bans in the above metrics. BRADLEY SCIENTISTS The Bradley has some new passengers this month! Scientists can now deploy from the Bradley to help defend it with some extra firepower. This applies to both the Launch Site Bradley and the Bradley that spawns along roads at the end of the month. Improvements & Fixes Highlights Seed Sack World Model Added new seed world model Mushroom World Model Added mushroom world model Monument CCTV Station New dedicated CCTV station within monuments SRV DNS Support I added support for SRV DNS record to Rust. This means you can now create nice domain names for your servers without needing to specify the port (or be forced into the default port). I also used this added information to improve the favorites list. Servers that have a working DNS record set up would save the domain name when favoriting so that favorites should never break as long as the domain name is pointing to the right place. More information on how to set this up is on the wiki . Ping Estimation If you have searched for new servers in the browser you probably noticed the large amount of fake ping: it's impossible to have 30ms ping to both a US and EU server. This is a side effect of certain forms of DDOS protection and has forced us to create a custom system to estimate ping rather than use steam's ping value. There is a new checkbox below "Use Cache" called "Estimate Ping". We will enable this by default in the future once we confirm the estimated values are more accurate than the existing ones. Please note this is still experimental and will be improved upon over the coming months. Electricity Change log Following on from the electricity section above, here are the changes in full: Splitter Power Consumption: 1 -> 0 Active Usage: 1 -> 0 Now distributes power evenly across all outputs and adds any remaining power to the earliest outputs, ensuring no power loss Electrical Branch Power Consumption: 1 -> 0 Active Usage is now properly calculated based on components wired from the 'Branch Out' output Blocker Power Consumption: 1 -> 0 Active Usage: 1 -> 0 Root Combiner Active Usage: 1 -> 0 Memory Cell Power Consumption: 1 -> 0 Active Usage: 1 -> 0 Components wired from the current inactive output will no longer add any Active Usage to batteries Fixed power passthrough being shown on both outputs instead of on the active one Side inputs won’t drain power anymore RAND Switch Power Consumption: 1 -> 0 Active Usage: 1 -> 0 Now passes power when ON and blocks power when OFF Now resets to OFF when power is applied to the 'Reset' side input XOR Switch Power Consumption: 1 -> 0 Active Usage: 1 -> 0 AND Switch Power Consumption: 1 -> 0 Active Usage: 1 -> 0 If only one side is powered, components connected to the output of an AND Switch will no longer increase batteries Active Usage OR Switch Power Consumption: 1 -> 0 Active Usage: 1 -> 0 When both inputs are powered, Active Usage will now be applied to the highest power source. If both sides have the same power, the first input is selected by default Timer Power Consumption: 1 -> 0 Active Usage: 1 -> 0 Now configurable when unpowered Switch Power Consumption: 1 -> 0 Active Usage: 1 -> 0 Fixed side inputs passing power through Fixed red light not enabled when receiving power but toggled off Smart Switch Power Consumption: 1 -> 0 Active Usage: 1 -> 0 Fixed side inputs passing power through Fixed red light not enabled when receiving power but toggled off Updated deploy mesh guide Counter Power Consumption: 1 -> 0 Active Usage: 1 -> 0 Max target number: 100 -> 999 If below its target value, components connected to a counter's output will no longer increase the Active Usage on batteries Pressure Pad Power Consumption: 1 -> 0 Active Usage: 1 -> 0 Fixed blocking power passthrough for a bit when triggered Button Power Consumption: 1 -> 0 Active Usage: 1 -> 0 Laser Detector Now deployable on any surface angle Tweaked handles position to make it easier to wire Ceiling Light Fixed an issue where it was possible to power them using only 1 unit of power instead of the required 2. Industrial Light Can now be rotated using R while being deployed Flasher Light Restored blue material emission when turned on Tweaked handles position to make it easier to wire Siren Light Added red material emission when turned ON Tweaked handles position to make it easier to wire Reactive Target Now resets itself automatically only after being knocked down Won't generate and pulse 1 power when lowered manually When both lower and reset inputs are powered, the one with the highest power takes over Industrial Conveyor Fixed 'Filter Pass' and 'Filter Fail' outputs passing through 1 power regardless of the current power Industrial Crafter Now drains 1 power correctly when turned on Small