tag:userecho.com,2024-03-29:/feeds/topics/en//LacunaPassage2018-12-23T02:18:02+00:00tag:lacunapassage.userecho.com,2018-12-23:/communities/1/topics/504-life-support-units/2018-12-23T02:18:02+00:002018-12-23T02:18:02+00:00Life support units [ideas/suggestions] [declined]<p>So i have meditated in the middle of a dust storm. </p><p>Why the life support unites of the habitats are so exposed and separated?</p><p> I would put them next to each other in some construction to protect them from the elements, so they deteriorate slower. The solar panels could be on top of that building. (Grammar status: sorry) <br> </p><br/><br/> Tyler Owen replied:<br/><p>This isn't something I'm interested in changing at this point, pretty much for the same reasons Mr. Fusion already noted. </p>Machinist #152https://lacunapassage.userecho.com/users/205-machinist-152/topics/tag:lacunapassage.userecho.com,2018-12-07:/communities/1/topics/505-will-development-of-this-game-continue/2018-12-07T08:38:48+00:002018-12-07T08:38:48+00:00Will Development of This Game Continue...? [ideas/suggestions] [under review]<p>Great start with your vision of a mars survival game, played about 40 hrs.. Was 8th on leader board as of Dec 3 2018... I'm thinking you had this dream of a great mars game but bit off more than you can chew and are just burnt out on it. I have been Looking but not seeing any <u>New Dev Action</u> here or on steam in quite a while...? </p><p></p><p>Its the holidays, I'm sure a break from game programming is in order..!</p><p></p><p>My suggestion is you make some visible showing at least <u><strong>monthly</strong></u> if you intend on continuing - Last day of each month just say i'm working on xxxxxx - Qr you can say in a pinned response here and on steam that the game is done and no more content will be added, And be done with it.</p><p></p><p>I feel I got my 15.00 bucks out of it - Nice to see another perspective on a mars survival game, personally I think people would like to know if they should keep following the games progression or un-install it and move on.</p><p>------</p><p>Last but not least... A bit too much base Micro Management, I found my self repairing all three bases consuming valuable exploration time.. I fix a base 99% then turn everything off and go exploring... Get back to base turn everything back on to refill my 7 oxygen tanks and 6 batteries and get the buggy back up to 100% power, and also leave the base full on power and Oxygen... Takes a few ( 5 on average ) days time to do this.</p><p></p><p>The day before I leave to go explore I have to spend the entire last day repairing the base machinery back to 100% because I play with the game on big storms " Much more fun - Love it " so I have to be prepared to stay put in side for a few days if there is a radiation storm with the big fast moving dust storms... which i have had to do a couple time which is doable as long as the base is 100% powered and I have spare everything ready and machinery is 100% when it hits.</p><p></p><p>Dont get me wrong the balance isn't horrible, and I do leave everything off at bases i'm not using at the time so their fine... I use 3 heating elements because just a single element would require more maintenance & max fuses on all equipment - upgraded all solar panels to LRG - ( Boo on the 400 power cap with 5 Lrg arrays ) and in just 5 days of solid use the heater water and oxygen equipment can be down to 60% with some items down in the 40%.... at night only the heater and oxygen would be running conserving maintenance on the power and water. so either we need more time in a day or less time to repair equipment - it can literally consume all daylight hrs to fix all machinery to 99%.</p><p></p><p>So the end issue here is, i'm sometimes spending 4-5 days at a base prepping for a single day of exploring - I do have lots to do such as manufacturing items such as large solar arrays and other stuff while I wait for enough power and oxygen to fill tanks and batteries and recycling/scrapping items.</p><p></p><p>Mars daytime should be 14 hrs and night 10 hrs so you have more day light hrs to explore and or have some day left after base repairs. Thanks for your time... well if your still around that is. </p><p>-----</p><p>Either way... Thanks for the fun. </p><p></p><br/><br/> Mr. Fusion replied:<br/><p>I'm always puzzled when I read feedback about hab management taking too much time, not allowing enough time for exploration, because it really isn't the case. I think many players, for some reason, formulate an extremely inefficient strategy (or maybe it'd be more accurate to say that they don't have a strategy at all) for managing hab systems and then suffer from the restratints that doing so puts on them.</p><p></p><p>The most common mistake I see is that they want to keep everyting at 99% at all times, which is not needed at all. It's a lazy and very inefficient solution that indeed leads to not having time for anything else; a bad time management strategy for any survival game where one of the main challenges is how you split your limited resources, including time, between all the things which demand it. Maybe the game communicates something in a way that makes people think this is what they need to do (I don't think it does, by the way, the game never gave me any feedback on how I was doing things that would have prompted me to try to keep everything at 99% at all times; after having observed how things work and how fast the conditions change, I got a "feel" for what could be an optimal strategy to balance keeping everything in working order with being able to spend enough time with exploring for resources), or maybe people just want to settle for a very simplistic and minimal effort routine that doesn't require (re)evaluating the current situation and acting accordingly, just "maxing" everything all the time without thinking about it, which clearly doesn't work. (They fail finding a survival strategy that works, and are refusing to reevaluate and adapt when facing with this failure. In other words, they are not doing what a survival game expects them to do in order to achieve the main goal, survival.)</p><p></p><p>I only spend maybe 3-6 hours per 2 sols with repairing systems (since not more than that is ever needed), and then heading out for a 2 sols EVA while the currently used hab is running unsupervised and producing resources. During a 2 sols EVA, you can easily cover about 15% of the entire map on foot, and finding a PRT typically half way through speeds up the other half considerably. Exploring the entire map takes about 22-26 sols depending on how (un)lucky you get with dust and radiation storms. In all this time, I never lose a single system component, without trying to keep everything at 99% at all times.</p><p></p><p>All in all, I think game balance is just fine, some aspects are even too easy and could be tweaked a bit to be a little tighter. I have some assorted notes I might post about it some time.</p>Mr Mikehttps://lacunapassage.userecho.com/users/206-mr-mike/topics/tag:lacunapassage.userecho.com,2018-11-09:/communities/1/topics/502-extra-light-source-in-habitat-a-interior/2018-11-09T19:26:13+00:002018-11-09T19:26:13+00:00Extra light source in "Habitat_A" interior [bugs/crashes] [fixed]<p>There is an extra / out of place light source right in front of the food rack in the "Habitat_A" interior, which adds a noticeable extra illumination to the food rack area, and it's reflected in the screen of the datapad when standing/moving in that area. By moving around with the datapad open it's possible to locate the exact spot in space where the light source is by watching it's reflection change on the screen and edges of the datapad.</p><p></p><p>I don't know if there might be a similar issue in the other two interiors as I haven't seen those yet.</p><br/><br/> Tyler Owen replied:<br/><p>This should be fixed in the next update.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-11-09:/communities/1/topics/498-sunlight-entering-the-airlock-room-on-the-exterior-map/2018-11-09T16:59:47+00:002018-11-09T16:59:47+00:00Sunlight entering the airlock room on the exterior map [bugs/crashes] [fixed]<p>There are some narrow light transparent gaps / cracks at the edges of the airlock room walls on the exterior map, which, depending on current light contidions / sun position cause a shimmer on the edges of the wall detailing and other objects and/or casts spots of light on the ground at along the wall beyond which the sun is on the outside. The gaps themselves are not visible, only the light they let through interacts with the surfaces.</p><p><br></p><p>The airlock door model itself also has the same issue, it has a lot of "cracks" that are not visible, but letting light through which then illuminates the floor when the sun is towards the airlock end of the hab (such as the North-East hab in the afternoon).</p><p></p><p>This is not a new issue, at least the one with the airlock was there for a while now, but now that the airlock room is completely dark in an unpowered hab, it has become very visible.</p><br/><br/> Tyler Owen replied:<br/><p>I've made some improvements to this for the next update, but it's never going to be perfect unfortunately due to the way Unity handles shadows.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-11-09:/communities/1/topics/496-issues-with-the-hab-lighting-in-0643/2018-11-09T15:30:40+00:002018-11-09T15:30:40+00:00Issues with the hab lighting in 0.64.3 [bugs/crashes] [could not replicate]<p>I caught a few oddities / issues with the new hab lighting effects so far:</p><p></p><p>The outer sides of the outer door windows (both the one of the airlock and the one at the back end of the hab) are lit according to the outside light levels, not based on if the hab is powered or not. During the day they are lit even when the hab is not powered, during the night they are dark even when the hab is powered. The outer window on the inner airlock door seems to be matching the power state of the hab. Even if it's because it's not possible to set a different state for the outer and the inner side of the airlock door window, the non usable one at the back end could (should) behave like the outer window of the inner door since that's visible only from one side when looking at it from the outside so it doesn't need to be in two possibly conflicting state at the same time (dark when looking from the outside and lit when looking from the inside if the hab is unpowered).</p><p></p><p>When inside, the rest area and kitchen windows are very visibly reflecting an invisible light source (especially the kitchen one) somewhere in front of them. I'm guessing this light illuminates the areas near the windows, but since it's a "fake" light source that is not actually there, it should not be reflected by the window surface.</p><p></p><p>The North-East hab had some initialization / state change issues. When I turned electrical on, the side windows and the window of the inner airlock door remained dark. The airlock room also remained unlit even though the overhead lights were in their lit state visually, but there was no actual light. When I clicked on the inner door to enter, the lighting came on for a moment before the transition started and the screen went black. When I exited the hab after, all lighting got fixed: theere was actual lighting in the airlock room and the side windows were also lit. All lighting also responded to turning the power off and back on as they should at this time.</p><br/><br/> Tyler Owen replied:<br/><p>I was testing this and could not replicate the issue. There may have been a change I made after the patch was released that already fixed this issue. You will have to let me know if the problem persists for you after the next update.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-11-09:/communities/1/topics/494-prt-speed-gets-restored-after-cell-load/2018-11-09T15:29:14+00:002018-11-09T15:29:14+00:00PRT speed gets restored after cell load [bugs/crashes] [fixed]<p>If the PRT is decelerated/braked to a complete halt while a cell load is in progress (the loading indicator being visible), after the cell load completed (loading indicator disappears), the speed of the PRT will jump back from stillstand to approximately what it was at the time of the cell load starting and will continue as if it was never brought to a halt.<br></p><br/><br/> Tyler Owen replied:<br/><p>Well, I implemented a basic fix for this that will cause the PRT to come to a short stop while the loading initiates, but you should then be able to resume speed while loading continues. If you get out while it stops it will not automatically resume it's previous speed when loading is finished.