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iMiAMi2014

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Everything posted by iMiAMi2014

  1. It's most likely that your game has switched to using the graphics integrated into the CPU instead of the discrete 1660
  2. Probably many are confused by the not very good name "hot pouch" for the shortcut buttons bar. There are no additional slots other than inventory and slots on the character's body! And there is just a strip on the screen that displays which buttons are assigned to the use of certain items from the inventory. When shortcut is pressed, the item either moves from the real inventory slot to the real slot on the body, or is spent on one or another action. As a result, we can discuss the actual size of this inventory (they promise to increase it in 1.1), but not the ability to move an item from it to nowhere (toolbar).
  3. If you killed all the TAYZ.T, you would automatically receive a gold card. And since you write that you don’t have it, it means that a certain number of them are wandering somewhere. From my own experience, I suspect that you missed the outpost in the wall of bushes to the left of the first zipline on the way to the Hedge Lab.
  4. Very strange logic. There is no relationship between inventory size and the number of hotkeys. And no one is forcing you to take exactly as many things with you on a hike as you have hotkeys. I see only positive changes: we are getting 8 inventory slots and 16 hotkeys. The only thing I'm a little upset about this issue is the mechanisms of change. As far as I understand, the inventory simply increases for everyone at once (or they could implement it through crafting, which is much more interesting), and switching sets of hotkeys (on a PC) will be implemented only with the mouse wheel (as for me, it would be more convenient from the keyboard, for example Alt+ Ctrl+).
  5. I don’t remember in which patch or release this chip was removed, but currently it is not in the game.
  6. I'm a little different. Perhaps because my main base is located near the Mysterious Machine (near the Field Station). Most of the time, he hangs passively over the Mysterious Machine, saying a few of his standby phrases, but will attack any enemies that attack my character, including during Raids, and can still fly quite far from the Mysterious Machine, sometimes almost as far as a Baseball on the west. However, I have not yet noticed any attempts to start following the character again.
  7. This topic comes up regularly. I agree that the non-respawnable resources on the map are not enough to fully improve the ammunition of four characters. And for improvements of level 8-9 - not enough even for one character. But after all, the game simultaneously contains all the necessary recipes for crafting improvements from respawnable sources. What is the problem?
  8. Schmector is the final storyline boss. Like other storyline bosses, he does not respawn. The recipe for an Sour Battle Axe (and much more) is obtained by picking up a Ominent Data Disk from he's body. Did you loot him?
  9. I noticed this option at the very end of the storyline already before the final pressing of the Mysterious Machine button. And before that, he also got under my feet and knocked down my aim with his useless attacks.
  10. One of the options of the dialogue with him does just that. But I failed to make him follow the character again after that.
  11. It would be much more logical and convenient if the items in the inventory were sorted in the following order: weapons; armor (grouped by sets, not by slots); trinkets; consumables; everything else (grouped by tiers).
  12. The wiki lists a 1% chance for gold cards to drop from normal creatures. According to my observations, this is approximately the way it is in the game, and this is quite an acceptable value. However, for creatures that are few on the map, plus they have a long respawn time, this value should obviously be significantly increased (at least up to 5-10%). And at the same time, introduce some kind of outfit into the game (for example, a trinket), which additionally significantly increases the chance of dropping gold cards (and at the same time the amount of loot from mobs).
  13. I'm seeing the same problem on the earliest buildings made around 0.12-0.13. The problem has already reflected in the Issue Tracker: Some stairs and structures from old saves are incorrectly rotated.
  14. I have the same problem (since 1.0 release) on all saves made before the release. On saves made after the release, the location is displayed correctly (but I didn’t go far in the story, I just ran a little to check).
  15. Are you get Ash Cement recipe? Made it and analyzed Ash Cement?
  16. All of the above is a consequence of one big problem. Absolutely few slots in the inventory. Mega Molars solve it very poorly, because we are much more concerned with the number of slots in the inventory for non-stackable (or just various) resources than the size of the stack. Ultimately, this forces us to run to the base and back for a significant part of the time to free up inventory or constantly solve the question: what can be thrown out of it in order to pick up a more valuable resource that has turned up along the way. The simple exploration mode practically unavailable, only a variant of a targeted campaign for one or two resources.
  17. All 3 Super Mix.R are not displayed in data/places (are not included in List of Landmarks) and are not visible on the map, but it is necessary to complete events to defend them.
  18. There are recipes for crafting Platings and Whetstones from respawning resources, what's the problem? But I agree about the need to add marble and quartzite for scanning.
  19. It's not really a bug, it's just a nuance of the game. Beetles on the way to the base can get stuck somewhere, stumble upon free-standing buildings (and start destroying them), etc. As a result, after some time, without seeing them at the base, we can either receive a corresponding message about the completion of the raid, or the raid may even hang. The last option is especially unpleasant. I already wrote in some post on this topic that it makes sense to add a time limit for the raid to the game.
  20. All the listed recipes were found, both totems even decorate the roof of my house, but only now I noticed that for some reason in Data/Stuff/Recipe Notes I have two absolutely identical Water-Logged Recipes (and one Frostbitten Recipe, total - 3 recipes), maybe this is the whole point? I think I figured out what could be wrong. Some of the recipes I received before the release of the game, now I ran to check the ant totem, got it again and it was added to the list. Looks like the rest need to be reassembled. Took both recipes of totems, as a result received the same 99%, but now a recommendation about mutations. It remains to wait a patch on this account...
  21. Thank you to everyone who responded. What confuses me in my situation is the presence of the yard research message instead of a similar one about obtaining mutations. Essentially I either have the wrong message displayed, or I just have a buggy save where the condition received/explored doesn't count in the game when calculating progress. I hope it's the former, but I don't want to use cooperative mode to test it, so I'll wait for a patch that actually removes the mutation requirement.
  22. In my opinion, there is currently an overabundance of Brittle stones, a sufficient amount of Sturdy, and a categorical lack of Supreme. As a result, to improve the balance, it makes sense to add to the game only the possibility of mutual transformation of stones (in both directions) and, perhaps, adjust the places of recipes unlocking. Everything else (respawn, changing the recipes themselves, the number of upgrade steps) does not make much sense.
  23. Not received 3 gold cards and multiplayer mutation. The rest of the list - received. As a result I get 99% and advice to explore the yard. So you still need all the gold cards, or does the fix for mutations promised in the previous patch not work?
  24. You're right, they only spawn after killing a significant number of black worker ants. For 1000+ gaming days in my game I observed the appearance of their eggs on the radar only 2 times. According to my observations before patch 1.05, it was most profitable to destroy ants on the surface near the trash can. I'm afraid that after the patch, their number in this area will greatly decrease due to the lack of food there (did not check), and clearing only the anthill is not enough to spawn eggs. Also, the number of black ants near the shed does not affect the spawning of eggs at all. Luckily, their eggs are one of the most useless items in the game, they are only used to make an Omelant, which can be replaced with more powerfull Quesadillantlion.
  25. "Loading a save will now cleanup ant hills that have too much food stashed in them causing framerate drops." A very strange solution to the problem, eliminating the consequence, and not its cause. With such a solution, we will definitely face a repetition of the problem after some time. Players will look for a new place of accumulate pieces of food (or something similar), and developers will waste time adding it to the list for cleaning. Wouldn't it be easier (and more reliable) to simply turn on the self-destruction of these items after some time, as is already happening with cut grass, stems, etc.?
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