Mak-a-Face

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Everything posted by Mak-a-Face

  1. While exploring Radiated, I keep running into worms. So I was thinking maybe, it would be neat if you could feed them, stuff like artifacts, resources or even junk. And if the worm likes what you gave him, he could spit something out or if he doesn't like it, you could spit something at you showing his displeasure.
  2. The current medium battery displays battery levels by a small cylinder type indicator that revolves the circumference of the battery, making it difficult to determine the levels. When trying to examine the complete battery, you're prevented from seeing the other side of the battery because it tracks the character's camera movements. Perhaps having a percentage indicator would make it easier to determine what the levels are. Or perhaps designing a new medium battery would be another option.
  3. This has happened to me before but I found a temporary fix. Just by using "ALT + Click" on the backpack, it seems to reset it.
  4. Mak-a-Face

    Groundbreaking Glitch

    Is this a new game or old savegame? The 0.9.0.0 update added a whole bunch of new debris & harvestables throughout the planets and this corrupted pretty much everything. All my old savegames are like this too.
  5. Mak-a-Face

    [Merged] Vehicle Issues

    I haven't seen that before. Have you tried printing a open 1 seat from the vehicle bay on the rover? I know it prints it sideways but see if it connects. What about the other rovers, do you get the same problem?
  6. Mak-a-Face

    Update 0.9.0 - July 6th 2018

    That makes a good argument for why we even have batteries on the rovers in the first place. If we're going to tie up slots on the rover to provide power than were better off having replaceable batteries on the rover and charging stations at the base. Or perhaps maybe different types of engines that run on organic, coal, steam engine or whatever else they can provide. Using the buggy is a lot of fun but pretty much useless for hauling anything besides tier one stuff. Maybe adding a small trailer behind it could be handy.
  7. Mak-a-Face

    Update 0.9.0 - July 6th 2018

    Yeah, I know but I barely press/hold "E" anymore, the only place I use it, is to exit the rover. I've switch over to the ALT + Click and CTRL + Click to interact with pretty much everything, it's way faster. You just need to remember to put away the terrain tool before using it. What I was getting at with the harvestables, is that it's not like you can use them in the research chamber or anywhere else, so what's the point of allowing players to remove them off these formations or plants, that's what I was getting at. As for the smoothness, it seems more like the bumpiness is the creation of their own making. If you've explored the lower caverns on Terran, you probably noticed that the artifacts are still falling through. This issue was reported months ago but still hasn't been dealt with. This makes it quite difficult to get started if the artifacts aren't where they're supposed to be. I do agree with you about the nuts & bolts looking harvestables and notification tags, they seem to be lower quality work compared to the rest of the assets in the game so far. Perhaps it has to do with deadlines that they're trying to meet but who really knows. Well you seen people walking in ditches along major highways picking up cans and bottles, this is pretty much the same thing. How much do you value your time?
  8. Mak-a-Face

    Update 0.9.0 - July 6th 2018

    On the implementation of harvestable's items, the idea behind it is, let me quote the source on this. "The goal of the Harvestables system is to smooth out the starting gameplay experience by offering small, renewable sources of Bytes in areas that might have a low density of Research Chests, and to provide interesting points of interaction across the surface of planets." Well I just played a game where I only use harvestables and in no time flat I had enough bytes to build everything I needed. I think the reason why it was so easy, was the fact that they were renewable. I do agree that new players should have a easy source of bytes at the beginning but I don't agree with having these harvestables renewable. I think that once you yank them off, that's it, they're gone. As for the new formations in the caverns, they don't seem to integrate well with the surroundings, a lot of them look out of place. One aspect of these harvestables I found interesting, is that we have the ability to pick them up. The question I have. "WHY?" Why pick them up. Doesn't make much sense does it now.
  9. Mak-a-Face

    Problem with caves

    Probably not once it goes into beta.
  10. Mak-a-Face

    Cannot grab/select debris for the Shredder

    I had the same problem but that's because I was playing one of my old savegames, I had a huge pile but couldn't grab any of it.
  11. Mak-a-Face

    Cannot grab/select debris for the Shredder

    Not all the debris is shredable, I'm guess it might be in the near future. Check out the vlog 30 where Sam talks about it.
  12. Mak-a-Face

    Problem with caves

    You can't. I had the same problem with my old savegames after updating to 0.9.0.0. It looks like the update added a whole bunch of new debris & harvestables throughout the planets and this corrupted pretty much everything. There's no fixing it, best thing to do is just start a new game. I know it sucks but remember this is still in alpha so these things will happen.
  13. Mak-a-Face

    Update 0.9.0 - July 6th 2018

    After a few hours of playing around with both of the Shredders. I'd have to say that it kind of reminds me of a cement mixer, not a shredder. If you've seen videos of industrial shredders especially the car shredders, they use two rollers. I attempted to throw just about everything I could find in it but found that my old savegames didn't recognize the debris that I had piled up. I even tried to use the medium shredder on the astral dolls but with no luck. I did find that a few items didn't shred like the tethers, filters, extenders, fireworks and even the old habitat. Also as @TheUnknownDeaths mention "DON'T shred dynamite", bad things will happened. It was nice to be able to pick up debris now but some of it isn't shrebable and some of the stuff that is, requires you to carry it manually or use to winch to drag it back to the base. I'm guessing you could bring along a shredder when exploring. It's too bad that you can't use this debris that litters the surface and cave to repair or build a vehicle or a ship. As for the scrap it produces, I don't see myself spending much time shredding just because of the worthlessness of the scrap itself. I would of rather seen some kind of recycler that would at least give us back some resources that we could use for other things. Adding two more steps to the process (shredding then trading) is just more grinding to this game and in my opinion, isn't that fun.
  14. While exploring the cave, I noticed that the landing pad marker was visible. So I went deeper into the caverns and it was still showing up. So I did like any wannabe explorer would do and dug a tunnel all the way to the surface beside the landing pad. The marker will disappear after you access the items on the landing pad.
  15. Mak-a-Face

    Update 0.9.0 - July 6th 2018

    Thanks Razar112, that fixed it.
  16. Mak-a-Face

    Update 0.9.0 - July 6th 2018

    Hmm, I hope they get that fixed soon, I'm itching to play.
  17. Mak-a-Face

    Update 0.9.0 - July 6th 2018

    Just download the update and my anti-virus flagged it as Malware. Anyone else?
  18. Mak-a-Face

    SES - anyone home?

