Questions about recent updates.
HiSaZuL
N.Y. Join Date: 2016-11-11 Member: 223803Members
So haven't played since stable Bones? update or so. Before carack was in stable anyway. Wanted to check in and see if there are any fixes for long standing bugs/issues etc. Discounting any well documented nonsense like Cyclops getting boned, pun intended.
Do I still need to cashe clear every hour if I'm exploring? Has anything at all been done in that department?
Do wrecks still multiply items to infinity? It has been going on for ages, I'm really tired of cutting through 5... 6... and one time 17 fucking doors. Only to then find entire wreck utterly empty.
What about bulkheads... it's been about 2 years, and they were still broken last I played. Base stretches a bit too long... welp too bad, re-load and they are permanently stuck.
What about https://forums.unknownworlds.com/discussion/147289/torpedo-modules-are-duplicated-on-every-re-load-severe-reproduction-included
Anything been done about bases being card houses? Or is that in line with UWs new train of thought like Cyclops?
What about constantly buggy UI either being rendered past structure textures, or being all faded etc?
Point in case, I was at the point where I spent vast majority of my time using only Cyclops as my base of operations, because bases were were too wonky, is there any reason what so ever for me to fire it up as it is right now?
Do I still need to cashe clear every hour if I'm exploring? Has anything at all been done in that department?
Do wrecks still multiply items to infinity? It has been going on for ages, I'm really tired of cutting through 5... 6... and one time 17 fucking doors. Only to then find entire wreck utterly empty.
What about bulkheads... it's been about 2 years, and they were still broken last I played. Base stretches a bit too long... welp too bad, re-load and they are permanently stuck.
What about https://forums.unknownworlds.com/discussion/147289/torpedo-modules-are-duplicated-on-every-re-load-severe-reproduction-included
Anything been done about bases being card houses? Or is that in line with UWs new train of thought like Cyclops?
What about constantly buggy UI either being rendered past structure textures, or being all faded etc?
Point in case, I was at the point where I spent vast majority of my time using only Cyclops as my base of operations, because bases were were too wonky, is there any reason what so ever for me to fire it up as it is right now?
Comments
Abou the wrecks multiplying items, didn't that have something to do with cache clearing?
Well, I guess I enjoyed the game well enough before it got wonky. Perhaps it will improve when it gets released.
The torpedo bug had been fixed. (I keep one in there at all times to see if it does act up again.)
And I might need a refresher to the Bulkhead bug. I rarely make a Bulkhead, so help is needed to test it.
What about say, dropped objects and interiors? Not too crazy of a bug, usually people ran into it when their inventory was full and they used medkit fabricator in cyclops and then that medkit would just block cyclops. In bases it lead to, base being shredded to pieces in some cases, now that cyclops has hp... I'd imagine dropping something on the floor would just nuke it to orbit unless that little bit was fixed.
Shame empty wrecks are still a thing but it just means you gotta go through them until you find that one wreck that has... everything.
I haven't dropped anything in the Cyclops yet, but I think it's fine. Don't know however.
And the med kit fabricator no longer rips up things... maybe. I haven't tested for that specifically, but I haven't had to dig packs out of the walls yet.
Good, now I have a list of bugs to test.
I didn't get accepted to be a playtester, but I sure as heck am going to help.
For me, bulkhead bug seems to have a different nature - more than 4 (as I remember) built in a single base cause the animation to not play, while still beeing functional.
In other words, they instantly open/close. Personally, I don't even mind.
About dropped items, they don't launch your Cyclops back to Alterra space anymore, but a little damage is done. Caused it while spawning myself some items for testing.
As for wrecks, I discovered, that they tend to stop spawning fragments for stuff, you have already unlocked.
There is still a bug, where any fish in alien containment (even a reefback) can be tricked to take only 1 slot in your inventory
I wouldn't mind the bulkhead open/close animation going away. I found it rather nauseous with the head bob shifting viewpoint.
The external pieces disappearing on any internal modification was fixed in last update I played. Tho I do remember that aggravating feeling when your base would have 1k, 2k, 3k... magical non-existent power.
Anyway thanks for heads up. Since nothing much was done to bases and I don't really see myself enjoying anything atm, think I'm just going to wait and see what happens in 1.0. Hopefully bases will be appealing for me again, had a lot of fun with them. Lots better even now then most "survival" minecraft clones out there, where they are either stupid, hold no purpose or look buttugly.