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Thalber's Achievements


Newbie (1/14)



  1. Invite link: Devs and site staff are all more active there than here.
  2. This us a known bug. I heard that it happens more frequently on older worlds.
  3. Well, organics is already trash-tier in means of cost, you can literally get it from dirt. Even at the very start of the game you can harvest tons of it with zero effort by just vacuuming the surrounding fields, so duplication is not a thing to worry about.
  4. RTG and battery give the max of 7 bars per second, gate requires 5. This should be doing the job. Did gateway even start booting? Did you see the pillars sinking into the floor? If it doesn't work at all, then it's a bug which I do not know of and worth pointing devs' attention at (best done at their Discord afaik).
  5. You need to keep it powered for 30 seconds, after that it should unlock. Power output of your rover must be enough for sylvan gates.
  6. A Discord server can, with some work, be adapted for slower and more thorough discussions, there are tools for that. It is still less effective than a forum, but since forum's dead, what can one do? If death is officially confirmed, suggestion and bugreport sections can be moved to separate discord channels with a set of specific rules and a long cooldown, and then the corpse can be buried.
  7. This would definitely be a good thing to have, I have over a hundred hours and still get lost from time to time. Far trips may be frustrating because of poor nav tools available.
  8. A set of smol and smol-medium ideas that keep coming into my mind when I play. Oxygen filters and power cells should be used after all oxygen tanks / batteries are used up, so there is at least some reason to carry them around when you have access to better variants (e.g. as an emergency power source in case you fall into a deep pit and run out while building ramps to get back). Additionally, oxygen filters should only trigger when all o2 tanks are depleted and backpack's built-in tank is down to 30%. Most likely already known but still: Medium storage silos require model rework. Right now, if you place them in adjacent t2 slots, items on sides intersect, making storage interaction really annoying. It looks crappy as well. I suggest making medium silos flat, or making them longer (4 rows 6 slots each instead of 6 rows of 4 slots). There should be a way to choose and correct own orbit, and some kind of navigation UI in orbital view. Waiting for the whole planet to turn around after missing a landing site is obnoxious. There should also be a way to trigger different items on vehicle front slot separately. Example: when the back slot is inaccessible, left and right sides of the front slot become associated with C and V buttons respectively, giving you ability to toggle your drill OR your floodlight.
  9. I had saves being broken by updates several times. Not sure if there is any way of recovering a crapped one.
  10. PROBLEM: almost any terrain affected by player actions looks ugly and bland, contrasting too much with the surrounding landscape. The longer you stay at the base, the uglier its surroundings get. This is by most part caused by one simple thing: there is no plant left. Vegetation is a significant part of each planet's unique look, and when you remove it, the feel of the planet is removed as well. This may be a purely personal thing, but I don't like destroying things, especially those which are pretty. I am sure some players would understand this. That said, I am suggesting a SOLUTION to the PROBLEM I created just a second ago: A way to replant destroyed vegetation. Possible implementation variants: TERRAIN TOOL AUGMENT Research cost: 2500 bytes, craft cost: 1 zink, same as any other augment. When installed, inhibits terrain deformation, instead planting vegetation native to currently selected terrain type. If a terrain analyzer is attached, vegetation is picked for the type in it, and if there is no analyzers active, vegetation is picked for the type under the cursor. May use organics to plant vegetation that can be re-collected again, or may only consume energy and plant visual-only grass/shrooms. Both options can be implemented at the same time (in this case, the augment would have a slot for organics on top of it, that can be filled for planting of "true" foliage). Deformation speed (drill augments) are applied, affecting planting speed. Possible alternative use: placement of any types of ores and resources purely for decoration purposes. CONSUMABLE ITEM: Spicy spores Research cost: 700 bytes, craft cost: 1 organics Can be placed on the ground and then activated, or activated from the backpack. When used, covers the surrounding area with grass native to terrain type. When dug, this grass gives a maximum of 75% of one organics item, or gives back nothing at all It's cheap anyways. TOOL: Terraintegrator Research cost: 2000 bytes, craft cost: 1 aluminium alloy. Has a resource slot on the top. Can be activated from the backpack or after being placed on the ground, rapidly consumes 15 bars of energy before activation. When used, plants selected resource (mainly organics) into ground/walls in a small radius, not burying its chunks deep and without any resource losses. CREATIVE MODE TOOL This one is the most obvious. A special TT mode that allows you to place down all kinds of resource deposits, including grass. Should have been added along with creative mode itself, if you ask me. All of these could be implemented together or separately or in any combination. Additionally, all these tools could be used for decoration purposes with all kinds of resources, like placing down tons of ore around your base to brag around on a dedicated server. Who doesn't want to possess a huge dwarven fortress decorated with shiny chunks of hematite? Overall: a new way to aesthetically perfect the world around you, with next to no downsides. Heard that SES people want to add that kind of stuff, so I hope they find some of this worth looking upon
  11. Just realized I attached a wrong vid, even though this one is on the same bug. Will send the right one soon.
  12. Started a new save and stumbled upon a weird bug: one particular medium storage unit breaks energy distribution when connected to base. Previously this storage was holding three batteries, no other storages acted the same way. Re-entering the save fixed the problem. Steam, M/KB (controller connected though), in case it is relevant.