reto

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About reto

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  1. reto

    Astroneer - E3 Reveal Trailer

    Agree, but also understandable. I hope that they will release terrain 2.0 before the official release of the game. That would at least be my way to do it to be able to get enough feedback to fix possible problems with this core feature. We'll see, but I think that they also discussed this :).
  2. reto

    Astroneer - E3 Reveal Trailer

    Nice. Only some small spoilers, I think. I've seen something that looks like a big black hole, the bling-bling purple thing, and meteorites. Maybe the bling-bling-thing is a way to travel trough the black hole or something? I'm excited!
  3. Aah, cool our chaps and gals had a platform to present themselves and the game, nice! However, as a player I am always bagging for some more spoilers, news, whatever. Missing the relatively frequent vid's we have had end of last summer .. somehow. However, better spend the time on more important things, I'm looking forward to the next update! Cheers!
  4. reto

    Overall power data & data telemetry

    I like this idea! Would give a bit more information and could help to optimize the electricity grid.
  5. reto

    Awsome New Base!!

    It runs on tears of small children :). For me, the roof is no solar panel but a window, right? The generator of the habitat is therefore not solar powered, but maybe some fusion powered thing.
  6. reto

    Solar panel

    Should work, but be sure that you completely excavated that ding. It has some "arms" at the base, be sure they are not stuck in the soil anymore. As soon as all dirt is removed around the object the panel should start moving by itself (due to gravity). Afterwards the winch+rover should actually work.
  7. Seems that you have changed your config file and set "AllowInitialPlanetSelection" to TRUE somewhen in the past. Change that flag back to False and it should work again. If so, go to C:/Users/<username>/AppData/Local/Astro/Saved/Config/WindowsNoEditor into the file GameUserSettings with the editor of your choice and set "AllowInitialPlanetSelection=False"
  8. Short update: I reported a bug where the rover did not charge. That's true, but I was able to jump ('E') into the seat and drive the rover away from the vehicle bay even if fully empty. There, it immediately started charging over the small solar panel. The second rover I've printed (no stop/restart action) automatically started charging after printing. If, then this is only a very small bug, but nothing serious :). Thx and Greez to SES!
  9. I also had the bug that the rover did not charge. Created vehicle bay on a large platform (I love this flexible platforms so much!) Put 4 compound on the platform Started printing the rover Pressed the button again, the system stopped printing (without loosing the compound) Restarted the rover-printing with the same set of compound Got the rover ... but It does not charge, neither when I put the generator directly on the back of the car Anyone else seen this (windoof 8). Maybe it was because I stop/started the process? Have to check that with a new vehicle bay module. What I really love is the time things need! That feels so much more realistic. Rather than having a rover printed, a nugged smelted, and a canister of dirt processed in 2 seconds it now takes a decent amount of time. It just feels better, even if takes longer. Cool.
  10. For all those not having got the update yet .... the game did not get better. It got awesome :D. Very very like the first (hour?) of playing! One feels way more like an explorer now from the beginning on due to the artwork, the flexibility, and the new system. Hammer time! Love it, absolutely worth to wait a week more than "expected". Well, I've only tried out some of the new features, I think (not read the update notes) and I am looking forward to see what else changed. Just ... very cool, proud of you gals and chaps!
  11. Update is coming in RIGHT NOW! Baaam, I am so excited (Windoof, steam)
  12. Hehe. I am also getting nervous. Not yet read the patch notes ... ready to explore! Thanks @SES_joe for the early post in the forum!
  13. An old bug. They were intended to act like this, but this feature got lost very early and will be re-implemented with the "hazard" updates. Has been discussed quite frequently, so you do have to live with it at the moment and stay tuned :).
  14. reto

    SES Vlog 027 - A New Habitat!

    Ah, thanks @Wyvyrias. Seems that I've simply overseen the twitch vid from last week, sorry :). But overall there was only little. Looking forward to the next update!
  15. reto

    A new healing module

    Ha, nice artwork there. And I kind of like the idea! But must be a rare plant. Currently, I am often getting attacked by pumpkin plants I can't even see (e.g., when they hang on the ceiling of the cave below you and there's jut a small hole). Imagine that you are digging deep underground, cant spot any "illness plant" but they can see you, *Zap* ill, and you are 10min away from your healing module. Then you have to options: (i) die, (ii) walk back (if not too far away). However, in both cases that might be annoying :). A slightly modified version could be that the attack of the plant makes you ill in a sense that you loose some of your "maximum health". As we do not have a status bar: how would you be able to see this? This would make you more "fragile" but you could still explore. And as soon as back at the healing-module you might heal yourself to get 100% again. However, I somehow think that dying is the cheaper option here, so not sure if this concept would work :).