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+ After a rock has been pushed by a bulldozer, any other unit is able to nudge it around although not as controled like a bulldozer.
+ Rover is doubling messages. Not as bad as the other person said it was for him but I am getting two messages each time a resource is discovered.
+ Be able to toggle notifications from rovers to help reduce the messages, similar to Solar panel.
* When selecting location for the lander you can select other buildings/units. Text will overlap buttons on the HUD - when options are available for the selected object.
You're able to clip into just about any raised land by spam clicking on the surface layer withinside it, not always easy to do and probably depends on the angles of the walls but you can just about get into any land. If it's next to a hole then you can happly drive through the otherside of the raised terrain and over the top of the lower terrain.
Allowing you to get that hard to reach resource (Which I have to wonder why it's in some locations..)
https://www.dropbox.com/s/8gd5ebdilsyh87r/Sol0bug%20terrainclip1.png
https://www.dropbox.com/s/y7mb60lqakobp6r/Sol0bug%20terrainclip2.png
https://www.dropbox.com/s/rotpqyupjmuspa8/Sol0bug%20terrainclip3.png
https://www.dropbox.com/s/mx9u98nxuqbmj3j/Sol0bug%20terrainclip4.png
Gonna say this is abusable as I can now do it nearly anywhere without any real trouble other than a little time and effort in some places. Still they can get stuck inside terrain that completely covers them up. Not really a big thing besides getting ore you couldn't otherwise reach.
More of an update to the terrain clipping issue of getting stuck and not really a new bug.
There's a post for that and other technical related problems already made:
http://steamcommunity.com/app/387370/discussions/0/451851477883337813/
+ Allow Barracks to be Upgraded to Living Quarters by either building over them and thus having to invest an extra supply box to finish the upgrade or by having to use ore.
This would help a lot once people start to shrink down my base after getting the 100 colonist mark to get less influenced by meteological disasters.
+Add clay and gypsum varients of the ore mine to the game for those maps where there just isn't any gypsum or clay.
- scrolling speed on higher resolutions (like 2560*1440 in my case) is extremely slow
- change controls: wasd is only useful on qwerty, but other countries have layouts that make the wasd directions unlogical to use
By the way, I love the addition. I think adding more variety to the game like this is making the game a bit more playable after the independence stage where things just start getting repetitive.
On Mac OS X.11.5:
The acceleration x2, the key ">" is not fonctionning. The 0.5x is not "<" but : "," !
Nothing key found pour 2x ! :-(
- the savegame Mac is not move to my pici.
nota bene: else, this very beautifull, simple, but attractive.
I also had once the glitch, that in my 3 greenhouses the %-indicator (food supplies? O2 content ? or what does the indicator mean?) went counting up from average 20% up to 2-3 THOUSAND (and my system (i7 core, 24GB ram, GTX660) started stuttering. When I exited and returned, my 3 greenhouses turned (w/o order to upgrade) into fridge's (???)
Further have I noticed, that the food and water storage seem to be just a "global" one, as I can land 5x tier 1 landers with 400 food EACH (and none eaten), but the UI counter at the bottom-center of the screen only always goes max to 400 food, instead to 2000 food.
Which supports my assumption, considering you can not fill any tier lander to the max payload with food and/or water past 400, regardless how much payload capacities are still available.