Hello Galactic Survivalists! Here's the Experimental version for the upcoming v1.0 release. Any feedback is highly appreciated so that we have a smooth release next week - thank you! ========== 2020-08-04: Experimental 1.0 (Build 3046) Changes: - Updated preview icons Fixes: - Partial fix for problem with "lost ship after warp" - fixed item exploit - Galaxy map: fix for "Lock Target" button not working reliable ========== 2020-08-03: Experimental 1.0 (Build 3044) Changes: - Changed plants life condition check from every 60s to 120s in the hope to fix the problem with the 'dying plants' in structures Fixes: - Registry: fixed "show on map" button - Fixed A12 regression that the jetpack is switched off in space when reloading into a savegame - System map CoQ when switching between the Galaxy map & System map & trying to enable warp lines - Large parts of structures invisible when entering game - Added error message if a possible chunk missing problem occurs - Fixed problem that when the client crashes while entering an instance the player was trapped in the instance - Kriel space drones cannot be targetted by player AI turrets ========== 2020-07-31: Experimental 1.0 (Build 3042) Changes: - Terrain textures are compressed again (saves a lot of memory) - Updated scenario "Invader vs Defender - Conflict of Cygnus" - Neutron star: added accretion disc (only visuals) - Marketplace: added check to catch and fix negative prices, log error if that happens Fixes: - Teleporter is not turning off when teleporting away from it when it is setup to a m/sensor [SP] - fixed ignoring of CustomIcon in several places - Fixed resources not getting wiped when using command "wipe <playfield> all" - Space Drone corpse can still move & attack the player when they return to a playfield - Secondary key list repopulates after client is restarted - several CoQ's
Great news about the teleporter. I have to ask this question. Is the minute crosshair being looked at, with regards to size and colour?
Great news! Now I'm reverting the energy consumption value in the config. Is it possible to make it use energy only when actually transporting? Sometimes there is a lot of places to browse while he is on and energy will be consumed while you're choosing where to go. Thanks a lot for the fix!
There's a rather bad weeds issue around many POI's While this would look great for ruin type POI's it's not so great a look for others. Can you see the death Robots about to shoot me? Nor can I lol. Scoob.
This is what they have fixed mate. If you put a Sensor above the Transporter, a 1 wide beam down, then you can go into the Signals and make it so that the Transporter follows the Sensor (turns on only when you are standing on the Transporter)
I'm asking if energy could only be consumed by the teleporter while we are teleporting and not while we are standing on it choosing destinations. Even if it's on, it could be in idle state like other devices. My newest base has that issue. I learned to ignore that glitch but it's odd.
Does this work at all with tokens? Would be nice to be able to give different tokens different icons.
That's been around since the last public release and they don't see to care about it. Also that is one of those stupid glitches you should not have to learn to live with. It might not break the game but it makes it look like trash and like they don't care, I mean its screeming at you IN YOUR FACE.
But they have fixed it now for SP and as @johnietoth1967 has pointed out, doing a search will not take long. Or are you talking about miltiplayer?
I think he's referring to the bad weeds issue Scoob mentioned. That one is still very much alive. It's a base "uglifier". I don't think they don't care. Fixing that may be more complex than we think, removing the vegetation during blocks placement.
Oh. Ta mate. Yep it can be annoying. Especially when there are baddies about and you have to walk through it down some stairs, like I had to in The Abandoned Reactor.
I have to admit that I find this "turn teleporter of by sensor but still can teleport to it" thing a bit cheesy. In my opinion this is not a star trek type "teleport everywhere" teleporter. Here we have a "teleport to teleporter" teleporter. So a teleporter that can be chosen as target location should be powered. Maybe a teleporter can have an idle mode with greatly reduced power requirements to be selectable as target but it shouldn't be completely turned off...
Look at it as the Teleporter you are coming from is the 'master' and controls everything, including power. That's the way I look at it anyhow.
Are there more significant changes coming for 1.0? I've been putting off starting a new world and just wondering if would be best to wait.
1) were the boarding ramps fixed? ie them being extended upon structure load. 2) the color/texture tool doesn't work underground in creative / godmode.
Im pretty sure they care too, It just not important ATM, I guess I feel it one of those things that stand out IN your face, A True Uglifier. The fact that one would give it that term almost says it. Important to take care of. It one of those things that if I were new to the game and did not know better I would be asking my self WTF should I continue after The first overgrown thing I find - It just Screems (OMG what else) but I know better As I got thousand hours Plus in. Its just to funny.
Am I missing something? We are leaving early access to 1.0, but the launch patch content is basically hotfixes? *Runs and makes A TON of popcorn*