Posts by Huxley

    SCUM - Patch

    Hey hey, people. Time for another regular update! Not 0.5 yet but an important step towards it. Find out more below!


    With this update we have transitioned from 4.25 to 4.26.

    Now what does this mean? Well a lot of things in the future and a major step towards 0.5. One might say the biggest step. It allows us much needed support for the features planned for 0.5. The transition tho might not be as easy as we see it or is expected. Or better yet some issues and problems are expected right now but better to get them away now rather than have them in 0.5.

    So please any and all issues you may encounter in this patch, no matter how small or big please report them to us so we can improve the experience for everyone!

    Thank you!



    Even though we know yall managed to make your own "improvised metal/mine detectors", here are some actual legit ones.

    Heading to a well known POI and don't want to die from mines? Pop out the metal detector.

    You have a suspicion that some sneaky nemesis buried his loot in the area? Pop out the metal detector.

    You want to roleplay that weird old guy at the beach looking for treasure? Pop out the metal detector.

    Want to find remnants of aliens so you can bother everyone on social media? Pop out the metal detector.

    So how does it work ingame?

    First off we have 2 of them as the picture shows, military and improvised. So here is the difference between them.

    • Improvised cannot be repaired while Military can be with Electrician toolkit.
    • Military has bigger range than improvised.
    • Military holds bigger battery than improvised.

    To craft an improvised metal detector, in addition to items required you will also need at least medium engineering skill.

    Now, as for the mechanic itself it's pretty simple. You will need to have the detector in your hands and some battery charge. Then simply press TAB and right click it for the Turn on option.


    Your character will start sweeping the ground looking for any metal. Proper metal not that pozer stuff the mainstream listens to, but that hardcore band you found one night drunk at 3am on youtube.


    You will hear beeping sound and closer you are to a find the more frequent will beeping be. It is that simple.



    Alright hoarders your time to shine now. Presenting further lock protection!

    Got tired of the same old zappers and want some spice in that zap? We got you.

    There are now 3 different zappers:

    • Level 1- Basic
    • Level 2 - Medium
    • Level 3 - Advanced

    For each zapper you need the appropriate engineering skill. So basic for basic, medium for medium and advanced for advanced.

    Appropriately they each do different damage:

    • Level 1- 0.5 per fail.
    • Level 2 - 1 per fail.
    • Level 3 - 1.5 per fail.

    Now you see the previous change of separating slots was actually planned, shocking I know!


    Or better to say one sign. Yo want to tell people you mean business about protecting your base? Or you could just place it on empty field to troll others. A new sign got you covered:



    • Fixed the bug where it was possible to build some floating elements.
    • Fixed a possible ammo duplication bug.
    • Fixed the bug where the game would reset your settings on restart.
    • Fixed the bug where some parts of scope reticles could become invisible.
    • Fixed the bug where flare sound would hang after player would get shot by it.
    • Fixed the bug where it was possible to melee autolock on players behind cover (walls etc.).
    • Fixed the bug where lock breaking would not give Thievery XP.
    • Fixed the bug where Sentry audio would hang.
    • Fixed the bug where some placed items could not be destroyed.
    • Fixed the bug where killbox drops would give incorrect loot.
    • Fixed the bug where puppet growl sounds would sometimes hang.
    • Fixed the bug where admin drone would become a fidget spinner when slowing down.
    • Fixed the bug where you could get stuck when opening the map and searching the container.
    • Fixed the bug where arrows and bolts shot in events could be used after the event.
    • Multiple level fixes.
    • Fixed the bug where C4 was still visible after detonation.
    • Fixed the bug where you could build window fortifications outside of windows.


