+1
Planned
Ryan Gill 1 month ago in Gameplay • updated by Mr. Fusion 2 weeks ago 7

Hi, another possibly useful suggestion...

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

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

+1
Completed
John Ng 1 month ago in Gameplay • updated by Tyler Owen (Lead Developer) 4 weeks ago 6

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

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

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

regards Lee /klingon

+1
Fixed
Bastion 1 month ago in Gameplay • updated by Tyler Owen (Lead Developer) 1 month ago 3

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


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


Output Log: output_log.txt

+1
Fixed
Curithwin 4 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 2 months ago 3

... a habitat as I stood up the collision got me stuck and the game stopped running for about 5 minutes. I needed to end task to get out. Replicated for the same result.

0
Fixed
Mr. Fusion 4 days ago in Gameplay • updated by Tyler Owen (Lead Developer) 3 days 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.)

0
Under review
Mr. Fusion 5 days ago in Gameplay • updated by Tyler Owen (Lead Developer) 5 days ago 1

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.

0
Under review
Aladin Kinach 6 days ago in Gameplay • updated by Tyler Owen (Lead Developer) 6 days ago 1

my two cents... again...

Being a survival game, I think the portable solar panel couldn't charge the suit's battery when flashlight or scanner are on, due to the energy used to maintain body temperature (which could be variable depending on the environment temperature).


In other words, the portable solar panel just could charge the suit's battery when no other device is

on.


Maybe around noon it might, due to more incidence of solar energy.

0
Under review
firespark1981 1 week ago in Gameplay • updated by Tyler Owen (Lead Developer) 1 week ago 1

Can't use data pad. No matter what I do it just does not respond to the controls and yes I have messed with the settings and tried wasd and arrow keys. All it wants to do is go to the exit button. Why not allow us to use the cursor like all other games.