    No, I actually only walked around but I just tried it again and noticed that you were right, doesn't work. But I remember seeing something about "VehicleThrottle" in the "GameUserSettings" file. So I changed it to use the Y and H keys and it worked. So there's your fix. Remember that not everything is working properly yet. There used to be a setting that would let you start on a different planet but it doesn't work anymore.
  19. Mak-a-Face

    SES - anyone home?

    Just did, changed it to "YGHJ" then apply & resume and it works fine. Exited the game and went into the "GameUserSettings" and changed back it to WASD and save, started the game and it works fine. Perhaps you should check your Astroneer files by verify integrity of game files in properties under local files.
  20. Mak-a-Face

    SES - anyone home?

    After making your changes, you did press "apply and resume". I know it's a weird way of doing things, other games will prompt you with a dialog box, asking you to apply changes. If that still doesn't work for you, then make the changes manually by editing the "GameUserSettings". But be warned, edit this file at your own risks. I would recommend that you make a backup copy.
  21. Mak-a-Face

    SES - anyone home?

    too much what? What are you talking about, that doesn't even make any sense.
  22. This is a simple one. When hovering over the planets, I noticed the names were missing.
  23. Mak-a-Face

    SES Vlog 30 - "It doesn't toast. It SHREDS."

    A question that popped in my head while watching Sam talk about the Shredder. Will we be able to throw Ninja Turtles in it? hehe I would've preferred a recycler, that would at least give us something other than just scrap. As for the medium shredder, will we be able to attach it to the crane and shred some of these derelict ships and satellites? Because I'm one of those junk collectors with a large collection and would like to "Shred it ALL". Just about forgot this. How about updating that trade platform to use one canister of hydrazine.
  24. Mak-a-Face

    Simplified Controls

    While exploring the caves, I will usually slide down the tunnels to know where's and sometimes I will find a winch. Well I decided to start using it a bit more to haul stuff back to the base. But found myself having problems unhooking sometimes, this was because of the selection rings being so close to each other on the winch. This reminded me of the frustration I experienced using the extenders when trying to grab the end of the cable or trying to pick them up. So since the topic of using the CTRL & ALT keys was already started, I thought I'd add this to it. The current winch acts more like a bungee cord instead of a steel cable. This makes for some interesting hauls and some big disasters too. With a steel cable on the winch, this would allow you to pull yourself up a steep slope. Using the rover's auxiliary controls, you'd be able to turn it on from inside the rover as well. When using the CTRL key, you'd be able to grab or release the hook easily without accidentally picking up the winch itself. This would also work great with the extenders, using the CTRL key to grab the cable and using the regular mouse click to pick them up. Now that I think about it, you could even use this as a means to cycle through the different colored Christmas tethers that will probably be coming during the holidays again.
  25. Mak-a-Face

    Simplified Controls

    Since the base building update came out, the controls we use to interact with the modules and vehicles has changed dramatically and it seems to be all over the place. The only controls that haven't changed, has been the terrain tool. Everything else just seems to be confusing and not well thought out. Let's pick on the control panels to start off with, you need to press and hold your inventory/catalog key to open it but the catalog also opens by pressing and holding. So if you're not on the control panel exactly, you end up opening the catalog. As for closing it, you'd presume to do the same but no, instead you have to click outside the control panel or press escape key. Also when the control panel is open, your mobility is disabled and your controls have switch over to the control panel, preventing you from moving out of the build area. Moving onto the catalog, like I mention before it opens the same way as the control panel. Another way to open it is by clicking the catalog inside the backpack. When catalog is open, again your mobility controls are disabled. Let's look at the inventory, requires you to press inventory/catalog key once, closing it with the same key and also clicking off the backpack. You can move around while inventory is open, mind you it's slow. Interaction with the backpack printer, requires you to click on the arrows for your selection. Seems like the easiest one to use don't you think? I know they're working on these interaction controls but it just seems like they can't make up their minds. Should we have this or should we try that. I've mentioned this many times, keep things super simple. The implementation of these multipurpose single key controls seems to be more problematic than it needs to be. Having a single key to open the catalog and inventory would greatly simplify the interface and remove confusion when closing them. The use of combos that are used on the terrain tool, is exactly what should be used when interacting with vehicles or modules. The team did add the ALT key as an alternative but to my surprise, I discovered that the CTRL key also worked to interact with modules. Using the ALT key to enter vehicles when your terrain tool is out, is a bit problematic. Most of the time you end up picking up this seat instead of entering the vehicle. The past week I've been using these combos to interact with modules and vehicles and I have to say, this is a much simpler way to interact with modules instead of this pressing and holding. There's only a few things I found that I still couldn't do. The first one, I wasn't able to exit using the ALT key, had to press and holding of the terrain tool key to exit. The second one, I wasn't able to check progress of the research when in operation using the CTRL key. Had to press and holding the inventory/catalog key to enter the research chamber controls. These combos work great with the terrain tool and would also work wonderfully with the modules and vehicles. The team should consider using these combos in the backpack and catalog especially on the augments, giving us away to turn them on or off. If you have any other ideas on this topic, please share