Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Bearded Idiot

24
Posts
2
Topics
A member registered 60 days ago

Recent community posts

(4 edits)

Got a few:

  • Game sometimes freezes on loading, never loading up the omega warning and staying on a black screen
  • The wrench stops functioning after unbolting one of the panels on the back of the console, until you exit to menu and load the game again. 
  • Similarly to above, if you take any number of wheels off of the ATV, when you reattach them the wrench no longer works on any of them.
  • Game still sometimes crashes when exiting. 
  • Haven't been able to reproduce it since, but I somehow managed to place the data reel box partially inside a wall, causing it to get pulled the rest of the way in and become irretrievable.
  • Pressing the "fall over" button at various places inside the shack causes you to take multiple hits of damage all in quick succession, killing you immediately.
  • Bug still persists where objects sometimes remain fixed in place after being grabbed until let go of and grabbed again
  • Inventory slots at the top of the GUI sometimes end up mislabeled temporarily
  • Not entirely sure if a bug or not, but posting in case: half of the tiles needed for the green cabinet seem to be missing. They were present in 0.9.0a and I didn't see anything about it in the changelogs, so unless they were relocated in secret I'm assuming it's a bug. The ones missing are the one at the gate, the one in the northeast corner, the one at Uniform, and the two near the Hole. The other four are accounted for.
  • Old hashcodes sometimes re-appear in the computer's data buffer. 
  • During the "claustrophobia" nightmare, if you crouch in the corner and keep holding towards it you can get pushed out of the room into the void once the room gets small enough. EDIT: You can also apparently just sit still in the corner and the walls will simply move past you.
  • Nightmares seem a lot more frequent than usual, not sure if a bug or not.
  • The beeping diamond and "lightning wisp" entities seem to spawn way more frequently than anything else. (Not a new issue, but I don't know if it's been reported anywhere yet)
  • Either the incinerator or large coal chunks are not working properly. Placing multiple large coal pieces inside and running it, only some are converted into fuel as normal- the others are either set on fire and not converted, or not ignited at all (apart from fire spreading to them from other items).
    • The incinerator will absolutely not ignite them if they were inside it since before you last loaded the game.
  • Ordering the ATV Alternator upgrade gives you the Overcharged Engine instead.
  • There's a floating rock just down the path from Charlie
  • Likely more of an oversight than a bug, but typing "sv.check" while at a satellite always displays the health for Foxtrot instead of the satellite you're at.
  • The weight on both the 8x8x8 cardboard box and the wooden roadblock signs around the map seems a bit high.
  • Kel refuses to eat uncut oranges. The description says he will eat them whole or in slices, but he will only eat the slices. EDIT: Applies to lemons as well.
  • The green-lit drive at the gate security office cannot be interacted with outside of pushing it around with other objects.
  • The skeleton that sometimes spawns in the main chair no longer holds its shape- I walked into the main room to find just a big pile of bones on the floor and some in the chair.
  • Glowsticks still unstick in between saves, but now some of them wind up in different locations from where you left them altogether, including partially inside walls.
  • Falling out of bed leaves blood spatters for some reason
  • Opening the backpack makes a sound like you're opening a wooden cabinet
  • This happened to a friend and not to me- he somehow kept getting stuck on the screen for fixing the oven; escape would not let him exit. He had to rebind escape and then bind it back again before it would work for him.
  • Climbing on top of the dumpster out back with the storage crate inside it while holding a mop somehow caused me to get launched upwards into the sky. Have not been able to reproduce it.
  • Not exactly a bug, but the food tolerance on the MRE crackers seems a little high for how many of the stupid things you get. You're guaranteed one or two packs per MRE, so unless you specifically avoid MREs until the crackers or gone you wind up with a big stack of them leftover.
(1 edit)

Actually, the devs apparently thought of this because you don't have to use the keyboard at all to use the different cursors. You can do it all using just the mouse. There's 7 colored lights underneath the triangulation screen- clicking on the first four switches control to that color cursor (including that central one), while clicking on the last 3 will call that color cursor to your position. No keys required.

"They already have thousands of reports, i don't think they will see what you guys post here."
Well that's kind of disappointing. Makes me feel like I've been wasting my time keeping track of all the bugs I've been running into, especially considering the only way to use the "official" bug/feedback report forms seems to be to join the public Discord channel, and I'm not doing that. 

