The Detroit Post
Saturday, 16 October, 2021

Rust Where Is Refinery

Maria Johnson
• Friday, 01 January, 2021
• 14 min read

ToolQuantityTimeFuelSulfur 40 mm HE Grenade 2426 sec-- Rocket 524 sec×150×7,000 Incendiary Rockets ~ 124 sec×253×610 High Velocity Rocket 343 min 18 sec-×6,800 Timed Explosive Charge 313 sec×180×6,600 Flashlight 103 min 29 sec-- Jackhammer 231 sec-- Jackhammer 132 sec-- Assault Rifle ×3001 min 18 sec-×999 Assault Rifle Explosive 5.56 Rifle Ammo 1with the efficient stacking of above the process takes 25 min.

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1It only takes 25 minutes to turn an entire stack of wood into charcoal versus 33 minutes and 20 seconds for the furnaces or over 2 hours in the grill, campfire and fireplace. This makes it much more efficient for producing charcoal in a hurry.

It works by running your migrations on a provided database connection, either by embedding them on your Rust code, or via refinery _CLI. Refinery works best with Barrel but you can also have your migrations in .sql files or use any other Rust crate for schema generation.

Add refinery to your Cargo.Tom dependencies with the selected driver as feature e.g.: refinery = {version = “0.3”, features = } Migrations can be defined in .sql files or Rust modules that must have a function called migration that returns a String. Migrations can be run either by embedding them in your Rust code with embed_migrations and include_migration_mods macros, or via refinery _CLI.

Depending on how your project / team has been structured will define whether you want to use Versioned migrations V{1}__{2}. If developer 1 creates a PR with a migration today U11__update_cars_table.sql, but it is reviewed for a week.

Meanwhile, developer 2 creates a PR with migration U12__create_model_tags.sql that is much simpler and gets merged and deployed immediately. Refinery works by creating a table that keeps all the applied migrations' versions and their metadata.

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Alternatively, you can also configure refinery to wrap the entire execution of all migrations in a single transaction by setting set_grouped to true. Refinery 's design is based on flyway and so, shares its perspective on undo/rollback migrations.

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in refinery by you, shall be licensed as MIT, without any additional terms or conditions. These unique machines are scattered throughout the game but, sadly, are not player draftable.

Due to this fact, and since there is a finite collection of recyclers, players must be strategic with their farming and also be able to defend it. With our RUST Recycler Guide, we will shed light on the deeper game mechanics surrounding the recycler, why they are so important to a successful start to the wipe, and how to find them on the game map.

Not all items can recycle, or break down into other components and will be left untouched in the input hopper. When running the recycler, it does take some time for the device to break down items into their components.

If the player has added stacks of items, it will take that many times longer to process. Other players will likely be drawn to your location due to the audible sound of the recycler running and the promise of free loot.

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Knowing this fact, players should take precautions to keep themselves out of view while waiting on the recycler to do its thing by hiding, closing doors, etc. Knowing where to find recyclers is a big part of resource farming in RUST.

Recyclers are important for farming resources quickly in the early game when every minute counts. Building up a secure starter base and learning blueprints is a costly endeavor in terms of resources, time, and scrap, which is why knowing where to find recyclers can help players maximize the results of their farming efforts.

Some items that will be gained from boxes and barrels in roadside junk piles will break down into additional scrap. As a player on a farm run, you will encounter more diversity of loot than you have available inventory spaces.

Stackable items are able to be inserted as well and will only take up a single slot inside the recycler. The recycler will slowly start churning out resources over time, much like a furnace or refinery.

Recycled components will appear in a specially reserved output space that can contain up to 6 different item stacks. Keep in mind that should you leave the recycler unattended with items inside, other players can run up to it and take them.

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We’ve created a listing of maps of these monuments with highlighted locations to make the recyclers easier for you to find. MonumentRecycler Abandoned CabinsNoAbandoned SupermarketYesAirfieldYesBandit CampYesGiant ExcavatorYesLarge HarborYesSmall HarborYesJunkyardYesLarge Fishing VillageNoLarge Oil RigNoLaunch SiteYesLight HouseYesMilitary TunnelsYesMining OutpostYesOil DomeNoOutpostYesOxum’s Gas StationYesPower PlantYesSatellite DishYesSewer BranchYesSmall Fishing Village 1NoSmall Fishing Village 2NoSmall Oil RigNoTrain YardYesWater Treatment Plants Recycler Locations recycler is easily accessible on the backside of the supermarket.

Follow the outside of the building until you’ve reached a chain-link fence attached to the back wall. The first can be found inside of Hangar 2, along the left wall behind a group of crates.

The second recycler can be found in the large building opposite the tarmac from the hangars. When facing the building, head to the left side and you’ll come upon the large doors of a garage.

The yard of the shipping building is mostly enclosed by chain link fence and crumbling stone walls with plenty of spaces for hopping over. The recycler will be to the left of the lift along the wall next to a large pile of spare tires.

To get up to the office, locate the chain link fence that connects to the crane and extends over to the container of a partially sunken trunk. Another recycler can be found inside the large, central puzzle building in the middle of the monument.