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-10-24:/communities/1/topics/503-locked-when-interracting-with-panels/2018-10-24T14:58:25+00:002018-10-24T14:58:25+00:00locked when interracting with panels [bugs/crashes] [under review]<p>mouse movements or clicking ,won't work after leftclicking panels such as hab doors, electricity panels. does this randomly.</p><p>need to restart the game.</p><br/><br/> Tyler Owen replied:<br/><p>I'm really sorry you are experiencing this issue. You are the first person to report such a random loss of control. I'll see what I can do to investigate this problem.</p>mrjixerhttps://lacunapassage.userecho.com/users/204-mrjixer/topics/tag:lacunapassage.userecho.com,2018-10-18:/communities/1/topics/500-stuck-between-solar-panel-mounts/2018-10-18T14:53:31+00:002018-10-18T14:53:31+00:00stuck between solar panel mounts [bugs/crashes] [under review]<p>Picked up solar panels from mounts at base for the oxygen system.</p><p>stood between two empty mounts, installed 1 medium & 1 large panel</p><p>now "stuck" ... hear the running sound effect, but cannot move.</p><p>removing the panels again does not fix.</p><br/><br/> Tyler Owen replied:<br/><p>Sorry you experienced this issue. That is very strange. The collision boxes for the solar panels should not change depending on what panels are equipped in the slot, so it should not have trapped you like that. I'll have to take a look at this and see what I can find. If you are able to recreate the issue please let me know so that I can investigate the exact scenario that would cause this.</p>MichelV69https://lacunapassage.userecho.com/users/202-michelv69/topics/tag:lacunapassage.userecho.com,2018-10-18:/communities/1/topics/497-bright-white-area-on-the-escape-pod-hatch/2018-10-18T14:39:19+00:002018-10-18T14:39:19+00:00Bright white area on the escape pod hatch [bugs/crashes] [fixed]<p>During the escape pod landing, there is now a bright white area on the inside of the escape pod hatch, where previously there was a metallic surface as I recall. If this is intentional and meant to be an opaque window, then it should be similar in color to the hab windows from the inside during the day instead of being pure white.<br></p><br/><br/> Tyler Owen replied:<br/><p>Yeah, that material got corrupted in the last build. I should have a fix for the next update.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-10-18:/communities/1/topics/392-airlock-door-interior-move-speed/2018-10-18T14:04:24+00:002018-10-18T14:04:24+00:00Airlock Door & Interior move speed [ideas/suggestions] [completed]<p>Hi. I've experienced a rather unusual bug. When I go to leave the habitat and open the internal airlock door, it slides open and then closes immediately. If you happen to be in the way, it punches you back into the room about 15 Mtrs. I couldn't see this in the forum, and I apologise if I've missed it.</p><p><a data-file="90" href="/uploaded/file/14404/1/178/6ef651e78fa53151ff4cfdc6c1e54b8e.lpsave">survivalmode.lpsave</a></p><br/><br/> Tyler Owen replied:<br/><p>I've revisited this and completely changed the trigger method for door closing so this shouldn't be an issue in the next update.</p>SilverBeardhttps://lacunapassage.userecho.com/users/178-silverbeard/topics/tag:lacunapassage.userecho.com,2018-10-18:/communities/1/topics/499-exterior-airlock-door-occasionally-reclosing/2018-10-18T14:04:11+00:002018-10-18T14:04:11+00:00Exterior airlock door occasionally reclosing [bugs/crashes] [fixed]<p>This issue may have gotten actually worse in 0.64.3.</p><p></p><p>At the South hab the door reclosed on me twice in a row when I tried to enter the airlock room from the outside. The first time it just kicked me out backwards, but the second time I got stuck in the geometry just inside the doorframe (the door itself reopened again after it got me trapped) and since I could no longer move at all, I had to quit the game.</p><p></p><p>On the second try I got the North-East hab where the door appeared to be working somewhat better, but it still reclosed on me once just as I got through, instead of staying open until I move a few steps away as it normally does.<br> </p><br/><br/> Tyler Owen replied:<br/><p>I've revisited this and completely changed the trigger method for door closing so this shouldn't be an issue in the next update.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-10-09:/communities/1/topics/501-since-there-seems-to-be-a-lot-of-wind-on-mars-why-not-build-windmills-for-electricity-and-water/2018-10-09T00:19:04+00:002018-10-09T00:19:04+00:00Since there seems to be a lot of wind on Mars why not build windmills for electricity and water? [ideas/suggestions] [under review]<p>I like the new changes you have made with this last version.</p><p></p><p>Keep up the good work.</p><p></p><p>I just thought that windmills could be used to generate electricity and pump water during wind storms. </p><br/><br/> Tyler Owen replied:<br/><p>It wouldn't be very scientifically accurate, but that doesn't mean that we couldn't still do it. It's just that the wind on Mars is enough to pick up microscopic dust particles, but it's not enough to actually move larger objects like windmills very well. The atmosphere is just too thin. </p>Bruce B Campbellhttps://lacunapassage.userecho.com/users/203-bruce-b-campbell/topics/tag:lacunapassage.userecho.com,2018-10-06:/knowledge-bases/2/articles/38-change-log/2018-10-06T23:16:28+00:002018-10-06T23:16:28+00:00Change Log [news] <p>This is a general list of most changes that have been implemented over the course of development:</p><p></p><p><strong>v0.64.3 - October 6th 2018 - Research Update #3</strong></p><ul><li>Significant performance improvements have been made across all gameplay systems. If the game ran slowly for you before, please report back if you see any improvements after these changes.<br></li><li>Lighting improvements have been made inside habitats, including windows that now glow brightly from the light of the sun outside. This is most noticeable with the lights in the hab turned off.<br></li><li>Added a selector to the navigation screen that allows you to display locations where previous research samples have been collected.<br></li><li>The “Withdraw All” option for inventory management now only withdraws the items of the filtered category you are currently viewing.<br></li><li>Fixed an issue that prevented players from repairing equipment if they were too close to death.<br></li><li>The selected item cursor for inventory management now returns to the nearest position of the last selected item rather than returning to the firstmost item in that inventory. You can now more easily deposit or withdraw items without needing to use the arrow keys to navigate to multiple items.<br></li><li>The PRT RTG slot will now degrade similar to the rate of other RTG slots for exterior modules.<br></li><li>The “interact” text hint is now properly hidden for the research station in an unpowered habitat.<br></li><li>Fixed a bug that caused an incorrect distance indicator for custom objective points that were set inside of a habitat.</li></ul><p><strong><br></strong></p><p><strong>v0.64.2 - August 31st 2018 - Research Update #2</strong></p><ul><li><p>There are four new achievements based on mission research progress.</p></li><li><p>There is a new workstation in each habitat called the Research Bench. Similar to the Crafting and Salvaging Bench, you can interact with the Research Bench to see an overview of your research progress for each research category. This can help you track your progress towards the new research achievements.</p></li><li><p>Habitats also now have one center table art asset to add more visual interest.</p></li><li><p>You can now “run” inside the habitats. Interior walk speed is about 60% of the exterior walk speed, which is what it has always been, but interior run speed is now equal to exterior walk speed so that you can move around inside a bit quicker if you want.</p></li><li><p>Fixed an issue causing driving controls to be disabled when using the escape key to close the datapad while driving.</p></li><li><p>Charged backup batteries and oxygen filled canisters can now be used inside habitats.</p></li><li><p>The “Quit” option from the pause menu will now exit straight to desktop after a confirmation prompt instead of returning to the main menu.</p></li><li><p>Fixed another instance where exterior module components were incorrectly spawning in new games causing the diagnostic screen to display blank information.</p></li><li><p>Fixed a major bug with how dust storms were impacting the degradation of exterior module components which could cause irreparable states to occur.</p></li><li><p>Fixed the hab status panel to correctly display the state of the reoxygenator when running on reserve power.</p></li></ul><p></p><p><strong>v0.64.1 - July 29th 2018 - Research Update #1</strong></p><ul><li><p>Reduced maximum radiation storm length slightly.</p></li><li><p>Radiation storms now are only a serious threat during daylight hours since it is solar radiation (this was an oversight when originally implementing radiations storms).</p></li><li><p>Added new Weather App warning messages for radiation storms so you can check if a storm is still active before exiting a habitat.</p></li><li><p>Fixed a bug with the new equipable pickaxe appearing inappropriately after some inputs.</p></li><li><p>Fixed a bug where the datapad was incorrectly closing when attempting to switch to a different app with a hotkey.</p></li><li><p>Fixed a bug with broken components not appearing correctly when viewing the status of a component slot.</p></li><li><p>Slightly increased the appearance rate of dust devils.</p></li><li><p>There will now always be a Pickaxe found in Hab Beta.</p></li><li><p>Fixed a bug where the loading indicator would get stuck when leaving the habitat.</p></li><li><p>Added unique material type of Atmospheric Sample.</p></li><li><p>Empty Canisters can now be used to collect Atmospheric Samples.</p></li><li><p>Limited inventory and storage slots for Atmospheric Samples allow for unique data to be saved associated with each sample.</p></li><li><p>Research quality is calculated based on data differences between stored Atmospheric Samples.</p></li></ul><p><strong><br></strong></p><p><strong>v0.64 - June 30th 2018 - Research Update #0</strong><br></p><ul><li>Added unique material type of Rock Sample.</li><li>Pickaxe is now equippable during an EVA.</li><li>Using a pickaxe on the terrain or a rock will add a Rock Sample to your inventory.</li><li>Limited inventory and storage slots for Rock Samples allow for unique data to be saved associated with each sample.</li><li>Research quality is calculated based on data differences between stored Rock Samples.</li></ul><p></p><p><strong>v0.63.3 - May 31st 2018 - Radiation Storms Update</strong> #3<br></p><ul><li>Added a simple loading screen animation with randomized gameplay tips.</li><li>Fixed a bug where double-tapping a datapad hotkey caused unintended conflicts.</li><li>Added a notification that crafting and salvaging are not accessible when there is no power.</li><li>Fixed a display issue on the habitat status screen where it was showing full water tanks with no water available.</li><li>Fixed a bug where pressing the inventory hotkey while viewing the habitat storage caused the datapad to close instead of accessing your inventory.</li></ul><p></p><p><strong>v0.63.2 - April 28th 2018 - Radiation Storms Update</strong> #2</p><ul><li>Fixed a bug causing game freezes to occur while repairing components.</li><li>Fixed a bug affecting water production after frozen storage tanks are reheated.</li><li>Fixed a bug causing removed components to sometimes still appear visible in exterior module slots.</li></ul><p><strong><br></strong></p><p><strong>v0.63.1 - April 19th 2018 - Radiation Storms Update</strong> #1<br></p><ul><li>Increased the supplemental recharge rate of equipped portable solar panel while on EVA. Still won't overcome the normal drain of your battery, but it reduces the rate of discharge quite drastically.</li><li>Fixed a major bug causing an incorrect passing of time when sleeping, crafting, salvaging, or repairing.</li></ul><p></p><p><strong>v0.63 - March 31st 2018 - Radiation Storms Update</strong> #0<br></p><ul><li>Randomized radiation storms have been added.</li><li>New datapad documents have been added to help explain dust storms, radiation storms, and radiation zones (map boundaries).</li><li>A failed or turned off heater will now eventually cause water tanks to freeze. Once the internal habitat temperature reaches below 0 Celsius water will be slowly lost to freezing.</li><li>Fixed a visual bug with the PRT maintenance screen.