kiefac

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Everything posted by kiefac

  1. Make the organic taps from the tutorial available in normal gameplay. Even if they are much slower, it would make small generators significantly more useful.
  2. Summary: 0.5.1.0 - Steam - Dust storms in space Description: Dust storms affect you even if you're above the storm, outside of the planet's atmosphere. Screenshot isn't fantastic but you can see the clouds, rocks, and my base's guitar pick. Platform: Steam Version / Build Number: 0.5.1.0 Specifications: OS: Windows 10 Home x64 | v. 1607 | Build 14393.693 CPU: Intel i7 7700k @ 4.20 GHz GPU: NVIDIA GeForce GTX 1060 3GB RAM: PNY 2x8GB DDR4 2400MHz Drive: Buffalo Drivestation 3TB External HDD (HD-LCU3)
  3. Maybe a remote self-destruct feature? just in case you get glitched into a cave that you can't find or w/e, because not being able to build another one in that situation could be a little annoying.
  4. The game has no HUD. UI is definitely in the game (anything the user is interfacing with is part of the UI...). The game is simple enough that guessing is enough, and there's a wiki/these forums/steamcommunity for if you get confused. Multiplayer is going to updated later in the dev process. Also, skype, steam chat, xbox live messages... can replace chat in-game for now Not choosing an exact landing zone is likely intentional. (it's hard enough IRL to choose an exact point to land on. imagine not knowing the exact layout of the planet you're landing on, and then trying to find a
  5. I use tethers too, but if I'm just trying to see if there's anything worthwhile in an area I don't lay them down. I like to only have paths to important things since we can't color tether lines or anything. That's where having O2 tanks and a battery comes in; I can walk around a good distance without worrying that I'm going to die within 30 seconds of not being near my tethers, or end up dying to a dust storm because I couldn't use my terraforming gun in time to make a safety hole. Also, on my first world, compound was a pain in the ass to get, there just was never any when I needed it, s
  6. Hologram? Like a cheesy Star-Wars-esque one where you open your hand and it shows up? then it could fly towards the camera like the backpack does and still be reasonably similar to the rest of the UI. this thread is going the exact direction OP didn't want it to go, I'm sorry
  7. You could have the last 1 or 2 without hunger. Definitely the last one. The farming one could be for things other than food, like being able to "plant" research nodes to grow trees that give you more research nodes... even when you run out of "research" it can be a faster way to acquire high-value resources, instead of the whole hydrazine-trading process that should really be making hydrazine worth less than the terrain. (Not that I'm complaining about it , but it will have to be nerfed again once we have other things to trade.) I like some of the ideas for hunger, but if SE is try
  8. The devs don't have a plan to add difficulty settings, more of just a "one size fits all" policy. use the two side slots on the backpack to hold a battery/oxygen tank. They stay in the slots even when you die, i.e. you respawn with them intact. Also, if you need an extra slot for certain resources, the printer's slot works (at least, for whatever material it asks for). I usually have a stack of Compound in there so I can make tethers when I need to. This. Even the regular generator is situational, you need to be near an Organic source which is a bit hard to do und
  9. oh, you mean when the ship is landed. That makes more sense
  10. They haven't set up a satnav system on these new planets. (which, as other people have said, would be an interesting thing to add in the future)
  11. The ability to see them from space is just to show you where you can land/where your base is (I think). They're hard to see when on the planet because of the curvature. If you climb a mountain you'll probably be able to see them again. Of course, you could also just make tether lines to wherever you need to go...
  12. But we already have that. If you don't have tethers and make sure they're connected, or if you go running out into the middle of nowhere and forget that you need oxygen, you're screwed. Maybe with fragile things like the biodome or the solar arrays, but we can only assume that whatever agency sent us down onto the planet in the first place would make sure that most objects we can build can withstand a few rocks hurled towards it, or being frozen, or being a little hot. Especially since they would have had to do that to go into space and travel at interstellar speeds in the first place.
  13. Not the same guy but that looks p good. Also, nice cursor :b
  14. 1. It would be hard to imagine a compass in space, since compasses are based off of magnetic fields... But maybe if it just pointed towards all of the planets, and maybe one that points towards the sun. 2. +1, maybe even add actual cameras, like CCTV-style? accessible from a certain radius away but they get more static-y the farther you go. Not that they'd be useful for anything other than making sure your solar array hasn't been blown away in a dust storm, but maybe for if we get more hostile creatures. 3. Please. +1+1+1+1 4. Sort of achievable with beacons. +0.5 5. Maybe
  15. At least the oxygen generator is sort of being discussed in the "Let's talk about hunger" thread. Most of everyone would say no to this because it adds too much urgency. Needing to collect oxygen as soon as you start in the game would be putting too much pressure on players, especially beginners since the dev team wants to have a 1-size-fits-all difficulty. And if I want to go out and explore for a day, I don't want to come back and find that my entire base has been essentially griefed by AI. This isn't Rust famiglia
  16. Sounds like the mechs someone mentioned in another thread. And like the power suits from Fallout... Interface would probably be something like the connectors on vehicles, but that's only if we assume it was by some chance standardized by these aliens exactly as humans did. Or, it requires research of parts of the mech suit to make specialized connectors. However, the parts might be destroyed in the process, but you're able to (expensively) reprint them if they are destroyed. (i.e. destructive reverse engineering, like tearing the connector off of an LED lightbulb to see the circuitboard i
  17. This seems to be an issue where buildings/tethers are rendered no matter how far away or out of screenspace they are. Should probably be fixed soon.
  18. Verify your game cache if you're on Steam. Could be a broken file
  19. Have tethers transmit data so it can still work under caves, but only if you have "antenna tethers" (antethas? :b) on the line somewhere; i.e. at least one on the surface (to communicate with the satellite) and occasionally inside the cave (to do triangulation or w/e to actually find the player)
  20. +1 Food/potions in Oblivion (currently the only TES game I've played, sorry) were pretty useful, but something to add to this would be like the rings/armor from the TES games as well; Something that takes up a slot in your inventory or weighs you down slightly, but adds some sort of buff. We already sort of have this with the Battery, Tanks, Filters... etc., but it's definitely not as fleshed out as it could be. Of course, all of these food/buff ideas would need some context on how they actually would work... We have the player in a sealed suit, how does food get in? Maybe the same s
  21. "fix", in quotes. not a real one, but the only [current] option. I did it today and everything worked fine, I even put down probably 150 tethers and still running well. specs: Alienware Alpha [base build] technically an older version of the build but the only difference seems to be the new one has a mouse, a different controller and win10 instead of 8.1. graphics card is some configuration of a gtx750, I think.
  22. The very thick lower arms kind of make me uncomfortable, honestly. Still a nice little executive toy though. Edit: slap me sideways, I'm not very bright. that's how the actual model looks in-game, so nevermind. I always used the sort of chubby model so I never noticed that.
  23. then wait for the changelog to show up. However, either I haven't gotten the update, or you just hadn't updated to 0.2.115 and got it now, but I don't see anything for a new update. console editions lag behind because every update goes through a certification process which can take a long time.
  24. changelog is available in Patches section of the forum. Posts like these are useless and likely to be closed by mods inb4 hypocrite but don't feed the spam please.