Generator Strobe Light Spooky Speaker Snow Machine Fogger-3000 Auxiliary inputs won’t add any Active Usage to batteries anymore Patch Name Waves Of Change Changelist Title April date_range Thursday, April 4, 2024 add_circle Features • Harbor monument reworks • Cargo Ship docking • Bradley Scientists will now help defend it • Patrol Helicopter reworks and improvements • IO entities snapping • Saturation Tube for Large and Small oilrigs, including new CCTV station. • New Seed and Mushroom World Models • Ping estimation in server browser • Added minigun • Added military flame thrower arrow_circle_up Improvements • Tool cupboard upkeep timer now in realtime • Increased counter max target number from 100 to 999 • Reversed RAND switch behavior, passes power when on and resets to off • Reactive target will now only reset itself after being knocked down. Powering the lower aux input will keep it lowered • Updated smart switch guide mesh • Vendor UI now closes automatically when map is closed • Vendor name is now shown again on hover of single vendors • Updated patrol helicopter map tooltip name • Improved overgowth foliage at monuments • More props and structures react to the snow biome in monuments and will display a snow variant • Updated Head Bag World Model to use a Bloody Texture • Prevent stashes from networking while underground handyman Fixed • Fixed being able to build close to Oil Rig/out in deep ocean • Fixed cooking objectives not appearing in a specific sequence when playing the tutorial • Fixed missing colliders on tutorial island • Fixed incorrect information on Tutorial tag tooltip in server browser • Fixed tutorial tag appearing incorrectly aligned in loading screen • Fixed some tutorial Island text not localizing correctly • Fixed tutorial achievements not unlocking correctly • Fixed some tutorial popup videos not appearing after the player dies during the tutorial • Tutorial island server performance improvements • Fixed opening inventory causing large lag spikes after opening large amount of vending machines • Fixed attachments being right clicked onto weapon instead of into backpack • Fixed clothing being worn instead of right clicked into backpack • Fixed items not being right clicked from backpack -> vending machine • Fixed full server demo error when running with `-nonetworkthread` • Fixed backpack UI being stuck on screen after opening & closing backpack • Fixed a particular water pump IO configuration that could degrade server performance • Fixed electrical deployables being offset when placed • Fixed AND, & OR gates draining batteries on both sides instead of only the side with the highest power input • Fixed memory cell draining battery on both sides instead of from the active output • Fixed electrical branch draining power when nothing is connected to its branch out side • Fixed unpowered components draining batteries, much more common now that branches do not waste power anymore • Fixed auxiliary inputs/outputs draining power unnecessarily • Fixed memory cell draining battery on both sides instead of from the active output • Fixed memory cell power passthrough being shown on both outputs instead of on the active one • Fixed counter power passing power through when under their target value • Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In') • Fixed wire tool not clearing active wire when right clicking • Reduced the slight delay in showing UI passthrough value when looking at an IO entity • Fixed timer time not editable until powered • Fixed pressure pads blocking power passthrough for a bit when triggered • Fixed industrial combiner deployable on self • Fixed button deployable on the side of other components • Fixed electrical flasher light and siren light having no emission when on • Fixed industrial conveyors aux outputs passing power even when they have 0 energy left • Fixed industrial crafter not draining any power (now drains 1 when ON and 0 when OFF) • Fixed switch and smart switch green/red lights feedbacks • Fixed ceiling lights being powerable using only 1 power instead of 2 • Fixed storage monitor missing deploy guide • Fixed workbench tier 2 oversized spraycan prop collider preventing shooting through open gap • Fixed stacking small sign exploit • Fixed microphone stand typo • Fixed weapon racks being able to be deployed underwater • Fixed patrol helicopter not exploding when hitting the water • Fixed patrol helicopter getting locked in an orbit around a non existent target • Fixed patrol helicopter staying on the map when it's being told to retire • Fixed elevator doors in Launch Site getting duplicated every time a server rebooted remove_circle Removed • Disabled Easter Event Vezi articolul complet
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