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About Archranis

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  1. The switch stream I watched from [about] 5/11/20 showed the automation arm allows a filter for the arm to pick only a specific T1 item. I can't wait to start playing around with this. I think it would offer many more possibilities if there were a toggle on the arm to designate whether the filter included or excluded the designated item. This would be comparable to what the medium canisters do with the fill/empty switch. By allowing the filter to exclude an item , we would be able to create a chain of storage towers with automation arms between them. The automation arms between the
  2. Same here. I've spent over 10 hours messing around with the Solar Panel to get it like this screenshot, and find that it's constantly "twitching" back and forth, ends up twisted into the terrain, and constantly getting disconnected from the base.
  3. I've attached a screenshot of what I encounter with my vehicles nearly every time I play the game. I left the vehicles nicely placed into their stalls and went into a cave to do some terraforming. When I came back 10 minutes later, the vehicles were all messed up. Presumably, the stalls would have kept a sandstorm from blowing them away. But I run into the same thing even when the vehicles are left in a cave, so I don't think the sandstorm can be blamed. My vehicles are constantly mangled, tossed all over the place, partially sunken into the terrain, or somehow made unusable until I spe
  4. I find one of the most enjoyable aspects of the game is building interesting terrain/structures, so I'd like to propose a few additional terraforming capabilities (augments, perhaps?) A Smoothing capability (different from current "flatten" mode) Shapes in addition to the current circular reticle An "undo" A "parallel" alignment function Direction lock Angle "memory" Upgrade-able terraforming tool with augment selection functions Smoothing: The current "flatten" mode incrementally adjusts the terrain within the reticle to be at the same angle as th
  5. I've blown myself up many times trying to pick up dynamite and accidentally lighting the fuse instead. Can we please have some kind of confirmation when setting off dynamite that we actually want to blow it up? I know it kind of ruins the "immersion" but it would definitely make keeping dynamite around have less chance of causing disastrous accidents. Or perhaps making blowing up dynamite a 2-step process where the first step is to arm it and the second is to start the countdown to explosion.
  6. I agree with the frustration about things (especially vehicles) ending up buried. Each time I sit down to play I have to spend far too much time excavating my vehicles -- sometimes I can't even find them at all. It's killing my motivation to play this game. I have also seen related posts that go back at least a year. I hope fixing this bug is a very high priority because it's really killing the enjoyment of the game. Every time I play, I need to begin by dealing with something like this:
  7. I'm finding a similar problem. When I park either sized rover under ground, after returning from leaving the game (either to main menu or desktop), the rovers are buried half-way into the terrain. This doesn't happen for just a simple save (using the TAB key to enter a vehicle or habitat). If I want to play a saved game, I have to spend about 15 minutes carefully digging out the rovers (and sometimes trying to dig them out makes them fall through into a cavern, and then it takes much longer to retrieve them). Kinda makes it difficult to get motivated to continue playing, unfortunately.
  8. It seems to me that movement direction is influenced by the direction of the camera. The movement keys will cause different movement depending on the direction of the camera. Could we please have a way to have movement relative to the orientation of the character/vehicle, totally independent of where the camera is pointing? Also, when moving backward ("S" key), the character does an about-face and moves backward, and then remains facing that way. Could we please have "S" actually be a back-step and not have the character change the direction he's facing? I am absolutely loving this