DISCLAIMER - there are much more modern quick disconnect anti grief tc designs out there... this is just an earlier RUST favorite of mine. Video Contents: 0:00 - Intro / Tour 0:55 - Verify Footprint Reach 1:42 - The Build: Phase 1 Single Honeycomb 6:13 - The Build: Phase 2 Double Honeycomb 11:13 - Upgrading 12:48 - General Tips w/Commentary 15:38 - Outro
the walls not being able to be placed is a bug atm on p.c how you avoid this is to attach the triangle to the outside wall if you attact it to inside one won't let u place wall till them fix this
A quicker and more efficient workaround for the 'Too close to another building' glitch is to get close to the wall you want to place, crouch or stand, look down then you should be able to place it. It was bugging the hell out of me too then found this workaround under a reddit thread.
Hey Austin, I've been having the same "To close to another building" issue, and found out that when that happens, standing right in front of what you want to build and looking straight down (if above) or straight up (if down below), allows to place without destroying; or if the 10' have already elapsed long ago.
With a solar pannel, and electrecity you can avoid having to respawn, by conecting it with pipes, and making the conveior keeping the tc full. If you put them in place using a conditional roof during the buildup, you can even send it from your base.
I’m pretty happy you posted! I’m going to try this. Your cave base series and turrets was definitely a big help but on most servers unless you are early you can’t claim one. This looks great for on land and I definitely want something decent and this seems to fit my playstyle. (We share the same name which is nice) keep up the good work man!
hi love your videos work around for roof complete outline of original shape in your half walls and add centre support piece can leave as wood tops go on without issues
i like the concept. however i think to make it more beneficial id make it a respawn area with some peaks looking back towards base. maybe 1 floor higher so the tc itself remains complexly sealed and only accesable by bag. hats off to you for trying to do something outside the norm
p.s would love to see a video on the nih core and multiple batteries if its possible. 1 nih core for 3 batteries or something instead of having 1 nih core per battery xD
The first anti grief is not the only one that matters, it's the one on the oldest foundation and the oldest tc. So if you make multiple externals and want to get nuts you can make them all older than the original base, or mix up which has the oldest foundation/tc by breaking and replacing things later. "from memory" older tc's overwrite younger tc's so if you connect 2 bases the one with the oldest tc will blow up the youngest tc. The older foundation overrides the younger, so you can connect the older base to the younger but not the younger to the older...Also you can fix the wall issue by dropping down and placing from below...this game is stupid sometimes.
This doesn't work. I built this base a few wipes ago (and really liked it btw) and built an external gatehouse off the back like that, but didn't add one to the front or sides. Got raided, and they just built out from the roof with ceiling tiles and placed their own TC outside the build priv of the external and picked up the 3 bench. That's why everyone else builds with symmetrical externals.
I think the people talking shit int he comments don't understand how to grief someone if you see which TC they put down first so multiple cheaper disconnectables appeal to them. one much stronger disconnectable is much better, but I tend to just use a metal 2 triangle bunker. *edit* aaaand right after I typed this you brought up how multiple externals are worthless lol.
just look down. problem solved case closed. they fucked up the building right now ... but you can still build the same stuff. just look down or change the angle
As you asked why the half walls didn't place in the vid: Use the regular stone texture and it shouldnt happen. The stone textures create a pixel gap when used with two adjacent triangle roofs placed outside in. Some builders have already used this trick in new designs, hiding boxes via half floors. :)
I like it alot, because its not meta. The thing with meta is, people already know what it is, how it looks inside, what to do with it, how to approach it, how to raid it, etc, etc. This is unique (unless it might result in a new meta :D)
This seems like an overly complicated solution to solve something that’s already done in every UA-cam base via disconnectable TCc with freehand bunkers
Realize you’re talking about content creators lol. 90% of them don’t make videos with the goal of giving their viewers the strongest Rust base possible. They make bases for mass appeal and asthetics so they make money. Example, the “widegap” craze and how they build their DiScOnNeCtAbLe externals with stone. In Rust, this is completely moronic. In order to completely grief these people’s bases and make their widegaps decay, all you have to do is take 2 c4, blow the external tc wall, destroy the tc, re-wall that, new tc on a new foundy and seal it. Their widegaps on that tc will decay. Base raided, you get the loot when they leave the server for 2 c4. When they leave just put a bag down and farm wood and wall the whole thing in. Gg.
