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Hey Hotrod!!! Not everyone is playing it as an online game!!!! In fact, I know several people with the game and NONE OF THEM are playing it with anyone else.
Actually, they aren't playing it at all right now, because like me, they too are waiting for the PAUSE we were told was coming.
Someone posted a work around to pause the game.
https://steamcommunity.com/app/544550/discussions/0/3307213006835845055/
I have not tested this so user beware.
The other option is to go into the options and turn off hunger while you are away. Oxygen and batteries, with suit light off, last for so long you can hang out the washing and get pants back on your youngest child before they reach the end of the street and be back playing with plenty of time to spare.
Just don't AFK next to a solar panel those things are deadly.
Huh, with the total lack of replies on my original thread I didn't know anyone had even read it xD
It's definitely a hacky way to get a pause function since it technically freezes your game, but I've used it pretty consistently since posting with no issues. Hopefully it'll be of some use to people until the devs get around to giving us a better solution.
"Hard" and "convenient" aren't the same things. Ever since implementing my hacky little "freeze the game" button I've found myself enjoying things much more, since I'm able to do things like multitask, or check wikis, or whatever, without running out of resources in-game and dying repeatedly. If you can do everything you want/need to do without pausing, more power to you, but not everyone's experience is going to be the same, and some people, like myself, find the ability to pause a singleplayer session very important. When I have to pause five or ten times in an hour, making it easy to do is absolutely necessary, especially on more built-up maps where it takes longer to load back in.
Granted, closing and reopening should be less unpleasant now with the engine update meaning that it doesn't take forever anymore, but it's still [press one button, then press the same button to resume] versus [open the menu, save and exit, click through to the load screen, select file, click load, wait for the game to load, resume]. That's not hard, no, but it's also not convenient. And before the engine update, it sometimes meant that I had to go AFK again before I'd even loaded back in.
We don't want a pause button that works on multiplayer servers. It only needs to work in singleplayer. As for saying that's not available in other online games either - and remember, this isn't an MMO, it's just a game with multiplayer available...
Minecraft (server pause is also a thing), the entire Borderlands series, Stardew Valley, Terraria, Factorio (this has server pause too, depending on the server admin's settings), Space Engineers, Starbound, Gauntlet, Torchlight/Torchlight 2, the Saints Row series, any 'classic' RTS (Starcraft 1/2, as an example), the entire Call of Duty series, Don't Starve. The list goes on and on, all of these can pause in their singleplayer modes.
I am still patiently waiting until player ships are fully functional and usable.
I've been consistently confused on that matter, myself. Some people talk like ships are available to use and everything, while others say you have to cheat them in, and yet more say they don't exist yet. And agreed on the update side, I wouldn't mind some time between updates, but it's still cool that the beta branch gets automated dailies.
As for the pause button situation, yes, they have said they want to add one but it isn't a priority so it probably keeps getting pushed down the list when other things come along.
The biggest problem with a pause button is the fact that even a single player game is basically a server, the only thing stopping people joining is you hitting the advertise button so people can see your game in the server list. Maybe that needs to change so you have to specify if a game is going to be multiplayer when creating it and if it isn't then allow it to be paused.
Even then it isn't that easy because there are so many systems running, like atmospherics etc. We will have to wait and see what they come up with.
2. Most simulation games have the concept of "time per tick" used in all calculations. I'd be surprised if this game is an exception. During a pause, the time per tick is set to zero, effectively preventing anything from happening while you answer the door, negotiate a truce between your kids or take out the trash.
Now pick your teddy up and play nicely.
Additionally, we went through a major engine upgrade in the last two months, which would be a major undertaking for any project let alone one of this scope.
In terms of pause implementation: