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If you socialize with each person on OKLG, only two will offer to trade: the bartender and the fixer.
Bartender only sells drinks, and fixer buys and sells different things every hour or two. (And occasionally, nothing.)
In the next patch, the fixer should stay put more.
And we're excited to see what it becomes, too. A lot of the early work is less visible, game system stuff to support future content. So it should be interesting once we switch gears :)
The Fixer only buys what his clients are paying for at the time.
But I heard a rumor that the Fixer works for the station. He's just getting what the Harbormaster tells him they need to fulfill Parts Orders. That way, they get gullible Ship Breakers like you and me to scour the wrecks for rare parts on our own time.
He only says he's a Fixer so the station gets around paying us overtime, hazard, and death pay! Why else do you think they basically let us do all this risky stuff like refurbishing a ship to putt around the boneyard in?
I spoke to every single person on the kleg station even took a piece of paper wrote down their name to make sure I don't miss anyone or keep going back to the same after going to everyone a 3rd time I have to conclude there is NO FIXER on my station also no bartender cause not one of this 25 people on the station can trade with me.. and all their careers are Manager law enforcement officer or ship breaker. I am going to start a new game cause it seems mine is bugged... is there even supposed to be this many people on that small station it is very hard to keep track of who is where in this tight space..
https://imgur.com/a/SwpDISN
EDIT: Next time some please just tell me to stop being an idiot and use the transit kiosk xD
I have the same problem on K-Leg. I can usually find the bartender and station manager but not the fixer. Some way to find station contacts would be helpful. Maybe a PDA feature to contact them.
There is definitely still some work for us to do in making this easier, though. For one thing, the transit should be easier to see, so we may change its appearance.
Also, there's supposed to be an encounter which triggers the first time you walk in the Mescaform section of the station, and sometimes it doesn't. It mentions the fixer again and that they're typically in the bar.
Re: some sort of utility for finding people, we definitely want to add something for this, at least for contacts and friends! But maybe some sort of station directory will be needed, too.
Finally, I think there's a bug causing that population explosion. The station should have maybe 10ish people at any given time, not dozens. We'll look into that!
Your in the wrong part of OKLG. Thats OKLG Port, where you dock your ship. The fixer is at the OLD EMPORIUM, accessed via the transit (transit is a tile on the floor near the scrap kiosk), once you get to the old emporium, the bar will be through two sets of door to your left, the fixer is down and to the left of the bar tender, in a corner at a lone table.
In current version, the fixer does move around, so keep an eye out, mine wanders between their table and the sundries kiosk in the top right corner of the map.
Hello. I have a question and suggestions about the game.
I apologize in advance for possible errors in the text, as I use a translator.
Question: What should I do if the Derelict is docked to the station, but I cannot dock to it?
I wanted to dock to the K-Leg station. The Derelict docked itself while I was away from the station. I flew out of the station, studied other Derelicts. I flew back to the station to sell the finds and replenish supplies. But when they approved my docking, a message appeared on the screen that the dock was busy. I immediately got scared. But I pulled myself together and remembered that there is a "taxi" in the game. When I arrived at the station, I saw that the Derelict was docked to the station. From the design, I realized that this was a familiar Derelict. The Derelict itself was far from the station, not nearby. Of course, I solved this problem by installing a navigation station and a battery on the ship, then undock it.
Suggestion: If this is how it should be, then add more docking ports to the station.
Suggestion 2: I designed a ship (Type: Splitter from Star Wars. But it's not completely finished :-) Photo 1) and I have a problem. Since the front of the ship is considered a docking port, the ship flies with its back :-( (Photo 2 shows the front view.)
Can you add the ability to change the front of the ship?
The docking problem can be solved by first rotating the ship 180 degrees. You can add a small button / screw "Adjust the front of the ship". When you click on this button, you will go to the game screen, where you will see a navigation station, from it in four directions there will be arrows pointing in the directions W A S D, like on a compass.
Or a simpler option. When you press the button/screw, you will go to another screen, like in the case of the screw on the right side of the navigation station (which has the "teleport" function), and there will be direction arrows W A S D, like on a compass.
I would also like to ask, why is there no electric engine in the game, only a fuel engine? There are cargo rotors, but they can only turn the ship. Why can't I fly with them? I have them on the ship, but when I switch to rotor engines at the navigation station, I can only turn and not fly. It would be nice to have an alternative way of moving, and not just RSU.
That's all) Thanks for your attention, I will wait for the update! (Hopefully soon.)
P.S. The game is very cool! I've been playing for a long time and I'm not tired of it yet) I would like even better optimization of the game, restrictions on off-screen processes, lowering the detail in the settings or something like that) But I understand that it takes a decent amount of time, so I'm not asking for more) Good luck! I wish you and the game all the best! Don't forget about us and the game, we are really looking forward to it)
Photo 1: https://photos.app.goo.gl/HK3VXjtAbSXfKfHi6
Photo 2: https://photos.app.goo.gl/Viwe2EpNoHvpZako7
P.P.S. It seems that's all for the project) Of course, with updates, details will be added, but for now, that's all) I hope you like it) I also have some preferences for future updates, but I'll wait for your answer. If you're interested, I'll be happy to share my wishes)
Photo 1: https://photos.app.goo.gl/ikxiSBkvVVtRNk5X6
Photo 2: https://photos.app.goo.gl/ynSW9zTfVbcozF7z9
Hello. I understand that. That's why I wrote that it would be nice to have an alternative means of transportation other than RSU.
I also added rotors to my project because they fit the style and look like powerful engines capable of moving such a colossus)
Impressive ship design!
Regarding your questions:
1. The derelict docking with the station seems like a bug. Derelicts shouldn't dock on their own, and if you had to install a NAV and other systems to undock, it must've gotten there by mistake.
If you can figure out how to make this happen again, let us know!
1a. We agree it would be nice for stations to have more than one docking ring. There are some technical issues preventing that right now, though we may attempt it in the future. E.g. In the ship combat milestone 0.15, the target ship might be docked to another ship already, and we'll possibly need a way to enter the ship without a free docking port.
2. Can we change the front orientation of the ship?
Not currently, but this is also something we are considering. While working on 0.15, it becomes necessary to know which side of the ship a weapon is on (or other ship system), so we must be more specific about which way the ship is pointing in NAV vs. the ship's layout.
I'm not sure if this will mean that the player chooses which direction is forward, but that's a possibility.
3. There are currently 3 types of engines in the game:
RCS: These use jets of cold gas to produce thrust, similar to the shuttle's RCS nozzles.
Rotors: These are high-velocity, electric-powered propellers for use in atmospheric flight. In space, they will only control rotation.
Fusion: The reactor can propel the ship by releasing part of the fusion reaction out a magnetic nozzle in the reactor. This is the most powerful thruster in the game, but cannot be used around populated areas.
Will we ever add others? Maybe. We'd certainly like to.
But for now, our priorities are to:
- fix bugs
- fix performance
- improve quality of life/user-experience with existing systems
- finish milestone 0.15 (ship combat)
- finish the game
usually in that order. More content/items might be a part of 0.15, or "finish the game," or might come after we launch 1.0. It all depends on how much time and budget we have left.
Hope this answers your questions!