    • Squad rank lock accessibility now available for doors as well.
    • You can now adjust light level on lanterns.
    • You can now drink soy sauce if you want.
    • You can no longer bury items in H barriers.
    • Item attachments will now take damage if the item takes damage.
    • Added an option to map ADS hold/toggle.
    • Remapped scope zoom to mousewheel due to feature above.
    • Chests are no longer damaged by melee or explosives.
    • Mines now decay after 10 days when inside friendly flag area.
    • Mines now decay faster when outside friendly flag area.
    • Mines now activate on anyone when outside friendly flag area.


    • Player names are now hidden when drone HUD is disabled.
    • Admins can now spawn small animals.
    • Server owners can now choose to disable lethal traps/mines on the server.

    A new command is added:

    #renameVehicle <idOrAlias> <Alias>

    First argument is the ID (or alias if it has one) of the vehicle. The other argument is the new alias of the vehicle. Alias is case insensitive and it cannot be a number.

    Command #destroyVehicle <idOrAlias> can be used with ID or alias.

    Command #listSpawnedVehicles will now also display the alias of the vehicle if it has one as the last column.

    Command #teleportToVehicle <idOrAlias> <player> can be used with ID or alias.


    That's all from us for now folks, but there is still one more thing. If you are reading this and still don't have the game, what are you waiting for? SCUM is currently 40% off on Steam. Get it for yourself, get it for your friends, hell get it for your nana. See you out there on the island!


    Bevor ich jetzt wieder aushole, möchte ich darauf hinweisen, daß wir am Mittwoch dies bezüglich ein TS Gespräch haben.

    Wäre schön wenn sich viele Beteiligen können.

    Aber dennoch muss ich sagen: Das wir Änderungen mit einer Umfrage geregelt haben, damit alle Member die bezahlen ein Mitspracherecht haben.

    Wollte auch nicht das die M200 raus genommen wird. Laut Umfrage habe ich da verloren.. Shit Happens. Mehrheit hat gesiegt.

    Mit den Bots ging es diesmal anders für mich aus. Ich freue mich über die Bots.

    Es geht nicht nur nach drei Leuten wenn 13 bezahlen sry

    Hey Marcus,

    wir haben es doch immer so geregelt von Anfang an, daß wir mit den Umfragen abstimmen.

    Das ich dafür nicht für den Server bezahlen möchte, ist nicht ganz richtig.

    Wollte mit meiner Nachricht nur mitteilen, daß wenn ich bezahle auch mitspracherecht habe.

    Auch wenn ich gerade nicht spielen kann.

    Wenn ich das nicht mehr habe, dann fühle ich mich der Chernarus Community nicht mehr zugehörig.

    Das ist ein Problem in der Tat.

    Wie wollen wir das in Zukunft regeln?


    Noch etwas.... Das passt jetzt nicht ganz in diesen post...

    Da die Aufmerksamkeit gerade hier liegt, klärt das mit der Servermiete.

    Ich bin in keinem Fall böse wenn die Beiträge gesplittet werden. Muss es halt nur wissen, da ich diese bald anfordern möchte. Werdet Euch einig. ;-)

    Jeder spielt das Spiel anders. Deswegen kann man ja garnicht angepisst sein.

    Nur als (Kassenwart) :-) muss ich das rechtzeitig wissen. Bezahlt werden muss der Chernarus Server am 25.03.

    Crispy ich kann diese Stammspieleranmerkung voll und ganz nachvollziehen! Ehrlich! Aber dann sollten auch nur die Stammspieler für diesen Sündhaft teuren Server bezahlen, wenn sie allein bestimmen was da passiert.

    Wir haben damals als Gemeinschaft den Server gemietet und nur weil gerade ein paar Mitglieder keine Zeit oder Lust oder wie auch immer haben das Spiel zu spielen, trotzdem bezahlen, mitspracherecht haben sollten. Vielleicht spielen sie ja irgendwann wieder auf genau diesem Server. Genau aus diesem Grund haben sie mit abgestimmt.

    Für mich ist das mehr als Recht.

    Meinst Du damit das die spielende Mehrheit dann allein den großen Server bezahlen sollte?

