Hardcase

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About Hardcase

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  1. Automated Update 2 just came out. Can we please get this feature. So Medium/Large Storage/Silos/Cannister do not spam every empty storage spot.
  2. Sure it would provide resources. Machines pull in resources from any slot on the plattform they are connected to. And a Resource Container on "Stand-By" would provide a single resource and refill it after taken away until empty, but the Container would not try to send all resources away and fill everything up.
  3. For Resource Containers we currently have 2 states: Input (or pull ) Which pulls every reachable resources on connected storage into the container. Output (or push ) Which pushes every resource away from the container. I think we need 3rd state Stand-By or similar which works like Output meaning provide a single resource on the output, but does not push the resource away from the container. That way the resource-containers can be placed on plattforms and can passively provide resources without filling up every available slot.
  4. A device which, when placed on a spot extracts all minerals in the sourrounding area without terrain formation necesarry. Maybe in 3 variations (T2, T3, T4) with different speeds and max-range. Or with Equipment Upgrade-Slots e.g. 4 and the player can manufacturer T1-Upgrades which are slotted there and either increase range, or speed, or efficiency. Of course if all resources are mined the device stopps working so no endless mining. The device should have some kind of T2, T3 Slot for storage attachments as well.
  5. The current Medium Canister can hold 16 Small Canister worth of Soil on one Type-2 slot. With the Medium Silo 24 Small Canisters can be transported on one Type-2 slot. Space on Rovers is paramount player will change away from the Medium Canister to the Medium Silo for storage of Soil. That's however not the intend here so I suggest to increase the Capacity to 24 to be on par maybe even 28-32 to give players an incentive to stick to the Medium Canister for Soil Transport.
  6. The newest event shows how important packaging has become but the dependency on Graphite for packagers makes it problematic. Packing things up to move somewhere else is such an elementary gameplay element it should be free by now to packages something again. If that is not wanted, than at least return a packager back when one is unpacked. If that is still not wanted, than at least change the recipe to accept resin or compound or even bio as resource instead of graphite. Alternativly make a new reusable packager made from some more complex refined material, keep the current
  7. In the long run it might be a good idea to let players decide what they want to research next (e.g. like the blueprint selection in the printer) and change research items that they give a certain amount of research (depending on rarity) maybe a range, so that a little rng comes into play. The research table can show how far you have gone. But it would be good that no all "recipes" are known right from the start. So I would also make research items still giving new possible research targets as it is now. [+] Less Randomness, better predictability and even some control [+] Higher-Tec
  8. Same here to many consumables, problems getting base essentials like battery and solar panel. And: Keep the consumeables give us the base resource instead which we can put to better use.
  9. Summary: 153 - Steam - Unusable Power Items Description: Quite often I notice unusable power items (the yellow ones), often if not always partly used. The item no longer provides energy for research station, any station node or vehicles, not even in the backback. My guess is, incomplete power items are no longer accepted / recognized as energy items after disonnected from the slot where it was first partly emptied. I now have a growing heap of inoperable power items. Because I cannot use them or destroy them and they don't despawn. I noticed a similar behaviour with oxygen
  10. Summary: 153 - Steam - Tethers disconnecting from bases when vehicles are too close Description: I have a larger/long range grids of tethers connected to a base and some vehicles. While connected to the teather I noticed that sometimes, my energy for digging run out pretty fast sometimes not. Then I noticed, that my parked vehicle at the cave entrance was connected to the tether when the enery run out faster. I also noticed while the vehicle is connected to the tether the base is no longer connected, the last segment is gone. It comes back, when I park the vehicle at a greater
  11. Totally forgot: Why the hell are all research items start to float when I'm leaving the area? I dropped a bio research item beside the research table but need to wait because of night/energy issues. After I got back it floated rouhly 10m above ground. I needed another tour everytime I got back the item gained more height. Now it is soo far above ground that I can't even reach it any longer. Reseach items in caves starting to glue themselves on the ceiling after a while.
  12. Same here, started completly new. Stuck in the starting phase still after 2 hours. No printer and/or vehicle bay. Researched roughly 40 artifacts so far. 25 plant artifacts however (only one available in large quantities). Digging makes no fun because of constant energy issue especially at night without large batteries, which I can't have until I can make a printer. And researching makes no more fun when you have to drag the research items through large cave systems or long distances over longer periods of time. Too man hydrazine in bio research items. More variety (e.g. lithium) please a
  13. Happend to me as well, ground turned like quicksand and vehicles sunk. My current theorie about that is that the physics are temporarily calculated with the wrong terrain height because another time I did see a world tear and the ground height I did see explained the sunken vehicles. Intrestingly after I edited the nearby terrain the tear disappeared and correct ground height appeared again. Since then the vehicles sometimes jumps a little bit, but they did not sunk into the ground. To be sure I also digged another room below the surface the vehicles where standing on. That way even if th
  14. Hardcase

    Flat land

    Intresting. I noticed something like that on the Arid One. The multi-tool sometimes jumps like there is a snapping grid or some kind of unpassable terrain (although it's empty). Just some small area (3-5m), where I just can't place the tool to. It jumps over the small area behind it or left or right it's really stange. I noticed, when I place the cursor before those areas and move the character instead of the mouse I can reach those problematic area. Still, something strange is going one. Regarding the flattening I would concur it is harder the get flat surfaces on other planets. And
  15. Today I noticed something in the patch notes the devs finally decided to deliver: I need some clarification on that: Are research items supposed to respawn on some conditions? Background I noticed, that under certain circumstances, research items reappeared where I already harvested them. Not always and only If I did not destroyed/unearthed the object providing the research item. Actually since I discovered that, instead of destroying the hole landscape just to get some research items I carfully dig holes beneath the plants, just so, that I can grab the item, but let the obje