deus777

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About deus777

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  1. deus777

    terrain bug

    I ran into something similar. In the cave, I fell through an area and bounced down and back up through the terrain. When I was under, I could see clusters of resources hanging in midair in the lower levels, with no terrain around them. I was able to reproduce this three times while I was in the area, but when I returned to the same spot later to try to get a screenshot of the effect, I no longer fell through.
  2. deus777

    Idea for terrain tool and making slopes

    I am also in favor of an improvement either to the terrain tool, or as a augment, that would help you create slopes. As it is right now, I can create a slope up or down over a gap (or through a solid), but it is time-consuming and I don't know until I try walking on it whether the slope is too steep. While a very configurable tool as suggested above might be nice (as long as it could be made easy to use), I would settle for an augment that just created a slope up or down that was exactly at the angle where you can walk up the slope and walk down the slope without sliding.
  3. I think the current system for research is fine for the basics, but by the time I was ready to leave Terran to find new resources, I already had all of the research points I needed to unlock everything, and a bunch of extra resource pods that I had dug out but never carried back to base. While I ended up creating a research scanner on the next two planets, I wouldn't have needed to. That seems strange to me - research is one of the few base components that you don't really need to build after Terran. And yet, there are many varieties of research pods, and they are on every planet. It seems like a waste to put all of that diversity into the game just for me to ignore most of it. I think the game needs some of the randomness of the original research system put back in. Basically, give me a reason to want to scan the additional research pods, even when I have already unlocked the core blueprints. My suggestion: add upgraded versions of the core blueprints into the game, and make them random unlocks when you scan a new type of research pod for the first time. The upgrades I am thinking of would be things like: a cylinder that holds 50% more soil, or an oxygen tank that holds 25% more oxygen. Generators that produce more power, etc. Basic upgrades like this wouldn't require visual changes to the items themselves, just to their values in the game. Maybe some of the unlockables could be new items that are not critical to gameplay: a parachute that saves you from falling damage, for example. This idea accomplishes two main things: gives the player incentive to keep looking for the new research pods and scanning them, and adds some variety to the game.
  4. While playing on Exotic, I entered a cave and walked in a short distance. Suddenly, my astroneer fell or was pulled through the ground. I saw several layers of terrain flash by, then finally the black tentacle and red light of a dangler, and then my astroneer died. I'm not sure if the bug is that the dangler was able to pull me through multiple layers (from above it), or just that I fell through the ground, but I knew I was never getting the stuff on my backpack back. I went back to the same cave and didn't fall through, but I can't be sure exactly where I fell through the first time.
  5. deus777

    idea Scrap bin's

    In addition to the bin for vehicles, it would be nice to have the equivalent for the backpack, to hold the small pieces of scrap that can fit into the medium scrapper.
  6. I have had this happen to me, only on Tundra's surface so far. Once it killed me, once injured me, and once I was unhurt. All three times near my base/landing point.
  7. deus777

    0.10.2.0 - Steam - Rover bug

    I see this one often as well.
  8. Version: 0.10.2 The help screens and tutorial planet that are in the game currently get you off to a good start, but there are several things that aren't covered. Resources, specifically, what resources can you expect to find on your starting planet, and which ones you have to go elsewhere to find. I spent several hours looking through the caves on Terran expecting to find hematite (iron) and not finding any before finally looking it up on the wiki and finding out that it isn't found on Terran. As a side note, this is pretty silly considering the two most obvious examples of Terran planets in our own solar system (Earth and Mars) are covered in iron. It would be nice if the game provided the player with an idea of what resources they can expect to find. This might be something in the original help pages, or it could be something that is unlockable in the research panel. There is no help for the player on deciding what should be taken on their first trip off-planet, or which planet might be a good first trip. This feels like a big step that could be lethal quickly unless you make the right choices. The game could either provide this in the help pages once you build the vehicle bay, or it could be unlockable in the research panel.
  9. deus777

    The Crafting Update Feedback Megathread

    The good: What I have seen of the update so far (2 hours) looks good. I like the updates to the research catalog. I only played with the previous version for a few hours, but I had trouble finding things in it. The required resource information has also been helpful. I'm glad to see the fabricators renamed to printers for consistency. It also looks like there have been some visual changes for consistency (the print button on the backpack resembles the other "go" buttons now, for example). To improve: It is confusing to new players that there is a backpack printer and you also start with a medium printer, but you have to create the small printer. I think it would be more obvious if you had to print the small printer from the backpack, then print the medium printer from the small. Or at least, start with the small printer and print the medium. Having the gap in capabilities is strange. Otherwise, just get rid of the small printer and have the medium printer take over all of the things it used to print. The oxygen warning should be more obvious, or at least there should be an option for this. It is way too easy to miss the little sound and O2 icon when you reach halfway when you are working off the tether. Some kind of beeping that starts at the halfway point and gets progressively faster might be good, or a larger visual indicator. This might bother some players, so if it could be an option, that would be the best. The oxygen filters should be used last, not first. Currently, as soon as you put oxygen filters on your backpack and go off of the tether, it starts using them. The oxygen filters should be used as an emergency extension; right now they are very expensive because they are used right away, and if you find some in wreckage, they start to be consumed as soon as you put them on your bag. It seems like the resource pop-ups do not appear when you are driving a rover. I drove right up to a patch of quartz, but the pop-up telling me what it was did not show up until I got out of the rover. It is not obvious to first-time players that rovers require power, and the buggy does not have a cable connection. The game should inform the user that they will need a single-slot power source to charge up the buggy once they have created it. Additionally, it is not obvious that you will have to make a seat. This should also be listed. I am thinking that both things could be added to the research catalog requirements for the pattern.