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BornToLose129

34
Posts
A member registered Aug 12, 2023

Recent community posts

Kerfur should still be able to retrieve reports, at least for me. But I do agree having to run out to repair servers when there might be potential threats is pretty annoying.

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My guy, the fact you refer to it as "drama" just proves how inconsequential it really was. If it was really that much to make a fuss about, it wouldn't be just "drama".

I even personally believe that if anything that those aggravators were saying about their datamine was true, then sure, the speculated content is cringe. But it isn't criminal and doesn't entirely ruin the optics of the game.

If you have points and modules/upgrades you want to bring over, you can start up a 0.6.3 save and use the reset options on everything else. Be aware the base has changed, so you NEED to reset events and objects.

So question: I have all the necessary crafting pieces for Omega Kerfus, but I haven't obtained the blueprint manual. The forced base-shutdown has already passed and I don't know what other options exist to open the bunker.

How do I get down there?

It's a known bug. Mine fell through the base ramp and I haven't been able to use it since.

I do love Tomato discovering the grapple mechanic and immediately has a FAAFO moment

https://clips.twitch.tv/SpineySavorySrirachaOptimizePrime-mpmJ96zawTAJuvxm

Could be a RNG bug. It is an experimental build after all, I've actually had crashes from the most benign things (Kerfur following me, picnic event, etc), you may need to start anew since your save seems borked.

Post your break-rooms (no spoiler objects though):

Were you experiencing this on night two? One of the in-game enemies actually stalks nearby the base on the second night and it prevents you from sleeping. It stopped happening for me after the second night.

Turns out the issue was a nest forming in the duct because I didn't clean a pile of MREs in that duct, which I wasn't even aware was accessible until I saw a bucket do a Gmod jiggle in the duct walls. Nobody new playing 0.7.0 is going to be aware of every new nook and cranny that could become a potential host for framerate booty-blasting.

I'm hoping the next build has some sort of measure that prevents nests from spawning in areas inaccessible to most players in their first few days of playing. The only real solution I found is using save-editor to modify points and dedicating the whole first in-game week on just cleaning the whole base.

I have no clue. I'm guessing it may be buried in the ground within the fenced-off west corner of the map where the river ends because that's where the waste barrels were near, but that's just an assumption. I have yet to purchase a detector and check.

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If you are experiencing framerate issues, the culprit is a roach nest that can spawn in the ceiling duct in the server room if you do not retrieve the MREs inside in the first few days. The AI for them is broken, so they all just sit and collide with each other in the same spot perpetually. The roach count limiter in settings will not have any effect on preventing this, so I'm providing a guide on how to deal with them:

1 - Start your save with player collision/explosion damage disabled. The solution entails explosives and falling, so be aware of that.

2 - Buy a hook and collect a gas can that has fuel in it.

3 - When you've obtained the hook, head over to the main console room and stand under the vent. Grapple the ceiling, use mouse wheel to hoist yourself next to the vent, then grab and wiggle it. It will dislodge and then the duct will explode, sending you ragdolling to the ground. You may need to hunt for your hook in the room.


4 - With the vent is dislodged, grapple the inside of the vent opening and use the mouse wheel to pull yourself up into the duct. You should then mantle the duct in the direction of the server room.

5 - Crawl until you reach the outlet into a larger duct space where you'll see either:

a) a stack of MREs you should immediately store away


or

b)the swarm of roaches


If the latter, take the can out of your inventory and bash or throw it against the walls until it explodes. Your game will chug for several moments as it tries to register the sudden fire damage and effects.

When the game settles, you should see your framerates improve. In the worse case scenario, you may need to bring a couple 4x2 boxes with you into the vent and manually collect and store the roaches in them before tossing them into a recycling bin for good.

If you still experience issues, there may be a cockroach nest that has spawned somewhere in the base that is tanking your framerate. Make sure to clean and organize EVERY room and go ham with roach repellant, at least one pod in every room.

I forgot to mention that and will include it as well. The only work-around I found was sticking a wall shelf at height with the outlet, then placing the cable reset on Kerfur/coffee maker above the outlet and reset it's position so the plug drops near the outlet. If it doesn't immediately pop in, you can use a crowbar, rock or hammer to smack the plug onto it if it's at height. It's finicky but possible, hopefully gets patched in the next update.

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Some feedback on 0.7.0 without any spoilers:

1) Moved a vending machine. Lived to regret it. 10/10.

