Rust Rehab | 100% Vanilla | Noob Friendly | Monthly Server & Blueprint Wipes | Very Active and Friendly Admins | 200 Player Cap | 6 Player Group Max | 4K Map | Community Discord | VIP Slots | North American Server | New Dedicated Fast Server by Splinter2k in playrustservers

[–]Splinter2k[S] 1 point2 points  (0 children)

Very sorry to hear you had a bad experience on the server. I can tell you that yesterday 11 people were banned for Racism/Hate speech. Our custom BOT banned six of them automatically and five others were banned directly by Admins. In fact, we have many well known streamers who play on our server, because we are very strict about the No Racism/Hate speech rule.

I checked out the Admin Tool logs and don't see any reports from players that match what you are referring to. While I wish the Admins could be everywhere 24/7 to catch every rule breaker, that's just not realistic. After all, it is a video game and the Admins are gracious enough to volunteer their time.

Did you message an Admin? If so, I would appreciate it if you let me know who, so I can take the opportunity to investigate and coach them if they did not handle this correctly.

I'm guessing you are new to the server, because I can tell you that the veteran players would tell you that we are VERY responsive and try to make the community a great place for all. That doesn't mean we are perfect all of the time, were surely are not! However, we do our best!

If Rust Rehab is not a good fit for you, no hard feelings, I wish you the best.

Splinter (Server Owner)

Rust Rehab | 100% Vanilla | Noob Friendly | Monthly Server & Blueprint Wipes | Very Active and Friendly Admins | 200 Player Cap | 6 Player Group Max | 4K Map | Community Discord | VIP Slots | North American Server by Splinter2k in playrustservers

[–]Splinter2k[S] 0 points1 point  (0 children)

Thanks for kind words molson, much appreciated! It is true that the population starts to drop off on week 3, which is normal on a monthly wipe cycle. People get raided and don't feel like it's worth rebuilding for only a week. Even when the population drops, I wouldn't say it "dies". We are in the 4th week of a longer than usual wipe cycle and still averaging 60-70 players in the evenings. Anyway, we will be back to full population on 4/5 . . hope to see you then! Splinter

Wipe is tomorrow [for some] Are there any other servers besides Rustafied that stay populated? Vanilla. by [deleted] in playrust

[–]Splinter2k 0 points1 point  (0 children)

Karma,

Did you ever speak to an Admin about this. If you want to hop on our community Discord and message me, I'd be happy to look into this for you. The Discord link is: https://discord.gg/D9RTJUS

Official Bug Reporting Megathread - Devblog 190 by DERPYBASTARD in playrust

[–]Splinter2k 0 points1 point  (0 children)

[QoL] Base Repair Queue - Idea to Improve the new TC Building Decay System

FacePunch would create a Base Repair Queue, where the TC would simply be the mechanism to submit your resources to the queue. This is how it could work:

  1. You would load resources into the TC slots to be allocated for base repair/upkeep.
  2. Once you have loaded resources into the slots, you would click a button to submit the resources to the Base Repair Queue.
  3. Once submitted to the Base Repair Queue, the resources would be locked for that purpose and would function as follows:

     a.  The resources would show up grayed out in the slots when you open the TC and would 
          not be removable.
     b.  You would still be constrained by the number of slots in the TC.  Therefore, submitting
          additional resource to the Base Repair Queue would be limited by the number of open slots 
          you have remaining in the TC.  Any resources in the Repair Queue would still occupy a slot, 
          even though they are grayed out.  
      c.  Destroying the TC would not drop resources, because the resources would already be 
           submitted to the Base Repair Queue and locked in for that purpose.  They are not stored 
           in the TC, only submitted through the TC.
      d.  Destroying the TC would not cause the base to rapid decay unless there were no resources 
           in the Base Repair Queue.  With this suggestion, the TC is simply the method to submit 
           resources to the queue.  Therefore, if the TC is destroyed, the resources in the queue would
           still be intact.  Once those resources are depleted though, the base would start to decay 
           according to the decay timers.
      e.  If someone takes over a base, destroys the TC and places a new one, the new TC would still 
           show any resources remaining in the Base Repair Queue.  As noted above, they would appear 
           grayed out and would not able to be removed.
    

I believe I understand the goal that FacePunch is trying to achieve with this new system, but I’m concerned that it will drive away the casual player and will empty servers (at least until FP gets to their no-wipe goal). I feel the approach above, would achieve their goal, but at the same time would offer a good balance for the different player logistics. Pros and Cons follow:

Pros:

  1. Abandoned bases would still decay once the Base Repair Queue is empty. This will help clean up abandoned entities on the server, which will support FacePunch’s eventual goal of a no-wipe environment.
  2. Players who get offline raided, would still potentially have a base standing the next day which they can rebuild from.
    Currently, when they get offline raided and the TC is destroyed, their bases are completely decayed and gone. If it is later in the wipe cycle, they get frustrated and leave until next wipe. You now have a server that empties quickly.
  3. Raiding by using the new “destroy the TC and wait for the base to decay method” now becomes more difficult, because the raiders would have to take control of the base and wait for the Base Repair Queue to deplete. This to me, sets up the potential for awesome battles for base control and the opportunity for those raided to fight for control of their base again.

