That is terrible, one last question. Does each key take up a whole inventory slot?
[QUOTE=DeadRisen;46352059]That is terrible, one last question. Does each key take up a whole inventory slot?[/QUOTE]
Yep. One whole slot.
Maybe a different menu for keys? Or is that too excessive?
[QUOTE=Otterman;46352076]Yep. One whole slot.
Maybe a different menu for keys? Or is that too excessive?[/QUOTE]
I wouldn't say it it too excessive. A key-ring menu is definitely needed in my opinion, even without this broken system that prevents keying multiple doors with the same key. Maybe even let the player [Name] a particular spot on the key ring(not view-able by other players). I mean we can't just combine them all and use the current inventory system to separate them one by one. That would be hellish(mainly because of the UI for grabbing individual items from a stack)
[QUOTE=kulan;46344466][IMG]http://i59.tinypic.com/2vbars4.jpg[/IMG]
tier 2 locks are in but no world model so once you fitted it to a door you cant interact with it yet.[/QUOTE]
Under the needed components to make the Code Lock, it looks like it says 1 x Battery. That will be interesting. I wonder how often batteries will have to be replaced to keep it working?
[QUOTE=_stonecutter_;46352154]Under the needed components to make the Code Lock, it looks like it says 1 x Battery. That will be interesting. I wonder how often batteries will have to be replaced to keep it working?[/QUOTE]
Personally I hope they last forever. A clock battery could probably keep this thing going for a year, with the exception of whatever powers the lock/unlock mechanism. In my opinion this would be a crappy tedious feature.
I like the idea of a battery. The more you use the lock, the faster the battery should be depleted. Give it something like a year of standby power (in-game year) and then some finite number of lock/unlock cycles before it has to be replaced.
It's sort of a built in decay mode for doors.
[QUOTE=_stonecutter_;46352244]I like the idea of a battery. The more you use the lock, the faster the battery should be depleted. Give it something like a year of standby power (in-game year) and then some finite number of lock/unlock cycles before it has to be replaced.
It's sort of a built in decay mode for doors.[/QUOTE]
Well, if you did want to implement it, you would want to make it only deplete on successful code entering. Otherwise a troll can come along and kill your battery typing 123 all day.
[QUOTE=DeadRisen;46352294]Well, if you did want to implement it, you would want to make it only deplete on successful code entering. Otherwise a troll can come along and kill your battery typing 123 all day.[/QUOTE]
So? It it's around as slow as breaking down a wall, who cares? Just another way to break in.
[QUOTE=utilitron;46352429]So? It it's around as slow as breaking down a wall, who cares? Just another way to break in.[/QUOTE]
You do know the lock mechanism would leave the door in the state it died in right?
Well, at least this is what I assumed,it could be set up in your way. I mean if I were going to design a power efficient lock system, I would make it so the un-powered state is locked. Otherwise there would be a constant power usage when the system is in an inactive locked state waiting someone to wake the system by pressing a button so user input can begin.
[QUOTE=DeadRisen;46352550]You do know the lock mechanism would leave the door in the state it died in right?
Well, at least this is what I assumed,it could be set up in your way. I mean if I were going to design a power efficient lock system, I would make it so the un-powered state is locked. Otherwise there would be a constant power usage when the system is in an inactive locked state waiting someone to wake the system by pressing a button so user input can begin.[/QUOTE]
It can also just be solar powered and never runs out of power :v:
[QUOTE=DeadRisen;46352550]You do know the lock mechanism would leave the door in the state it died in right?
Well, at least this is what I assumed,it could be set up in your way. I mean if I were going to design a power efficient lock system, I would make it so the un-powered state is locked. Otherwise there would be a constant power usage when the system is in an inactive locked state waiting someone to wake the system by pressing a button so user input can begin.[/QUOTE]
I suppose you are right. But even still I would allow for it.
I would imagine this will force a 2 door system with a key on the outside and a pin on the inside.
[QUOTE=Otterman;46352644]It can also just be solar powered and never runs out of power :v:[/QUOTE]
Unless someone destroys the solar cell. Considering it has to be exposed to the light that wouldn't be tough.
[QUOTE=kulan;46344466][IMG]http://i59.tinypic.com/2vbars4.jpg[/IMG]
tier 2 locks are in but no world model so once you fitted it to a door you cant interact with it yet.[/QUOTE]
Wow looks so nice :)
the rest of the lock system is in
[IMG]http://i59.tinypic.com/2i11tf.jpg[/IMG]
then interacting with it brings up this
[IMG]http://i60.tinypic.com/2yzlegk.jpg[/IMG]
Once you have fitted the coded lock it looks like you don't have to enter the code every time you enter that door, apart from the new GUI this lock seams to work the same as the coded lock in rust legacy.
Wowzers, now we can get back to complaining about in game trading.
I liked the tier 1 key system. Could be improved if I could name a key and possible stack keys onto a key ring that has a limit of 10 keys per ring. (Stacked keys would show each named key in a bullet format). Granted, key rings can still be stolen and used, but its just a tier 1 lock. I did fairly well maintaining the security of my home while logged on. Logged off, I had people glitch into the house and steal the keys, but that is a different story.
I also think the tier 1 lock should be a tier 2 lock, and a tier 1 lock should be placing a piece of wood on the inside of the door so that I can lock the door from the inside, but not from the outside. This would allow me to construct a home with a door, then place a tier 1 lock that allows me to work on the rest of the house without having to search for metal to make a tier 2 lock.