</li><li>Components installed in exterior modules will degrade slower if they are not essential for module operation. For example, if you have 5 fuses installed, 2 of them will degrade slower than the first 3 because only 3 are required for operation.</li><li>Navigation systems are now based on proximity to WayStats during a dust storm. The more intense the storm, the closer you will need to be to an operational WayStat in order to maintain your navigation systems.</li><li>The movement speed penalty during a dust storm has been drastically reduced, but now your exhaustion, calorie and water consumption are increased during a dust storm.</li><li>The degradation rates of exterior module components are now increased for habitats that are in the area of a passing dust storm.</li><li>The charge rate of an equipped portable solar panel while on EVA is now identical to the charge rate with it equipped in a panel slot of an exterior module. This has reduced the EVA charge rate enough that it can no longer surpass the battery drain of your suit, but it does drastically reduce the speed that your suit battery will drain. This is to prevent the exploit where you could charge your suit battery quickly with an equipped portable solar panel and then dump the charge back into your habitat battery.</li><li>The scanner overlay has been fixed for ultrawide monitors.</li><li>One real-time hour now equals 1 in-game day/sol.</li><li>Death from EVA suit battery being depleted (death from heat loss) now takes much longer to bring it in line with other systems and be more realistic.</li><li>Fixed a bug that caused exiting a pop tent to result in falling through the map.</li></ul><p><strong><br></strong></p><p><strong>v0.62.2 - February 24th 2018 - Driveable Rovers Update #2</strong></p><ul><li><p>Broken components can now be removed from exterior habitat modules and used to salvage for parts.</p></li><li><p>Fixed bug causing radiation to not be applied while driving the PRT.</p></li><li><p>Fixed bug causing a black screen while exiting the habitat.</p></li><li><p>Fixed the navigation zoom level being reset when changing datapad screens.</p></li><li><p>Fixed bug causing PRT batteries to charge above 100% with an RTG installed.</p></li></ul><p></p><p><strong>v0.62.1 - February 6th 2018 - Driveable Rovers Update #1</strong><br></p><ul><li>Fixed bug causing PRTs to float off the ground and become inaccessible.</li><li>Possible fix for issue with drifting colliders on parked PRTs.</li><li>New model for the hand holding the datapad.</li><li>Fixed camera jitter when transitioning between states like equipping the datapad or running/walking.</li><li>Fixed issue where the datapad was not changing to the lowered position if equipped while walking.</li></ul><p></p><p><strong>v0.62 - January 31st 2018 - Driveable Rovers Update #0</strong><br></p><ul><li>PRTs found in the environment are now driveable.</li><li>Added Charged Backup Battery items that can be used to recharge your suit while out on an EVA, which after using will change to either a Discharged Backup Battery or an Expired Backup Battery in your inventory. A Discharged Backup Battery can be recharged at a crafting bench as long as there is enough reserve battery charge in the habitat, and an Expired Backup Battery will no longer hold a charge and is only useful for salvaging other materials from it. The chance to become an Expired Backup Battery is 1 in 20.</li><li>Oxygen Filled Canisters now have a chance to become Broken Canisters after using them to refill your oxygen while on an EVA. The chance to become a Broken Canister is 1 in 20.</li><li>New games will now start with one Oxygen Filled Canister and one Charged Backup Battery already in your player inventory.</li><li>Refined and lowered the degradation rate of slots with no installed components.</li><li>Added a “Withdraw All Items” option when exploring the contents of item containers.</li><li>Added a “Move All” option when selecting a single stack of items to transfer between containers.</li><li>The datapad will now slightly lower itself while walking so that you can more clearly see where you are going.</li><li>You can now enable and disable the scanner while viewing the datapad.</li></ul><p></p><p><strong>v0.61.3 - December 8th 2017 - Power System Rework Update #3</strong><br></p><ul><li>Adjusted dust devil spawn conditions</li><li>Adjusted the limits and smoothing of the new helmet HUD bounce and sway</li><li>Fixed helmet HUD rendering for 21:9 ultrawide resolutions</li><li>Fixed issue where the “Switch to Deposit/Withdraw” button was not appearing when exploring contents of a container</li><li>Fixed issue with randomized dust storms not spawning as frequently as intended between saving and loading</li></ul><p></p><p><strong>v0.61.2 - November 22nd 2017 - Power System Rework Update #2</strong><br></p><ul><li>Fixed an issue with landing pods only being discoverable from certain viewing angles.</li><li>Fixed an issue that was allowing player movement when it should be locked after interacting with certain components or consoles.</li><li>Fixed an issue with the button selection highlight disappearing from the datapad UI when submitting the selection via the left mouse button.</li><li>The electrical module no longer requires a reserve battery charge in order to charge the reserve battery via the connected solar panels.</li><li>Fixed interaction issues caused by double clicking the mouse button quickly with certain triggers.</li><li>Disabled the ability to click with the left mouse button during repair transitions to prevent control lockouts.</li><li>Added a slight bounce to the helmet visual HUD.</li></ul><p></p><p><strong>v0.61.1 - November 14th 2017 - Power System Rework Update #1</strong></p><ul><li>Added a delay before UI inputs are repeated when holding down an input button or key.</li><li>Made changes to Datapad interactions to reduce instances of controls becoming disabled.</li><li>Added back Remote Outpost scanner markers that had been accidentally deleted in a previous update.</li><li>Fixed issue causing Datapad to be positioned incorrectly in some cases after loading a save game.</li><li>Fixed issue causing breathing and life support EVA suit sound effects to not play correctly in some cases after loading a save.</li><li>Fixed issue causing walk speed to be incorrect in some cases after transitioning between habitat interior and exterior.</li><li>Photos taken before quitting or dying without saving will no longer be viewable via the Datapad when loading a previous save. They will still be available in the photo save folder on your machine with the location data removed.</li></ul><p><strong><br></strong></p><p><strong>v0.61 - November 3rd 2017 - Power System Rework Update #0</strong></p><ul><li>Fixed incorrect east hab map marker location.</li><li>Fixed datapad UI navigation issue that would discard inputs that were entered too quickly.</li><li>Fixed bug that prevented you from strafing while auto-walking.</li><li>Fixed bug that caused dust storm effects to be visible and charging with portable solar panel to be possible while inside east hab airlock.</li><li>Made change to WayStat discovery view colliders so that they hopefully trigger more reliably.</li><li>Made change to mouse sensitivity range (this may require you to adjust your sensitivity in the control options menu).</li><li>Fixed bug causing the minimum solar charge during a dust storm to go lower than intended.</li><li>Game performance should be slightly improved after doing a recent optimization pass of several game systems.</li><li>Reworked the entire power supply system for the habitat exterior modules.</li></ul><p></p><p><strong>v0.6 - October 6th 2017 - Controller Support Update</strong></p><ul><li>Controller support has been added for most dual joystick controller types.</li><li>Keyboard and controller button remapping is now available via the Controls option menu.</li><li>Increased frequency of dust devils.</li><li>Fixed bug that caused hab status panel to display information from a different hab.</li><li>Fixed production levels of oxygen and water modules relative to the impact that broken components should have.</li><li>Changed locomotion settings for moving up and down slopes and while jumping.</li><li>Fixed issue where reserve battery could be charged slightly over 100%.</li></ul><p><strong><br></strong></p><p><strong>v0.59.1 - September 15th 2017 - Pop Tent Update</strong> #1</p><ul><li>Fixed an exploit that let you craft oxygen filled canisters even when there was not enough oxygen in the reserve tanks.</li><li>Supported refresh rates are now listed in the resolution settings (in the previous update they appeared as repeated entries of the same resolution in the list).</li><li>A water reclaimer unit at the northern habitat location has been moved slightly to prevent the water tanks from being hidden under the terrain.</li><li>The minimum solar power during a full dust storm is now back to 15%.</li><li>Fixed a bug that was drawing too much power while sleeping causing negative reserve power values.</li><li>The inner habitat door can no longer be selected through the wall.</li></ul><p><strong><br></strong></p><p><strong>v0.59 - September 7th 2017 - Pop Tent Update</strong> #0</p><ul><li>Updated engine to most recent version of Unity for performance and compatibility improvements.</li><li>Numerous bug fixes for issues related to Unity version update.</li><li>Loading of interior and exterior scenes should be faster.</li><li>Habitat interior lightmapping has been improved.</li><li>Terrain dynamic shadows have been improved.</li><li>Fog distance and blending with horizon have been improved.</li><li>Added deployable Emergency Pop Tents that allow you to take shelter from dust storms, eat consumables, and save your game while on an EVA.</li><li>Remote outposts with permanent pop tents are also useable now and they produce their own ambient oxygen so your suit reserves will not deplete while inside.</li><li>Added quick reference panels by interior airlock doors to see the status of your exterior life support modules at a glance while inside a habitat.</li><li>Equipped portable solar panels will no longer charge your suit battery while inside an airlock.</li><li>Dust storms now properly impact exterior module power production based on proximity to the storm’s epicenter.</li><li>Dust storm particle effect visibility due to proximity to storm epicenter has been adjusted.</li></ul><p></p><p><strong>v0.58.1 - August 15th 2017 - Dust Storms Update</strong> #1<br></p><ul><li>Fixed bug that caused Electrical exterior modules to operate as "On" even when the power switch is turned off.</li><li>Fixed minor UI spelling mistakes.</li><li>Fixed bug that occasionally displayed incorrect hab reserve supply values in the suit management screen.</li><li>All habitats now start with their interior temperature roughly equivalent to the exterior temperature since their heaters have been offline for an undetermined amount of time.</li><li>Fixed bug that prevented breathing audio from playing before entering the first habitat.</li><li>Fixed bug that prevented the proper placement of custom objectives in the navigation app.</li></ul><p></p><p><strong>v0.58 - August 8th 2017 - Dust Storms Update</strong> #0<br></p><ul><li>Added randomized dust storms that can slowly move across the map and impact your visibility, mobility, and navigation functions.</li><li>Added a survival sandbox scenario select screen with three currently available options: No Dust Storms Mode, Standard Mode with occasionally spawning dust storms, and Big Storm Mode which will start with a large dust storm hitting Habitat Alpha within the first 3-7 Sols.</li><li>Added small blowing dust clouds over the entire map.</li><li>Added randomly spawning dust devils.</li><li>All habitat interiors now have an airlock exit sign to differentiate the two doors.</li><li>The screen no longer fades completely to black during exterior module repairs. You can now see time pass in your HUD and the cost to your oxygen and battery in accelerated time during the repair.</li><li>Fixed issue with exterior module resource generation when sleeping for long periods.</li><li>Fixed issue with RTGs not generating exterior module resources properly at night.</li><li>Fixed incorrect description of Multitool. Multitools now explicitly mention that they can be used as a Cutting Tool, Building Tool, and Engineering Tool.</li><li>The objective LAT and LONG is now updated while placing a custom objective in the Navigation app.</li><li>Fixed issue with some Drill Rover locations not being added to navigation.</li><li>Fixed incorrect randomization of exterior module component integrity values for the southeastern-most habitat location.