Killed a deer, got human meat from it?
Killed a deer, got human meat from it?
yep.
also, residual bug with the metal ore/stone yield from the patch before; the stones are really low yield, and metal ore has obviously swapped with it, yielding 1000 ore per node. as a point of interest, the yield is identical between sulph/metal nodes, whereas stone nodes give 1 sulph/stone per 10 or so hits.
got this bug
The referenced script on this Behaviour is missing!
Edited:
why is green locked and red unlocked now for the code locks?
Boxes are bugged, the large one only has six slots and i got the "occupied" glitch the other night, not sure if they fixed it yet. Also chicken breasts didnt heal me any not sure if it moved the hunger meter or not
1. Door locks may be bugged too... green means locked, red means unlocked the way they have it right now.
2. Floor health values are 10000/1000
just gunna throw this on the list... holy F*** chicken sounds. stahp
The chickens are annoying but whats worse is when they have all been eaten and theres nothing left for us to eat except each other!
Well at least they have an alternative food source!
Green Locked - Red Unlocked is correct.
Green = Lock is active/On
Red = Lock is deactivated/Off.
Makes sense. The remote Control to my airplane, Green Light on the remote means it's on, Red light means it's dying/off.
What I have found,,
rocks bugged... no mater which rock you hit you get 1000 metal ore 300 stone 100 sulfur ore..
human meat from animals...
chicken meat does nothing...
gun firing sound cuts off...
chicken sound... WAY TO MUCH...
door locks green locked/red unlocked..
bears walk in circles until they see you..
large wooden box has only 6 slots...
airdrop automatic and still nothing in them...
I'm sure there are more.
I don't know that this is a bug, as Mack7n says right above you.
There has been a change to rocks.
Rocks are still the same, wish they would fix it !!! (experimental)
As elix said ores are fixed and large storage slots are fix but only on the dev branch, we will have to wait for that to be merged to the main branch,
Waking up doesn't work half the time
Yes, but it's counter intuitive to the basic green is go, red is stop ingrained in almost everybody around the world. General rule of thumb for interface design/systems is that you appeal to the most universal ideas/understanding as possible.
this has now been changed in game (dev version)
green is locked
red is unlocked
and the LED's are now bigger and brighter.
Exactly red = caution, don't go, your door is unlocked.
Green = go ahead, your door is locked, your stuff is safe
Counter intuitive. Doors and chests are things you enter, move through, or go in and out of. It's universally accepted and understood that red symbolizes you need to stop/can't pass, and green symbolizes go through or keep moving in relation to moving through a space.
Red and Green on electronics symbolize a low power/off state, and a fully powered/on state. Now this could apply to the electronic locks, and it kind of makes sense. However, is it universally accepted and more understood that that's what the lights symbolize. I doubt it. I see electronics with yellow lights, blue lights, and orange lights that symbolize different power states.
If you're going to connect a colored light system to something that let's you move in and out of it then the original (red=no entry, green=access granted) system they had was better. If you're going to have the lights indicate a state of active or not active then simply using a light for locked and no light for unlocked would be better - then the color of the light wouldn't matter.
You can debate this all you want, but switching the lights around is bad UI design.
Wow I was in the mind that it was wrong the first time round
red = locked
green = unlocked
but now thinking of it green is go, not sure about this one both seem wrong in a way, there's going to be advocates of both light systems.
maybe just change colours
yellow = unlocked
blue = locked
no arguments :)
The old key locks used to be red locked, green unlocked. All locks have helpful wording that tells the owner if its unlocked or locked. Go with the wording. This is just to mess with the head of the damn raiders :)
Another thing I'd like to add. I know people are disagreeing with you, or whatever.
I work in the alarm industry (I've been designing and installing alarm systems for almost 10 years now)
And whether its a simple home alarm system, a door access system, or a mag-card system. Green means Disarmed, and red means armed.
That is industry standard.. and backasswards from what Garry did this patch.
Every video game ever(tad bit of hyperbole. .) Red was locked, Green was Unlocked.
Red Thou shalt not pass, Green is go.
I prefer to stick with the color system i associate with my decades of gaming (red =Locked), but i will live if they decide to keep it Green = Locked.
I will say though that everyone on my server (a Dev branch server) was confused.
red for stop, green for go and yellow for speed through before the other bastards get moving. makes more sense to me (personally) to have red for locked, but i honestly will get used to whatever happens.
as for the ore counts, haven't had a chance to check since it was fixed; so a stone node now gives crap loads of stone, and 1 metal + 1 sulph every 10 or so hits? sulph nodes give more sulphar, though still limited amounts compared to the stone yield, and metal the same but with metal ore?