(2 edits)

Honestly I like the new triangulation system (minus the current bug with the cr towers). It feels like you're actually using the tech to narrow in on the signals rather than just playing a weird game of hide-and-seek. I know a lot of people have been complaining about getting the cursors around a signal only for it to vanish, but, that's not a new thing. It happened with the old system too. Granted, it might seem like it happens a little more frequently with the new system, but if you haven't noticed- there IS a trade-off: You no longer get "sensor error" or "invalid object" pings. If you triangulate in time it's *always* a success.

The floppy thing,... that definitely needs some tweaking. As tedious is it was to manually write down the hashcodes before, at least you were actively doing something to occupy your time. Now if the downloading takes too long you're just kind of sitting around with your thumb up your bum the whole time, and you can't exactly walk away to do something else. Honestly I feel like they should add some sort of real-time minigame or something to the satellite servers that can not only give the player something to do, but also possibly help reduce the chance of "unexpected errors". Maybe have the game get harder for every server upgrade installed, so it doesn't end up becoming too trivial once you have a bunch of upgrades installed.

Kind of reiterating some things I said in another thread, but, I feel it might work better if the penalty for the battery going dead was less severe. Like instead of being completely unable to use the ATV, let you continue to use it but at reduced functionality. Like have all the bells and whistles run on the battery, like the lights, turbo, any special upgrades like the map or radio, etc, and when it runs out, those stop functioning but don't prevent you from driving. Maybe you could also make it so you have to turn the engine a few times (not sure if that's the correct term) every time you try to start it instead of having it start immediately, or possibly make it so the engine stalls occasionally. But having it be completely non-functional seems a bit much, especially considering that's already the penalty for running out of fuel. As-is the battery just seems like a more expensive second fuel.

A lot of it feels very similar to the idiotic "customer is always right" attitude certain people seem to have while shopping, where they threaten to "Take their business elsewhere" if they don't immediately get everything their way. Like, seriously, it's fine if you don't like certain aspects of the test version, that's why it's here. To find out what the players like and dislike in advance. Threatening to not play anymore does nothing but make you look like an entitled fool.

(1 edit)

In regards to the ATV battery, I've been thinking about it, and whether or not they make it rechargeable or not, I think a possible solution would be to make it so the battery doesn't affect whether or not you can start the ATV. Like say it has an alternator, but it only maintains enough charge in the battery to start the vehicle- other things like lights, turbo, radio, map upgrade, etc. would stop being able to function without it. So you'd still be able to use it if the battery went, but at reduced functionality. I suppose they could also add something along the lines of having a chance the engine doesn't start right away and you need to turn the ignition a few more times to start it, but it always starts within a set number of tries.
The controls, the only real issues I have are 1: The "press E" and "hold E" functionality should be swapped, 2: There needs to be a more intuitive way to throw held items or pick up other items while holding something, and 3: Bring back the old push/pull system. That weird "fishing line" system doesn't particularly work very well. You can't easily rotate large objects without a high chance of completely tipping them over, most of the time trying to pull a tall object upright  just causes the whole thing to slide along the floor, and trying to life the bottom of an object up to lift it onto a curb or something seems next to impossible.
I actually kind of appreciated having to go through the new tutorial as they made a few changes to the game that I otherwise might not have been able to figure out on my own. 

You mean the little coal pieces or the big ones? Because you can craft 4 little ones into a big one, and those provide WAY more gas than the 4 little ones do separately. From the massive bonfires I started using all the wood trash piles from base, TR-1 and TR-3, plus all the wood debris from all the wood gib piles and broken supply crates at base thrown into a wood chipper (along with a few unlucky mannequins), I ended up with several thousand gas, to where I needed to buy a large fuel tank just to store it all.

There is a way. You have to put the cans inside manually now instead of having them snap into position. Not sure if it's a bug or an intentional change. Just pick up the can, rotate it to the cap is facing the inside of the refueler, and put it inside so it's mostly lined up with that rectangle it used to snap into. Don't need to fix it in place or anything. Doesn't have to be perfect, just has to be pointed the right direction.

(2 edits)

How exactly? The Wall Fixer?
Edit: Holy shit it does. I've been wanting this for most of v0.8.