</li><li>Scanner is now automatically disabled when entering a habitat to prevent unintended scanner highlights while indoors.</li><li>Fixed issue with incorrect habitat resource values being displayed when accessing the EVA suit management screen between two different habitats.</li><li>Fixed incorrect texture on water reclaimers.</li><li>Fixed incorrect exhaustion recovery value when consuming water.</li><li>Sleeping for 0 hours is now allowed as a way to save without sleeping. Was previously only accessible by cycling the time value in one direction.</li><li>Fixed issue with the starting landing pod changing positions after loading a saved game.</li><li>Fixed a floating rock at a solar panel discovery location.</li><li>Fixed issue where some exterior module components were unable to be removed.</li></ul><p></p><p><strong>v0.57 - July 4th 2017 - Survival Stats Update</strong></p><ul><li>Achievements have been added for a range of survival goals.</li><li>Leaderboards have been added for survival time and distance traveled in a single playthrough.</li><li>A stats screen will now be displayed upon dying which will tell you exactly what you died from along with comparisons to your previous best run.</li><li>Increased scanner detection range for standard containers (blue squares) to 300 meters (this distance is not increased by activating WayStats).</li><li>Crafting an oxygen filled canister now requires 50L of oxygen from your hab reoxygenator tanks.</li><li>Your EVA suit can now be equipped or removed while inside a hab via the EVA preparation screen (accessible from the habitat status consoles).</li><li>Your EVA suit will now only be removed automatically upon entering a hab if the reoxygenator has oxygen in the tanks.</li><li>If the hab reoxygenator is not producing oxygen then you will now more accurately consume oxygen from the reserve tanks while not wearing your EVA suit.</li><li>The accumulated radiation exposure will now be saved properly.</li><li>The photo app should function more reliably when deleting photos.</li><li>The heart rate (stamina indicator) will no longer disappear while jumping.</li><li>Non-electrical components will no longer throw sparks when being replaced in exterior modules.</li></ul><p></p><p><strong>v0.56.2 - June 10th 2017 - Balance and Comfort Update #2</strong></p><ul><li>Fixed bug that caused discovered map location markers to appear in the wrong locations after loading a save (requires you to start a new game to fix).</li><li>Fixed bug that prevented you from picking up single items like found solar panels even though you had enough space in your inventory.</li><li>Fixed bug that allowed you to remove components from exterior modules without worrying about inventory weight.</li><li>You can now access the oxygen and battery transfer screen via the habitat status consoles in the airlock without exiting for an EVA.</li><li>Fixed a trigger that sometimes caused solar panels to come up as RTGs when clicking on them.</li><li>Stamina is now representing by a heart rate monitor in your HUD.</li><li>Fixed bug causing the photo edit menu to be hidden behind the photo view plane.</li><li>Added sparks to indicate when an electrical component has failed due to being installed with the module power still turned on.</li><li>More changes to survival balance: It now takes about 1-2 days to die from lack of both food and water (depending on activity). It now takes 2-4 days to die from lack of water alone (depending on activity). It now takes 7-9 days to die from lack of food alone (depending on activity).</li><li>Added text that describes the time spent while repairing module components.</li><li>Can no longer run with a portable solar panel equipped.</li><li>Carrying more than 50kg now makes you "encumbered" which prevents you from running and reduces your walking speed. You can carry up to a max of 75kg.</li><li>Adjusted the solar panel charging rates and adjusted the reserve power depletion rates for unpowered modules to prevent an exploit.</li><li>The Reoxygenator and Water Reclaimer modules now run at 10% production speed during the night to reduce the depletion rate of the reserve battery.</li><li>A full EVA suit battery is now equal to 1/4th of a full hab reserve battery (previously 1/2).</li></ul><p></p><p><strong>v0.56.1 - June 1st 2017 - Balance and Comfort Update #1</strong></p><ul><li>Added a significant amount of contextual information to the Habitat Status Screen including more descriptions of exterior module status with color coding.</li><li>Fixed a bug causing the Reoxygenator to use too much water to produce oxygen when the Water Reclaimer was offline.</li><li>Some users may not be hearing music due to a sound driver issue. Starting a new game might have caused you to get stuck in the landing pod because the music would not trigger. You should now be able to continue out of the pod even if the music does not play.</li><li>Datapad document lists should now scroll properly.</li><li>Certain controllers and flight sticks should no longer conflict with datapad keyboard commands if plugged in while playing.</li><li>Fixed a bug causing the game resolution to change when navigating menus.</li><li>Fixed a bug causing the player to fall below the terrain when exiting a habitat.</li><li>Distances to objectives from inside a habitat should now be properly reflected.</li></ul><p></p><p><strong>v0.56 - May 26th 2017 - Balance and Comfort Update #0</strong></p><ul><li>There will now always be a Multitool found in Hab Beta.</li><li>There will now always be a Haz-Mat Kit found in Hab Gamma.</li><li>There will now always be a Printer Key found in Hab Gamma.</li><li>Survival stats like Oxygen, Battery, Calories, etc will now be depleted 20-30% slower, allowing for longer periods of exploration.</li><li>Habitat storage space has been expanded from a max of 60kg to 80kg.</li><li>Added menu option for Mouse Sensitivity.</li><li>Added menu options to disable Camera Bob and Sway.</li><li>Added menu options to control SFX and Music audio volumes.</li><li>Added keyboard shortcut to toggle auto-walking (~ key).</li></ul><p></p><p><strong>v0.55 - May 17th 2017 - Early Access Launch</strong></p><ul><li>Fixed bug preventing players from crafting oxygen filled canisters.</li><li>Added crafting plans as discoverable items throughout the game.</li><li>Added clarifications to the Habitat Status screen to show when modules are running on reserve power.</li><li>Fixed a bug causing your suit battery to drain while inside a habitat.</li><li>Added EVA confirmation screen to transfer specific amounts of oxygen and battery between your suit and your reserves</li><li>Fixed a bug allowing you to use your scanner while inside a habitat.</li></ul><p></p><p><strong>v0.54 - Pre-release</strong></p><ul><li>Fixed a bug that caused the incorrect amount of battery charge to be transferred to your suit when leaving the habitat.</li><li>Updated the breathing audio to include effects for exhaustion, cold, and low oxygen.</li><li>Added an infinite horizon to hide some loading pop-in which also fixed a bug causing stars to appear in front of some distant terrain.</li><li>Fixed several bugs causing WayStats to be powered off, disappear from the map, and have incorrect text.</li><li>Fixed a bug with primary objective points not showing correctly on the map.</li><li>Fixed some incorrect component assignments (solar panels and RTG) in the central-most habitat spawn location.</li><li>Added a map marker for your starting spawn location.</li><li>Fixed a bug where materials used while crafting items were not being removed from inventory.</li><li>Added crafting sound effects.</li><li>Fixed loading error when accidentally clicking on habitat doors multiple times.</li><li>Can now use Spacebar on the datapad in the same way that you use Enter or Left Click.</li><li>Can no longer select the Habitat Status Console from behind the inner habitat wall.</li><li>Fixed an error with the diagnostics for WayStat 0.</li><li>Added a Credits screen.</li><li>Fixed issue with cursor sometimes not being locked when regaining application focus, also now automatically opens the pause menu when application loses focus.</li><li>Fixed bug causing multiple "Switch to Deposit/Withdraw" buttons appearing when managing inventory.</li><li>Fixed bug causing water tanks to fill past their capacity.</li><li>Inventory screen no longer automatically switches to deposit mode if the container your clicked on holds no items to withdraw.</li><li>Fixed item duplication bug when crafting.</li><li>Now tools that are in habitat storage count towards crafting requirements so that you don't need to be carrying them in your inventory.</li><li>Calorie values are now displayed when viewing consumable items.</li><li>Fixed bug that caused the time of day to not be saved correctly when sleeping.</li><li>You are now prevented from depositing more water in the habitat storage than the water reclaimer's tanks can hold.</li><li>You can now consume water while on an EVA.</li></ul><p></p><p><strong>v0.53 - Pre-release</strong></p><ul><li>Added various new sound effects and musical cues.</li><li>Fixed lighting bug in habitats when power is out during the day.</li><li>Fixed bug that was preventing the habitat reserve battery and interior temperatures from being loaded properly when continuing a saved game.</li><li>Fixed bug that sometimes caused a blank or incorrect tutorial text box to appear in your HUD when leaving the habitat.</li><li>Allowed for the arrow keys to be used to move, mirroring the function of the W,A,S,D keys.</li></ul><p><strong><br></strong></p><p><strong>v0.51 - Pre-release</strong></p><ul><li>Exterior Module Solar Panels and WayStat Circuit Boards and Fuses now spawn at randomized degradation levels like all other exterior module component types.</li><li>Fixed issue where interaction circle stayed visible after picking up an item.</li><li>Inventory weight correctly updated after picking up some items.</li><li>Battery warning should disappear properly after recharging.</li><li>Saving and loading have been enabled for the survival sandbox mode.</li><li>The datapad will only zoom in if your screen aspect ratio is 16:9 which will prevent some UI elements from being cut off on other aspect ratios.</li><li>Fixed a bug that would cause the game to crash after quickly and repeatedly pressing the same movement keys.</li><li>Fixed a bug that caused the running sound effects and increased oxygen consumption levels to continue if you crouch while running.</li><li>Added different flashlight shape for when you are exploring habitats.</li><li>Mac version is now a Universal build which should automatically run in 32bit or 64bit depending on your system.</li><li>A 64 bit version for PC is now available as a separate download.</li><li>Replaced the placeholder deceased crew members with final suit models.</li><li>Added a new method for operating the datapad which can be enabled in the Controls option menu.</li><li>Fixed bug that would freeze the game when trying to open the main menu with the escape key while loading.</li><li>Updated datapad opening and closing options to be more consistent across all datapad screens and interactions.</li><li>Automated error reports will now be sent so that I can more easily find bugs, but some hard crashes may not get automatically reported so you may still need to provide log files in the feedback forum.</li><li>Updated menu screen.</li><li>The escape key will close the datapad or open the pause menu if the datapad is already closed.</li><li>Two new habitat interior variations have been added.</li></ul><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><br/><br/>suggested by: Tyler OwenTyler Owenhttps://lacunapassage.userecho.com/users/1-tyler-owen/topics/tag:lacunapassage.userecho.com,2018-10-03:/communities/1/topics/187-lit-habitat-windows-when-power-is-on/2018-10-03T18:26:13+00:002018-10-03T18:26:13+00:00Lit habitat windows when power is on [ideas/suggestions] [completed]<p>The windows of the habitats (and the airlock door portholes) are dark from the outside regardless if the habitat is powered on. While I understand the interior is not modeled in external view, at least a combination of emissive textures and local lights could be used to emulate light coming through the windows when the habitat is powered.</p><br/><br/> Tyler Owen replied:<br/><p>Yeah, I'm still experimenting with that. I'm working with the ambient light to also try and make the lighting models more consistent between the loaded and unloaded airlock versions.