0
Under review
AlpineHiker03 3 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 3 months ago 1

Possible hot key assignment for items, such as water, portable solar panel?

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Under review
AlpineHiker03 3 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 3 months ago 1

Will the HAB's be movable? since they have wheels and thrusters. Basically, gather the HABs together to make one big base is the idea.

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Fixed
MarsWalker 3 months ago in Gameplay • updated 3 months ago 10

SnowWalker here. I have just started a new game. I was able to equip a portable solar panel the first time and then later unequipped it but I was never able to equip it again. Not only that but the game keeps adding more portable solar panels to my inventory that I didn't have. I initially took one from a solar panel array outside and then went inside the hab. While checking equipment I noticed I had two portable solar panels (psp) on me now. I added one to storage. I just shrugged that off thinking I may have had one on me all along and hadn't noticed yet. Later though, when I couldn't equip one again I went back inside the hab to put it into storage as well to then maybe remove again later and see if that helps. When I got to the storage....I had 3 solar panels on me now, and that was not including the one that was already in storage. So now I have four psps when I only should have one. Just before I quit the game just now, I had gone outside to try once more to equip the psp. I only had one on me since I put all of them but one into storage again. Once outside though...I have two on me again and still not able to equip one. I have my save file but not sure where to attach it?


I just went back into the game without saving again and I had three more psps in my inventory. Put two into storage, now altogether I have eight...from the first hab and I've only been here one sol and one night so far.and I only initially had just one.  I went outside to see if I could now equip it but still survivalmode.lpsaveunable....went back inside and I again have two psps in my inventory again. Now I have nine. 


Okay I've posted the save file but I guess my cursor was in the middle of the last sentence. You should still have it though. I am going to start a new game now and see if it gets corrected by itself. I still have the save file copied to my desktop though if you need me to send it again. Thanks.


Nope, second game still unable to equip the psp again after equipping it a first time and then unequipping it.....and they are still duplicating in my inventory.  I can't play like this because I rely on the psp to get me around. I'll wait until it's fixed I guess. Here is my new saved file. survivalmode.lpsave

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Fixed
Mr. Fusion 3 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 2 months ago 16

I found a "Drill Rover" site which did not get marked on the map once discovered. I think this was the first one I ever saw so I can't tell if it may be an issue with the site itself or with the location it was placed at. At any rate, if that helps, the ingame coordinates I found it at were Lat 283.072, Lon -6.4689.

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Completed
Mr. Fusion 3 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 3 months ago 1

Until now I was under the impression that the secondary locations marked with blue are picked up by the scanner in a 300 meters range, which seemed like a reasonable distance, so I didn't really pay attention to the actual distance. The EVA suit documentation also mentions only the 300 meters and 1000 meters ranges, and also in a somewhat confusing manner, saying that WayStats increase the 300 meters range to 1000 meters, not specifying if it's true for all location types (it effectively is true for anything but the blue locations, as far as I could tell).


However, blue locations appear to be detected only from around 145-155 meters, which is about half of even the base scanner range, not to mention the 1000 meters (which may or may not apply to these locations, as the documentation is unclear about it), and feels extremely limited; you have to get so close to these locations for the scanner to detect them that from there you can just spot them visually, so such a short detection range is practically useless.

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Not a bug
Mr. Fusion 3 months ago in Gameplay • updated by azhockeynut 3 months ago 3

While being inside a powered up a habitat, once the habitat reserve power got charged to 100%, the EVA suit starts to receive charging as if it was somehow linked to the Hab's power system. It may be intentional, but I think it would look kinda funny to run around with an extension cord attached to the suit to get it charged "on the go" like that. :)

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Fixed
Mr. Fusion 3 months ago in Gameplay • updated 4 days ago 8

When you fill an empty canister with oxygen at the crafting station, the habitat's oxygen reserves are not reduced by the appropriate amount, effectively creating oxygen out of nothing. This creates an exploitable(?) loophole:

  1. Fill empty canisters at the Crafting Station inside the Hab.
  2. Exit the Hab.
  3. On the outdoors version of the airlock room, bring up the suit supply managing screen, and dump most of the suit oxygen into the Hab reserve tank.
  4. Use an oxygen canister to refill your suit.
  5. Repeat steps #3 and #4 until you run out of filled canisters.
  6. Reenter the Hab and start over from step #1... Infinite oxygen without the oxygenator (nor the water reclaimer) running.
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Fixed
Mr. Fusion 3 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 3 months ago 5

When you enter a habitat with one or more systems being offline, sometimes you will transition to the interior with the helmet on, while other times with the helmet off. There doesn't seem to be any factor that determines this, you can enter, exit then reenter the same habitat without changing system states and one time you will have the helmet on, and another time you will have it off (I even ended up once without a helmet in a habitat with none of its systems running, then when I exited and entered a second time, I had the helmet on).


However, even when you have your helmet off, you will still drain suit oxygen and/or power depending on the state of the oxygenator and heater systems.


I tested with this:

  1. Start in a Hab with all systems turned on.
  2. Exit the Hab, turn off the oxygenator and reenter the Hab.
  3. At this point, I almost always have appeared inside with the helmet on.
  4. Exit the Hab, wait a few seconds outside, then reenter.
  5. More often than not, this second time I've appeared inside with the helmet off but still using suit oxygen.

During testing, there was one time when I had the helmet on even on the second entry with the oxygenator turned off, but not on the third. In none of my current test runs did I ever have appeared inside with the helmet on again once I had a helmet off entry (but previously there was one time when I first loaded into an unpowered habitat without the helmet, then a second time with it so it does happen the other way around too sometimes).

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Fixed
Mr. Fusion 3 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 3 months ago 1

When replacing non-electrical components like filters or storage tanks while the hab system is powered up, they throw sparks like electrical components would, but they don't actually break (as they shouldn't).


Since the sparks were added as an indicator that you shouldn't replace electrical components while the power is on, for the sake of clear feedback and consistency, it should happen only for those components, not for all of them.


(I know there was a thread about all this somewhere, system repairs and feedback on powered state, but I couldn't find it by any relevant search term I could think of.)

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Under review
Mr. Fusion 3 months ago in Gameplay • updated by azhockeynut 2 months ago 4

The current navigation and scanning functionality offers little incentive to discover, activate and maintain WayStats; you need to activate only one and you get the whole navigation package in one go. While the addition of weather monitoring at some later time will make the advanced part (fuse slots and fuses) of it more important, the base function could also benefit from a more gradual bonus approach and some added/extended functionality:


  • No active WayStat: no navigation related functionality at all (no compass, no coordinates, visited locations not marked on map, photos taken not tagged with coordinates, no position tracking on the map, "No nav" text instead of compass), 300 m scan range.
  • 1 WayStat: compass display, Habs and WayStats can be waypoints, 400 m scan range.
  • 2 WayStats: coordinates display, visited "white" locations marked on map, white and photo locations can be waypoints, 550 m scan range.
  • 3 WayStats: position tracking on map, custom location can be placed freely and set as waypoint, 750 m scan range.
  • 4 or more WayStats: distance to "pings" shown in scan mode even for unvisited locations, 1000 m scan range, (visited "blue" locations marked on map?), (scan "pings" immediately marked on map with generic icon without having to actually go there first?).

Additionally, each active WayStat could slightly (maybe by 50 meters, up to 500-600 meters max?) increase the detection range for "blue" locations.