2)Love the new base and it's layout. I was worried that it would look like some hodge-podge of a sterile daycare center and a bitcoin warehouse, but the aesthetic stayed surprisingly retro. The mural in the lobby is awesome! I'm also a fan of the new basement, as the old one's novelty had worn off. However, I'm puzzled by the choice to isolate certain rooms and controls in a way that infers more than one person would be at the base at any given time (something something dev maek molteeplaer moed PUHLEEZ comments). Not that I disapprove of it, just curious what that's about.

3) Power cables on machines and Kerfur are non-interactive at the moment. I suggest lining up a wall shelf or solid props that the plug won't phase through just beneath outlets and reset cable positions right above them. You can smack the plugs onto the outlets with a handheld tool if you give it a couple tries.


4) Vehicle reset simply doesn't work at the moment. My ATV fell through the base ramp when I began my new save and I've heard it perpetually exploding in the distance every couple minutes ever since. I'm stuck running on foot for the time being.

5) The new mechanic of having to check the radio tower power box in order for the drone to deliver orders is okay, but I REALLY hope you consider not tying the base power breaker and satellite server status to that. If anything, I believe there should be a server dedicated exclusively to the radio tower that determines whether or not your location can be triangulated and shipments can be sent out.

6) THANK YOU FOR NERFING FOOD TOLERANCE. I have it off anyways on my main save, but I'm glad that it gradually ramps up based off of selected difficulty rather than just being relentless on any difficulty.

7) Navmesh def needs some rework. Both vanilla and Omega Kerfur will just stand at the foot of the front steps when returning from tasks, regardless if my garage and front doors are wide open. There also seems to be...maybe an NPC that bugs out on night 2? Edit: It wasn't a bug

:(

8) Roach nests can spawn in areas inaccessible to most players in their first in-game days, one in particular being the duct above the server room. I thought the build was just poorly optimized as I was stuck running between 25-40 FPS. I tossed a gas can at a roach nest and the game chugged on the brink of death for about 10 seconds before suddenly rocketing up to 100-120 FPS.


If you start a save, use an old save and reset the events and objects but RETAIN YOUR POINTS so you can use them for roach repellant and tools to clean every inch of your base. Store MREs and food into storage containers.

I've also seen the radio tower has been despawning from a good number of people. I don't know if it will respawn if you save, quit and return, but I do know you can reload a save from before it vanished. Just really wish we knew the culprit behind this bug.

So...may have run into some sort of bug trying to upgrade Kerfus

I have the manual and placed all the right materials to build the new Kerfur, but when I tap onto the workbench to construct them, it just reassembles the electronic scrap into drives and completely deletes the metal scrap. It has done this three times in a row. Even when I try adding multiple metal scraps, the recipe fails and all the metal scrap just vanishes.


Am I doing something wrong?

Alright this might have been asked a hundred times already but I can't find the answer:

How exactly do you catch fish? I've got the rod, and have caught them on the tackle, but I can't seem to do anything beyond reeling them to shore and leaving them to flop around on dry land. Can't seem to grab them or collect them in any way.

Thanks for the update!

Some notable bugs. Nothing egregious or game-breaking though:

1) Mop buckets keep randomly phasing into and colliding improperly with the world and props. I've seen the mop bucket just randomly get sucked into a wall and do a GMod jiggle all the way through the ceiling.

2) The bunker is accessible once again by just switching the base power off. I don't see a note indicating you changed it in the log, so I'm assuming it's unintended.


Possible spoiler:

I think I watched a deer carcass just drop through the world as I was on my drive, so I couldn't engage with it. It's difficult to tell if I'm now currently haunted because I have not seen a zombie deer or frequent increase of entities on the radar, unlike before where the consequence of not eating the carcass immediately took effect as soon as I returned to base.

I'm sorry, you're looking too deep. I'm still playing on the initial 0.6.3 update and the game isn't suddenly unplayable with or without enabling "the funny" in settings. Genuinely the worst things about this update are a broken AI navmesh and buggy hashcode retrievals, which are issues that have presented themselves before and are minor inconveniences at worst.

The biggest hurdle any player has in this update is opening a browser and manually copying an equation in a prompt. Every bug I listed can be a casualty of adding or removing the simplest of scripts and functions and just come with the territory of being a game developer. Take a chill-pill and wait for the next patch, friend.

My guy, please just Google "PEMDAS calculator".

I'm an utterly re(g)arded person when it comes to mathematical equations, but even I didn't take it so personally. I'm sure he meant it as a goofem and wasn't anticipating how actually angry some people were going to be over it.

If he really wanted to remove the ability to customize things in the game, aka "expel the funny", he'd just nuke the asset folders and features altogether.

