Mr_Rieper7
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Hi, I have the same issue but it isn't limited to just this;
When building any interact-able object, as soon as it's done you activate it (if you are close enough).
I usually build lockers above the ladder in by cyclops, as I come … -
It would be nice having some sort of indication when you are going to barf...
Even hearing the character burp or dry heave before would work. -
As stated before, this sounds like Shodan! right down to the speech glitches, here's what I hear "it is your primary directive to swim closer to that*glitch* beautiful creature"
Now I wanna go smack some annelid hybrids again... -
The regen only works above 70% food/water ( more or less, I haven't tested extensively)
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I had a similar problem.
After some light "research" I found that stalkers only seem to drop teeth IF a stalker removes metal from another stalker in transit to its nest.
Otherwise they move metal around without losing teeth.
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I'm loving that pic!
This would be a nice feature. -
I was thinking of something like crafting a reinforced bottle that you would hook up to a machine.
The machine would pump in compressed air and when full could be left in the inventory.
When needed the bottle could be used to "instantly"… -
I started a new game the other day, that whole -
"However, during its descent, the Aurora was struck by a mysterious energy pulse resulting in catastrophic hull failure, leading to its crash landing on the surface of the planet."
-seems … -
According to the Trello cards, this is being worked on.
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Started a new game, played for about 2 hours and have managed to get the cyclops without going further than the grassy plateu, kelp forest and shallows.
I'm guessing it's random placement or I was lucky. -
I always have trouble finding the bench and moon pool fragments, I once went a full day (of playing) before I actively started hunted them down over about 3 hours....
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Personally I'd like to see them take the solar mod away from the seamoth and add it to the cyclops, the seamoth can be charged by the cyclops and moon pool so it's not really necessary unless you are going long distance and that's what the cyclops i…
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While I doubt they will do modular subs by launch, I think I remember reading a trello card about looking into it.
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Reducing the initial speed of the seamoth doesn't sound so bad, maybe reduce the energy drain a fraction while you are at it.
Early on you are just using it as a mobile air tank anyway.
Maybe they could introduce upgrades later on … -
Fair point.
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I thought I saw a base battery on the Trello cards a while back.
I think it was supposed to be external (outside the base) like the generators.
Might be wrong though.
If they do this, they should remove the ability of the gen… -
Why not let sleep work like;
Interact with bed, screen fades to black over 2-3 seconds.
Timer comes up in the middle of the screen counting down 30 seconds, while a "screensaver" like window fades in of fish swimming about in the w… -
My personal approach would be a "Power transmitter" upgrade that allows the Cyclops to link up to nearby power devices to recharge like bases or remote thermal plants etc..
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I always thought of the 'power beam' as more of a HUD representation of the connection, just to show the links.
For all we know they could be sending the power via "subspace channel" or somesuch sci-nonsense. -
The wreck is a fixed location as far as I know, I used to run past it on a regular basis until I needed to find it then I couldn't find it for over an hour. (was quite frustrating draining several batteries in my search). There is already a thread a…
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I was puttering around and a couple floating rocks spawned in front of my Cyclops, I rammed them ( I was going top speed and the appeared right in front and above).
I stopped to see what the hell and the rocks de-spawned causing the floaters t… -
I was thinking something similar to the "flying sub" but for rapid long distance travel.
It could be an upgrade module for the seamoth;
It would give a short speed boost when activated and if launched out of the water increases tha… -
I just hope this is seen and implemented, whatever way they choose do it.
I'm a stickler for details so I do tend to overthink things. -
The player should be able to construct a "lunch box" that gives a food and water slot that can be nibbled on when the hunger and thirst get below 75% to save some space and micro.
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Maybe not a specific construct-able item but a console on the walls of every room? Sort of like the wall panels in star-trek.
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It's still early days but I was just hoping they would do something about the lemming-like behavior of these predators.
I'd prefer a scaling increase on repeated damage instances but a simple time limit on enough damage that prevents them from…