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-10-01:/communities/1/topics/484-display-sampled-locations-on-map/2018-10-01T02:06:50+00:002018-10-01T02:06:50+00:00Display sampled locations on map [ideas/suggestions] [completed]<p>It could be helpful if there was a way to visualize the locations on the map the samples in the hab (or habs) were collected from in some way, when interacting with the research station.</p><p><br></p><p> It would likely be the best if all of the sampled locations were made visible at the same time to be able to get a picture of the coverage achieved so far and if there is some general area where no samples were taken from, or some specific location that might be of interest to try.<br></p><br/><br/> Tyler Owen replied:<br/><p>I've got a basic implementation of this for the update going live now. I'll have a few additions to it in a patch later.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-30:/communities/1/topics/495-started-a-new-game-crashed/2018-09-30T14:15:43+00:002018-09-30T14:15:43+00:00Started a New Game - Crashed. [bugs/crashes] [under review]<p><a class="i_item_file" data-file="113" href="/uploaded/file/14404/1/0/2db33cd614a062b2f5777225485fc318.dmp" title="crash.dmp">crash.dmp</a><br><a class="i_item_file" data-file="114" href="/uploaded/file/14404/1/0/454b616febb50f0b902859541a13f32f.log" title="error.log">error.log</a><br><a class="i_item_file file-icon-text" data-file="115" href="/uploaded/file/14404/1/0/754e1af49c3434dbe3afbd3bc08ef24f.txt" title="output_log.txt">output_log.txt</a><br>It's been a while but wanted to try out the new stuff but I'm having more stutters than before and then after awhile it crashed while sprinting. Sending the two files that pop up after a crash and also the 'output_log text.</p><p>Haven't restarted the game. My PC is not a gaming beast but this hasn't happened before so maybe, I should dial down some graphic options, idk?<br></p><br/><br/> MarsWalker replied:<br/><p>No worries, take your time. I wasn't too far in. Just after I got the first weather tower operating. It won't hurt me to start a new game so I can wait for the next update. Thanks.<br></p>MarsWalkerhttps://lacunapassage.userecho.com/users/152-marswalker/topics/tag:lacunapassage.userecho.com,2018-09-30:/communities/1/topics/487-pickaxe-has-a-blue-highlight-outdoors/2018-09-30T13:52:38+00:002018-09-30T13:52:38+00:00Pickaxe has a blue "highlight" outdoors [bugs/crashes] [under review]<p>The orange parts of the pickaxe are receiving a faint dark blue light from somewhere while outdoors. It is only visible when the pickaxe is not in direct sunlight, eg. turning the player character in a direction where she casts a shadow on the pickaxe, and most noticeable along the edges, kind of like faint rim lighting or edge highlight. At night, it is barely visible but still there.</p><p><br></p><p> There is a similar highlight indoors, but there its white, which matches the white indoor lighting, so it looks correct there. So I'm guessing this is intentional, only the light source used outdoors for it is set incorrectly.<br></p><br/><br/> Tyler Owen replied:<br/><p>Yeah, that's certainly one possibility. The positioning and animation of the pickaxe hit are actually more complicated than you might think though, so it's not a quick fix. Low priority right now, but thanks for the feedback.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-29:/communities/1/topics/492-detached-mouse-look-while-driving-a-prt/2018-09-29T19:48:59+00:002018-09-29T19:48:59+00:00Detached mouse look while driving a PRT [ideas/suggestions] [under review]<p>While I mentioned this as part of my initial PRT feedback / issue report a while back, that topic is now closed as "fixed" since most things in it were addressed over time.</p><p><br></p><p>However, I still feel that a limited (+/- 45 deg vertical, +/- 90 deg horizontal from the current fixed "straight ahead" viewing direction) mouse look feature is sorely missing from when driving the PRT and should be a priority, not even primarily for ease of navigation, but to be able to use the suit scanner more efficiently without having to stop, get out, do a sweep, get back in then continue every few hundred meters, which becomes really tedious after a while (and also takes a lot away from the increased mobility the PRT aims to give).<br></p><br/><br/> Tyler Owen replied:<br/><p>I personally would like to do this too, so I will try to find a solution.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-29:/communities/1/topics/489-held-items-dont-receive-sun-shadows/2018-09-29T19:44:03+00:002018-09-29T19:44:03+00:00Held items don't receive sun shadows [bugs/crashes] [not a bug]<p>When equipped outdoors, the datapad and the pickaxe doesn't receive sun shadows from environment objects such as the hab, the PRT or the hab systems (likely also not from larger rock formations), while they do receive a shadow from the otherwise invisible player model.<br><br></p><br/><br/> Tyler Owen replied:<br/><p>This is a limitation of the FPS camera system. The equipped models visible to the player camera are not technically in the same game world as the other terrain and equipment models. They are rendered by two separate cameras layered on top of each other.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-29:/communities/1/topics/493-prt-rtg-slot-doesnt-degrade/2018-09-29T19:33:50+00:002018-09-29T19:33:50+00:00PRT RTG slot doesn't degrade [bugs/crashes] [fixed]<p>The RTG slot of the PRT either doesn't degrade at all, or degrades way too slowly; it didn't change from 99% in a little less than 3 sols with an RTG having been installed during all that time.<br></p><br/><br/> Tyler Owen replied:<br/><p>This has been changed for the next update to bring it in line with the normal degradation rate of RTGs connected to Hab modules.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-28:/communities/1/topics/486-whats-the-shortest-possible-radiation-storm/2018-09-28T22:26:38+00:002018-09-28T22:26:38+00:00What's the shortest possible radiation storm? [questions] [answered]<p>I just had a radiation storm which, I think, didn't even last a whole sol (I'm not quite sure about the exact length, I think it was somewhere around 14-20 hours, maybe), so I was wondering if this is within the intended range or something may be off and should be looked at?</p><p><br></p><p>I know I had longer ones, but this one was surprisingly short.<br></p><br/><br/> Tyler Owen replied:<br/><p>I believe the shortest possible is only 12 hours, but the longest is about 3 sols. With a truly random distribution it is entirely possible to have two storms of very similar length back-to-back. Just like flipping a coin multiple times, it's entirely possible to get several heads or tails in a row rather than alternating between them perfectly. Now that radiation storms are not dangerous at night I could revisit the maximum and minimum possible lengths.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-28:/communities/1/topics/439-conservativeinefficient-memory-use/2018-09-28T22:19:21+00:002018-09-28T22:19:21+00:00Conservative/inefficient memory use [bugs/crashes] [started]<p>Since the last few versions I've been observing severely degraded memory performance, excessive load times (especially when leaving the habitat, sometimes so bad that the entire OS starts choking, and other background processes also get interrupted/paused) and a lot of storage activity of paging/asset loading during playing.</p><p><br></p><p> For a while I kind of assumed that it's because the game is starting to outgrow my system with only 4 GB memory, but now I actually watched the memory use and it turned out it's not that. The game appears to be capped at using only 1.2 GB memory at all times while on the outside map (approx 850 MB while in the hab, and about 700 MB in the main menu), even when at least another 1 GB of memory is reported being still available, while at the same time it obviously has/needs more data to work with as inditaced by the very frequent loading/paging that didn't happen before.</p><p><br></p><p>I suspect that this memory cap forces the game process to page a lot more than it should be if it was allowed to use more memory (ideally as much as is reported by the OS being available), and that this excessive paging also interferes with the high volume asset loading during switching from the hab interior to the exterior map (basically the game likely ends up in a paging race condition where it immediately starts paging out assets it just loaded while trying to load more assets at the same time, completely filling the storage bandwidth and causing the aforementioned OS level choking).</p><p><br></p><p>If the working set / VM pool requested by the game process, or memory management in general is something that can be configured in the Unity dev tools, it would worth looking into why the game appears to be requesting less memory than it obviously needs.</p><p><br></p><p>As sad as it is, poor / inefficient memory management is the Achilles-heel of Unity, but I normally see Unity games trying to hog literally all the memory available in the system (and in many cases then running practically without any storage activity / paging), while Lacuna Passage does the opposite of that for some reason, denying itself of the amount of memory it would need to run smoothly.<br></p><br/><br/> Tyler Owen replied:<br/><p>I have been doing a massive performance improvement pass over the last couple weeks, to the extent that it may result in very few other changes or additions to the game, but I'm really hoping that it helps with the playability of the game in your case. I have drastically reduced overall garbage collection and I've made big improvements to CPU usage as well. I did not really target rendering optimizations since I figured that the existing quality settings do a pretty good job of letting users select what their own system is capable of, but the other improvements are ones that every player should see a benefit from. I was closely monitoring RAM usage as well, and in my play tests there were times where the RAM usage was going over 1.2gb, sometimes up to 1.5gb. I suppose I could devise a test where I add a hidden asset to the game that requires a large amount of RAM just to see what happens, but I haven't tried that yet. Theoretically, it should push that RAM usage up noticeably, but if it would not then somewhere there must be some artificial cap on RAM being applied. I just have no idea where or how that would be possible. Please let me know how the game performs on your system after the next update (next couple days).</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-28:/communities/1/topics/483-photo-waypoints-not-at-terrain-level/2018-09-28T20:45:57+00:002018-09-28T20:45:57+00:00Photo waypoints not at terrain level [bugs/crashes] [fixed]<p>Sometimes when setting a waypoint from a photo, the waypoint will turn out to be placed above or below the local terrain level by about 100 meters. As in, when you are standing at the exact location of the marker, the compass marker still shows a distance of 98-100 meters to it.</p><p><br></p><p>It doesn't always happen and I couldn't really recognize any specific circumstance that causes a waypoint to behave like this.<br></p><br/><br/> Tyler Owen replied:<br/><p>Thanks for the steps to reproduce this issue. This was related to the previous code using the height of objective locations in the calculation of distance to objectives. This was ultimately unnecessary since the game does not take altitude into account for displaying location. Now it will only compare player's lat and long to objective's lat and long so that height differences caused by player positioning (inside of habitats for example) will not cause this display issue. Fix will be in the next update.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-28:/communities/1/topics/478-withdraw-all-items-from-hab-storage-takes-literally-all/2018-09-28T19:26:02+00:002018-09-28T19:26:02+00:00"Withdraw all items" from hab storage takes literally all [bugs/crashes] [fixed]<p>When using the "Withdraw all items" icon while interacting with a section of hab storage, eg. the food rack, all other items stored there will also be transferred to the player regardless of category, not just consumables as one would expect.</p><p><br></p><p>The transfer all function should take the selected filter into account and transfer only items of that category, since, while "all" can be interpreted as literally all, when I want to take, say, only the food stored in a habitat, getting everything else too is not the desired effect. This should be a universal behaviour that works on any kind of container, with the habs being a special case where the three storage sections preset a specific filter upon interaction to show only a subset of items, while normal containers default to show (and take) everything unless set otherwise manually.