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BornToLose129

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A member registered Aug 12, 2023

Recent community posts

Holy entitlement.

This latest version is plagued by a good number of bugs, most of which being custom difficulty/task settings not applying, but...unplayable? Did you deliberately use old saves or merge files?

The only game-breaking bugs I've encountered  in version 9b after 17 in-game days is Kilo duplicating and eating floppies, and the drone bag duping a bag and breaking the inventory system, which only occurs from quitting and reloading while it is still at your base. Outside of that, the game is...fine? Much of the complaints you've listed are easily corrected with a fresh install, avoided by reloading a save, or straight up just part of the game's default difficulty parameters. It's possible to disable the radar tower decay in 9b, and the radio tower literally CAN'T go down in either 0.9 versions. The amount of sellable items/garbage guarantees you will have enough points to upgrade the station to nominal operation before the first week is even over, which in turn has made the game's main loop of obtaining signals probably more easily attainable than any version since 0.7.

Also the game is free. You really cannot whine about the stability of a free update when the devs clearly label it as "unstable" and have archived all the previous stable and playable versions for their supporters to access at any given time. Version 0.8.2 is literally right there for your leisure, man.

If it pulls up items you can create on the right side of the table UI, you use your cursor and click on the item you mean to craft from there.

You actually need to follow the other manual, the one in the form of a binder, to know the recipe of each given part. There is no definitive one-and-done option to build an Omega Kerfur. Each part needs to be crafted out of the items listed from this manual's pages, including regular Kerfur parts, joints, the radioactive core and the module.

The other manual, the one in the image your sharing, doesn't appear to serve a purpose at the moment. That or it still requires the binder manual, but I couldn't tell ya' since I just placed both on the table and just followed the recipe.

Somewhat spoiler related: Do not put out the fire that appears in the fenced-off region located at the southwest corner of the map (IYKYK).

If you do this (and manage to survive), there will be lightning strikes that will routinely occur every three-five minutes that are the result of one entity trying to "attack" another entity. It doesn't cause permanent meta-paranoia or interrupt your progress, but it does perpetually flashbang you. Attempting to debug scrape does not resolve the problem, and the current save where I've made the most progress is now borderline unplayable because my whole screen keeps flashing white, to the degree that it was actually giving me a headache and I closed the game.

I would even recommend you avoid the region altogether if you are prone to epilepsy or have light sensitivity. There are currently no options that reduce or disable the visual effect from lightning strikes, so it's better to avoid triggering any events or entities related to any of it.

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Update: lighting/shading is seemingly way more taxing on the game's performance than in prior builds, even with IES, console table lighting and sun rays all disabled. The issue seems to stem from the "Rendering features" option in the graphics settings, which determines the quality of light sources such as drives, tower and satellite beacons, and keypads. I tested my theory by filling a drive rack with level 3 drives and placing it on the signal searching desk, and the game dropped from 80 frames to 40 when I stepped back to fit the room in my FOV.

My assumption is that, like other options and save settings, the game isn't retaining the setting for it and applies the highest quality lighting even if set to "1". Disabling the rendering makes it impossible to determine if doors are locked or towers are online. If I could make a suggestion, it would be adding static color indicators with no light source for keypads and drives, so that they aren't stacking and chewing through PCs that are mid-to-low tier builds.

I was relieved to find out that the coordinate towers constantly going down and fuses shorting out are completely unintended. I seriously thought that RNG was taking them out sporadically until I opted out of degradation for my save, only for them to still consecutively go down one-after-another every night. I think a good implementation would be lowering the fuse cost, requiring at least one fuse for the towers to operate, while multiple fuses can serve the purpose of improving triangulation speed, and have them fail only from lighting strikes or a fixed story/random event that forces the player to go investigate.

The ATV I see really no gripes with outside of still requiring fuel. Hope DrNose adds an upgrade that improves fuel efficiency in a future update, because it's a pain to keep having to buy cans, and the only things you can burn in the furnace for a good return on fuel are organic materials. The rest of the maintenance is actually great, I feel like everything is more interactive and I'm being rewarded for progression with the manual module installations and ATV upgrades.

Ditto on the control scheme, though. I really, REALLY want the radial menu back. It just feels more accessible and I got use to it being part of the game as a whole, and it doesn't help that certain functions still utilize it in an awkward and suboptimal fashion.

Ah, that checks out. Guess I should do the same.

It was admittedly funny to nab them with the charged physgun and smack them around like a comedically evil shonen antagonist for a short while, but man did it get frustrating fast. Relieved to know it's just a bug.

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Slight spoilers ahead (no direct mentions, just general explanation)

So let me cut to the chase: I'm keenly aware that version 0.9 has the potential of being very buggy and broken, but what I just experienced was so bad that I rage-quit. From what I can remember in a previous version(s), there is a "war" that transpires a few in-game days before the demo ends, though mostly you just observe it. I've reached day 47, and when the clock strikes 3AM, a horde of enemies spawn just outside the base. I assumed I could wait it out by letting most of them disperse and then clear stragglers that were too close to the base and causing meta-paranoia, but after removing several of them, I realized the game KEPT SPAWNING THEM throughout the day and meta-paranoia would not go away. Remnant hostile NPCs are further away than the transformers, no other events trigger, I'm running on empty with no points to feed or heal myself, meaning I'm expected to fight 15 of these things with no stamina, no food, no health, and insufficient solutions. The meta-paranoia continues to affect me into that afternoon, and by then I either die from starvation or from a hostile NPC. Through and through, I have been soft-locked from progressing.

There are very few things I would give feedback on if I really felt they needed to be addressed, combat related events and absurd item prices bugging me the most, but what transpired in my latest save-game is probably the most off-putting and rage-inducing thing I've ever encountered in this game.

Has anybody else reached day 47 and experiencing this as well? I want to assume best-case scenario and that I've come across a really bad bug, and that I should maybe try creating a duplicate and forcing it to a different day. I'd like to proceed from day 48, but I have a suspicion that this will break other story events that haven't transpired and I'll be missing out on.

Update: I forgot to mention the missing arirals, so in retrospect, I should have assumed the event wasn't triggering and playing out as intended. Trying debug scrape at the moment but it's still proving to be a hassle.

So I've learned how to make them and know how they are thrown...but how do you use them?

I've been ALT+LM with a molotov dozens of times. They are thrown, but they won't explode.

How do you get them to actually work?

"A threat that lays between the white and black"

"An actual threat"

"Super threat"

"Ultra threat"

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.