1:40am EST - Just had to wipe and switch IP's. Here is the new IP: client.connect 18.104.22.168:28015
3:45pm EST - Maurino is tearing it up with cool shit!
- Smash skulls into bone fragments with right click
- Smaller placement radius for sleeping bags
- Spear attacks nerfed (damage lowered 10 points)
- Stone spear now cost 300 wood and 100 stones (instead of just 200 wood)
- Large wood storage has 24 slots, small is now 8
- Bandages now cost 3 cloth (as opposed to 100)
- Get more than 1 bullet per craft session
12:00pm EST - Happy Turkey day everyone! The team is up to some awesome stuff today and some relief for these server performance dips is on the horizon! I have a turkey to put in the oven so lets get into it...
Good news on the server performance front! Yesterday, Garry requested I send him some saves / logs from the server when performance went to shit to help him debug the issue. I sent them and, a little while ago, he let me know that he was able to track the issue down. Basically, after a save, physics go apeshit. This is something he needs to bring up with Unity but he is working on making it more resilient in the mean time. Hopefully, we'll be seeing some improvements to server performance soon!
Till then, I'll keep wiping when performance drops. The 8 hour wipe schedule didn't work yesterday so, fuck it, we'll do it live!
An 88mb client update dropped earlier. The biggest noticeable change: You now start with a torch. Also, it looks like the delay between rock hits has increased. Being that it's turkey day, I haven't had much time to test what other changes are in this update. If you notice some, please post to the comments below.
One of the big issues when server performance drops is that crafted items don't enter the players inventory. Also, crafting times get longer and longer as server performance dips. Garry has implemented a fix for this by making crafting times independent from server lag.
Maurino is doing some work on the island redux branch. For those of you who don't know, this is the remake of the original legacy Rust map. Very cool, can't wait to see some screens!
Updated map buildings
Daniel has started on updating the buildings from the old map. Awesome, this is another step towards the island redux being done.
Animal search behavior
Zon has done some work on animal search behavior on the animal-survival branch. It’ll be really cool to see the animals take more and more intelligent actions.
Large wooden storage
Looks like more storage options are in the pipe: Tom is working on the art for the large wooden storage boxes. I'll post screens when I have them.
Looks like a new weapon may be entering the mix soon. Tom has completed the low poly version of Pauls spade AK. Sweet, haven’t seen any movement on this card since late July. See more here.
Maurino has done some improvements to the key and code locks. Mainly, they will lock automatically now after the key is made or a key code is initially entered. Good, because I am totally guilty of leaving my door unlocked accidentally. Now we just need a better indicator on the model for if it's locked or not (very hard to tell now, especially on lower graphics settings).
Mini magnesite works
Megan has posted a new concept landmark, the mini magnesite works:
Craftable water collectors
She's also added a new card for craftable water collectors. Here's the first look at the concept art:
Paul has added some new studies to operation: unsuck the environment for the snow biome:
New server host
I'm in the process of switching hosts to a more powerful dedicated box. It is hosted in a great datacenter in New Jersey and will allow us to run more slots and, hopefully, last longer between wipes. Next time performance goes to shit, I will turn off the old box and switch to the new one. This will also put us on a new IP address so check this site or the steam group for the updated IP once we switch (expect this to happen later this afternoon or evening).