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Kinda funny they didnt want to add guns but quite frankly ive indiscriminately murdered dozens of bonesharks, sandsharks, stalkers and the repulsion cannon launches things a hundred meters. As for cyclops energy draw still havent figured oit why its so high and yes i do have the 300% mod in.
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# ? Feb 6, 2018 05:16 |
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# ? May 14, 2024 23:10 |
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TheGreasyStrangler posted:How badly did I sequence break by looking up the code to the Captain's quarters in the Aurora after I had opened up everything else? I was just being lazy and wanted to avoid having to remember to come back to the Aurora to open one locked door. None at all. The real time sink is curing the disease and building the rocket
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# ? Feb 6, 2018 05:16 |
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Can you put dual grapples on the PRAWN and swing around spiderman style?
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# ? Feb 6, 2018 05:29 |
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priznat posted:Can you put dual grapples on the PRAWN and swing around spiderman style? Yes https://www.youtube.com/watch?v=eEDs5eJ8bUc
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# ? Feb 6, 2018 05:32 |
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That’s awesome Love the dual hook slingshot move.
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# ? Feb 6, 2018 05:47 |
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After visiting the dunes I have gone from 0 time capsules to 4. Guess my game decided to put all of them here.
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# ? Feb 6, 2018 05:54 |
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Digirat posted:that's a shame. I like the game's soundtrack. Somehow, it just puts an extra sad little twist on the whole PR scandal
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# ? Feb 6, 2018 06:20 |
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Last bit of the game kinda falls flat for me. Running around caves constantly going back for dumb cubes and a fabricator is nowhere near as fun as exploring new biomes and base-building.
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# ? Feb 6, 2018 06:21 |
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Elendil004 posted:Last bit of the game kinda falls flat for me. Running around caves constantly going back for dumb cubes and a fabricator is nowhere near as fun as exploring new biomes and base-building.
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# ? Feb 6, 2018 06:24 |
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nullEntityRNG posted:None at all. The real time sink is curing the disease and building the rocket Awesome. I got the transmission necessary for it after a few more minutes of exploration, anyway, which totally vindicates my decision.
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# ? Feb 6, 2018 06:25 |
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They should really unlock the captain's quarters automatically instead of making new players backtrack for it. Or play the transmission whenever you reach the prawn bay.
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# ? Feb 6, 2018 06:34 |
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Rynoto posted:They should really unlock the captain's quarters automatically instead of making new players backtrack for it. Or play the transmission whenever you reach the prawn bay. ...Man. Why the gently caress can't we build a portable radio?
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# ? Feb 6, 2018 07:01 |
Yo, this eliminates pop-in, but the impact on performance is severe. http://steamcommunity.com/sharedfiles/filedetails/?id=1279642367
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# ? Feb 6, 2018 07:31 |
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Section Z posted:The fetch quest can be a bit of a sudden slog, yeah. But as for Cubes? If you mean the Ion cubes, the Ion drill node in the containment facility main hall respawns. Not that anything tells you this. (Or did they remove that perk? I haven't even bothered drilling that thing in quite a while). It still respawns, quite quickly in fact, and it's mentioned in the scan text that the machine around it is a "fabricator" that is a "limitless form of energy." So it's only said indirectly, but the thing is big and spinny and colorful, so it's hard to miss.
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# ? Feb 6, 2018 07:46 |
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A mod to pull resources from nearby containers: https://gist.github.com/HexiDave/436fb5cac57c170e8633c07e1ce4d7f5 I haven't tested it extensively, but so far: - Pulls from any storage container within 100m - Works with Fabricators and the crafting station on the Cyclops - Pulls from the player inventory last - The blueprint items light up correctly, but the tooltips aren't correct- that's just because I didn't want to patch multiple classes until a mod manager of sorts is setup I didn't change much of the game's logic, so it shouldn't have too many side effects. Let me know if there are any severe performance or stability problems. Edit: https://www.youtube.com/watch?v=nsWtG0oqS1Y HexiDave fucked around with this message at 08:39 on Feb 6, 2018 |
# ? Feb 6, 2018 07:52 |
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# ? Feb 6, 2018 08:50 |
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HexiDave posted:A mod to pull resources from nearby containers: https://gist.github.com/HexiDave/436fb5cac57c170e8633c07e1ce4d7f5 Can I add this to my nexus compilation mod for anime titty posters? thanks
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# ? Feb 6, 2018 08:52 |
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Dammit I just need one stalker tooth to build the Cyclops but the game isn’t cooperating, spent 20 minutes playing metal salvage fetch with a stalker and nada. I remember this being pretty annoying in early access too.
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# ? Feb 6, 2018 09:08 |
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Scanner room can highlight teeth
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# ? Feb 6, 2018 09:10 |
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Rynoto posted:Scanner room can highlight teeth Yup got one this way but even max range not getting any.. perhaps need to try in another region but the one I’m using has a few creepvine/stalker areas. Oh well next play session should get one!
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# ? Feb 6, 2018 09:17 |
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priznat posted:Yup got one this way but even max range not getting any.. perhaps need to try in another region but the one I’m using has a few creepvine/stalker areas. Oh well next play session should get one! iirc the scanner room won't show materials until you have passed through the area. so go for a swim through those kelp forests and then go back. Chances are there'll be stalker teeth on the scanner
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# ? Feb 6, 2018 09:27 |
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So I got grabbed by a worm in the cavern with all the giant glowing mushrooms, and the damaged/abandoned base. I got stuck in the geometry and drowned. I swam back, and then found out my Seamoth had *also* been shoved into the geometry, deep underneath it. Is there someway to get it out? Is there like a no clip code? Am I just kinda screwed and have to build another seamoth and get used to seeing two beacons for seamoths?
