Dewin

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About Dewin

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  1. Hotkeys for toggling terrain mods for a long time now, as well as a better way of managing them. Disable the boost mod rather than disabling the entire terrain tool if power is exhausted. (The current behavior should remain for all other mods -- boost mod is simply faster so if it stops functioning abruptly it won't cause unexpected side effects.) 'E' to toggle extenders between unidirectional/bidirectional/other bidirectional. (I use them to give printers priority over research, but it'd be nice to use them to extend the base as well without having to have a 'hub' for power.)
  2. I found one of the raised shuttle platforms on Barren in my current save, so I built a base around it. My plan was to use the three tier-3 attachment points around the ring for shuttle-related things: One (dedicated) vehicle bay, one trade platform, one fuel condenser. However, I then discovered two problems with this plan: 1. The vehicle bay (when located on the 'left' attachment point from the stairs) is unable to build a large shuttle -- the schematic is the "something is in the way" magenta rather than the "okay to build" blue. Other vehicles (a Small and a Large rover) were bu
  3. This issue is still present in 0.9.2, tested on Barren.
  4. As a workaround, you might be able to mine the resources if you have an Inhibitor mod equipped.
  5. This still happens in update 215. My theory is that it's some sort of floating point rounding error/loss of precision due to very large numbers being involved -- so it gets more pronounced as you get further out.
  6. Large rovers handle better as well. The only problem I've found is sandstorms (at least I think they're sandstorms) will sometimes affect rover physics even when the rovers are underground, causing them to abruptly go flying in one direction. I agree that I much preferred the pre-201 rover controls, where W is "Move forward" not "Try to move in the direction of the camera, which means reversing if I'm looking behind the rover." They're... useable once you learn what exactly is happening, but completely unintuitive. I really wish the work light and such were not affected by be
  7. Hello! Welcome to terrain being a limited resource in the new patch. If you're playing an old save, it's highly recommended you start a new one and actually follow the tutorial steps to learn what changed. But, in a nutshell: 1. Deforming terrain no longer requires power. (Unless you're using augments) 2. Sediment is now stored in canisters. Removing terrain adds sediment to a canister on your person, creating terrain removes sediment from the canister. If all canisters are empty, you can't create terrain. If all canisters are full (or you have no canisters), any terrain
  8. Known issue in the vehicle issues megathread:
  9. The lengths look normal to me -- I think they just look long due to perspective. (The camera is fairly close to the ground) I've also seen the 'broken' appearance though -- usually when there's a bit of an incline between connected platforms. May be a case of a texture being rotated along the wrong axis (and/or the model not being rotated at all)? If you look at the ghost platform behind the habitat in the screenshot and the cable outline there -- it looks like the end of that is not properly connected to the rest either.
  10. Did you happen to save and load any time during this experience? I currently have a reproducible bug report involving rover physics breaking on save/load -- and only existing rovers.
  11. Ignoring the vehicle issues for now since there's a fair number of widespread and well-documented ones: Storm/nuggets: I've occasionally had research items stuck hovering midair as well. In update 200, this seemed to happen if I grabbed them the moment I freed them from encasing terrain, but it seemed like it fixed itself if I attached it (e.g. to a vehicle) and then detached it again. In 201 it is persistent. Storing things loose and not attached to anything is not a particularly recommended strategy, quirkiness or not. Medium/large storage can help with storage needs
  12. I'm not seeing a rover here -- and I was asking about base expansion specifically, anyways. You can't expand from fully built platforms -- only the small circular ones. It's important to keep this in mind as you build a base -- always make sure you have one free for additional expansion if you want to be able to expand. There's a maximum of 6 extensions from any one platform (including the habitat), counting the one connecting it to the rest of the base. This is only true if they're at the closest possible spacing -- if you spread you can find yourself limited pretty quickly
  13. I remember an old bug with platforms not being expanding correctly after a save/load cycle, but that's been fixed forever AFAIK. I also know there's some current (since update 200 at least, present in 201 as well) bugs with vehicles not being able to anchor to a small platform, and needing to be closer than the visual suggests to anchor correctly to a big one (otherwise they'd anchor briefly and then immediately detach). Can you provide a screenshot?
  14. Actually, vehicle oddness now seems to be happening to me on ANY save -- but vehicles are 'fine' (besides woefully underpowered) in a new game that I've never exited. So maybe something in the save/load code is to blame. So... basically unplayable unless you never exit.
  15. I had some weird issues kind of like this in playing update 201 in an update 199 world. (The game had crashed and I'd restarted not knowing there was an update). For me, vehicles were almost acting like there was terrain where there wasn't -- as if they were seeing the original version of the world geometry and not my terraformed version. So I'd start driving up an invisible hill -- but as soon as the rover stopped moving, it'd fall down to the actual ground. Still acted super strange though. I've also had a few floaty science objects. In update 199, it seemed like this wo