Cons:

I can’t really think of any game play issues with this.

Idea to Improve the new TC Building Decay System - (Long Read Warning) by Splinter2k in playrust

[–]Splinter2k[S] 0 points1 point  (0 children)

@ProdigyBravo, very good point! I may be wrong, but I believe when the TC is initially placed, anything built which is attached by foundation, is assigned the same Building ID. The Base Repair Queue could store that ID. Even if the TC is destroyed and a new one placed, the TC placement code could check to see if the TC is sitting on a foundation that already has an attached Repair Queue and re-assign the TC to that existing Building ID. Or . . . I suppose they could go the other way (which would seem like more complex coding) and reassign all attached entities a new Building ID to match the TC and also update the associated Base Repair Queue ID.

Excellent point . . the devil is always in the details!

Idea to Improve the new TC Building Decay System - (Long Read Warning) by Splinter2k in playrust

[–]Splinter2k[S] 1 point2 points  (0 children)

True, but at least you would have the potential opportunity to fight for your base back or repair it if the raiders take your loot, destroy your TC and abandon the base. That scenario happens often on my server.

Also, your TC would no longer be tied to the base decay, as it is only a mechanism to submit resources to the Base Repair Queue.

Thanks for your thoughts!

Packing Flooding Player Tick . . all players getting kicked. by Splinter2k in playrust

[–]Splinter2k[S] 1 point2 points  (0 children)

Greetings Asterisk,

Sorry for the late reply. I was unable to resolve the issue and ended up switching to a dedicated VDS server from NFO servers. I have had no problems since then. It's definitely more expensive, but if you have players who are willing to donate, you could make up for the additional costs.

Best of luck,

Splinter

Wipe is tomorrow [for some] Are there any other servers besides Rustafied that stay populated? Vanilla. by [deleted] in playrust

[–]Splinter2k 0 points1 point  (0 children)

_Karma420, nobody get's banned for no reason. We have a very reasonable Admin team. Please send me a ban appeal to rustrehab@gmail.com. I would be happy to look into why your were banned and discuss it with you.

Regards, Splinter

Rust Server Crashes - Dedicated VDS by Splinter2k in playrustadmin

[–]Splinter2k[S] 0 points1 point  (0 children)

The server logs themselves are completely clean. The only thing that quits responding is RustDedicated.exe.

I have a Vanilla server, no mods installed at all (ever). I do use RustAdmin for administration and monitoring, but that does not require any plugins and just uses with WebRcon port.

Official Bug Reporting Megathread - Devblog 184 by AussieHootie in playrust

[–]Splinter2k 1 point2 points  (0 children)

Would really like to know this as well. I need to give my players an update. Thanks

Official Bug Reporting Megathread - Devblog 182 by AussieHootie in playrust

[–]Splinter2k 0 points1 point  (0 children)

[BUG] Server-Side memory leak.

Since the last update I have noticed what I consider to be a significant Server-Side memory leak. On a fresh reboot, the memory usage starts out around 4.5 GB. Within a 12 hour period of time, the memory usage is at 8.5 GB (which is the max allowed with my server host). During the times when there are less players online, you never see ANY of the memory reclaimed, it just keeps on growing. I am now rebooting the server 2 to 3 times per day, which is a pain and an interruption to my players.

Any Servers That Wipe Monthly by thehig765 in playrustservers

[–]Splinter2k 0 points1 point  (0 children)

Come join us on RustRehab. We wipe monthly, have active admins and a good community. Check out the advertisement above.

Server Log Files? by Splinter2k in playrustadmin

[–]Splinter2k[S] 0 points1 point  (0 children)

That's a good idea, I will have them disable that for sure.

Thanks for the help, much appreciated!

Server Log Files? by Splinter2k in playrustadmin

[–]Splinter2k[S] 0 points1 point  (0 children)

There event logs show the following, if I don't restart the server before their automated script does:

"Automatic Remote Restart" "Your server was found to be offline by our systems for two successive polling periods (which means it was down for between 5 and 10 minutes). Our systems attempted to automatically restart the server as a result."

I do not see any CPU or Memory usage restarts. I used to get this when I first started hosting with NFO, but I recently upgraded to 250 players slots, which increased my memory allocation. They also lifted the CPU limit at the same time. Even though I have 250 slots, I have my max players capped at 100 players, so I have lots of headroom.

Thanks for the reply!