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There is a concrete wall that wraps around to provide a bit of cover, and the recycler can be found inside this semi-enclosure. Find the manhole entrance in the center of the monument, next to the par-cor jump puzzle.

Once you’ve unlocked this door, follow the tunnel until you enter a sewer main room that appears to be inhabited. The recycler is inside the tower that has lost the metal plating on its dish.

If you come across a research table instead, you’ve picked the wrong tower and need to run over to the other. RUST Train Yard Recycler LocationS tarting at the water tower, follow the pipes that lead to a red warehouse building.

RUST Water Treatment Plant Recycler Location water treatment recycler can be found on the top floor of the long warehouse building seen at the bottom left of the screenshot above. Use the table below to prioritize the best loot to keep in terms of scrap when breaking barrels and boxes.

Smelt Time: 9 minutes 11 seconds Outcome: 495 Low Grade Fuel, 284 Charcoal Dear players Right now, the development of this website lies on the shoulders of a small group of enthusiasts.

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The money we will get from the supporters will be invested in the website development, salaries for the editors, and payment for the dedicated server. This is a temporary solution, so you need to wait for new items to be added to the game which will require oil to be crafted.

Name Quantity Failure chance Oil Barrel 15-19 100% Up to the 87th dev blog, oil could be found by using a survey charge and collected using a pump jack. ( 87 ) Pump jack is temporarily removed from the game.

If you find a typographical error, inaccuracy or a mistake, please tell us about it in the comments. The Harbor is a type of Monument that can be found in Experimental Rust.

Two dent variations of the harbor exists, one small and one large. Harbors are located in proximity to shores and similar coastal areas, and feature anchored cargo ships with accessible containers, shipwrecks, scalable container cranes, forklifts and military trucks.

There is also a Small Oil Refinery present at most harbor spawns. When Rust put out a call for blogs for 2020 I knew that I wanted to answer.

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As a (late) part of the #rust2020 request, I wanted to talk about one of the paper-cuts that has become decently problematic for new and experienced users of Embedded Rust : If I have time, I will try to post a follow-up talking about some key technical initiatives that I think we should focus on as well.

Rust is known for its guarantees: stability, platform support, type safety and the RFC process. We already have examples of that: the Rust project ships 7 books and more non-book material, which is amazing for a programming language of our age.

I would like to propose that 2020 be a year when some significant focus is placed on the Rust Development Experience. In this post, I'd like to briefly explore the current state of the development experience using Rust.

Coming from a Java background, the IDE; IntelliJ, Eclipse, for example, form a core part of the development experience and emphasize user productivity. Fast tooling like smart auto-complete and Intelligence aids API discoverability and helps lower the barrier to entry for new potential users of the language.

If you only look at Rust through its issue tracker, there are obviously soon many things that are still missing, need to be fixed or improved. So if Rust -the-language is ready to be used, let's have a closer look what is stopping people from actually using it, and fix the blockers.

It is for those reasons that within the aerospace company that I work, we have had serious discussions about using Rust in production. For aerospace and other industries where memory safety, low-level control and maintainability are necessary, Rust has a lot to offer.

My thoughts for Rust 2020 are perhaps a little less aimed at new features I want to see than some other roadmaps, but more towards continuing the quality of life improvements, and expanding the ecosystem. My thoughts can be grouped into: Simplicity, A Greater Ecosystem, Compile Time, and Misc.

One month ago the Rust team put out a call for blogs 2020. This post is a response to the Rust core team’s call for blogs.

Answering the Rust programming language call for blog posts as input to the 2020 roadmap In this article I’ll write a little about the way I currently think about testing, and then about implementing these ideas in Rust.

In my view, Rust has had an amazing adoption by developers, and is great if you are in a position to deploy it in your own infrastructure, but we have yet to really see Rust make it to broad low-level components (IE in a Linux distro or other infrastructure). With a codebase as big as ours, we see some unique challenges ahead that we’d like to bring attention to: some bugs and language feature requests, some ergonomics and security around the compiler, and governance overall.

Interestingly I don't mean in terms of being inclusive and welcoming to LGBT people, or women, or any number of other “minority” or “marginal” groups which online communities often find themselves needing to work to include; because Rust already is exceedingly welcoming to such groups -- I've never had so much as a misplaced blink when I say “my husband” in a Rust setting, and that has been so nice. What I mean is that in order to be more widely used, the Rust community needs to look toward ensuring that it can be included into other things.

Rust is a great language and has many features that make writing robust code easier. Ends on steroids, exhaustive pattern matching, constraining generics with traits, serve...

Another major feature we're all familiar with is the unsafe-keyword, which lets you circumvent some safety nets of Safe Rust. Key takeaways: Implement GGas Stabilize (parts of) ccoastgenerics and specialization, Push more features over the finish line.

What I'd love to see is the Servo/Weekender team make some building blocks of GUI accessible and easy to use. Along the way we’ve uncovered some dark corners of C as it’s written in practice, and found places where Rust can’t quite replicate the same code with the same ABI.