I've listed some of them earlier in the comments. Nothing too game-breaking but still very annoying or detrimental to progress.

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Final edit: I hate math, too. In fact, math nearly gives me a coronary. Here's a PEMDAS calculator:

https://www.calculatorsoup.com/calculators/math/math-equation-solver.php

If it answers "undefined", reload a new equation from The Funny prompt in settings and try again. One of them is bound to have a predefined 2-digit value as an answer.

That being said, there are some bugs that need addressing. I haven't tested EVERYTHING, but here's some of the most notable so far:

1) Hashcode submission is buggy right now. To keep it simple and prevent the need to constantly exit and reload:

* Avoid saving right after generating hashcodes from satellites

* Keep pages out of your inventory/storage and in your hand

* Drop page where needed and save only after having placed the page onto the package you intend to send out

Placing them into storage or erratically saving seems to soft "erase" or reset hashcodes somewhere in the game's code.


2) Base lights are flickering a LOT. Like, every minute or two.


3) Anything in player inventory on a prior build will vanish. Place on-person belongings into storage containers before playing this update with a save from a previous build.


4) Daylight will bleed into the corners and walls inside the base and internal structures where they shouldn't.


5) Kerfus now has the intellect of a cinderblock but the reflexes of an Olympian. The navmesh is so shot he got onto my roof and now won't do anything but run circles in my garage.


6) Base power in tr.check isn't being tracked properly. I previously noted how I believed base power was depleting very slowly, but this was not the case. My power was cut off mere moments after performing a tr.check that registered all three transformers above 80 cycles.


7) All Kollaks are 1x1. Save your points.


8) Some default props keep duplicating, such as books in the garage, benches the player moves, and general trash around the map. I think it has something to do with consistently saving and reloading outside of the base, though it's difficult to tell because it happens sporadically.

 

Some bug reporting:

1) Playing the Halloween event to any extent and then resuming Story/Sandbox/Infinite permanently breaks signal retrieving, resulting in every signal being the "spooky" signal. Tried resetting signals for my saves, but it still just keeps popping up.

2) Framerate appears to be booty blasted in the signal scanner and radar. It REALLY hurts to look at considering most players are suddenly inundated with an extremely low framerate right after playing mostly at 60+FPS.

3)!!! Might be spoiler related !!!

---Hazmat suit appears to be completely bugged. I was injured by the pond, thought the pond was radioactive, and bought the suit so I could venture it. The suit wasn't preventing damage, and I let myself die, curious what would happen. I loaded back up after dying, and the hazmat suit was just gone.

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Here's a demonstration of the use of the consoles, as well as what some of the modules do. Ignore the high point count and the speed I'm getting the signals, I set up a save file that would let me quickly encapsulate the general gameplay loop. 

So some feedback after playing for about 5-6 hours of the newest update on normal difficulty:

I dunno' if it was done out of spite towards people who were unjustifiably whining that the hunger system was too difficult, but you've GOTTA' dial it back now because it is RELENTLESS.

It is so unnecessarily punishing that I have foregone legitimately earning points and used a save-editing site to give myself a ton of points and then stocked a dozen boxes full of food. I get we need to switch up the "diet", but there is nothing more frustrating than burning through your fridge just to raise your hunger by 5-10 percent because some arbitrary RNG decided shrimp packs weren't what you needed to eat.


Also (spoiler related MAYBE):


I think some other factor or event should be incorporated into discovering the open bunker and keycard. The fact that you can just toggle the lights off and waltz in willy-nilly on Day 1 sort of robs it of it's otherwise imposing presence. Maybe it occurs when you download the Virus signal and it forcibly disables all the generators, thus prompting the bunker to open? Or maybe it can randomly just open one day just as the player is approaching, having returned from doing general tasks. Just a suggestion is all.

As somebody who was initially tripped up about how to use the consoles, reading the instructions in their entirety is the key.

You need to enable the polarity/frequency filters on the console with the two circle graphs on it's screen (make sure the buttons are glowing GREEN), then manually use the dials to hone-in on the signals and get them as accurate as you possibly can.Polarity/Frequency Console

General use of the console that downloads signals

Are you using a save from a much older version? Literally nobody else has reported this problem and the video provided looks like somebody running a much older version on a PC with the power of a waffle maker.

I think you need to fulfill almost all, if not all, story advancing signals and events to day 44. It's hard to tell because I missed a few and still got the achievement.

As fine as I have been with going out more often to jump the transformers, I actually agree there should be an option to disable power depletion or having some module upgrades that steadily improve transformer duration.