<br></p><br/><br/> Tyler Owen replied:<br/><p>I've made this change for the next update. Good suggestion. Thanks.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-27:/communities/1/topics/121-keyboard-controls-for-inventory-management-needs-improvment/2018-09-27T22:11:33+00:002018-09-27T22:11:33+00:00Keyboard controls for inventory management needs improvment. [ideas/suggestions] [started]<p>Currently, to add/remove items to/from a container you have to...</p><p>Click on crate.</p><p>press down (or right)<br></p><p>enter</p><p>press down (or right)</p><p>enter</p><p>...</p><p>repeat until done.</p><p><br></p><p>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.</p><p><br></p><p>If you have the cursor remember and stay at its current position, the above problems would be greatly reduced.</p><p>Ex:</p><p>Click on crate</p><p>press down (or right)<br></p><p>enter</p><p>enter</p><p>enter</p><p>enter</p><p>....</p><p>repeat.</p><p><br></p><p>The result would be half as many clicks for the player to move the inventory.<br></p><p><br></p><br/><br/> Tyler Owen replied:<br/><p>Withdraw all was implemented some time ago. There's another small improvement coming for next update. The selection cursor will now return to the previous selected position instead of snapping back to the first item in the list.</p>Twilight Sparklehttps://lacunapassage.userecho.com/users/97-twilight-sparkle/topics/tag:lacunapassage.userecho.com,2018-09-26:/communities/1/topics/491-unable-to-repair-electrical-system-at-habitat-alpha/2018-09-26T19:42:27+00:002018-09-26T19:42:27+00:00Unable to repair Electrical system at Habitat Alpha [bugs/crashes] [fixed]<p>Run into a problem, whilst I was exploring 4 wires out of the 5 apparently became broken, after removing them i cannot successfully repair the socket, and cannot replace the wire. Also the Socket below the electronic circuit is stuck at 40% and will not repair either, I have tried exiting and restarting the game to no avail, any suggestions? Currently i have absolutely no power income or stored power. I have something like 3 spare charged batteries and havent found any vehicles or the other two habitats.<a class="i_item_file" data-file="112" href="/uploaded/file/14404/1/0/2dba123d4c4eca7e343adf7e6a6df8c2.lpsave" title="survivalmode.lpsave">survivalmode.lpsave</a><br></p><br/><br/> Sanginius replied:<br/><p>Thanks for this, I had no idea I was as you put it that close to death, I had thought my food and water etc were all topped up, Was I mistaken or had i somehow lost health or something? Because obviously its something I should have been aware of, but I have no idea what I must have missed. Having said that, I havent touched the save just in case it was a bug and not my ignorance causing it.</p>Sanginiushttps://lacunapassage.userecho.com/users/200-sanginius/topics/tag:lacunapassage.userecho.com,2018-09-26:/communities/1/topics/476-research-station-shows-interact-hint-in-unpowered-habitat/2018-09-26T18:46:15+00:002018-09-26T18:46:15+00:00Research station shows "interact" hint in unpowered habitat [bugs/crashes] [fixed]<p>The crafting/salvaging stations had this same issue a while ago; when a habitat is unpowered and thus the research station is unusable, it still displays the "Left click to interact" hint text, except nothing happens when clicking the interaction node (correctly, since there's no power), which can be confusing. Same solution as with the other stations, the hint text should change to "no power" when the hab is not powered.</p><p><br></p><p>(I was kind of sure this issue will resurface with the new work station, by the way. ;)<br></p><br/><br/> Tyler Owen replied:<br/><p>Right you are. Fixed for next update. Thanks.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-17:/communities/1/topics/490-prt-interaction-issues/2018-09-17T18:41:59+00:002018-09-17T18:41:59+00:00PRT interaction issues [bugs/crashes] <p>Instead of posting these one by one I'll put them in a single post to make it less spammy. :) <br></p><p><br></p><p>The PRT storage behaves as the hab storage used to in respect to pressing the "i" key while the storage is open for transferring items; instead of switching the datapad to inventory view, pressing "i" causes the datapad to go to the home screen and get lowered. The other hotkeys work as expected, switching the datapad to the corresponding screen without lowering it.</p><p><br></p><p>The "Inspect PRT" hotspot becomes unresponsive after having received a HUD text message, such as the one about an oxygen canister breaking after use, until the datapad is opened then closed by any hotkey. There was a similar issue a long time ago with these kind of messages which caused all left clickable items to become unresponsive until the datapad was opened then closed. I'm guessing it's the same thing only the fix wasn't applied to the PRT.</p><p><br></p><p>The "Inspect PRT" hotspot access range becomes extended to 10-15 meters in most cases after exiting the PRT, and rarely also when exiting a hab the PRT is parked next to. Sometimes hitting Esc to bring up the pause menu, or opening and closing the datapad clears this, and actually using the "Inspect PRT" hotspot from any distance where it's accessible to open the datapad then closing it without doing anything always clears it.<br></p><br/><br/> Mr. Fusion replied:<br/><p>Further oddities regarding the extended Inspect PRT range:</p><ul><li>It's more likely to happen when the front of the PRT is tilted slightly upwards from horizontal, and almost never happens when it is tilted downwards.</li><li>When it's in its "extended" state, physically bumping into the front of the PRT (the rollcage around the driving seat) resets the interaction distance to what it normally should be.</li></ul>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-14:/communities/1/topics/488-hitting-esc-to-openclose-pause-menu-puts-away-pickaxe/2018-09-14T20:19:56+00:002018-09-14T20:19:56+00:00Hitting "Esc" to open/close pause menu puts away pickaxe [bugs/crashes] <p>While the pickaxe is equipped, pressing "Esc" to open the pause menu, then again to close it will put away the pickaxe. Doing the same when the datapad is open will instead just put the datapad away but not even open the menu unless Esc is pressed a second time.</p><p><br>I think it's actually caused by the Esc key apparently having an invisible keybind to "put away held item", which is handled differently for the two cases, since if you try to assign the Esc key to any control in Options, you'll get a message that Esc is already in use, however, it is not actually assigned to anything in any of the control lists.</p><p><br></p><p>I think the easiest to resolve this would be if the Esc key didn't have any ingame function (so it wouldn't put the datapad, nor the pickaxe away, especially since there is no keybind definition for this behaviour in Options), it would only open and close the pause menu without affecting anytthing else.<br></p><br/><br/>suggested by: Mr. FusionMr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-14:/communities/1/topics/464-floating-prt-take-2/2018-09-14T20:06:49+00:002018-09-14T20:06:49+00:00Floating PRT, take 2 [bugs/crashes] [planned]<p>The PRT appears to be still prone to not settling properly to the ground under certain circumstances, and it migth be either the result or the cause of a massive transient performance issue.</p><p><br></p><p>When I left a "cell" with a PRT in it on foot, then returned to that cell later, the PRT was in the air with the wheels being at about eye height, but overall aligned to the slope of the terrain under it. The odd thing is that it did not not occur on the initial discovery of the PRT(s), at that time it was properly on the ground. It also doesn't occur after a transition to hab interior then back out when the PRT is in the same cell (ok, not sure about if it's true for the entire cell, but it doesn't happen with the PRT right next to the hab I'm exiting from).</p><p><br></p><p>The other issue is that when entering (on foot, at this time I'm not sure if it happens when driving a PRT too, when you have two of them available) into a cell which has a PRT in it that's already been discovered (but not necessarily moved / used), the game goes through a really bad stall. First I get the usual short cell load period, which causes a slight stutter, then massive HDD usage starts, the game locks up, the system cursor appears over it, then the game minimizes itself and cannot be brought back up by clicking on its taskbar icon. During this time, there's constant HDD activity, but the memory/CPU use of the game process does not change from what it normally is. Then after about a minute the HDD activity suddenly stops and the game pops back up on its own with the pause menu open, and from there it runs with the expected performance again.</p><p><br>A factor in all this might be that in this game I have two PRTs, however, they are in different cells, so not loaded together.</p><p><br></p><p>Brief description of what happened and when:</p><ul><li>Initial discovery of first PRT at a random location, no issues with cell load, PRT was on the ground.</li><li>Moving the PRT to home base, entering/exiting the hab multiple times but not leaving the cell, no issues (other than the loading indicator being stuck as reported in another topic).</li><li>Driving the PRT to another cell with the third hab and a second PRT in it, which is the initial discovery of both, no issues with cell load, second PRT was on the ground.</li><li>Driving first PRT back to home base (second stays where it was, never having been entered), entering/exiting the hab multiple times but not leaving the cell, no issues.</li><li>Exploration on foot to a third cell with no PRT in it (first PRT is at home base, second PRT is in the cel it was discovered), no issues.</li><li>Returning from third cell to the one where the home base and the first PRT is, game stall on cell load, PRT is in the air once reached.</li><li>Exploration on foot to the same third cell as before with no PRT in it (first PRT is at home base, second PRT is in the cel it was discovered), no issues. Continuing from that cell to the one where the second PRT is, game stall on loading the cell which has the second PRT, second PRT is in the air once reached.</li></ul><p><br></p><br/><br/> Mr. Fusion replied:<br/><p>After using A PRT quite a lot to cover large distances across several cells, and getting in and out quite frequently, I've observed the following oddities which might help figuring out what can cause instabilities:</p><p><br></p><ul><li>While driving a PRT, if you manage to stop just before a cell transition, get out of the PRT and cross the transition threshold on foot while looking back at the PRT, you might see it jump in the air to about 1-1.5 meters height just as the "Loading" marker appears, staying there for several seconds (roughly for the duration of the "Loading" marker), then quickly extending its wheels to the ground then slowly settling back down. It looks quite funny, actually. :)</li><li>When you are driving the PRT across a cell border, getting out of it while the "Loading" marker is visible may result in the PRT getting suspended in the air at about the same height as in the above example, except it never comes back down in this case until you board it again.</li><li>On rare occasions it will become "rigid" when getting out of it, instead of aligning to the terrain and setting the wheel suspensions individually according to the slope and other terrain features as it normally does, it will be level and some of the wheels won't touch the ground (the ones where the ground is lower than for the other wheels) as if it was standing on an invisible plane which is at level with the highest point of the terrain under the PRT.</li></ul><p>I did not, however, had the PRT not settling properly under "normal" conditions such as finding it for the first time, entering/exiting the hab it was parked next to (including doing it after continuing a game). I did not yet try to leave the cell on foot then return later to see how that behaves.<br></p><p><br></p><p>Considering the first two, you are probably right about something preventing the settling code to run its course at the times when the PRT stays in the air, and since both those cases happen while the game is busy loading things, it might be related to that, the asset loading thread/function interfering with the PRT handling.