This is the story of those dark corners and the areas we think Rust needs to improve to be fully FFI compatible with C. I liked the Rust 2019 progress, and I can put most of my wants for 2020 under two main labels: Embrace and Extend.

Rust could make the lives of (data-) scientists a lot easier, but as with most new programming languages it's a chicken and egg problem: When the applications and libraries are missing people will not use it and when there are no people with domain knowledge there won't be any applications / libraries. I had originally intended to make this a Twitter thread, but eventually the Rust 2020 call for posts emerged, and I saw it as an opportunity to expand this.

In general, I tend to be conservative about adding things to the language and want to push as much “downstream“ it’s better to add something to the standard library (or core, if applicable) than directly into the language a new function is better than new keyword or operator. My suggestions: RLS should be better and faster, Coast generics, and Accept more correct programs.

Looking back through the Rust releases for the entire year, starting with 1.32.0 there’s been some fantastic progress, which is pretty easy to forget! For every topic, I will present my personal favorite parts, split into Completed (compared to the post from last year or was not on the list but is nice anyway), Open (existed last year and is still relevant), and New (got relevant or new idea).

And yet, almost 5 years later, at least in my anecdotal assessment talking to and reading things written by current or potential users, there is still a sense that the language is still in some way unfinished and a bit rough around the edges. I’ve been following Rust for long enough that I remember the early days (PRE 1.0) where the language would keep changing from under me and I’d have to regularly rewrite parts of my project using the latest syntax.

The language has stabilized, and we have Rust Editions to rely on for major releases. However, even though changes to the language are backwards compatible, there is still quite a lot of churn dues to new features being added.

In response to Rust's call for blogs about Rust development in 2020, here's a few of my own thoughts: Improve Error ergonomics, Stabilize existing approved features, Stabilize more ecosystem libraries. Blog posts that praise Rust are many but funding is generally in short supply.

If even a small percentage of the money Rust saves companies was put back into the ecosystem it would help secure the future of the platform tremendously. Last month I resigned from my job writing embedded C, so I could start my own company, producing IP Networking software in Rust.

When I read the Nick Cameron's 2020 blog post, I thought about something that might be interesting about editions. I agree that a rallying point is desirable, but I believe the edition system is a terrible way to do that...

Apart from the LLVM bound check optimization item, the theme here continues to be: Please mark features that have worked since 2015 as done. Tl;dr, money is a thing we need to think about, asynchronous programming and WAS Mare important, and the compiler should be faster.

Some weeks ago the rust slang team made a blog post asking for opinions on what the priorities for the next year should be. Yup, Gas and coast generics are there, but also slice patterns and a request for better documentation around asynchronous development.

I must have missed an e-mail in my inbox, because recently I started seeing people publish Rust 2020 blogposts, so I thought, why not. I haven't been incredibly involved in the development of Rust in the last few months, (navigating the delicate balance of being self-employed, working on free software and not burning out) but I feel like that might change again.

I'm sure 2020 will be a great year, also because it's easy and fast to write :) My wishlist will be short and to the point. This year I decided to jot down some thoughts for the Rust 2020 call for blog posts.

I think Rust is hard to learn but should be manageable for your average software developer given enough persistence. User growth means accepting people that haven’t been exposed to Rust ’s norms yet.

Doing all of this is not going to happen, but all of it is stuff I know of that impacts Rust's integration with the rest of the world and eventually becoming Too Big To Fail like C++ is. I believe the time is right for a native GUI toolkit written in Rust, and that such a thing would fill a very important niche.

There is a demand for performance (which, to me, includes startup time, RAM footprint, and binary size), and Rust is in the best position to deliver on that. I will express what I would like Rust to go to, keeping in mind that it’s solely my ideas and opinions others’ might differ.

The Rust team asked for 2020 roadmap blog posts, so here goes: Let’s do more of what we’ve been doing so far. 2019 was another huge year for rust, but instead of implementing the shiny new thing, it's been a focus on refining existing ideas.

Having being using rust professionally for over 3 years, I feel I will very soon be regaining new rust developers of the times before All & asynchronous, where we had to play lexicon to get things like caches to work reasonably, or using super-dooper combination chains and wrestling with futures types (Either::A/B anyone?). So I'd like to make clear my acknowledgment that I am happy with the direction that the rust language is heading in, and these requests are really nice to haves.

I hope Rust continues to be the bleeding edge tech in web assembly land. No_std, asynchronous, and allow have added a lot of fascinating new capabilities to the was ecosystem, I'd love to see some aspects get stabilized in this realm.

With asynchronous close the completion everything looks to fall perfectly in place for maintaining the developer momentum that Rust has picked up. The language has surely shown to be approachable, flexible for new concepts and continues to be loved.

My biggest worry is that the people who contribute the most are dangerously close to burning out and I made a tweet much to that effect. But I was talking with someone recently about what makes Rust great, the language and the community, and that ultimately boiled down to how inclusive and accessible we are, and it made me think saying more than just “keep doing what we’re doing and take care of yourselves” is in order.

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