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Hyler's Achievements


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  1. You can download it from Microsoft: https://www.microsoft.com/en-us/download/details.aspx?id=48145 Also, if you delete and game and reinstall it, it'll probably fix it. - g
  2. If you use a cloud backup service like Dropbox or similar, then there's a reasonably easy way without having to copy and move files around. Basically, you have to store your save games in the directory that's watched by the backup service so they are always synced up. So, for Dropbox that's "Dropbox" by default, for OneDrive it's "OneDrive", etc., and those directories (again, by default) are under your home directory. Here's the actual way: (Make sure the game is not running.) Move the save game folder ("Astro" and everything inside it) to your cloud backup folder somewhere. For me, I put it under Dropbox/Games/, so that the final path was Dropbox/Games/Astro. Where the save game folder was, create a soft link with the same name, pointing to where you moved it. The command for making links is "mklink" and you will have to use the "/d" switch. (See here: https://docs.microsoft.com/en-us/windows-server/administration/windows-commands/mklink) Suppose my name was George, which it is, then I would move the "Astro" folder to Dropbox and the path would be this (and inside is everything that was already in it): C:\Users\george\Dropbox\Astro\ Then, I would open the Windows PowerShell and go to where the folder used to be and create a link named "Astro" that points to the folder "Astro" that I just moved to Dropbox: cd C:\Users\george\AppData\Local\ mklink /d "Astro" "C:\Users\george\Dropbox\Astro" Now, if you double-click (in Windows Explorer) on the "Astro" link (should look like a folder with the shortcut arrow on it), you should see the contents: Saved, etc. Once it's synced up, on the other computers that you want to play on, install the cloud service that you use, let it sync, delete the "Astro" folder from AppData, and create a link to the one that was synced down to the PC by whatever service you use. Basically, repeat the steps above EXCEPT the one where you move the folder—you already did that, now it should be there since it's syncing down from the cloud. As long as you're only playing on one PC at a time, you should have no issues. I've been doing this for a while. Cheers. - g PS. Doing the above with the "Astro" folder will make it so that everything in it is backed up, which may not be what you want, depending on what else SE decides to store there in the future (for now it's pretty lean). You can repeat the above process but move and link only the actual save game folder, which is two levels down: Astro/Saved/SaveGames. In this case, you'd move the SavedGames folder and make the link to it inside Astro/Saved.
  3. Thw0rted, I wanted to say something so you don't feel so alone about this one. You are right, this is not great design. To allow myself some self-indulgence: I'd say that writing server applications for Windows is "not great design" to begin with, except in narrow cases that are tightly coupled with other Windows-specific technologies (.NET, etc.) but, to use one of my most hated expressions, that's neither here nor there. You mentioned sending the server a SIGHUP but surprise, surprise, Windows is not a POSIX-compliant OS so there's actually no "good" or "proper" way to do something like this, unless you use IPC, etc. Basically, Astroneer has to be designed to allow for a graceful shutdown. But all that doesn't mean you can't do something to make things better, however little it is. This is what I'd do: make sure all clients have disconnected, preferably through the game menu system (instead of, say, Alt-F4 or some other hard quit); give the server a moment to write down save files and whatever other bookkeeping it does (older saves would require more time); cross your fingers and hope file handles are closed (or at least the buffers are flushed); kill the server process from the Task Manager or PowerShell or however you want. Cheers, and here's to hoping for a proper Linux server, akin to Minecraft or Factorio. - g
  4. I want to add my ¢2 here. I've been playing for a long time and yes, I agree, the Alignment Mod is confusing (broken is probably a better term) as heck. As it is, it's really no better, and sometimes worse, than the regular Flatten/Level mode of the Terrain Tool. What makes this even more infuriating is that the developers actually made the regular Flatten/Level mode work pretty well, and now you can get a rather satisfactory degree of levelness... with some work. The Alignment Mod should be a step forward in the quality and ease of this process so that the player can spend more time on other things at that stage of the game. Pailzor, you are exactly right. The way the mod should work in order to make sense (and be immeasurably more useful) is to use the same value for the distance from the planet's center to the surface that was calculated when you pressed down the mouse button, no matter how far away you walk. If you go over a chasm, you should expect the tool to make a bridge over it; if you go into a mountain, you should expect the tool to dig through. In other words, you should be able to—in theory—create a whole new surface sphere at that exact distance from the center if you took the time to walk over the whole planet. Which would effectively give you a "flat" round surface, or the closest thing to it that the current geometry implementation would allow. I'm not a game developer though I do write code for a living, so I'm really curious whether this is a technically challenging endeavor or a matter of priority. Could we get a dev to at least explain what the intended functionality is or why it's hard to make it work properly, or generally why certain things are prioritized before others? We're not mad (I hope I speak for everyone) but some more visibility into the design process would be super nice. Thank you for making a great game. - g