<br></p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-14:/communities/1/topics/475-misleading-radiation-warning/2018-09-14T19:21:40+00:002018-09-14T19:21:40+00:00Misleading radiation warning [bugs/crashes] [fixed]<p>When a radiation storm starts while the player is on EVA, the "Radiation Zone" warning appears on the HUD as if the player was approaching the map boundary, instead of the "Radiation Storm" warning that appears on the HUD when the player leaves a habitat while a storm is already in progress. (Or at least that's what used to happen in 0.64.1, being short on time I didn't test if that's still correct and it's not some new issue which affects that warning too.)<br></p><br/><br/> Mr. Fusion replied:<br/><p>This doesn't appear to be (completely) fixed in 0.64.2p1. There are some behaviour changes but it's mostly inconsistent.</p><p><br></p><p>Here's what I observed:</p><ol><li>Radiation storm started while on EVA during the night, "Radiation Zone" warning appeared as before instead of "Radiation Storm".</li><li>Entering the radiation zone on the map edge the first time didn't result in any change.</li><li>Entering the radiation zone a little later a second time caused the warning to change to "Radiation Zone + Storm".</li><li>Even after leaving the radiation zone the warning remained "Radiation Zone + Storm" through the rest of the night.</li><li>At sunrise (I'm guessing when the radiation went from the night time low to the day time high value) the warning finally changed to "Radiation Storm".</li></ol>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-12:/communities/1/topics/473-second-prt-is-not-marked-on-the-map/2018-09-12T19:13:32+00:002018-09-12T19:13:32+00:00"Second" PRT is not marked on the map [bugs/crashes] [started]<p>Should the player end up with two PRTs in a game, only one of them gets marked / tracked on the map even after both have been discovered. I'm not quite sure which of the two, but I <strong>think<span id="redactor-inline-breakpoint"></span></strong> it's whichever was discovered second.<br></p><p><br></p><p>In between (re)loading saves of a game with two PRTs, I think there also was one time when I "rediscovered" one of them, as in, I got the "PRT discovered and added to map" message again, however, I think it was not even actually added.</p><p><br></p><p>The logic that tracks the discovery state and map marker of the PRT(s) appears to get a bit confused when there are two of them in a game.</p><p><br></p><p>(There also was an odd occurence where the "Inspect PRT" interaction hotspot for one fo the two PRTs parked close to one another could be accessed even from about 10-15 meters distance, while the other was working as it should, but it did not persist through a save and I couldn't recreate it so I have no idea what could have caused it.)<br></p><br/><br/> Tyler Owen replied:<br/><p>You probably do play the game more than I "play" it, but I do enter and check PRTs regularly and I have never experienced this bug yet. It has to be something related to the physics of the PRTs settling on the ground after dropping from their spawn positions. Somehow the trigger volumes are getting locked in place while the model itself continues to move. I'll have to try and figure out a fix without actually being able to test for it. It might be difficult.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-12:/communities/1/topics/481-rock-samples-dont-appear-at-the-research-station/2018-09-12T18:49:27+00:002018-09-12T18:49:27+00:00Rock samples don't appear at the research station [bugs/crashes] [under review]<p>I have placed a full set of rock samples in the storage area of Hab Alpha, and while their overall quality is displayed on the left side of the research screen, the right side of it is empty, not showing any of the samples.</p><p><br></p><p>Another player reported that all their samples have shown up under Hab Gamma, even though they were not placed there.<br></p><br/><br/> Mr. Fusion replied:<br/><p>The research station appears to be working correctly in 0.64.2p1, rock samples are displayed, and are displayed where they should be. I haven't encountered the problem where they all appeared in the Gamma section in 0.64.2 nor in 0.64.2p1.<br></p><p><br></p><p>I haven't started collecting atmospheric samples yet, so can't report on those.<br></p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-08:/communities/1/topics/480-rtg-slots-dont-degrade/2018-09-08T01:44:20+00:002018-09-08T01:44:20+00:00RTG slots don't degrade [bugs/crashes] [fixed]<p>Well, I think they do, but at such a low rate that they effectively don't. In my current playthrough I had an RTG installed for 3 sols now, and its slot still didn't drop 1% during that time. At this rate, they practically don't require maintenance ever, since even at a moderate starting condition they'd last 100-150 sols before breaking.<br></p><p><br></p><p>On a marginally related note, solar panel mounts also degrade very slowly, maybe at half/third of the rate of the other component slots, but it's at least somewhat noticeable, unlike the RTG.<br></p><br/><br/> Tyler Owen replied:<br/><p>There was an extra zero in the degradation rate of the RTGs. Good catch.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-08:/communities/1/topics/477-initial-water-in-hab-alpha-is-lost/2018-09-08T01:23:17+00:002018-09-08T01:23:17+00:00Initial water in Hab Alpha is lost [bugs/crashes] [fixed]<p>Hab Alpha appears to start with some amount of water (unless all tanks are broken), which creates various inconsistencies / incorrect behaviour:</p><ul><li>Hab Alpha is, and has been, unheated for a while so water should be frozen, and frozen water should not be reported on the status screen, nor be available in storage, however, in this case it is.</li><li>It is possible to enter the hab and get all this initial water from storage even though it should be frozen and inaccessible until the hab is heated up.</li><li>When the reoxygenator or water reclaimer is powered up while the hab is still unheated, this initial water will disappear in a few seconds both from the status screen and from the actual storage.</li><li>Once the hab is heated to nominal temp, this water does not return, even though the water loss should be only temporary (as I understand): habitat cools below zero -> water frozen and becomes inaccessible, habitat heated to above zero -> water melts and becomes accessible again. This basically means that all games effectively start with zero water reserve since the initial water the hab is created with will be lost due to this.</li></ul><br/><br/> Tyler Owen replied:<br/><p>I was thinking about that too, and I know this isn't necessarily realistic, but from the players perspective I don't think it ever makes sense to be able to carry frozen water. They can already carry water from the hab without it freezing, which I think is necessary from a gameplay perspective, and so if they were to pick up frozen water they would expect it to defrost in their inventory. And at that point it seems kind of silly to have to include that as a mechanic that needs explanation rather than just have the water start out as defrosted. Maybe it's laziness on my part not wanting to implement it, but I don't think your version of depositing the frozen water to melt it in storage is very intuitive either.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-05:/communities/1/topics/482-rock-samples-have-0-weight/2018-09-05T18:59:42+00:002018-09-05T18:59:42+00:00Rock samples have 0 weight [ideas/suggestions] [under review]<p>While this may be by design, but it doesn't feel right. Although it's not specified how big the samples are (for what purpose they are taken, just a tiny splinter or something bigger, only one or more pieces), they should still have at least a token weight, maybe 0.2-0.5 kg each.<br></p><br/><br/> Tyler Owen replied:<br/><p>It is by design. I didn't want the process of collecting a sample to require any inventory space. Technically atmospheric samples have weight, but they are the same weight as the empty canister so taking the sample doesn't require additional inventory space. I might revisit this in the future, but since there is (currently) no survival benefit to research I didn't want there to be a survival cost either.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-09-02:/communities/1/topics/479-another-year-and-some-really-great-improvements-have-been-made/2018-09-02T08:32:53+00:002018-09-02T08:32:53+00:00Another year and some really GREAT improvements have been made! [praises] <p>Hello again. I have "ripped you a new one" twice now, so I won't be doing that this time. I know that you're just one person and I congratulate you on the progress you have made.</p><p><br></p><p>1. I love the rock and atmosphere sampling and I'm looking forward to seeing how this will effect the story mode.</p><p>*Issue - All the samples, no mater which HAB I put them in, are displayed under HAB Gamma, going so far as to disappear off the bottom of the page, with no way to scroll up.</p><p><br></p><p>2. PRT's!!!! YES! Finally, I can get a kilometer in under a DAY! (Exaggeration I know)</p><p>* If I can carry, 50 Kilos without being over encumbered, and still walk with 75 Kilos on my back... Shouldn't the PRT's be able to hold more than 40? Just my personal opinion. Suggestion? Add the weight of the RTG to the packing weight. No RTG? More storage capacity.</p><p><br></p><p>3. Old issue, but it still happens - While in the airlock, of a fully functional HAB; using the control pad next to the interior door... If you remove all the oxygen from your suit, then immediately enter the HAB, you still asphyxiate shortly after entering the HAB... Even though the HAB is full of O2. (My fix is to never remove all the O2 from the suit, unless I'm already not wearing it, in the HAB. Then it doesn't happen.)</p><p><br></p><p>4. Cheat Glitch - if you put most of your O2 and Power from your suit into a Non-Functioning HAB, the go inside and sleep (great sleeping bags that keep you from freezing in your sleep). As soon as you wake up, quit the game, then get back in and your suit will be 100% full of BOTH O2 and Power! (Happy accident that I found out about, but still a cheat glitch.)</p><p><br></p><p>5. Floating PRT - I saw this on another report, but I just saw it today, so I thought I'd include it. It's exactly as Mr Fusion described.</p><p><br></p><p>6. Radiation "Area" instead of Radiation "Storm" if caught in it outside of a HAB. Per the previous post.So that's all for now! I'm VERY impressed with the progress you've made in development of this game and I'm still willing to assist you in any way I can, should you need it. </p><p><br></p><p>Sincerely,</p><p>SSG (Ret) Charlie Schuhart</p><p>US Army Signal Corps</p><br/><br/> Mr. Fusion replied:<br/><p>I actually meant to look this up some time so now I did, for reference.</p><p><br></p><p>The US combined IVA/EVA suit (EMU, AL7) from the Apollo era was 92 kgs in EVA configuration, with 6.5 hours independent life support, suitable for EVA on the surface of the Moon.</p><p><br></p><p>The current US EMU in use for EVAs on the ISS is 145 kgs in EVA configuration, with 8.5 hours independent life support.</p><p><br></p><p>The Russian Orlan EVA suits currently in use on the ISS are around 110-120 kgs (depending on version) in EVA configuration, with 7 hours independent life support.<br></p>Charlie Schuharthttps://lacunapassage.userecho.com/users/172-charlie-schuhart/topics/tag:lacunapassage.userecho.com,2018-08-31:/communities/1/topics/463-pressing-esc-to-close-datapad-while-driving-disables-driving-controls/2018-08-31T17:32:31+00:002018-08-31T17:32:31+00:00Pressing "esc" to close datapad while driving disables driving controls [bugs/crashes] [fixed]<p>This bug has a simple repro, so I'll just post that. Let me know if you need more details.</p><p><br></p><p>Repro:</p><p>1. Hop in the PRT and start driving</p><p>2. Open the datapad via E or one of the app key mappings</p><p>3. Press "Esc" to close the datapad</p><p>4. Attempt to steer, brake, accelerate or turn.</p><p><br></p><p>Result: no vehicle control</p><p><br></p><p>Woraround to regain vehicle control: open the datapad and press E to close it. </p><br/><br/> Tyler Owen replied:<br/><p>This should be fixed for the next update. Thanks for reporting.</p>Ruruwawahttps://lacunapassage.userecho.com/users/148-ruruwawa/topics/tag:lacunapassage.userecho.com,2018-08-31:/communities/1/topics/390-062b1-backup-batteries-unusable-when-inside-habitat/2018-08-31T17:10:05+00:002018-08-31T17:10:05+00:00[0.62b1] Backup batteries unusable when inside habitat [bugs/crashes] [fixed]<p>While this may be intentional, but I think it should be possible to use Backup Batteries while inside habitats (and pop tents in case the current behaviour applies to those too), which currently is not (the "Use" option doesn't appear at the bottom of the left panel when a battery is selected).