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Build: v1.10 4227 14-17:50 Mode: Survival, SP Seed-id: any Repo: always Severity: major Type: weapons (personal lights) Description: The RC...
When you do that (hit RMB to pick the door) there is text describing each one and "airtight" is one of the features. Stay toasty!
Another thing to look at is the use of the "N" menu, specifically the debug tab. In that you'll find two options related to visualization that...
Build: v1.10 4214 Mode: Survival, SP Seed-id: any Repo: always Severity: minor Type: PDA Description: In the main story line, chapter 1, the Talon...
note: not really bugs per se ... if this is not the right place for this sort of review let me know- if any of this is useful happy to make a pass...
Here ya go... was loosing HP pretty quick so you may want to jump up after load. Hope this helps....
Build: v1.10 4214 Mode: Survival, SP Seed-id: any Repo: always Severity: minor/major Type: faction/predator entity "attack through blocks" issues...
Just a thought, but having non-airtight doors is important for controlling power usage as ventilators use a fair amount of power. I'd like to be...
Note- while I know that there have been complaints on this issue in several general threads, I found no bug reference in either the experimental...
Build: v1.10 4214 Mode: Survival, SP Seed-id: any Repo: always Severity: serious (based on log) Type: incomplete content / error in script...
I don't disagree with you there, but different people can find frustration and fun in the same stuff. The tech tree is a feature of the game, but...
The missing bit is getting the points you use in the tech tree. The introduction of classes makes what you put points into more critical. I...
A factory spawned building materializes in the terrain. Afterwards you need to dig it out with a drill and, potentially, remove a block or two and...
Likewise, the SV or any vehicle you can enter drops/starts at ambient temperature when powered off and that only starts climbing once you power it...
Hello @ASTIC, after looking at your EmpyrionNetAPIAccess framework I've been doing my first request/response ModGameAPI dedi interface code using...
I'm actually interested in expanding spawner functionality (i.e. a "StageManager" sort of thing) for the standard out-of-the-box spawnable...
I see what you're doing here. Were you able to get the non-vehicle entityTypeName param working to spawn specific types of animals (type=9) and...
Quick question- is anybody aware of what the "entityType" parameter (a string) for the IPlayfield.SpawnEntity() method is expecting? I've tried...
Just tried to do that and things seem pretty much right, I saw no difference between the loaded and unloaded state beyond a slight CG shift to...
Ah, it was broke a release or two ago and I don't recall seeing a fix in the release notes. My bad. Always repo before posting (to) a bug report.