The problem with the Server Upgrade solution is that new players aren't going to know that. Heck I didn't know they were craftable at first myself until a friend told me about it, and I've been playing this game since.... I'm not sure which version. Back when the base only had one floor to it (not counting the one room down the ladder). And even with server upgrades the wait time seems to still be based on RNG. I've had a satellite with three upgrades still running into multiple errors, I've had a satellite with no upgrades only take like four tries to finish.
In any case having the player just wait around now for a semi-random amount of time feels far less engaging than the old Hashtag system. I feel like this new system could work better if there was some form of player interaction involved apart from just typing "sv.request".

Honestly I thought I needed to reach the X at first too.

Yeah, I think you're talking about something else. The black lines I'm talking about are specifically in the reflections on the front windows when viewed from outside.

(1 edit)

Okay so it's just a Wall Builder material, then. That's kind of disappointing.

Has anyone figured out what the use for this is yet? I get you have to add it to a bucket of water like you do with flour, which lets you pour it out into four globs of cement, but I haven't figured out what to do with the globs. I was hoping to be able to somehow use it to fix those nasty-looking cracks and gouges in the walls and floors, but that doesn't seem to be the case. If I leave them sit for a few hours they form big rocks (although the globs themselves are still there as well, which I'm assuming is a bug), but that seems to be about it. Anyone have any idea?

I'm not sure this is the same thing. These lines are visible at all times of day, they seem to be only based on physical position. I loaded up my game to double-check just now, it's 22:04 in-game and they're still visible. One of them you should be able to see by looking at the main window while going up and down the short stairs in front of the base entrance, with a good view of it if you stop around where the bottom stair meets the ground. It looks like some sort of weird reflection artifact.

Ah. Right, with all the other new additions I completely forgot the blue floppies even existed. 

I'm not sure if it's possible to add spoiler tags to posts at all here, so I'mma try to be somewhat vague with my wording to avoid revealing too much;
-In the new area with the "dirt" piles, there is a hole in the collision in the corner between the outer wall and the top of the stairs.

I noticed on the console that there was an option to check "server health" now- except I can't seem to figure out what exactly this stat corresponds to. Right now in my game the health of most servers I check this with is 0, but it doesn't seem to have any bearing on how frequently those servers go down. I know the "cr.health" function is tied to how many live fuses the towers have remaining, so I thought maybe it was tied to how many server upgrades each one has, but I checked both Whiskey (which has 3 already installed at the start) and one of the servers I had manually installed a couple of upgrades into, and both were listed as 0, so I have no idea. Anyone else figure out what it's for?

(2 edits)

A few other things:
-I like the new trash gib piles. They make it much easier to collect all the trash gibs in a room (although I question why some of them have gigantic pieces of wood debris in them), and less likely to have random gibs that you missed and somehow clip into the collision to make annoying noises.
-I'm a bit divided on the new MREs. While I do like them a lot, I feel like they make it too easy to get past the food tolerance system since they have a variety of foods packed into them. The point of the original MREs was that they were quick and easy food that tasted like crap, thus you needed to balance it out with something else. I feel like a good solution would be to make it so that there aren't so many of the newer variety around; like have the *old* mres at locations like the Hole, the bunker, or in that barrel in the log, and have the newer ones be in various locations in the base or transformers, and be the ones sent to you each night.
-I'm not a fan of the new "drag" system. I liked the old style of moving objects, where you could tip a shelf upright by grabbing the top portion and pulling backwards, or lift up a large object by crouching, grabbing the bottom of it and standing up. This new system makes it difficult to turn objects, and impossible to lift the bottom of objects upwards- when I ordered a wood chipper and tried to move it to the front of the base, I couldn't even get the stupid thing over the curb- I ended up having to wheel it the long way around through the parking lot.
-Big fan of the new workbench system. Much easier to use than before.
-I like that you're able to craft server upgrades, especially considering how many of the stupid things you need. Any chance we could also get the ability to craft fuses or ATV wheels? Possibly transformer upgrades? (Not gonna say car batteries, that might be a bit much)

(1 edit)

The picnic not spawning properly isn't a new thing, I haven't seen anything but the space heater, model ships and empty shrimp trays laying in the middle of the field for like the past three game updates. I've just been assuming at this point that those are all that's meant to spawn there now.

I dunno if it's related but the "lantern" event that takes place at the Hole housing units also seems to be borked. The blips show up on the radar to draw your attention, the lantern, crates and notebook appear inside, but then you go in and nothing happens. No Ariral showing up to bust down the door, nothing.