    Klingt ja erstmal nicht ganz blöd. Nur sind die Beiträge dafür dann extrem hoch leider für die spielende Mehrheit!

    Überlegt es Euch und sprecht mit Stefan. ;-)

    Meine spenden kommen dennoch, aber nicht für diesen Server dann. Sorry da bin ich raus...

    Vielleicht hat der Olaf ja noch vor bei Chernarus zu spielen irgendwann ;-)

    Habe im Moment nicht die Zeit zum Computer spielen. Erstmal Sorry dafür!

    Das Privatleben engt mich gerade komplett ein.

    Aber was ich mal los lassen möchte ist, daß die Strategie die Ihr bisher fahrt auch keine neuen Spieler auf Chernarus bringt. Mir kommt es immer so vor, das Ihr alles so leitet wie es Euch gefällt! Nichts weiter. Admins versuchen immer mehr Spieler auf die Server zu locken weil es einfach geil ist. Deswegen ist man Admin bzw. Stefan der Serveradministrator. Deswegen macht er den Scheiß!!! jede Nacht. Und wenn man versucht mit Veränderungen den Server voll zu kriegen, ist das für mich genau das richtige!

    Nehmt es mir bitte nicht für Übel!!!!

    Aber wenn Ihr so ein Puller PVE Server haben wollt, der genau zu Euch passt, dann sammelt doch einfach unter Euch das Geld und der Stefan wird ihn Euch bestimmt sogar einstellen wie Ihr ihn möchtet. Es zahlen mehr Leute für den Chernarus Server. Auch Leute die gerade nicht spielen oder sehr wenig spielen.

    Es waren Eure Worte.....: Wir zahlen für den Server, also ist das unser Server und wir bestimmen, wie er eingestellt wird.

    Wenn man das wörtlich nimmt ist die Umfrage also komplett legitim gelaufen! Es haben nur Mitglieder abgestimmt, die bezahlt haben.

    Euer Huxley

    Würde die Goldfahrzeuge trotzdem begrenzen auf 1 pro Spieler.

    Bei einem Clan könnte sich ja jeder ein Goldfahrzeug kaufen. Bei 5 Spielern nach adam riese ;-)

    reicht doch. Das macht die Sache ansich einfach. Sind es 4 Clanmitlgieder dürfen maximal 4 gekaufte Fahrzeuge drin stehen. So behält man gut den Überblick! Und es reicht vollkommen aus!

    und jetzt möchte ich auchmal bunt schreiben xD

    SCUM - Patch

    Hello folks happy Friday! Nope, it's not 0.5 yet but don't worry it's coming just a little bit more patience. In the meanwhile we are back with our regular updates for you, so kick back, relax and enjoy.


    Single doors

    It's been a while but fret no further, the single BB doors are making their return. Weather you want to make a whole maze system, make an escape route or just don't want people entering with vehicles.


    And yes these new doors are upgradeable!




    As you might've already seen in an announcement made, we have changed the way locking doors work. Instead of just having 5 slots free willy nilly, it is now divided into sections:

    • Locks
    • Lock protection.


    This was setup due to balancing reasons. Originally there were always 3 locks maximum planned for the doors.

    Level 1 doors will have 2 slots for locks and 1 slot for zappers.

    Level 2 doors will have 2 slots for locks and 2 slots for zappers.

    Level 3 doors will have 3 slots for locks and 2 slots for zappers.

    Pre built doors and cabin doors will have 3 slots for locks and 1 slot for zappers.


    Some major changes coming to the cargo drop.


    From now on you will see a screen on the cargo drop giving you a timer of how long you got before the drop goes kaboom. Why is this important? Well from now on all lockers inside cargo drops will be locked. That's right, from now on you won't be able to just rush it get all the gear grab it and run off in 1min. Need to put the effort in. However, when the timer hits 25 seconds all lockers will automatically get unlocked. So you still have time to grab something and run.