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# ? Feb 6, 2018 09:33 |
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E-Tank posted:get used to seeing two beacons for seamoths? You can modify and hide beacons on one of the tabs in the PDA, should work for vehicles as well (haven't checked). For instance, I make my above-surface beacons (various locations on the islands) red to make them distinct from the regular ones.
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# ? Feb 6, 2018 10:04 |
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HexiDave posted:A mod to pull resources from nearby containers: https://gist.github.com/HexiDave/436fb5cac57c170e8633c07e1ce4d7f5 Seems to work fine. Other than the somewhat slower functionality of the crafting thing, which might be due to having the cyclops close to my base and it looking at 12 or 13 containers for the items.
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# ? Feb 6, 2018 10:18 |
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Google Butt posted:Yo, this eliminates pop-in, but the impact on performance is severe. http://steamcommunity.com/sharedfiles/filedetails/?id=1279642367 Modders fixed the game for them. Perfect. (Or will do once they've worked on it a bit apparently)
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# ? Feb 6, 2018 10:28 |
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HexiDave posted:A mod to pull resources from nearby containers: https://gist.github.com/HexiDave/436fb5cac57c170e8633c07e1ce4d7f5 Aww gently caress yeah. Now make one that automatically crafts the intermediate components if you have the base materials.
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# ? Feb 6, 2018 12:25 |
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Holy loving poo poo, at this rate we'll have 4 man co-op in the next six months.uXs posted:Aww gently caress yeah. At least blood oil vines look cool, and it's used for TWO things. Section Z fucked around with this message at 12:58 on Feb 6, 2018 |
# ? Feb 6, 2018 12:55 |
So I just started and I found two escape pods? I haven't figured out how to make a base yet. I want to though because one pod was in a cool place with a giant swimming reef monster I want to somehow tame if that's possible. What exactly should I be doing?
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# ? Feb 6, 2018 13:10 |
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Nuebot posted:So I just started and I found two escape pods? I haven't figured out how to make a base yet. I want to though because one pod was in a cool place with a giant swimming reef monster I want to somehow tame if that's possible. What exactly should I be doing? Try to make all the tools available in your lifepod. The habitat builder is what lets you make bases, but you also want to use the repair tool to fix your pod and activate its radio.
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# ? Feb 6, 2018 13:30 |
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Nuebot posted:So I just started and I found two escape pods? I haven't figured out how to make a base yet. I want to though because one pod was in a cool place with a giant swimming reef monster I want to somehow tame if that's possible. What exactly should I be doing? Yeah follow the above advice and start making tools. I think the scanner is the easiest and maybe most important since it lets you unlock more blueprints. A base isn't a bad idea either because you will quickly run out of inventory space. A simple corridor with a hatch is enough to be able to build lockers
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# ? Feb 6, 2018 14:05 |
Did anyone else just rip the cameras off of their scanner rooms and throw them away? Because Stalkers keep coming around and stealing them, and it's super annoying.
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# ? Feb 6, 2018 14:10 |
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QuantaStarFire posted:Did anyone else just rip the cameras off of their scanner rooms and throw them away? Because Stalkers keep coming around and stealing them, and it's super annoying. I just turned off the pings and let them go, though that's probably a better idea in the long run.
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# ? Feb 6, 2018 14:18 |
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Pleased that the dev team trimmed the fat. One of the best decisions they’ve made.
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# ? Feb 6, 2018 14:20 |
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QuantaStarFire posted:Did anyone else just rip the cameras off of their scanner rooms and throw them away? Because Stalkers keep coming around and stealing them, and it's super annoying. A stalker came to steal them and keep hanging around my base. I gave him 3 metal scraps to play with and I now have a stalker teeth farm.
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# ? Feb 6, 2018 14:20 |
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QuantaStarFire posted:Did anyone else just rip the cameras off of their scanner rooms and throw them away? Because Stalkers keep coming around and stealing them, and it's super annoying. just turn off their beacons and let them, it helps get more teeth.
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# ? Feb 6, 2018 14:23 |
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Zesty posted:Pleased that the dev team trimmed the fat. One of the best decisions they’ve made. Don't get me wrong, people should be held accountable for their varying degrees of terrible views and spouting them to an audience. But firing the Lead Sound Designer on a game universally lauded for its stellar sound design is not "trimming the fat". It's a huuuugge blow.
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# ? Feb 6, 2018 14:30 |
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Yeah the dog whistle noise in particular is really distinctive and noticeable
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# ? Feb 6, 2018 14:33 |
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Dongattack posted:
The game is released and the industry isn’t hurting for people looking to move up.
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# ? Feb 6, 2018 14:43 |
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Lunchmeat Larry posted:Yeah the dog whistle noise in particular is really distinctive and noticeable who knew those leviathans were screeching racial epithets and i'm pretty sure the bonesharks liked to yammer about
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# ? Feb 6, 2018 14:45 |
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# ? May 14, 2024 23:10 |
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Dongattack posted:
I mean, did you hear those leviathan roars? It's just saying "get off our planet, illegal immigrant trash". At least it does to all the brokebrains complaining the game was not made by 100% organic, vegan, gluten free liberals.
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# ? Feb 6, 2018 14:45 |