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  1. With the last official update to the pre-alpha slated to come out tomorrow, and a new moon being added with T2 before they crank out 1.0, I wanted to share this, not knowing if any of the info would change. I also have not seen anyone look at this yet, so if someone has, I'd love to double check my numbers against theirs. TL;DR, I found the orbital periods (Sidereal Periods) of each planet currently in the game, their resulting Synodic Periods with each other planet, and discovered System Era likes Lucky Numbers (using the Sieve of Josephus Flavius), within error. This post does not go into great detail about what sidereal or synodic periods are, or lucky numbers. The methods used and results are given. Personality Type-D people looking for pragmatic information can use the table shown here. This table outlines when a given planet will align synodicly with any other planet in opposition, same side of the star. This excludes Barren, which was only calculated with Terran. Yes, the table below shows you'd have to wait longer than 25 minutes to launch from Terran to Tundra from the same point. Given the planets are slightly closer that the edge of Terran's launch-range, the actual time needed to wait before being able to reach Tundra is slightly less. This is why experienced players recommend planet-hopping if you have a Hydra-zine Thruster capable shuttle. Terran is represented as H, for Home-Planet. Tundra to Radiated is highlighted in Red, as it is impossible to travel directly between the two bodies given the distance. Before divulging my methods, the answer to the WHY? question is that I have always been fascinated with how we can tell for certain how planets move, and wanted to try for it myself. I was also inspired by the loading screen, given the very nice round number they chose. It is clear the loading screen was designed very intentionally with this concept in mind. Loading Screen. If you watch the loading screen long enough, you see that the each planet from the star completes five, three, and one orbital cycle from the first planet outward respectfully, before realigning. Those figures happen to have a very short total synodic period. Alignment 1, T=0 is six seconds into the recording. Alignment 2, Dropping frame-rate caused capture issues. Also note, that satellites, like Barren, have a synodic period based on the planet they orbit. Additionally the next image illustrates that just because two bodies align synodically, it does not have to be from the point they were last aligned. Synodically aligned, not at origin. So to find the in-game sidereal periods of each planet, I began with Radiated. It is obvious it has the fastest orbit around the star, thus I could record significantly less. One difficulty in using Radiated is that most of the error in time stepping comes from not having a camera-lock feature in launch mode (I don't want one either) and another is the increasing distance to other planets increases reliance on video resolution. To begin, I calculated the sidereal period of Radiated. Then I timed the synodic period with every other planet. Using the equation below, you can find the missing sidereal period of the other planet in question. Then I verified my calculations by observing the sidereal period for both Terran and Arid. I quit after that because I was disheartened about likely losing my saves with tomorrow's update. Screenshots with time stamps showing what was used in the image are given below. Equation Used. Note, absolute value in the denominator. The results shown in the table here have striking similarity, within rounding, to Lucky Numbers found using the sieve above, after the 7th-number filter. Coupled with the deliberate choice in the loading screen, I hypothesize this is very intentional. This also adds huge favor of System Era in my book! Results. Note Barren's Synodic Period is in relation to Terran (H). Finding the Least Common Multiple for all sidereal periods of the planets, excluding Barren, the total synodic period ranges anywhere from 61 to over 1,000 years. These numbers vary largely when even one sidereal period is altered by a fraction of a percent. As such, it is currently inconclusive just how long one will have to wait to get the "perfect" screenshot with all planets in superior opposition to Radiated with respect to the star. It is also inconclusive what my current error is as the official sidereal periods are not posted anywhere. Seeing as I was able to use a game to teach myself basic concepts in astrophysics, I support leaving these numbers unpublished as well. If anyone has done this and would like to compare, let me know! For more math fun, because the orbits are periodical, they can be represented by a sine wave. Therefore each planet has a frequency. Because there are multiple frequencies, the resulting sinusoidal wave will change shape, exactly like adding musical frequencies that can develop beats. By adding each planets wave, you can find the overall solar system's wave function in regards to the orbit. Yes, I know I have way too much time on my hands. Sorry for the long post, thanks for the read! First Sidereal Stamp, T=0, Radiated. Second Sidereal Stamp. Verifying Terran Calculated Sidereal. Posted on Reddit by me as TeemoWorship.
  2. I have been using the Cross play with an xbox one and my Windows laptop. I have found that reducing the quality on my laptop helps the game run smoother (due to laptop limitations). The xbox one version also has a great deal of gameplay lag even when running the game from a connected SSD. Is there any way that options within the settings on the xbox one version of the game could be introduced to ruduce gameplay quality and help lose some of the lag?
  3. Gillberd Törötukka

