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Everything posted by feldspar333
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Greetings, For those already running Custom Vending Setup and Monument Finder, what's the proper way to incorporate the config .json information into the pre-existing ones? Also, your readme.txt in the dependencies folder is confusing when it names the plugins with dashes i.e. "1.1. install the plugin https://umod.org/plugins/custom-vending-setup". The actual extension file is does not have the dashes "CustomVendingSetup.cs". Changing the filename implies that it's a separate/different plugin.
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- #custom map
- #custom
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This may be true, but it's not obvious to me at least. Ms = meteor size Rm = Resource Multiplier Dd = Damage Dealt per hit Rbase = base resources per hit (unknown) Mbhp = Meteor base hit points (unknown) Trm = total resources mined from single node With the yield vs. size multiplier disabled, I would expect the equation to look something like: Trm = ((Mbhp * Ms) / Dd) * Rbase * Rm If this is correct, then the total resources mined is proportional to the Resource Multiplier divided by the Damage Dealt per hit: Trm = (Rm / Dd) * (Mbhp * Ms) * Rbase Which would be kinda strange, and would make balancing various tools/explosives more convoluted. This is not what I find when I test things out. The number of hits to destroy a meteor does not seem to be based on the damage dealt. I just tested it. I've set timed explosives at 100 damage and Rm = 1.0, and rockets at 50 damage and Rm = 0.5. It takes 10 C4 to destroy a meteor or two rockets. When I set the rocket damage to 25, it takes four rockets. Perhaps the damage dealt is a percentage of the meteor's total health? If that's the case the equation becomes: Trm = (100 / Dd) * Rbase * Rm = (Rm / Dd) * 100 * Rbase It may be that it's not clear to me how hits against meteors are accounted for. Thanks, David
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The settings are a bit opaque. This is what I've gleaned from some testing (on stone meteors): Big meteors have 500 HP (independent of size?) Actually I don't know what damage has to do with anything. Rockets set at 50 damage and a .5 multiplier take 5 hits to destroy a meteor, the same number of hits it takes C-4 set at 100 damage and a multiplier of 1.0. The resource multiplier (by explosive type) is multiplied by the normal value of a resource node (1500 in the case of stone) and the size of the meteor. So, if timed explosives are set at 100 damage and a multiplier of 1, on a 10x meteor, will produce 15,000 stone per hit (bug notwithstanding), and be destroyed in 5 hits, netting 75,000 stone. Turning of yield scaling removes that multiplier from the equation. The question is, what is the darn equation? Is it posted somewhere and I didn't see it? So confusing. Clear as mud. Please right it out the algebraic equation so that balanced results can be specified. Reverse engineering this thing is a PITA.
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Obviously I like this plugin, as I'm spending some effort in pushing it's limits. Would it make sense to specify the amount of hit points that non-ore entity has in the config file, and weapons and tools simply do their max max melee damage regardless of damage type? It seems reasonable that different weapons would produce a variety of results.
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@Porky I must agree with Porky, the map has many flaws that make it unfit for use as-is. I did communicate with @Immp77 directly in September and he fixed a few of the problems. I stopped bugging him and, with his tacit approval, fixed many more myself. I do like the map, but was unaware that the license attached to it does not authorize modification or sharing. Had I been aware of this, I would have made a fuss when I purchased it. Providing the purchaser with the Rust Edit password does imply permission to modify a map, completely undermining license restrictions to the contrary. If I'm not allowed to modify a map for my personal use, why provide the password needed to do so? It's not required to use a map in Rust. In it's current state, the map is unusable and should be pulled by Codefling. At the very least, Immp77 should update the license to allow modification and sharing between purchasers so that it can be made usable.
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After a successful switch to Carbon my test server, the implementation was uneventful on the public server. One mod, Monument Addons, did not compile, but commenting out a single line allowed it to work. Carbon is quite intuitive and seems very smooth and quick. The integrated control panel with commonly used modules is very handy and efficient. I reduced my mod count by eight or so. If you're starting from scratch, don't bother with Oxide, go with Carbon and activate the Pulgins tab. Excellent work gentlefolk, I'm looking forward to enjoying new features and functionality as Carbon matures.
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Not many meteorites contain radioactive elements, so it's not 'logical' that they would be radioactive. It stands to reason that radioactive elements are about as common in asteroids as they are on earth, i.e. pretty rare indeed. As a game mechanic, it might be fun, but explosives are already needed to mine them so it just amplifies the late tier bias.
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- 23 comments
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- #custom map
- #rust edit
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From the description, it seemed that this plugin would enable editing of existing NPC loot tables. It turns out to be a klunky tool to create loot tables from an incomplete list of items. I doubt that it could be used to efficiently create these tables, nor is it clear how it might be useful at all.
