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  Manual log for sectors map
Posted by: Nadarian - 06-29-2020, 01:11 PM - Replies (1)

Hi there!

During my first playthrough, I'm missing the option of being able to make a manual log for every sector you visit. This way, when traveling between sectors, you could write reminders about scavenged or non scavenged derelict ships, about asteroids almost fully mined... so if you rushed a few sectors to find energy minerals or something like that, you could easily know what sectors still have potential for you to come back.

Could be a manual log, or could be automated so you know what's left of interest in sectors that have already been visited!

Anyway, let me say THANK YOU for the work you're doing.This game has instantly become my fav of the year!

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  New player.
Posted by: Viscera - 06-29-2020, 07:45 AM - Replies (5)

After seeing the small sale on steam, I picked the game up at the weekend, on saturday morning. 
I then proceeded to mess about, building lots of random stuff and just trying to learn some stuff and following the guided plan a bit. 
Basics are sort of in place now, and looking to try a proper work through over the coming week ahead. 
I seem to have got a vague feel for mining, but cannot work out how you get crew to go to the derelict ship. Is that something that pops up later? 
Crew interface seems to be my biggest hardship atm, there is a lot going on there to work out. 
Supplys are my other issue... Trying to work out what i have, and how i can get more is not jumping out at me just yet. 
Enjoying myself so far, and looking forward to actually working out a working starter ship to explore a little more.

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  Better priority system
Posted by: somabva - 06-28-2020, 04:47 AM - Replies (1)

Are there already plans in place to let you give your facilities and logistics pads levels of priority? My crew are remarkably bad at picking tasks that are vital to keeping them alive, and while the new logistics priority functions are useful, they don't fix the core issues.
For example, my ship has one energy rod left. The crew member who has industry as their top priority... ignores this need and cheerfully makes fertilizer and circuit boards until the ship loses power and everyone dies. You can certainly make the logistics of that machine priority 1, but a full hopper does not actually make a crew member carry out the industrial task. Even manually assigning someone a work task will not guarantee they'll actually immediately go do that task - they'll all die in the cold void but at least they got a good night's sleep.
It would be great to be able to give each specific facility a general priority level, so that the logistics and functional tasks of that facility will take priority over other, lower priority tasks. Empty the airlock logistic pad before worrying about the compost logistic pad, for example. Feed power sticks to the generators before operating the circuit board machine. It would also be great to set a 'crisis' priority that would make everyone drop everything and support that task until it's caught up. The priority and crew tasking style of 'Oxygen Not Included' comes immediately to mind.

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  couple of bugs with ship combat
Posted by: tarzool - 06-27-2020, 12:37 PM - No Replies

1. The crew selection doesn't work right when any of the crew in that selection is in a shuttle/pod. What it does is selects the ones you CAN select, always leading me to thinking i just had a group of 3, or someone died while i wasn't watching. Don't think you can even assign someone in a pod/shuttle to a group.

2. Friendly factions will often hack your shuttle to dock on a ship your docked too, for whatever reason. Often that shuttle wont move after. So your guys get trapped on that ship till there idiot pick up what ever rng food plate they want and leave. Thats all well and good till you see its 10 charger aliens and you need to bugger off.. but now can't

3. A few times i have had alien, on an adjacent tile but passed a door (to the right or left) attack me and i could not shoot them. Im guessing due to non-destructable objects next to them, or the door. My guy shoots but they take no damage, which is impossible given how shotgun pellets work. I often have to move back or forward to compensate.

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  Stations and Cryochambers
Posted by: Lordadmiral - 06-22-2020, 11:18 PM - Replies (10)

Since now i dont find any other Stations or Cryo Chambers. Dunno, if this will come, or i am just not lucky

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  Power and comfort.
Posted by: deMangler - 06-22-2020, 08:59 AM - Replies (1)

I was trying to build some gas scrubbers as a contingency for fires when I noticed that even if they are stopped they still produce the same comfort penalty. Then I noticed that it is true for everything.
Is this as intended? I was assuming that it was a noise thing and that non-functioning noisy things would not produce the same amount of discomfort.

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