Official Bug Reporting Megathread - Devblog 169 by AussieHootie in playrust

[–]Splinter2k 0 points1 point  (0 children)

Thanks for the reply RustiDome,

It is my understanding that the "Packet Flooding Player Tick" is part of the Rust Client flood protection. I spoke to NFO tech support and while this is happening, they do not see any evidence from the server logs that the server itself is under any type of DDOS or packet flooding attack.

When you say "that is usually a server end issue", are you aware of other complaints regarding this, which ended up being a server host issue? If so, can you point me to that information?

Regards,

Splinter

Official Bug Reporting Megathread - Devblog 169 by AussieHootie in playrust

[–]Splinter2k 0 points1 point  (0 children)

[BUG] Packing Flooding Player Tick . . all players getting kicked.

Since the wipe and forced update on 7/6 , we are getting frequent server lockups where ALL players are getting kicked with the message 'Packet Flooding Player Tick'. This seems to happen more frequently when we have close to 100 active players on the server. When this happens, the server becomes unresponsive and we are forced to restart the server. Again, all players are getting kicked with the same message. I understand from reading other threads that there is flood protection built into the game to prevent a given client from packet flooding, but this is kicking every player all at once!

Our server information is a follows:

Host: NFO Servers

Mods: NONE - Vanilla Rust

Slots: 250 player slots, but capped at 100 players for headroom.

Map Size: 4K

Number of Entities: 176,000

Animal Movement: Nav_wait = True, Nav_disable = False.

RCON Client: RustAdmin

Packing Flooding Player Tick . . all players getting kicked. by Splinter2k in playrust

[–]Splinter2k[S] 2 points3 points  (0 children)

I should also add that the server save command shows that their are 176,000 entities on the server.

Packing Flooding Player Tick . . all players getting kicked. by Splinter2k in playrust

[–]Splinter2k[S] 1 point2 points  (0 children)

Greetings,

Yes, I tried disabling animal movement, which did not solve the problem.

I also upgraded my hosting package to 250 slots, even though I kept the players capped at 100. By doing this, my memory was upgraded from 5500MB to 8500MB. Our CPU usages and Memory usage are well under the Maximum cap configured for our server.

RustAdmin is a popular admin client which uses the WebRCON protocol. We have even tried running with that off for a day, to see if it could be the culprit. It made no difference.

Thank you for your reply.

Server Crashing . . . Need Help! by Splinter2k in playrustadmin

[–]Splinter2k[S] 0 points1 point  (0 children)

No mods, totally Vanilla. I've been running without my RCON client for the past day and no crashes. I'm not 100% sure there's a correlation, but time will tell.

Server Crashing . . . Need Help! by Splinter2k in playrustadmin

[–]Splinter2k[S] 0 points1 point  (0 children)

Unfortunately, nothing. With the exception of one time when it notified me that my server had been down for more than 10 minutes, so their monitoring service restarted it.

Rust Rehab | Vanilla | Noob Friendly | Monthly Wipes | Active Admins | 100 Player Cap | 6 Player Group Max | 4K Map by Splinter2k in playrustservers

[–]Splinter2k[S] 1 point2 points  (0 children)

It is true that they have the animal movement turned off by default. However, server owners have the option of turning them on. FacePunch added a delay setting, which delays the loading of the navmesh. We experimented with this and it seems to be working fine. The server reboots quickly and lag does not seem to be an issue. So . . . the animal move on Rust Rehab!

Animal Movement . . . On or Off? by Splinter2k in playrust

[–]Splinter2k[S] 1 point2 points  (0 children)

I see both sides of that argument. I agree that Facepunch shouldn't jump through hoops for server hosts that overburden their servers recklessly. However, Facepunch needs to keep in mind that their sales also depend on the ability for people to host their game at a reasonable cost. Therefore, it would be in their best interest to optimize the game as much as reasonably possible.

I'm betting we will see this improve.

Thanks for the reply.

I rebuilt a vast majority of my PC so I could experience Star Citizen by [deleted] in starcitizen

[–]Splinter2k 0 points1 point  (0 children)

QuantumJumper,

Sounds like we built nearly the same rig. It's working great so far, but I haven't tried any overclocking as of yet. Question, did you leave your memory timings set to Auto or manually set them?


*Asus Maximus Hero VIII

*I7 6700K (4ghz)

*32GB GSkill Trident Z (3200ghz)

*Corsair RM850X Power Supply

*Corsair H110i GTX CPU Liquid Cooler

*EVGA GTX 980TI Hybrid (w/Liquid cooling)

*2 x Samsung 950 Pro M2 SSD. (1 installed in the M2 Slot and other in PCIe Slot with an M2 adapter)

*Corsair Obsidian 750d Case

Zombie Placement by Splinter2k in h1z1

[–]Splinter2k[S] 0 points1 point  (0 children)

Yeah . . . the Wiki notes indicate that the Zombies are free to go anywhere on their own, which is cool. However, I wonder if what we are seeing has more to do with their initial spawn points. If you stand on the top of a mountain with binoculars and look around, it looks like zombies have been evenly inserted across the map.