Morse

Members
  • Content count

    8
  • Joined

  • Last visited

About Morse

  • Rank
    Newbie

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Morse

    Arc Furnace

    As with any other idea, it's always good to divide the suggestion in two parts: lore and gameplay. First, lore: how this idea looks from the point of view of the in-game world? The furnace that we have is already electric, with no explanation on how exactly does it work. Maybe it's already an arc smelter, who knows. And even if it's not, it would be quite strange to have two smelters, of which one has a defined heating mechanism, and the other is just "a smelter". Also, why would an arc smelter produce more metal? Higher temperatures may result in higher quality product, but not quantity. If anything, there would be less of it, as higher quality means less impurity and less mass overall. So this makes no sense from the in-game perspective As for gameplay, you suggest a smelter that consumes graphite and outputs more metal, and also borrows some functions from the chemlab. That would be a strange decision. Graphite is already very useful and not that easy to find, so it's not like we need to find new uses for it. And mixing smelter with chemlab is at the very least confusing. Right now it's simple: you want to get something basic - go to smelter, want to get something advanced - go to chemlab. The new smelter will break this system, this would be bad for gameplay.
  2. The last section of the telescopic support extends to the right, instead of to the front. Looks like somebody accidentally swapped X and Y coordinates
  3. Morse

    Terrain desync in multiplayer

    Issue still there with the latest steam version. Random bits of terrain pop out here and there the closer you get to the planet center, and the world-generated tunnel passages between underground layers are deathtraps for MP clients: they tend to fill themselves with terrain randomly. I see that you listed the bug in your roadmap (https://trello.com/c/Ie3KqOdN/483-bug-terrain-desync-between-client-and-host-in-multiplayer-sessions), so at least you confirm it. But still, it's just a suggestion that maybe the bug that makes planet cores inaccessible for MP clients should take precedence over new features.
  4. When you get into the shuttle, it would be helpful to be able to just pick the landing pad from the list, and go directly there. Otherwise, you take off, go to the planet, tediously wait until your landing spot appears, try to remember which exactly is the one you need (if you didn't put a habitat or a beacon). Just picking from the list would be so much easier. Naturally, we must be able to give landing pads names for that. "Go to argon condenser", 10 seconds, and you're there. Much easier than what we have now.
  5. Morse

    Cave crawler

    500 years or not, it'll never change that the wheeled transport is the most energy-efficient one for travelling the surface. Also, by "fitting" I meant stylistically. Large "retro" spacesuits, clean plastic surfaces, vibrant colors. All this looks like a retro-future from the 60s (think Star Trek TOS). That's why I think large rovers and spider-crawlers would feel better in game than some antigrav hoverbikes or space jets from the "modern future".
  6. Confirm: I also had this problem. Luckily, the rover was nearby, so I unstuck by entering the rover.
  7. Version: 1.0.13, latest steam version. Both host and client did a "validate local files" Software: Win10 with latest updates for both host and client. Hardware: AMD Ryzen 2nd gen + AMD Vega for host, Intel i5 + Nvidia Pascal for client. After several save-load iterations, the client stopped seeing some of the tunnels underground. Even the ones that were made by world gen. After the client tried to dig the tunnels manually back, they regrew in the client world in a matter of seconds, while in host world, everything remained dug up.
  8. Morse

    Cave crawler

    While I see that there are some hovercrafts on the suggestions list, I think it doesn't fit to the game. Wheeled vehicles are perfectly capable of traversing over the planet's surface, and hovercrafts would be just "same, but better". Traversing the caves is another story, wheeled vehicles would fail this task on most of the planets, but hovercrafts will do so too. Also, hovercraft doesn't feel like something that should travel underground. We need some vehicle specifically designed for caves. I suggest some spider-looking crawler with long legs that attach themselves to the walls. It will be able to traverse caves, require some skill to pilot, and most importantly, provide a stable platform when the energy runs out. It will also complement wheeled vehicles, and not replace them, since wheeled vehicles would be faster and still better for the planet surface.