    Now you might be thinking: "I don't like lockpicking, these changes seem to be a bit harsh."

    Well finally we have a solution for you.



    Crowbar lock breaking can be done only on lockers on the island ( in police stations, inside bunkers, cargo drop lockers).

    So what else do you need to break those pesky locks? Well the action is tied to the STR stat and Thievery skill. Higher those numbers are the quicker you will get it open, but if those 2 are too low don't worry you can still get it open, it just takes a bit longer. Also be careful about the noise there, breaking locks is not exactly a ninja thing to do.

    Breaking locks this way will damage your crowbar and the contents of the container.


    Gone are the days of endlessly drinking from wells!

    Wells and water pumps now have a finite amount of water in them. They refill over time and you can always check the amount of water in a well by holding F on it and pressing the new "Check" function.

    Now why does that matter you ask?

    Because now you can do so much more with your bottles instead of drinking them and throwing them away. You can now transfer liquids between different containers!


    Don't want to carry an entire gasoline canister with only 6 uses? Fill that empty Lime Soda in your inventory with gasoline!

    You want to gather some fuel reserves at the gas station but don't have a gasoline canister? Those 11 empty water bottles will do the trick!

    By holding "F" on a container with liquid, you have 2 new options - Check and Spill.

    By using the "Check" function you will get a notification telling you which liquid is in the container.

    By using the "Spill" function, you will spill its contents on the ground, allowing you to fill it with a different liquid.


    You also do not have to trek to the nearest shore or lake or river to wash you clothes, you can now scrub that blood off at any well! Squeaky clean!

    Oh and btw before you madmen start building wells on top of wells on top of wells, only one 1 Water well can be placed per flag, and water wells are disabled outside flag areas.


    No longer will you have to fret about sneaky squadmates grabbing stuff from chests and vehicles they shouldn't have access to!


    Now you can set specific permissions for locks on vehicles and chests in regards to the squad rank!

    If you want a chest or vehicle to be locked for everyone regarding of squad rank, you have the "Private" option.

    The squad ranks from highest to lowest are as follows:

    Boss, Underboss, Enforcer, Member.

    'Underboss' lock access allows only him and the Boss ranks to access the inventory.

    'Member' lock access allows all ranks to access the inventory.

    The person who placed the lock on the chest or vehicle will always have access to it.


    Weapons and attachments, always had a special place in our hearts. Everyone likes to costumize their weapons their own way so we added 2 more attachments to the roster.


    2 new suppresors for all you loud ninjas out there, one for the Mosin Nagant M1891 and one for the Kar98 rifle. These can be found in WW2 bunkers, just be careful with the mines!


    • Fixed the bug where destroying foundations near walls or frames it would destroy them as well.
    • Fixed the bug where it was possible to build floating platforms.
    • Fixed the bug where buried traps would sometimes show wrong materials.
    • Fixed the bug where it was possible to arm traps while still in inventory.
    • Fixed the bug where it was possible to see Pick Lock interaction even though it should not be possible.
    • Fixed the bug where wardrobe name would disappear after lockpicking.
    • Fixed the bug where you could not fix construction boots.
    • Fixed the bug where you could not sharpen cleavers.
    • Fixed the bug where wire cutters were not repairable.
    • Fixed the bug where large items in hands would clip through vehicles while entering/exiting.
    • Fixed the bug where holstered weapons would be visible after swapping them while in vehicle.
    • Fixed the bug where Graphic Presets and Dynamic Shadows Quality not showing correct values even though they were properly applied.
    • Fixed the bug where hitting players with cut off arms would not produce correct sound.
    • Multiple level fixes.