(2 edits)

A few I've found:

-The ATV slowly rotates while it's parked on a slope until it's pointed directly down it.

-There's a weird black line that appears from certain angles in the outside reflection off the main base windows.

-Glowsticks you stick to surfaces unstick themselves on loading a game.

-If an object can be both held and dragged (such as the big fuel tank base), if you grab the object while you're dragging it you end up stuck in the slowed movement as if you're still dragging it.

-Placing the mop on the ground partially clips it into the floor.

-After interacting with the pc/signal panels/console you temporarily lose the ability to scroll between inventory slots until you interact with a different object.

-There's a weird issue with the grab function where oftentimes when you press E to grab an object, even though you're grabbing it the object won't move until you let go and grab it again. This seems to be most prevalent with items that are either spawned in through various mechanics (crafting, shoveling piles into gibs, etc), or dropped/placed from an inventory.

-Not sure what caused it, but had the ATV randomly teleport a few feet across the garage. Was walking past it holding metal scrap at the time, if that somehow has anything to do with it.

-In the entrance to the cave, on the lower right as you enter there's a hole in the collision.

-If you purchase the large fuel tank base, unless you remove it from the drone while standing in the right position it somehow spawns underneath you, launching you high up into the air. I died twice to this before I found a safe position to stand in.

-Taking the wood chipper out of the drone can result in you getting pinned underneath it until you can wrest yourself free.

-In the new crafting table menu, clicking on the search text bar exits the menu.

-Found a white puffball mushroom that couldn't be grabbed or held, the text read "hold alt to discard", and doing so while pressing E on it deleted it.

-Not sure if a bug, but I was keeping a bunch of wood debris in front of the base, and parts of it would periodically get blasted off all in one direction as if it was getting plowed through by an invisible car. It was not always the same direction.

-Also not sure if it could be considered a bug, but if you use a hacksaw to disassemble a big supply crate you still get the broken wooden debris in addition to the wooden scrap you get. Since you're taking it apart carefully using a tool I feel like you should only get the scrap.

"Having a way to target the towers would also be nice since the lights aren't always visible from the ground."
You mean via the console? You *can* target them, been doing so in my game just fine.

I definitely agree that the game is starting to demand a lot from the player. I'm finding myself so busy with just daily tasks and repairs that I have little to no time for anything else. Also agree that five signals is a bit of an ask for the first day; especially given how long the process takes now. I have my day time set to maximum and I barely managed to scrape by with the first task.

I like the disk system, but the rng can make it a bit annoying when you're waiting for a satellite server to upload data and it just keeps pumping out "unexpected server error" ten thousand times. Also, found a bug where if the game saves while a floppy/zip disk is in a drive, if you load that save all data on the disk will be lost, and ejecting it will instead spit out one of those big red ERROR props.

I'm probably one of the few people who actually *doesn't* hate the new controls, but I agree the press E and hold E options should be switched- there's currently a bit of weirdness where pressing E on certain objects either doesn't grab the object, or it technically does but the object won't move, and you have to release E and press it again to get it to recognize it.

ATV I feel needs some balancing. Not only is the new ATV bulkier, less powerful, and less durable, but now you have to keep track of both battery life and durability for each individual wheel, and extra batteries/wheels are NOT cheap. I've actually been finding myself carefully avoiding every rock and log I see now, lest I return to base with only a sliver of durability remaining.

My biggest gripe so far is the CR towers. While I like the concept behind them, they are NOT very well implemented. These things will drain your time, your money, and your sanity. Each one is tied to one of the colored cursors needed for the new coordinates panel, and if one goes out, that cursor is unable to move, essentially rendering the entire panel useless. The only things keeping the towers from breaking down are these expensive "fuse" items that wear out over time, and can burn out in as soon as a DAY. Without fuses, the towers break down CONSTANTLY. The game was good enough to give each tower four free fuses at the start of the game, and one of the towers burned through all of them before the end of the first week, with the other two following a few days later. And with no fuses, I can maybe download 2 signals before *at least* one of the towers is down again (and I'm on maximum time length). It got so annoying that I went into the game options and turned off CR Tower decay- except IT DOESN'T WORK. Toggling the option off does NOT stop the towers from breaking down or burning through fuses. These things have made me lose all interest in continuing to try the new version, which is a shame because I was otherwise enjoying it.