    Distance indicator

    Here has been lot of request of map or somekind position system. So far what i need most is just distance meter to planet core. Beacons and compass has been enought so far at surface of planet, but when go under to caves, it would help a lot if i could now the distance to planet core. Good place to meter is at compass, when you move mouse over player avatar and it opens compass, the distance number could shown at ground like directions.
  4. Dootdoot201

    Xbox multiplayer

    It would be super cool if 2 players on Xbox could do cooperative game play. And if you choose to ignore this, plz don't!
  5. qazdemm

    Shattered Planet

    I don't know how that happened but i laughed hard. It was a temporary though.
  6. I'm currently playing it on Xbox 1: All items made in the fabricator should be able to be repacked for moving from one place to another. 2: Create a trailer or container in the vehicle Bay for resource (scrap) transportation. 3: Create some kind of portable scanner for finding resources. 4: Create a teleportation device for traveling between bases in different planets. 5: An option for creating a space station with multiple docking bays for multiplayer. 6: Food and water consumption. Options for wells and greenhouses for food. Maybe these things are far-fetched but it would be nice if it is incorporated in this game. I love this game and can't wait for full release. Keep up the good work guys!
  7. In general I like the semi hand holding tutorial that also requires you to free roam and to look at all the ui highlights in order to present you with different aspects of the game. It all comes together prety well but i've go a few remarks in the "learning game mechanics" department: - how does our astroneer suddenly get the recipe for the "can" ? It magicly appears when you have enough resin after you managed to get the research power restored. But there's no iterative process involved as to what causes you to unlock the can. By auto unlocking a can when you dig up resin, players are going to think they're unlocking catalog items by collecting resources, which is kind of a confusing lesson. Then you have the data vault which contains the chair unlock So maybe we should be able to find the can and the chair in the same vault to avoide giving players the wrong impressions about the mechanics ? So that it's lcear that you unlock the can from vaults instead of it magicly unlocking from resin collection.It's also maybe helpful to telegraph the launchpad embedded large platform as "being able to receive small generators". When you are required to build the chair, this will drive that point home for new users. Afterthoughts about the continuum of the tutorial: What I Do find cool is how you have to use your thought processes to overcome the red (undiggable) terrain in the cave to get to the vault. This requires you to explore and that is the main core of the game. But because the tuorial is semi handholding in that you have to do some successive actions, it's not clear before you have done the extracting resin/create can tutorial bit. How does the tutorial fit into the continuum ? You crashland on barren, and it seems to be something that is outside our main starting astroneer universe. Yet when you start a real save, you'll also be lanched in the same pod but for whatever reason you DON't crash. And then you're having the things from the tutorial unlocked. So will the tutorial fit more into the universe ? Will you, - when you return to barren later - see the tutorial environment again ? Because that would mean that barren has to be a "fixed moon" with no random terrain generation. I'm just theory crafting here. Or will there be a dedicated introductionary planet ?
  8. Hello, I am a player of version 7.00 in Alpha on Xbox one. I encountered the bug of vehicles that end up in quicksand lol. I do not know if there was a fix. But by digging a gallery and depositing dynamite on the ceiling, the vehicles above do not fall anymore! (but I suspect you're there for what too) Before fixing the problem in this way, I crafted a dozen rovers that I can not delete .. It would be interesting to find a way to remove them; or by deleting them by a simple touch. Or by creating a larger trading platform. By exchanging rovers, we recover composite, copper and aluminum for example. Between 06/06 and 10/06, I tested the multiplayer version. Unfortunately on the console, it is unplayable! The game lag enormously !!!!!!!! Even today, in the solo version, the game lag much too much, which makes the experience sometimes difficult. Since 12/06/08, on my home planet, my rocket no longer touches the ground lol. On the other hand, when I go to another planet, there is no problem at the landing. A little bug of nothing at all .... To continue on travel and materials, will it be possible to recover different materials on other planets? This would broaden the scope of the trading platform. Still on the exchange platform, but this time in multiplayer, can we trade with the other players of the session? By imagining each player on different planets - and if materials not common to all planets exist - we could exchange them between us. Since the 12/06/08, I discovered that we could pick up the seeds of the "biting" plants. But I do not think that we can do it with other plants of the game. So when can we do it with all the plants but also get some seeds from the trees? It would be ideal to be able to modify the surroundings of its base, to cultivate certain plants, even to create entire floral zones !!! Well, it may be a bit long to read but, having enjoyed this game, I did not want to miss the opportunity to share my experience, my questions and my expectations. Thanks again to you for the work done (and the one to come) BKNBTK
  9. LeNUTRIE Metanolo