</p><p><br></p><p>It can be argued that the player character is not wearing the suit while inside, however, there may be emergency situations when the suit battery should be chargeable this way, for example when running out of suit power while being in an unpowered habitat.</p><p><br></p><p>And while maybe I should open a new one for this as suggestion, but I think their current weight is a bit too low for a battery pack which can recharge the suit by 50%. At least 0.5-0.8, but probably more like 1 kg would likely be closer to what it should be.<br></p><br/><br/> Tyler Owen replied:<br/><p>This should be fixed for the next update.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-08-31:/communities/1/topics/472-main-menu-and-quit-options-are-the-same/2018-08-31T17:08:25+00:002018-08-31T17:08:25+00:00"Main Menu" and "Quit" options are the same [bugs/crashes] [fixed]<p>The pause (Esc) menu when a game is in progress has a '"Main Menu" and a "Quit" option, however, both will just return you to the main menu. I'd expect "Quit" to exit the game to the desktop straight away, after displaying the warning about unsaved progress, while "Main Menu" returning to the main menu as it does now.<br></p><br/><br/> Tyler Owen replied:<br/><p>This should be fixed for the next update.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-08-29:/communities/1/topics/474-visible-daylight-inside-unpowered-habitats/2018-08-29T17:02:30+00:002018-08-29T17:02:30+00:00Visible daylight inside unpowered habitats [ideas/suggestions] <p>As I recall I made a similar suggestion some time ago in the other direction, but this might be a bit "easier" to implement.</p><p><br></p><p>One thing that makes the unpowered habs feel "wrong" to me is that there's always pitch black inside (not counting that low red light), even during the day. They have windows, even if relatively small ones, so the interior should receive at least a small amount of external light through them, that changes according to time of day and possibly storm density if any.</p><p><br></p><p>And the reason I said "easier" is that it might be possible to pull this off by a combination of ambient light and with the use of light sources similar to the one giving the faint red illumination, placed to where the two side windows and the airlock portholes are located. (For the best results, the windows themselves should also appear to be bright, which then essentially becomes the same problem as making them appear lit from the outside during the night when the hab is powered up.)<br></p><br/><br/>suggested by: Mr. FusionMr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-08-22:/communities/1/topics/448-blank-broken-component-slot/2018-08-22T21:36:58+00:002018-08-22T21:36:58+00:00"Blank" broken component slot [bugs/crashes] [fixed]<p>I found an initially broken component slot which behaves as if it didn't exist at all, mirroring the component slot that was interacted with previously instead of showing its own condition.</p><p><br></p><p>The issue is demonstrated in this save: <a class="i_item_file file-icon-archive" data-file="100" href="/uploaded/file/14404/1/138/9ceeaa0cfecc3588ac016b6a2d98872a.zip" title="blank_component_slot_save.zip">blank_component_slot_save.zip</a><br></p><ul><li>Exit the habitat you are currently in and go to the Reoxygenator.</li><li>Interact with the status screen and notice that "Hose slot 2" is marked as broken.</li><li>Open the maintenance panel and interact with "Hose slot 2" (the top one).</li><li>You will get a "blank" component state screen with the buttons moved somewhat up from the bottom, and the upper half, where the component name and state should be, being empty.</li><li>Close this screen and interact with any other component slot, then interact with Hose slot 2 again.</li><li>At this point you should see whatever you've interacted with previously, instead of Hose slot 2.</li></ul><p>This slot was initially broken, so it may be related to that. I don't think I've seen this issue with any other broken slot I've came across so far in this playthrough.<br></p><br/><br/> Tyler Owen replied:<br/><p>Much appreciated. Got it pinpointed and fixed for the next update. </p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-08-21:/communities/1/topics/444-salvaging-error/2018-08-21T21:38:26+00:002018-08-21T21:38:26+00:00salvaging error [bugs/crashes] [fixed]<p>If I attempt to salvage more than two or tree items, I suffocate and die, even if the hab is fully operational without system issues.<br></p><br/><br/> Tyler Owen replied:<br/><p>This may be related to an issue that has now been fixed. Hopefully we won't see it again after the next update.</p>synfan4806https://lacunapassage.userecho.com/users/192-synfan4806/topics/tag:lacunapassage.userecho.com,2018-08-21:/communities/1/topics/450-radiation-meds-instantly-restore-organ-integrity/2018-08-21T21:15:57+00:002018-08-21T21:15:57+00:00Radiation meds instantly restore organ integrity [bugs/crashes] [not a bug]<p>When I used radiation meds to treat a severe exposure (around 3000 units), the organ degradation that was also caused by the radiation (poor / orange organ integrity level) was also instantly restored to normal / green level.</p><p><br></p><p>I don't think this should happen; organ integrity should slowly regenerate towards normal, the same way it does when recovering from other negative impacts.<br></p><br><br/><br/> Tyler Owen replied:<br/><p>You made a larger suggestion post on this topic so I'm going to mark this one as "not a bug" until I have time to address your suggestions.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-08-21:/communities/1/topics/415-repairing-broken-slots-may-yield-intact-components/2018-08-21T03:04:38+00:002018-08-21T03:04:38+00:00Repairing broken slots may yield intact components [bugs/crashes] [fixed]<p>When I repaired a failed tank slot on a Water Reclaimer which was filled with the large canister (the metal one, not the bladder type, can't remember the exact name at the moment), I got the good version of it which I could immediately put back.</p><p><br></p><p>When I repaired a failed fuse slot with a broken fuse in it, however, I got a broken fuse as expected.</p><p><br></p><p>Since testing all slots/components in game would be difficult, maybe a thorough review of the functionality would be better to catch any similar mistakes.<br></p><br/><br/> Tyler Owen replied:<br/><p>Ok, I think I got it this time. There's a few too many possibilities for me to test right now, but it's a fairly minor bug so I'm going to move on to some other fixes. This should be fixed in the next update.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-08-20:/communities/1/topics/468-incorrect-reoxygenator-state-on-hab-status-wall-panel/2018-08-20T22:15:28+00:002018-08-20T22:15:28+00:00Incorrect reoxygenator state on hab status wall panel [bugs/crashes] [fixed]<p>The state of the reoxygenator is still displayed in green even when it is running on reserve power. The water reclaimer and the power supply displays as expected, I'm not certain about the heater, but I think that's good too.<br></p><br/><br/> Tyler Owen replied:<br/><p>Thanks. This was a code typo. Fixed for the next update.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-08-20:/communities/1/topics/467-equipped-pickaxe-makes-datapad-invisible/2018-08-20T21:10:03+00:002018-08-20T21:10:03+00:00Equipped pickaxe makes datapad invisible [bugs/crashes] [fixed]<p>With the pickaxe equipped, trying to bring up the datapad with any hotkey results in the datapad getting activated but not actually appearing, and the pickaxe remaining equpped. If you "open" the inventory screen by hitting "i", you can hear the clicks that accompany the movement of the selection and you can use/drop items all the while the datapad is not visible (and the pickaxe is). Hitting "e" from this state puts away both the invisible datapad and the visible pickaxe, and then the datapad will work correctly. Instead of this, I'd expect the pickaxe to be unequipped and the datapad opened when a datapad hotkey is used.<br></p><p><br></p><p>Equipping the pickaxe then hitting "e" will put the pickaxe away, this likely is the intended way to unequip it.<br></p><br/><br/> Tyler Owen replied:<br/><p>I'm keeping the functionality of pressing "E" (the default equip datapad key) where it only puts the pickaxe away. However, I've fixed this issue with the hotkeys where it will now put away the pickaxe and immediately open the appropriate app. I think this provides the ability to quickly get to the app you want and also the ability to just put the pickaxe away without opening the datapad at all. Will be in the next update.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/tag:lacunapassage.userecho.com,2018-08-20:/communities/1/topics/470-no-more-power-production-possible-major-bug/2018-08-20T19:30:44+00:002018-08-20T19:30:44+00:00No more power production - possible major bug [bugs/crashes] [fixed]<p>Currently have a possible major bug. <br><br>I installed a third RTG unit (Electrical Module, Heater Module and last was Reoxygenator Module). <br><br>I was away from this base for about a day and when I returned, the whole power supply was not working anymore. The modules were all switched on and showed no new damage. <br><br>I therefore assume that the installation of the third RTG module triggered this bug. <br><br>Currently, there is no possibility to restart electricity production. All 4 stations have malfunction without any damage being visible.</p><p><br></p><figure><img src="/s/attachments/14404/1/199/667da33990f78086cbb7f84b7ca9e8a2.jpg"></figure><figure><img src="/s/attachments/14404/1/199/eb91decf0b9be09cbe7c0256551fc5e9.jpg"></figure><p><br></p><p><a href="https://steamcommunity.com/app/252090/discussions/0/1744469130475920586/">https://steamcommunity.com/app/252090/discussions/0/1744469130475920586/</a></p><p><br></p><p>The removal of the third RTG unit did not eliminate the bug.<br>Had just removed all RTG units but it still worked no power.<br><br>Have tried a variety of things, but nothing brought success. Unfortunately, this bug can not be avoided.<br><br>SOL 067</p><p><br></p><p><a class="i_item_file" data-file="105" href="/uploaded/file/14404/1/199/f4aae9bdd85eee807db1f61f47ef181e.lpsave" title="survivalmode.lpsave">survivalmode.lpsave</a><br>I hope this is the save file?</p><p><br></p><p><a class="i_item_file file-icon-text" data-file="108" href="/uploaded/file/14404/1/199/1bd03ea794c08cf6e7d90e537d874906.txt" title="output_log.txt">output_log.txt</a><br><br></p><br/><br/> Tyler Owen replied:<br/><p>This was an issue related to dust storm impact of component slot degradation. There will be a fix in the next update which should make this save file playable again.</p>Leticronhttps://lacunapassage.userecho.com/users/199-leticron/topics/tag:lacunapassage.userecho.com,2018-08-17:/communities/1/topics/471-hit-boxes-around-bulkheads-are-way-off-hard-to-get-inside-many-clicks-needed/2018-08-17T02:12:21+00:002018-08-17T02:12:21+00:00Hit boxes around bulkheads are way off hard to get inside, many clicks needed. [ideas/suggestions] [under review]<p>Both bases, all four doors. base in the N/W, and N/E have problems or my mouse is finally succumbing to all of the abuse. :-}<br></p><br/><br/> Tyler Owen replied:<br/><p>Hi there. Could you elaborate a bit more? Do you mean that the doors are hard to get to open by clicking? Or that the open doorways are difficult to walk through? Any extra information would be valuable. Thanks.</p>Lucien Levinehttps://lacunapassage.userecho.com/users/189-lucien-levine/topics/tag:lacunapassage.userecho.com,2018-07-30:/communities/1/topics/466-inventory-filter-for-samples/2018-07-30T18:25:20+00:002018-07-30T18:25:20+00:00Inventory filter for samples [ideas/suggestions] [under review]<p>It would probably be useful to have a new inventory filter category for research samples. While the 5 samples in themselves aren't that many, but atmospheric samples, for example, are currently categorized as "Materials" (I don't have rock/soil samples yet so I don't now where those will appear) and when you have a lot of stuff in the inventory, it may take a bit of time to find the samples amongst all the rest of the items.<br></p><br/><br/> Tyler Owen replied:<br/><p>Yeah, currently all samples are categorized as "Materials", but I was just thinking about having another category for them also. It's probably a good idea, and honestly there are other types of items that may need to be recategorized too. I'll have to consider what would make the most sense.</p>Mr. Fusionhttps://lacunapassage.userecho.com/users/138-mr-fusion/topics/