    • Modified glove pressure stats when lockpicking.
    • M9 bayonets now deal insignificant damage to BB elements.
    • Reduced damage arrows and bolts deal to players.
    • Disabled the ability to place BB elements on pre constructed Hunting towers.
    • Major improvement in optimizations concerning the amount of items around player.
    • Returning from a game event will now restore the players stance that was active before the event.
    • Adjusted max contained weight on longsheds and tractors.
    • Vehicles should no longer decay in Singleplayer.
    • Replace Rusty lock with Iron lock


    We have a new feature incoming for Private servers, and a highly requested one. You can now officially set up your own PvE zones!


    PVE SafeZones:

    Something new you should find in your server settings is a section dedicated to Custom PvE Zones.

    They work similar to how you setup custom zones to play in. Set your X and Y coordinates where the center of the zone will be, set the radius of the zone, determine which types of damage do you want to block or allow, and give your zone a cool name!

    Server needs to be restarted after each change .

    The following damages can be blocked or allowed:

    • Boxing Damage,
    • Melee Weapon Damage,
    • Throwing Damage,
    • Projectile Damage,
    • Explosive Damage (including vehicle explosions and suicide puppet explosions)
    • Damage to Bases
    • Damage to Vehicles.

    And yes you can setup each zone differently.

    Also der Startloot wird nochmal geändert.


    -2 Rags


    -Dose Cola



    Die Kleidung bleibt unverändert Random eingestellt


Recent Activities

  • Sabot3ur

    Replied to the thread PvP - Zonen.
    Ich will das Regelwerk etwas entschlacken und darauf hinaus, daß Bugusing verboten ist.
    Wenn man dann durch Baufehler geraidet wird, ist man selbst schuld.
    Heli ist kein Bugusing. Man muß halt seine Fenster und das Dach absperren.
    RAID-Werkzeuge sind ja…
  • Sabot3ur

    Replied to the thread Changelog DeerIsle.

    Changelog 04.05.2021:

    - Essen und Trinken um 20% reduziert
    - Reifezeit der Drogenpflanzen usw. verlängert
    - PVE - Zonen Mod mit PvP - Zonen eingeführt
  • Shirkan

    Replied to the thread PvP - Zonen.
    Danke für euren Einsatz!
    Wie wird das Raiden geregelt?
    Darf außerhalb der PVP-Zones geraided werden?
  • Shirkan

    Reacted with Like to Sabot3ur’s post in the thread PvP - Zonen.
    Reaction (Post)
    Die PvP - Zonen sind nun aktiv:

    Wer den Kampf sucht, der wagt sich in die Zonen. Militärgebiete sind alle PvP.
    Wer seinen Frieden will, der meidet diese Zonen.
    Airdrops sind automatisch PvP - Zonen.

    Die reine PvE - Zone bei Portland wird abgeschafft,…
  • HD_Iron

    Reacted with Haha to Captn. Balu’s post in the thread Anbauen auf Deerisle.
    Reaction (Post)
    ja die schwebenden Gärten von Deerisle. Das ist Naturschauspiel vom Allerfeinsten! Weltkulturerbe!
  • Captn. Balu

    Reacted with Haha to Senator’s post in the thread Anbauen auf Deerisle.
    Reaction (Post)
    Selbst der Ackerbau ist etwas komisch. Die Felder schweben in der Luft . Musste raufklettern auf die Felder.
  • Captn. Balu

    Replied to the thread Anbauen auf Deerisle.
    ja die schwebenden Gärten von Deerisle. Das ist Naturschauspiel vom Allerfeinsten! Weltkulturerbe!
  • Scoob

    Reaction (Post)


  • Sabot3ur

    Replied to the thread PvP - Zonen.
    Die PvP - Zonen sind nun aktiv:

    Wer den Kampf sucht, der wagt sich in die Zonen. Militärgebiete sind alle PvP.
    Wer seinen Frieden will, der meidet diese Zonen.
    Airdrops sind automatisch PvP - Zonen.

    Die reine PvE - Zone bei Portland wird abgeschafft,…
  • HD_Iron

    Reaction (Post)