Stone hatchet disappears after creating it some of the time
Cooked meat does not regen health
Apparently uncooked meat does (not tested)
Annoying chat glitch where menu doesn't close properly
This game is too painful to even test and look for glitches.
1) All the servers are crashing on a regular basis, two servers I play on are just leaving thiers down untill the crash is fixed. They got tired of having to restart the servers.
2) Animal movement is glitchy, not smooth.
3) When you go to the building menu, it no longer displays what you have selected.
Not that it is a bug, but to kill a bear took two rifle shots at time.
RustUpdates @RustUpdates · 40m 40 minutes ago
fixed lock/unlock colors being the wrong way around on the keypad - @helkus (/main)
Haha @ the arguments above.
That's funny. After typing all that I wondered if it was just a bug, but either way decided it was a worthy debate.
it was Never a Argument , it was merely 1 side being hopelessly WRONG!
Universal in all games, Red is Locked!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I'm seeing all issues reported here with the new 12/16 update. A few other things.
1. my server is crashing a lot and I think it's the glitchy as heck airdrops, the airplanes are jumping in the sky and coming way too often. I can't find a way to turn it off either.
2. the stone hatchet sounds seem odd to me, trees don't see to be giving the right amount of wood either. I'm getting almost the same amount from a big tree as I get from a tiny tree.
3. Animal movements are glitchy and they run way too fast from you now. Almost impossible to kill them.
4. What's up with the way the bow and arrow works now? Seems very odd to me.
5. the door code lock change freaked me out at first green vs red -- and it's so small it's hard to see the color at all.
6. the bone knife used on a boar -- i got one steak only ..well human flesh that is, in fact everything is giving human flesh. And you can't tell when human flesh is cooked or raw in the pic of it.
7. Chicken sounds way too much in game, and I've to kill one or get anything from one.
I do like the new building updates so there's more health on the structure but there are just so many other bugs that I can't tell what actually is new in the update with so much stuff not working correctly. Is there a change log for this update that I missed. I didn't see anything in playrust.com
+1 "my server is crashing" + lag server
The lantern no longer brightens a room. It simply looks like a red or orange spot. It also disappears now after awhile.
And the hitbox needs to be expanded. It has become a dancing match between two people that lasts for 10 minutes if you try to spear someone. Heaven forbid if that person is laggy and bounces around like crazy.
just to remind everyone, it's not technically a hitbox system, it uses the bones to determine impact sites. but something does seem to have changed in the last few versions, with animals being damn hard to hit at point blank. i'm wondering if there are massive blank spots in the animal models where there is simply no bone to detect the impact.
Got a source on the bones thing? I'd like to read up on it a bit.
Devblog like 3-4 months back. Start combing through until you see a screenshot of TF2 models with hitboxes in bright colours, and then a Rust bald guy with skeleton lines in his limbs. That's the post and the hitbox/bone hit detection segment.
- Stone Axe seems to be invisible in third person perspective.
- FPS dropped from ~30 to 15 for me without changing any graphic settings. Enable/disable PVT has no effect anymore.
here ya go;) ages back now, but interesting none the less:)
Rust changed to minecraft ?
We can't destroy wooden walls ! faster regent, we try with Salvaged axe (3 ppl) and nothing, the wall hp stay between 499 and 500
Please, fix that bug !!
transparent stones
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So after reading it, it sounds like the bone system was beneficial because it allowed them to generate a (relatively) high poly hit box/mesh using a low poly player model. The bones were given a (how much does this hurt) value and then the various polygons of the low poly player model were automatically mapped to the bones damage values without the developer having to do nearly any mapping. Big polygons might be mapped to multiple bones if their vertices are in multiple bone areas.
Anyway it sounds to me like the bones no longer physically exist with us running around shooting each other. They are for all intensive purposed just numbers that our polygon vertices map to when playing
Correct me if I am wrong but the main benefit of the bone system seems to be easy to make high precision hitboxes that map themselves. Meaning the devs could add a tiger and just have to run a simple bone system through it, put it through their program with a low poly model and Bam! a hitbox with damage values mapped they didn't have to spend 4 hours assigning damage values to.
PS anywhere you see me say hitbox, I don't mean an actual box shape. I mean more like a hit mesh of polygons.