    Impacting ecosystem

    Hi, I'm new! I've played for a while past days, and I would try to inspire you. Have you ever played Spore? I loved that game, and I think the "terraforming" feature of planets could be intresting. I mean the "import fauna and flora to stabilize the planet's ecosystem" thingie. You've set the game like a gold rush, and that's fine. But what if we have concequences on the ecosystem? What if we have tools that allow us to directly affect the ecosystem? What if certain equipment generate pollution or waste? Pretty much actual topic, I would say ;). That's just a thought. P.S.: Good job, even almost without any content the game is fun to play already! Keep it up, cheers!
  10. alec Lorenz

    The old times were better

    Much has changed as a result of the 5.0 update and I think that's not positive. I thought it was better before 5.0 because you did not press X / Y, but tapped everything individually to interact, which was sometimes annoying, but much better than just X and Y. Also, the platforms and exploration were a lot better and not to collect the points and connect cables ... this is absolutely shit and annoying
  11. 101101110111

    multiplayer option

    an idea that just popped into my head that could make things interesting: an option when joining multiplayer to land at the first player's base, or have it put you in your own randomly selected landing zone. while i know most players will probably choose the former, i also know my own friends would most likely choose the latter. we do the same in minecraft; split up from the main spawn and then build towards each other, eventually meeting up. due to the nature of astroneer's tethers/power mechanic, that's not really an option until much later when habitats are researched (which takes away from the vibe described below). just imagine, you're an astroneer who's crash-landed and believe you're on your own surviving in this world. then you're going out further and further to find resources and spot an oddly familiar looking habitat that you know isn't yours... i guess the main technical hurdle would be making research, and therefore research stations, be linked to each individual player instead of the world itself? (i haven't played multiplayer on this update, but i understand researched items are shared among all players in world?). that is, each player would need to build their own research station, and only the player who built it would be able to use it. OR, anybody could put things in it and fire it up, but only the player who had built it would harvest the bytes. there might need to be some sort of "owned by" text in the display when you examine the research station
  12. For the sake of how this game should have introduced itself when it was born, to the gamers. It needs a better clarity on identity. Right now all I see is multiple answers to technical gameplay aspects solution but not the conceptual answers that needs to be addressed. It really needs to address the scope of the game and the purpose for player's continued survival in these alien worlds asap. As one of the greatest pitfalls of sandbox games is the looming lack of a goal(which creates boredom). What makes Astroneer a distinguishable game? Why should we keep playing this game after we figure out all the mechanics and base building on all the planets? The ultimate goal? The sooner we know, the better will it be a ease of mind for players. Is there a meaning behind being a "Astroneer" other than base building on planets? Its disturbing to hear from the developers about asking the players for what kind of story they'd like to play in. The disturbing part was, asking a question without giving a sense of choice. "Would you like a sandbox game like the ending of SPORE?" "Would you like a big plot with sandbox elements like Fallout 4?" The demographic for diehard gamers that are fine with creating their own goals is small. Games like KSP, Universe Simulator, Garry's mod(the plain sandbox mode), and Space engineers. What I am suggesting is a product that knows it's identity. Is it a sandbox simulator that is an adventure for the unknown with a grand finale? Or is it just another KSP with no career mode? What inspire you guys? What would be the name sake "Astroneer" other than just building? Gif: Made By Monkey Vision a.k.a Soomi
  13. I am usually the guy to give advice to new players, although I have been away for a while. The new update features look fantastic. But... (doh) I am stuck at the starting line. I started a new world, fabricated a small generator and a small fabricator. Planted the fab, plugged it in to the hab, added resin, got the hologram platform, but cannot get it to fabricate. Yes, I added power (though from the cabling graphic, I guess it is not necessary) through the generator. Tried E, Q, etc but could only open my backpack or deploy the deform tool. Could not select the hologram, and each time I selected the fab, it popped and I had to re-set it. Where's the "on switch"? -TSG
  14. Menecroth

    Storms as an Option?

