+1
Under review

So much (slow) walking...

Steven 11 months ago in Gameplay • updated 11 months ago 6

I really like this game but the time scale compared to how fast you walk is totally wonky. I just died in a 12+ hour walk over 5 kilometers. A 5k walk should take somewhere under an hour in the real world. Three times that (or 3 hours) would be reasonable while wearing a "space" suit and carrying how much ever gear you have.


I understand the logistics of he the game and the balancing of every thing but come on. 


And automatic waling would be nice.  Currently I jam a screw drive on the W key...

+1
Under review

Additional markers/info on map

Cris Streetzel 12 months ago in Gameplay • updated by Ruruwawa 11 months ago 4

It would enhance gameplay if markers and more information were available on the map for the minor sites. Supply caches and rad flags should be visible on the map after they are found. It would also be useful you could access the supply status of locations on the map once they are discovered. After all, once you access the container, you know what is there. Why make the player take notes?


At a minimum, allow the player to place permanent markers on the map with notes.

+1
Planned

Hab Module power systems - Larger Battery

Ryan Gill 12 months ago in Gameplay • updated by azhockeynut 11 months ago 8

Hi, another possibly useful suggestion...

The Hab Modules have an abstract reserve power sub-system but game play related power sources (PV arrays and the as yet unseen RTGs). What about the addition of battery strings and tasks related to fixing/upgrading/scavenging materials for the battery system that the reserve power is actually based around? 

I would think they'd either manifest as modules connected to the Power originating system, OR as modules connected to the Hab module or within the confines of it's external structure but not in the pressure vessel itself (minimizes fire hazards!).  

+1
Completed

Automatic walking feature?

John Ng 1 year ago in Gameplay • updated by Tyler Owen (Lead Developer) 12 months ago 6

Will there be a future addition to allow auto walk? Walking back to the Hab from nav station or a pod could at times be quite draggy especially during night time and distance being more than 2km

+1
Fixed

Resolution switching back to 640 x 480

Tyler Owen (Lead Developer) 1 year ago in Controls • updated 12 months ago 4

Translated from German post in Steam Forums:


Activate under "Options"> "Controls" "Old Datapad Controls", then I can no longer use the bed and thus no longer save the game. I switch "Alt Datapad Controls" again, then everything works as usual again.


If I go with "Alt Datapad Controls" switched on with a click on "Main Menu" out of the game, it always happens that the resolution (Display Resolution) is adjusted to 640 x 480.


OS: Windows 7 64bit Ultimate


Can someone confirm the two bugs someone?


+1
Planned

working drawers/cupboards interaction?

Lee/KLINGON 1 year ago in Gameplay • updated by Tyler Owen (Lead Developer) 1 year ago 1

can you have working drawers/cupboards etc I always think its cooler to have hidden items too adds a little more variety 

regards Lee /klingon

+1
Fixed

Unable to Sleep When Using Mouse

Bastion 1 year ago in Gameplay • updated by Tyler Owen (Lead Developer) 1 year ago 3

Clicking on a bed brings up the PDA with the Sleep Timer screen. Selecting "Set" with the mouse button causes the PDA to lower and the camera to zoom in on the bed, but nothing else happens. The only keys that cause a response are E - which brings up the PDA as normal, after which the PDA can be lowered and the game resumes functioning as if I had not tried to sleep - and Esc, which brings the PDA back into view, but only halfway. However, it also frees camera movement and WASD motion, and pressing E lowers the PDA as normal.


Using Space or Enter to select "Set", however, results in the expected fade-to-black, saving, and waking up after the set period of in-game time. The problem only occurs for me when using the mouse to select the "Set" button.


Output Log: output_log.txt

+1
Fixed

HOTAS controller interfering with keyboard inputs

Steve Pinkston 1 year ago in Controls • updated by Tyler Owen (Lead Developer) 12 months ago 9

Starting a new game in sandbox mode, I am finding that I cannot navigate the tablet using either the default 'arrow key' controls nor the alternative 'wasd' controls.  I can activate whatever button happens to be highlighted at the time, but cannot change the 'active button' in any way except for once by accident.  I had an XBox 360 controller plugged in that seemed partially active, and have had troubles in the past with some games not liking the controller, but after unplugging it the problem persists.  

+1
Planned

Keyboard controls for inventory management needs improvment.

Twilight Sparkle 1 year ago in Controls • updated by Tyler Owen (Lead Developer) 1 year ago 5

Currently, to add/remove items to/from a container you have to...

Click on crate.

press down (or right)

enter

press down (or right)

enter

...

repeat until done.


This gets pretty old fast and is even more annoying if you are only trying to pull certain items out because of the automatic reset to the top left hand square.


If you have the cursor remember and stay at its current position, the above problems would be greatly reduced.

Ex:

Click on crate

press down (or right)

enter

enter

enter

enter

....

repeat.


The result would be half as many clicks for the player to move the inventory.