Austin is giving yall the real juice and most people are too blind to even see it. Love your content man. I’ve got 4k hours and I’m nowhere near on your level with electric but I do the same thing as you basically. Bunkered 2x2 with pancake layers and my own little personal twists. With 1 beefy external that’s dual purpose (boat / sub / car base) depending on where I build and how the wipes going.
I dont understand the part where you said that only one external would stop griefing. You mean to tell me if i build 7 more of these those other seven wont make a difference?
Correct. Those 7 additional tc's will prevent raiders from building in the area and on themselves, but not building, accessing doors, windows, placing a tc within the base itself, etc. I discuss this in the video below in the Anti Grief section. ua-cam.com/video/ZEr-MzfR07U/v-deo.htmlsi=DS5YoqSiQRiGxE13
@crash0verryde857 AND I'm pretty sure you can shoot each external tc foundation and then check your combat logs to see which was placed first (although I haven't tested this)
DISCLAIMER - there are much more modern quick disconnect anti grief tc designs out there... this is just an earlier RUST favorite of mine.
Video Contents:
0:00 - Intro / Tour
0:55 - Verify Footprint Reach
1:42 - The Build: Phase 1 Single Honeycomb
6:13 - The Build: Phase 2 Double Honeycomb
11:13 - Upgrading
12:48 - General Tips w/Commentary
15:38 - Outro
the walls not being able to be placed is a bug atm on p.c how you avoid this is to attach the triangle to the outside wall if you attact it to inside one won't let u place wall till them fix this
Dude, wish your channel would get more traction, you make amazing content. Appreciate your attention to detail.
A quicker and more efficient workaround for the 'Too close to another building' glitch is to get close to the wall you want to place, crouch or stand, look down then you should be able to place it. It was bugging the hell out of me too then found this workaround under a reddit thread.
Dude this worked, THANK YOU
@@AustinKlailaGames does it still work? I can't get it working
Hey Austin, I've been having the same "To close to another building" issue, and found out that when that happens, standing right in front of what you want to build and looking straight down (if above) or straight up (if down below), allows to place without destroying; or if the 10' have already elapsed long ago.
With a solar pannel, and electrecity you can avoid having to respawn, by conecting it with pipes, and making the conveior keeping the tc full. If you put them in place using a conditional roof during the buildup, you can even send it from your base.
I’m pretty happy you posted! I’m going to try this. Your cave base series and turrets was definitely a big help but on most servers unless you are early you can’t claim one. This looks great for on land and I definitely want something decent and this seems to fit my playstyle. (We share the same name which is nice) keep up the good work man!
This is awesome, its something different from every other base build
Good stuff as always mate!
hi love your videos work around for roof complete outline of original shape in your half walls and add centre support piece can leave as wood tops go on without issues
What are the double door frames for?
They maintain the continuity to the end of the anti grief line to the base if the foundations get destroyed (if that made sense)
i like the concept. however i think to make it more beneficial id make it a respawn area with some peaks looking back towards base. maybe 1 floor higher so the tc itself remains complexly sealed and only accesable by bag. hats off to you for trying to do something outside the norm
p.s would love to see a video on the nih core and multiple batteries if its possible. 1 nih core for 3 batteries or something instead of having 1 nih core per battery xD
Could you make a follow up video showing how you recover after a raid where they destroy your main TC?
