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1. Emergency single use tools, like you said. I'm not a fan of this idea.
2. That the furnace is changed so as to not process things that aren't ores, ingots, or that do not have the capacity to store such things (such as a screwdriver). I prefer this as a solution.
3. Have a second toolbelt with tools inside in the lander crates. This is by far the easiest to implement
Regarding you ruined base:
4. Die and respawn if you are on the appropriate difficulty level for someone who puts their screwdriver into their furnace :P
5. Edit save file and change to Creative mode and then use much self discipline to ONLY spawn in a screwdriver. Save game, and change back to survival.
6. Start again?
It's not a dumb idea, to fail a world just because you loose a tool to a furnace its not hardcore its just annoying, there should be a printer that doesnt require tools that allows very basic things like basic tools, the autolathe and very basic and very slow ingot smelting (this way you can have a hardcore start) or at least there should not be possible to loose a tool to a machine other than the recycler.
Also the assertion that something is not hardcore and just annoying is total bs. Let me demonstrate. I could just as easily assert any of the following.
To fail because you...
...ran out of food...
...ran out of oxygen...
...lost all your batteries...
...ran out of power...
...ran out of CO2 filters...
...is not hardcore. It's just annoying.
To be hardcore in a video game kinda just means unforgiving. Unforgiving of mistakes, bad planning, and sometimes just bad luck. To die because you lost something vital (a tool in this case) absolutely is hardcore. To die because you lost something vital due to a bug or RNG or bad interface design, is both hardcore and annoying.
My fix to the issue would be the addition of an insert key. If an item in hand is classed as a tool, then mouse 1 would use said tool. And if you wanted to insert it, you would have to use the button assigned for inserting. For stuff that isn't a tool (sheets, ore, ingots, etc) mouse 1 could still be used for inserting. But all that said, this seems like a really low priority issue.
If you put your screwdriver in that one AND pull the lever it's your own fault.
If you like to call hardcore to an UI issue, thats what i would call total bs...
You could start a game with less than a lander and that could be hardcore. Let say Ark, you start naked but your basic tools are your hands... thats hardcore. Here you loose a tool to a weird issue with the furnace and, if you dont have the means to replace it, you end doomed... thats just dumb, annoying, bs or whatever you want to call it... "Doomed by Destroyed Tool", that could be an achievement...
Are you saying that the game would be more "hardcore" if it didn't have any tools, and you would just be able to construct and deconstruct stuff without them? Cause that is what it sounded to me. "tools are your hands... thats hardcore"
How about if you wouldn't need fabricators to build stuff, and were just able to craft stuff in your pocket like in Factorio or Terraria? Would that be even more hardcore in your view? I'm just asking cause what you seem to think of as hardcore is the exact opposite to what I consider hardcore in a video game.
In the harsh vacuum of space you need so many things to live, and losing any of them will kill you. That is hard core.
You are right Puma, you used the word harsh and named some "survival" shows and i assumed you were using synonyms for hardcore (or high difficulty) but... the problem might be the definition...
Regardings hands, you should read the complete sentence "you start naked but your basic tools are your hands...", that should read like "you start with nothing and from there you can go to future tech" but whatever...
Also losing stuff is not a feature of this game (unless leaving it on the ground and destroyed by storm counts) and should not be game stopper.
I'm saying that my definition of hardcore is not to loose a game by dropping the screwdriver in the furnace by accident... thats more a tragicomic situation... Its the need to squeeze every once of skill to go from nothing or almost nothing to king of the hill.
And I do understand the implications of the complete sentence. But I was trying to break it down to components as to keep my query simple. A query you failed to respond to. So let me try again. Are you saying that the game would be more "hardcore" if you started buck naked with no tools, and were able not only to survive without an EVA suit, but to start mining and crafting with your bare hands?
You can't just keep asserting random claims! Losing stuff is a feature in this game. Losing your tools. Losing your crops. Losing pressure from your base. Losing your way when you went mining and lost track of your base. Losing all your steel cause you got distracted while it was printing only to come back to 5000 steel sheets that you don't really need. And this isn't like my opinion, this is a fact. The OP's post proves that losing stuff is a thing that you can do in this game.
If we compare a game where having nothing is just the starting condition, to a game where having nothing will kill you. Then it's pretty obvious which is the more hardcore of the two. Stationeers is a game where having nothing will kill you. In fact, not having everything vital will kill you. And your tools are vital. If you loose them, you die. If you don't want it to stop your game, play at a difficulty level appropriate for someone who throws their tools to the furnace. The difficulty setting is right there just few clicks away.
Out of all the solutions suggested in this thread, the disposable tools solution is objectively the dumbest.
I dare you to go to the woods and make a screwdriver.
You should contact the first guy/monkey that made a tool with his hands and tell him it's impossible...
I'm with Digit777 on the "why should I roll over and die if it is about survival?"
But this isn't the case in real life or in good video games. There is no writer. You surviving shouldn't be a foregone conclusion. And it's not really about rolling over and dying. The issue really boils down to: Should it be possible to play yourself to a dead end situation? Is it really bad game design to allow unrecoverable situations? Because pioneers and frontiersmen definitely died because they got to unrecoverable situations.
And Pedro, no moving the goalpost. I said screwdriver, not any tool. I can't contact the first guy who made a screwdriver from scratch with their bare hands, because there has never been such a guy. And never will be.