Rust
ggty Mar 26, 2017 @ 2:31pm
Furnance Shuts Off Bug??
AS soon as I start furnance it burns one wood and then shuts off.
Server bug maybe?
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Showing 1-9 of 9 comments
BlazeXM Mar 26, 2017 @ 2:32pm 
No, the devs made it so you have to have a slot for the charcoal to get placed in and a slot for the product. The devs are making everything so we get minimum profit, it's just great.
syynrg Mar 26, 2017 @ 2:38pm 
Now the furnace turns off if it overflows.
ggty Mar 26, 2017 @ 3:05pm 
Originally posted by BlazeXM:
No, the devs made it so you have to have a slot for the charcoal to get placed in and a slot for the product. The devs are making everything so we get minimum profit, it's just great.
Thanks for the response and wth!
Thanks for the response and wth!

SO nothing spits out anymore??? because it shuts off if it overflows....????

Did they happen to say why?

They are wasting the time and effort to program those animations for what?

Is it hand holding the plebs who don't know how to load a furnace and lose their product? If that is the case that is straight up bonkers..there should be a punishment if you don't find a good cooking formula. It teaches you to be more efficient.

for example:
(1MetalFrag)(1000wood)(200MetalOre)(200MetalOre)(200MetalOre)(200MetalOre)
in small furnace equals 801 Metal Fragments after the burn...it spits out the Charcoals but thats ok. Scoop charcoal when you can and you have enough by time you need it.

so now I can change to
(1MetalFrag)(1000wood)(1Charcoal)(200MetalOre)(200MetalOre)(200MetalOre)
and lose 200 Metal Frags for useless charcoal...Is this so that we spend even more time behind the ovens and farming woods?

What about when you need product fast and set up a burn for both product and charcoal to spit out to maximize wood consumption?


What is the issue they are addressing ? Does the spit out cause lag? Trying to get people to walk away??garry?
fr4me01 Mar 26, 2017 @ 3:47pm 
They are about to make it WORSE by not allowing furnaces to cook multiple stacks of same material. Everyone is too busy ♥♥♥♥♥♥♥♥ about not being able to sell their fresh rust skins and no ones paying attention to this little tweak which NO ONE who plays rust will enjoy.

Effectively it will make small furnaces useless, reducing their possible output by about 33%. So now you'll either need to make a second furnace or have twice as much wood/time invested in one furnace.

They claim that everytime something is spit out it creates entitys and then when you pick them up it deletes them from the world, something like that "might" be causing a small amount of lag. They aren't sure. So instead of fixing their ♥♥♥♥ code they are destroying the functionality of the small furnaces.

People don't realize that this will have broader reaching effects than just the small furnaces. Cooking will be affected the same. Since there is no way to cook food effectively the camp fire is all we have. So you fill a campfire up with 40 bear meat turn it on and let it cook right? Not anymore. And when the second wave of "cooking nerfs" come into play then even if you had a slot for charcoal open, and nothing was spitting out, it wouldnt matter how many rows of meat type A you had, you'd only get 1 cooked meat per fire cycle.

When the new "cooking nerfs" are implemented prepare to spend 33% as long in your base managing petty ♥♥♥♥ than right now.

My opinion is I vaguely agree with the "if x spits out material, then y shuts off". BUT. There is absolutely no need for furnaces or camp fires to only cook one material at a time. If nothing is spitting out there is no reason to nerf it anymore going off their given reasons for the nerf. Garry simply calls multicooking a bug and says it needs to be "fixed". His fix is a 33% nerf to campfires and small furnaces which will effect every player in Rust.

If he thinks he got flak for the XP, BP, Component systems he's in for a wild ride when he implements this proposed change to furnaces and camp fires. Oh boy. Here we go.
Last edited by fr4me01; Mar 26, 2017 @ 3:48pm
ggty Mar 26, 2017 @ 4:08pm 
Thansk for the reply.

So If you cannot have one material cook at a time my burn recipe would be

(1metalFrag)(1Charcoal)(600MetalOre)(1000wood)(1000wood)(1000wood)?

so 2000 extra wood for 200 less metal frags...not even going to calculate the time.

Head scratcher

David Mar 26, 2017 @ 6:12pm 
why dont u guys try reading a damn dev blog its because it was creating and destroying to many entities its to make the game run better for people with ♥♥♥♥ pcs who need to get a job and buy a better one and quit thinking ♥♥♥♥ needs to change for them.
ggty Mar 26, 2017 @ 6:19pm 
Originally posted by -David-:
why dont u guys try reading a damn dev blog its because it was creating and destroying to many entities its to make the game run better for people with ♥♥♥♥ pcs who need to get a job and buy a better one and quit thinking ♥♥♥♥ needs to change for them.
If it is not posted on steam I usually do not go offsite. That's my reason anyways I am not answering for any other plebs.
Thanks for sharing I was thinking maybe the entities might be why they wasted all that time and effort for something that seemed to work fine imo.
BORG (Banned) Mar 26, 2017 @ 6:50pm 
Originally posted by Drone Vandalism:
They are about to make it WORSE by not allowing furnaces to cook multiple stacks of same material. Everyone is too busy ♥♥♥♥♥♥♥♥ about not being able to sell their fresh rust skins and no ones paying attention to this little tweak which NO ONE who plays rust will enjoy.

Effectively it will make small furnaces useless, reducing their possible output by about 33%. So now you'll either need to make a second furnace or have twice as much wood/time invested in one furnace.

They claim that everytime something is spit out it creates entitys and then when you pick them up it deletes them from the world, something like that "might" be causing a small amount of lag. They aren't sure. So instead of fixing their ♥♥♥♥ code they are destroying the functionality of the small furnaces.

People don't realize that this will have broader reaching effects than just the small furnaces. Cooking will be affected the same. Since there is no way to cook food effectively the camp fire is all we have. So you fill a campfire up with 40 bear meat turn it on and let it cook right? Not anymore. And when the second wave of "cooking nerfs" come into play then even if you had a slot for charcoal open, and nothing was spitting out, it wouldnt matter how many rows of meat type A you had, you'd only get 1 cooked meat per fire cycle.

When the new "cooking nerfs" are implemented prepare to spend 33% as long in your base managing petty ♥♥♥♥ than right now.

My opinion is I vaguely agree with the "if x spits out material, then y shuts off". BUT. There is absolutely no need for furnaces or camp fires to only cook one material at a time. If nothing is spitting out there is no reason to nerf it anymore going off their given reasons for the nerf. Garry simply calls multicooking a bug and says it needs to be "fixed". His fix is a 33% nerf to campfires and small furnaces which will effect every player in Rust.

If he thinks he got flak for the XP, BP, Component systems he's in for a wild ride when he implements this proposed change to furnaces and camp fires. Oh boy. Here we go.

I don't even play the game anymore and I know these things, but sadly the fanatics just keep on lapping up these downgrades (cough) I mean updates and continue playing on like nothing is wrong. I refuse to support these guys anymore. They can't even reply to questions on their forum let alone even pay attention to Steam unless a topic surrounding money comes up. So professional - not.
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Date Posted: Mar 26, 2017 @ 2:31pm
Posts: 9