    Hello, everyone! I'd first like to say that I just bought the game on Xbox and it's absolutely fantastic. I can't believe how addictive it is! One thing I'd like to suggest though is that perhaps the storms could be an option which could be turned on or off. For me, they don't really add anything to the game and I find them to just be an interruption. However, I had read on a forum somewhere that some people like them and would even like them to be more severe; perhaps even causing damage. Having said that, I'd like if there were an option to simply turn them on or off but there could also be options for how frequent and how severe the storms are. Just thought I'd put in my two cents. Love the game! -Menecroth
  15. Hello world! I have been coming up with ideas constantly since the start of me playing the game, and I have read the roadmap and most suggested features, though I have not taken the time to read through all the forum to make sure these ideas are original yet, and some I know others have suggested, but I say it's okay if multiple people suggest the same thing. So below, I will be listing out things I have thought of as "this should be a thing", and I may update this later as more thoughts come along. The priority is determined by my feelings of how often something recurs that makes me think of the given solution. High Priority Ideas: There needs to be a way to remove trees after they're de-rooted! I find it inconvenient that they do not disappear like rocks do after they are disconnected from the soil, yet physically block you. Perhaps they could be harvested in some way and be turned into Organics? That'd give a whole new purpose for trees. There needs to be a coupler / hub that is placeable to connect two habitat bases together. Since tethers don't serve this purpose, it can be a bit of a hassle sometimes to have to make a rover just to connect the two ends of the hoses between bases - it seems like there should be something to bind them together for shared energy. That'd also be a way to encourage teamwork from separate bases with roles being bound together for energy. There needs to be a way to remove the extensions from a habitat after you've placed Resin in them. Dynamite doesn't destroy them, though dynamite destroys buildings, and there is no button to change either in any way. A simple realign or remove button would be very handy. Medium Priority Ideas: Please allow Unknown samples to be attached to the storages again! I'm not sure why this was removed, though I do love the new appearance of the storages, perhaps there was some difficulty scale reason this was changed or clipping issues. If this is the case, then I could live with just having to put it on new rovers without slots, but I do miss being able to make a little adventure rover to put my samples on in a more tidy space. I'd like to see some Astroneer suit augments or inventory variety! I think there may be something like this coming but I don't recall it being specifically mentioned to include suit changes itself, though I did see there will be more personalization for it some day. My idea was specialized backpacks to be kept on and made with a station, either a double-inventory space one outright (that slows your walking and running speed slightly) or specialized packs like a Miner's and Builder's backpack that could store more items, though only items that fit in that specialty. (i.e. Miner's backpack stores only much more ore / processed metal than the default one, Builder's can carry much more things like tethers, worklights, beacons, small generators, augments, etc.) It'd also be fun if exosuits were a thing, like for example, faster running or ones that can carry the oxygen tanks in themselves, though that may be a tall order and I understand that isn't necessary per se. Being able to use the printer to make Shielded Tethers would be quite fun! Perhaps two compound instead of one, and can handle two or three hits from storm blocks instead of just one. So the most vital ones near a base are safer, then the regular tethers can be used underground where storms don't risk your lifeline. I'd love if we could turn Augments on and off with a switch rather than have to manually take them off each time or use them until we run out of power to start using the default ability. This would be helpful as less inventory-moving-around would be needed to achieve the result we want, as we could swimply turn off the one we don't want to use and turn on the one we do. The shielded switch style on the research consoles would fit this nicely! Or maybe just a UI "On / Off" button displayed above each connected augment. This should also be neat to see in the future once more augmentations are released. A medium / large oxygen tank may be interesting as well if it was able to be carried on the sides or top and bottom of the backpack in a slot specifically designated for it, 4 titanium instead of 2, maybe with or without a movement penalty, though not necessary, it would definitely encourage longer trips away from tethers and be kinda retro (in a cool way) and show which players are avid explorers. I think dangerous plants (such as spiky ones and types that emit poisonous gas) should make a hissing sound or some sort of audible warning before they attack. Yes, the brown and green ones that shoot homing gas do make looped sounds sometimes, it's not enough to know for new players to avoid it, so it would save frustration to know that all plants that hiss for example are ones to stay away from. Also I'm not quite sure if it makes sense that gas would penetrate your suit unless it's some kind of acidic gas. Maybe suit health should be a thing rather than an instant death, so it gives you a danger that will start to quickly lower your physical health when your suit is damaged badly, but one you can decide on how to handle it or give in. Dunno how this health would be healed, maybe a station for it or tethers using energy to mend itself or something to that effect. I find it strange you can't place Medium Solar Panels onto storages when it's placed on a building. I understand that it could clip but the small ones do anyway when placed fully together, so it seems logical to me that you could place them there. Also it should be placeable on land habitats too, as they both are two slots and it seems like it would make sense to be able to do so. I look forward to Large panels and batteries some day, so a whole power grid will be