BreakingForce's Bugs
BreakingForce
Join Date: 2016-12-17 Member: 225066Members
Bugs
*45367 seems to have fixed this. -i encountered what is probably a bug with the cyclops. when i build appliances on the walls (i.e. battery/power cell rechargers, fabricator, etc.) they seem to take their lighting from the day/night cycle instead of the interior lighting. i haven't spent a lot of time on the forums yet, and i just wanted to get this post written while it's in my head, so this may or may not have been reported by others already. floor-mounted things (like the mod station) don't seem to have this issue. dusk and dawn i have grey wall appliances, night they're jet black, and day they look correct. image follows.
-when a seamoth is docked in the cyclops, the seamoth's hatch doesn't shut, so it pokes up through the cyclops' docking hatch when it is shut. image follows.
-wall-mounted appliances placed on the cyclops don't actually touch the walls. they hover out away from them
-hatches. as of the december update, i can no longer open the hatches that are built between base modules to section out my base in case of hull breach. i can't imagine this was intended >.>. edit: started a new game, hatches work. i guess it was just an issue with an old game and a new patch ...or maybe not. just reloaded the same game later in the day (with the same build) and my hatches arent' opening again, so i have to deconstruct them to get through >.<. i'm not sure what the issue is. just walk up, click on them when the hand appears, and nothing happens. this may have been fixed in this january (43604) build, as again i'm not having an issue with them in a new game, but do still have issues with hatches in games from the december build. i dunno.
- the habitat builder can not use ion batteries. they just don't show up on it's "reload" list.
copypasta'd from my thread in the "ideas and suggestions" forum. seemed like i should crosspost here.
*45367 seems to have fixed this. -i encountered what is probably a bug with the cyclops. when i build appliances on the walls (i.e. battery/power cell rechargers, fabricator, etc.) they seem to take their lighting from the day/night cycle instead of the interior lighting. i haven't spent a lot of time on the forums yet, and i just wanted to get this post written while it's in my head, so this may or may not have been reported by others already. floor-mounted things (like the mod station) don't seem to have this issue. dusk and dawn i have grey wall appliances, night they're jet black, and day they look correct. image follows.
-when a seamoth is docked in the cyclops, the seamoth's hatch doesn't shut, so it pokes up through the cyclops' docking hatch when it is shut. image follows.
-wall-mounted appliances placed on the cyclops don't actually touch the walls. they hover out away from them
-hatches. as of the december update, i can no longer open the hatches that are built between base modules to section out my base in case of hull breach. i can't imagine this was intended >.>. edit: started a new game, hatches work. i guess it was just an issue with an old game and a new patch ...or maybe not. just reloaded the same game later in the day (with the same build) and my hatches arent' opening again, so i have to deconstruct them to get through >.<. i'm not sure what the issue is. just walk up, click on them when the hand appears, and nothing happens. this may have been fixed in this january (43604) build, as again i'm not having an issue with them in a new game, but do still have issues with hatches in games from the december build. i dunno.
- the habitat builder can not use ion batteries. they just don't show up on it's "reload" list.
copypasta'd from my thread in the "ideas and suggestions" forum. seemed like i should crosspost here.