[QUOTE=kulan;46359767]the rest of the lock system is in
[IMG]http://i59.tinypic.com/2i11tf.jpg[/IMG]
then interacting with it brings up this
[IMG]http://i60.tinypic.com/2yzlegk.jpg[/IMG]
Once you have fitted the coded lock it looks like you don't have to enter the code every time you enter that door, apart from the new GUI this lock seams to work the same as the coded lock in rust legacy.[/QUOTE]
Where can I see this new lock system?
[QUOTE=darthgranic;46366402]Where can I see this new lock system?[/QUOTE]
in game?
[QUOTE=kulan;46359767]the rest of the lock system is in
[IMG]http://i59.tinypic.com/2i11tf.jpg[/IMG]
then interacting with it brings up this
[IMG]http://i60.tinypic.com/2yzlegk.jpg[/IMG]
Once you have fitted the coded lock it looks like you don't have to enter the code every time you enter that door, apart from the new GUI this lock seams to work the same as the coded lock in rust legacy.[/QUOTE]
Bloody beautiful
Mentioned elsewhere, but 2nd tier should be a mechanical number pad lock. Not electronic. It really looks out of place.
[QUOTE=darthgranic;46366402]Where can I see this new lock system?[/QUOTE]
My server uses the newest development server files. You will need to opt to beta in your Steam Rust settings to log-on to my server, It's not worth setting up a base on my server it is a test server only. it is reset and wiped most days as i try to keep up with the newest files. You can't advertise your server on here, but i will say if you look on the community server tab in Rust you can take a guess at which server is mine :D
after playing about with the new locks you DO need to enter the code each time you want to unlock and open the door once locked.
The biggest problem with them ATM is that if the server restarts (after an update etc.) the lock disappear. This could be due to the save files not loading properly I seam to remember Garry saying that -load is messed up. Or that part of the save is not implemented yet. This does not matter too much on my server with it only being a test bed but for real servers this could be a problem, worse than the standard tier 1 key lock bug (key bug with after server restart you need to hit doors to make the key locks work again).
[QUOTE=oXYnary;46366917]Mentioned elsewhere, but 2nd tier should be a mechanical number pad lock. Not electronic. It really looks out of place.[/QUOTE]
This was really hastily put together for complainers sake, i think it will all be worked out in the end.
I have posted in a few places how to make a battery from a can of tuna, some cloth, charcoal and metal frags. I am thinking about actually making one IRL with video to prove it can be done.
[QUOTE=utilitron;46368259]This was really hastily put together for complainers sake, i think it will all be worked out in the end.
I have posted in a few places how to make a battery from a can of tuna, some cloth, charcoal and metal frags. I am thinking about actually making one IRL with video to prove it can be done.[/QUOTE]
Don't think, do it! I think it would be cool to see this posted in the next community update... I also think you need some kind of liquid... but I guess a can of tuna that hasn't been open has water in it..
[QUOTE=lamontjb;46368554]Don't think, do it! I think it would be cool to see this posted in the next community update... I also think you need some kind of liquid... but I guess a can of tuna that hasn't been open has water in it..[/QUOTE]
The "water" in the tuna is a salt water brine. The salt in the water should be enough to act as an electrolyte.
[QUOTE=utilitron;46368259]I have posted in a few places how to make a battery from a can of tuna, some cloth, charcoal and metal frags. I am thinking about actually making one IRL with video to prove it can be done.[/QUOTE]
Do it! Do it! Do it!
On a more serious note, I do agree that the Tier 2 lock should be a mechanical combination, not a digital one...
[QUOTE=utilitron;46368259]This was really hastily put together for complainers sake, i think it will all be worked out in the end.
I have posted in a few places how to make a battery from a Tcan of tuna, some cloth, charcoal and metal frags. I am thinking about actually making one IRL with video to prove it can be done.[/QUOTE]
Im not saying it cant be done. I am saying you're going to need circuitry and memory retainer of some sort. Stuff that would require a factory to produce. Plus the ability to create an led (if stand in any inclination). I could see this if you gather old circuitry from landmarks, but why not just go all the way with a fingerprint door lock? This second tier lock would more sense being mechanical based.
There is also the unsaid implication. Batteries dont last forever.
Thinking about it, in fact not make it mechanical, but also only able to use a 3 number code (or even 2? with a few letters on pad with the numbers). That way there is still the inclination to upgrade to a higher tier even though circuitry and batteries required.
its a game
Dont want to keep editing the post, but if finger scanner was the upmost tier, wouldnt it be cool to be able to take fingers from kills. Somewhat like the keys now.... err, on second thought after this whole debacle, maybe not. Guess a 4 pin electric lock as top tier wins!
[QUOTE=oXYnary;46369467]Dont want to keep editing the post, but if finger scanner was the upmost tier, wouldnt it be cool to be able to take fingers from kills. Somewhat like the keys now.... err, on second thought after this whole debacle, maybe not. Guess a 4 pin electric lock as top tier wins![/QUOTE]
It's for this exact reason, in the real world of security, quantity is king. The more hoops the more secure.
Me I like the actual key system (maybe add tag and keyring as someone suggest before), this limit base size and stupid mega base and sky scraper with 50 doors to go through that I think ruin the gameplay.
I mean, I like the new lock, it's great, but if I'm smart enough to create an electronic locking mechanism, I'm not going to have a little house on the prairie shack.
I'm all for the new lock system, but it needs that "Rust" feel to it.
By the way, just throwing this out there, the first step in building a base is build it in a hidden location. If you build out in the open where everyone can see it, this shiny new lock isn't going to do it. I built my base disguised between rocks, kept it at level 4 walls so it would blend in. I never got raided once.
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