It isn't so bad when playing on easier difficulties in the first half of the demo. However, as soon as the warning drone drops, I find myself having to save, quit, and return at the 8AM mark to get "those things" to actually despawn, and it's pretty annoying.

Thanks for the suggestion, I'm noticing less stutter after starting a new game, but it could be because I haven't aggroed him yet. Kerfus also sometimes tanks my performance while returning to base from repair, but I keep a solid 100 frames when he takes off to repair a server or as he follows me around. Really sporadic and spontaneous issue.

If you can find the specific file associated with the settings you applied and delete it, it may reset to default settings and you'll get visuals again. Otherwise, you may need to browse all the folders with VotV data, delete them all and do a fresh install.

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Will throw a couple bug reports here, may or may not be related to me using a save from the previous version, and others seem to happen even on new saves. 

1) Entering consoles and computer immediately after running up to them sometimes locks the player camera in an obtuse direction, obscuring their view of the console/computer UI. Exiting and re-entering fixes this. Happens on old and new saves.

2) Player will sometimes drift in the direction they held directional keys upon exiting vehicle. On some occasions, the vehicle couldn't be moved at all, but the player would be locked into forward/backward motion after exiting. Opening and closing inventory stops this.

3) "Vehicle reset" will sometimes reset Maxwell. I do not know if this is intended or not, as sometimes Maxwell will disappear and I need to hunt for him again, and other times he stays right where I placed him before resetting the vehicle.


4) Maybe spoiler related? 

-Objects in your inventory as you are sleeping may vanish when you wake up elsewhere from where you slept. Doesn't happen after dreams, only during this event. Happens on old and new saves.

-    -    -    -    -    -    -   -    -    -    -    -    -    

5)Spoilers:

"Virus" signal having unintended effects. Only after loading from save did the game register that I cannot track without repairing the servers first. Happened only on 0.6.0 save, but thought it was worth mentioning.

6) Omega spoilers:

Rozital ship event not executing properly. First sequence will trigger, but nothing else happens afterwards. As far as what I can tell, the event seems bugged due to my save version or some variable unknown to me.

7) Unintended or poorly timed reactions from scientists after sending particular signals out. Story advancing signals, such as the emergency message stating everyone is dead, received typical email responses. However, benign level 2 and 3 signals from dwarf planets and gas giants would receive concerning responses from the scientists.

8) The "Pyramid" might clip through the ceiling of the base. The event has only occurred once for me so it may just be a freak incident, but thought it was worth mentioning.

So I made the decision to use a save from version 0.6.0 (yes dumb idea, I know), and my save has appeared to be completely stable...except for the invisible Ariral. As soon as I accidently aggro it, my game performance gets absolutely booty-blasted with a stutter every second until it molly-whops me. However, performance returns to normal soon after, even if it's still in my vicinity and I see it walking away. Any suggestions for preventing this? Most of my render settings are already on low/off.

I didn't even notice you can scroll on that screen, good grief. It'd be nice if the most important utility to story/task progression was at the very top, or a module you gradually upgrade in the module tab.

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So I really want to be able to enjoy and progress in this game, but hash codes are giving me trouble.  ̶I̶'̶v̶e̶ ̶r̶a̶i̶s̶e̶d̶ ̶m̶y̶ ̶c̶o̶m̶p̶u̶t̶e̶r̶ ̶l̶e̶v̶e̶l̶ ̶t̶w̶i̶c̶e̶ ̶a̶n̶d̶ ̶h̶a̶v̶e̶ ̶c̶o̶n̶s̶i̶s̶t̶e̶n̶t̶l̶y̶ ̶s̶e̶n̶t̶ ̶r̶e̶q̶u̶e̶s̶t̶e̶d̶ ̶h̶a̶s̶h̶ ̶c̶o̶d̶e̶s̶ ̶o̶u̶t̶,̶ ̶b̶u̶t̶ ̶t̶h̶e̶ ̶g̶a̶m̶e̶ ̶r̶e̶f̶u̶s̶e̶s̶ ̶t̶o̶ ̶l̶e̶t̶ ̶m̶e̶ ̶p̶r̶o̶c̶e̶s̶s̶ ̶s̶i̶g̶n̶a̶l̶s̶, and the Doc keeps telling me every now and then that hash codes I sent are incomplete whenever there are more than one hash code requested. It's only upon failing and attempting to fulfill the request for a single satellite hash code is it accepted, meaning I'm stuck with sending out one hash code at a time. Anybody else experiencing this?