even more appealing and efficient! Misc. Priority Ideas: Though I am aware of more weather being on the roadmap, a tornado would be interesting as it would be most similar to the dust storm and therefore easier to program than something completely different outright (I'd think? Not an experienced programmer so I can't say!), something that has the same feel and destructive power of the dust storm but violently swings the spawned dirt blocks in a circular motion instead of thrown in one direction. I dunno, sounds cool to me! A strut or firm elastic bond (out of Resin probably) able to be placed onto either the tubes between or the corners of rovers connected to each other would be useful as it would be a way to keep further placed rovers that you are connected to from flipping over lazily and forcing you to get out and flip them over, as there are a lot of bumps and rocks that can cause this, and some kind of more firm bond, though making elevated terrain driving more difficult, would make flat terrain driving less tedious. Soil (and in the future, water) samples in canisters should be a viable research method. Though all soil collected is generic when in a canister, one day it might be interesting that if you collected say, green / brown, blue, purple soils (though they would be generic if you used them to terraform), if placed in a research lab, that they would give bytes as they are all differently composed. It would also be fun if other planets and moons' soil samples were worth more as they are other bodies entirely to your spawn planet. Maybe even having some kind of science module to put on rovers or landers to collect atmospheric and gravitational data as you drive or fly around planets, then remove to place into the research chamber would be cool. (This could also lead to autonomous research satellites being a thing in the future! Ones that constantly collect and report data back to the ground for bytes, and also being able to warn for storms as I see that may be on the road map.) Seeds from the pink-spike plant (no idea if it has a name!) and maybe one day, seeds from trees and other flora should be researchable. Perhaps researching items that you don't currently have researched should reduce the cost of researching that item, as you've taken it apart and scanned it, so wouldn't you know how to better make that item? Makes sense to me at least. Not necessary but sounds like it would make sense. Either way, this is about as all I could think of right at the top of my head after some gameplay, might add more later, but not sure! Hope you all like this, feel free to respond. I'd be honored if a dev would read these suggestions as well, though just input from the community is great too. Thanks for reading. <3
  16. As the title mentions, the flattening tool does not make perfectly flat surfaces. I am a big fan of building multi-level bases, but unfortunately, I cannot seem to make my "roof" a flat surface, so I can expand more nodes on top for solar / wind generation. I played this game about 6 months ago, and I had no problem making perfectly flat surfaces, but with the new updates, it doesn't seem like I can still do that. You used to be able to take a perfectly flat starting point, and as long as your cursor remained on the flat resurfaced part of your work area, you could drag your cursor around and form all the terrain so it is perfectly flat with your starting position. It seems to me now that because of the poly appearance of the game, I can no longer create a perfectly flat surface to start on. It is always on some very minuscule angle, but when you're making a very large base (30-40 rover lengths long), one end of my base is slightly higher than the other. It's a minor issue, but it drives me crazy and takes the incentive out of making a nice big beautiful base. Specs: Windows 10 64bit i7-4790K CPU Nvidia GeForce GTX 980ti 8gb DDR3 ram
  17. TL;DR 1. A Build Mode 2. Angles for base expansions 3. connecting base expansions 1. everyone had that one time where you wanted to pick up something from a base expansion or did something else that would cause it to build one of the expansion blueprints. So why not add a Build mode, which could be activated via a key (for example "B") and only in that mode you would be able to expand or build sturctures, this would also meake the little annoying connectors disappear that follow your camera all the time. 2. another thing is getting bases nice and straight, which is about impossible because for some reason the Camera decides where you expand the base. So you have to line up the Camera in a perfect 180°, 90° or 45° angle manually, which mostly doesn't work. so why not make the base Expansion work wehere you point your cursor at and make it snap automatically in angle steps you choose yourself. for example you want to make it snap into 90° Angles all the time, so the first expansion from the pod can be done in any angle but any following will always be in some multiple of the set 90°. This works great together with the Build mode idea. 3. The fact that i cannot connect 2 existing base expansions to make a fancy grid That'll be all for now.
  18. I'm playing Astroneer again now that patch 221 is out and while I applaud the rover stability improvements, the controls need a major overhaul. My suggestion is this: make the rover's controls independent from the camera controls. All the time, I am pressing keys to make the rover go forward (in relation to the occupied cockpit) and the darn thing goes sideways, spins around, or even goes backwards! It is absolutely maddening! But what if you have multiple cockpits attached to your rover (bringing one home that you found in a crash)? Only key the controls to the currently occupied cockpit. What about multiplayer (multiple cockpits occupied)? Add a context menu with a mutually exclusive option to designate it as a driver's seat or passenger's seat. Or maybe be like Kerbal Space Program and have it say "Control from here" which would also designate it as a driver's seat. Once this is done, forward now becomes the direction that the occupied driver's cockpit is facing, completely independent of the camera.
  19. Never thought to share this here but I have been doing a Lets Play of Astroneer for a little while now and wanted to share it with you all! I try to keep it completely family friendly so people can watch with their kids! New videos normally go up at 6 am every few days!
  20. Rick C-137