The first anti grief is not the only one that matters, it's the one on the oldest foundation and the oldest tc. So if you make multiple externals and want to get nuts you can make them all older than the original base, or mix up which has the oldest foundation/tc by breaking and replacing things later. "from memory" older tc's overwrite younger tc's so if you connect 2 bases the one with the oldest tc will blow up the youngest tc. The older foundation overrides the younger, so you can connect the older base to the younger but not the younger to the older...Also you can fix the wall issue by dropping down and placing from below...this game is stupid sometimes.
the too close to another building was a bug to do with the triangle roof tiles. they issued a fixed i believe!
Can you please make a tutorial for underwater base
This is cool and all, but you could just do a double stability bunker and not having to deal with the drop boxes and spawn timers
Crow rust explains why you are not able to place the walls.
This doesn't work. I built this base a few wipes ago (and really liked it btw) and built an external gatehouse off the back like that, but didn't add one to the front or sides. Got raided, and they just built out from the roof with ceiling tiles and placed their own TC outside the build priv of the external and picked up the 3 bench. That's why everyone else builds with symmetrical externals.
I think the people talking shit int he comments don't understand how to grief someone if you see which TC they put down first so multiple cheaper disconnectables appeal to them. one much stronger disconnectable is much better, but I tend to just use a metal 2 triangle bunker. *edit* aaaand right after I typed this you brought up how multiple externals are worthless lol.
good for splitting upkeep on bigger builds though :)
just look down. problem solved case closed.
they fucked up the building right now ... but you can still build the same stuff. just look down or change the angle
As you asked why the half walls didn't place in the vid: Use the regular stone texture and it shouldnt happen.
The stone textures create a pixel gap when used with two adjacent triangle roofs placed outside in.
Some builders have already used this trick in new designs, hiding boxes via half floors. :)
why would you ever make this its overly expensive when you could just make free hand bunkers and disconnectable tcs
this has to be a joke
This is so pointless lmao, trying to reinvent something in a pretty terrible way XD It's way cheaper to just make 4 disconnectable tc's
I def catch a lot of shit for it but damn do I enjoy using it. You should see the odd shaped bases I've been working on lol
I like it alot, because its not meta. The thing with meta is, people already know what it is, how it looks inside, what to do with it, how to approach it, how to raid it, etc, etc. This is unique (unless it might result in a new meta :D)
This seems like an overly complicated solution to solve something that’s already done in every UA-cam base via disconnectable TCc with freehand bunkers
Yep lol. It's definitely more of a brute force approach rather than one of convenience
Realize you’re talking about content creators lol. 90% of them don’t make videos with the goal of giving their viewers the strongest Rust base possible. They make bases for mass appeal and asthetics so they make money.
Example, the “widegap” craze and how they build their DiScOnNeCtAbLe externals with stone. In Rust, this is completely moronic. In order to completely grief these people’s bases and make their widegaps decay, all you have to do is take 2 c4, blow the external tc wall, destroy the tc, re-wall that, new tc on a new foundy and seal it. Their widegaps on that tc will decay. Base raided, you get the loot when they leave the server for 2 c4. When they leave just put a bag down and farm wood and wall the whole thing in. Gg.
Austin is giving yall the real juice and most people are too blind to even see it. Love your content man. I’ve got 4k hours and I’m nowhere near on your level with electric but I do the same thing as you basically. Bunkered 2x2 with pancake layers and my own little personal twists. With 1 beefy external that’s dual purpose (boat / sub / car base) depending on where I build and how the wipes going.
I dont understand the part where you said that only one external would stop griefing. You mean to tell me if i build 7 more of these those other seven wont make a difference?
Correct. Those 7 additional tc's will prevent raiders from building in the area and on themselves, but not building, accessing doors, windows, placing a tc within the base itself, etc.
I discuss this in the video below in the Anti Grief section.
ua-cam.com/video/ZEr-MzfR07U/v-deo.htmlsi=DS5YoqSiQRiGxE13
@@AustinKlailaGames thank you. I had no idea it was a game of roulette with the externals. This changes things for sure 🤣
@crash0verryde857 AND I'm pretty sure you can shoot each external tc foundation and then check your combat logs to see which was placed first (although I haven't tested this)