  5. Yes, I have some neat ideas about two- or three-story bases, or at least platforms if you're outside, flat walls and ceilings, maybe a vehicle bay or launch pad that's on the roof, etc. It would open a lot of basebuilding possibilities. - g
  6. As the title suggests, the game will not say anything if the save directory is not writeable, and happily pretend it's saving the game when, in reality, data is going to la-la land. The reason this came about is because I used to have my save directory in my Dropbox folder, and I had a soft link to it from where it usually resides, so my saves were synced between computers. Then I switched from Dropbox to Sync, forgot to update my link, and started a new game, and every time a save was triggered, the game displayed the usual "GAME SAVED" screen, etc., and never said anything about a problem. Only later did I discover nothing was happening. Ultimately not a big problem, and my fault entirely, but from a software development perspective, there should be something broadcast to the user about this. Thank you for a great game. - g
  7. This would be amazing for eking out more research bytes from the little Research Samples that grow on things. They give more bytes (3x) when researched in a chamber, fit in a Tier 1 slot, and right now are not really worth carrying back to base. But if the Research Chamber worked as proposed, one could conceivably bring a Medium Storage or two filled with them and plop it down and let the chamber do the work. - g
  8. Yah, I did play back then, and I know True Flat was a side effect of how terrain was implemented. I guess my post ended up having a slightly different tone than how it sounded in my head. I love the new terrain, and I am very glad things are the way they are, overall. I will take the terrain as it is today, with missing True Flat, than go back to the way it was and suffer all the other issues (and a big one was the way the Terrain Tool just broke on other planets, and making things flat over there was nigh impossible anyway). My intention wasn't to be critical, and I have to admit—I have no idea what the actual numbers are behind how many people want this and that and so on. My head is a little bit of an echo chamber, and I fall in the trap of confirmation bias easily—when I see someone else talking about True Flat, even though that person may be 1 out of a 1,000, I feel like the whole community is on my side. :-) I guess I'm just hoping that True Flat makes it in sooner rather than later, and I'll patiently hold my breath with amicable anxiety to see when, and if, I can use it again. - g
  9. I just want to add something that may get missed in the back-and-forth on True Flat (by both sides). For many of us, True Flat was more than a caprice—it was something that added another dimension to the game. That dimension is base design. Right now, limited by the best we can do with the tool mods, we do more base arranging, because it's difficult to execute your vision when the mechanism is not there. With True Flat, another aspect of creativity is unlocked, and that is the part where all of a sudden designing your base to your exact liking becomes a possibility. Slopes, ramps, tiered structures—I know for a fact I've given up on a lot of those when I know the best I can do will be an amorphous blob resembling a platform. I, for one, miss the gameplay element of designing and building my base and its elements exactly how I want them to be. Right now my "designing" consists of flattening a big enough patch of land and sprawling out the platforms so they don't get in the way too much. Gone are the days of carefully sculpting a support wall for your solar cells or turbines, or making a nice flat vehicle dock, or anything like that. We understand that the developers may disagree about how crucial of a gameplay element this is (or not think it's at all, or perhaps only 0.1% of the players care), but like I said above, it certainly added something "else" to the game. Just go to YouTube and watch some old videos showcasing base designs. This is now gone (to a large extent) and I think the game lost something for it. - g
  10. 0.7.0 - Steam - Crash when exiting to Main Menu I'm experiencing the same issue as the above posters. The music stops, the game hangs, and it doesn't seem to consume any notable CPU cycles (0.1%), and neither is the memory usage going up. This is a clean install of Windows 10 Pro 64-bit (from a few days ago), version 1803, build 17134.48. CPU is Core i7-4770K, 16 GB RAM, NVIDIA GeForce 780 Ti (driver version 397.64). This was a clean install, and I reinstalled my Steam library too, on a reformatted hard drive. Let me know if I can provide more information. - g