    My insite

    The base in the the concept art should become part of the base costing about a couple compound and it is not affected by the sandstorms and plants do not grow inside or on it, plus it should have windows, built like subnautica. The tethering system where it places it at my feet is a pain, also can they be nonphysical entities, the trucks just slide when they have a trailer and they keep getting caught. My next idea is First person, this would be a huge step for a possible VR option. My final idea is the the vehicles need to be in a "real" steering system("W" = forward: "A" = turn left: "D" = turn right). not based on the camera. So i think that that and all-wheel-drive(uses more power, but delivers more power)
  21. Alfredo Jack

    New Astroneer community!

    Hey! I just started my YouTube account. I want to build it off of Astroneer gameplay. I would love a small community to interact with! If anybody is interested I will leave a link. Every video is just me talking about the games I play and enjoying them! Anybody to join my community is 100% welcome and appreciated!
  22. I think it would be great for the game to correctly support widescreen displays (like 21/9 screens) or Surround/Eyefinity. At the moment, when I chose my actual screen resolution (5760x1080) the game adjusts the Height of the screen to fit the image on the full width of the display (see attached screenshot (reduce to 1/3rd)). It really improves the immersion to the game but at the moment makes the game rather unusable. Thanks for this game anyway, it really enjoyable Nickola
  23. TayTayBerryman

    "Set-back" the Player

    We have all had that time when you fall into a pit of lava with full diamond armor or when a crawler downs you and you lose all your perks. (Hope you got those references) Well I have many times and it set me back in the game. But I can honestly say (and maybe this is just because I haven't played enough) that I have never had a major set back in Astroneer. Sure I've died before, but I'm always close by my body and can easily recover my fallen items. I think there needs to be something to really "set back" the player. People have suggested that the storms could damage or destroy your base and other modules as well maybe implementing a "repair" system. I love suggestions like these because once I get all the blue prints researched and my truck and space ship are decked out I am pretty much unstoppable. (Although I am terrified to see what happens when you run out of fuel in orbit...) So maybe make the deaths more brutal? Or add alien plants or animals that could do something to your base that would be devastating. Anyone else have any ideas?
  24. Darrion Pumilia

    Gridding the worlds

    Got a world I put alot of work into a world solo and can't bring friends into it.
  25. First off, i love this game. I read that the team is accepting ideas and bug fixes. I'm not sure of all the bugs reported, but i have a couple bugs/Fixes that could help the game. 1) the items you place in the front and rear of the buggy shouldnt fall off as easily as they do. I mean, i hit a bump and I need to hop out to collect and re-snap the items. Not a game breaker, but still annoying. 2)the generators eat organic resources even when power is full. That seems like a bug. Please take a look. I just bought the game a few days back, and I've seen a ton if videos on YouTube. I'm ignorant when it comes to game development, but you guys are making an awesome game. The possibilities are truly endless. I also play a lot it 7DTD. That game is in Alpha 15, about to drop Alpha16. Youe game runs so much smoother, and has far less bugs than that game does. And you're in PRE ALPHA. Congrats on making a great game, I'm excited to be along for the ride and see where you take us. Thanks for reading