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Quack,

I wanted to give some feedback but the ingame system only accepts very short messages, so I'm using the forum hoping the devs have a look at it sometimes.
(on their website the contact us page appears somewhat empty)
Follows what I wanted to tell them.

Thanks for building such a nice game :-).
Even though it's still alpha it has been working without major bug.

I am playing version 0.6.008 on Linux using Wine 8.0rc2 and got only one problem:
if the game looses focus (switch to another app/virtual desktop) then there is no more input and closing and restarting is needed.

I am currently at 293GTi and still a few things to unlock. It seems the fishes/animals part is not there yet but the tech tree so far has been very pleasant to unlock.
When you're stuck generally that means you need a few rockets :-).

A few notes:
- could not enter the save name but renaming the file worked like a charm
- crafting closes the craft dialog, no way to select count
- hint messages (sentinel corp emails) came a bit too late, like right before the flood, of after some new tech is unlocked and I am already using it
- picking stuff underwater from the ground is not working, either it sticks out enough or it's deep enough to dive or it's not possible to collect
- submerged techs vanished after the flood; it's logical but a notification would have been nice
- would be nice to see the whole map on a single screen (T4?); and is there a point to launching multiple T3s?
- auto-crafter range is unusable; even if you would gather all your storage in one place, which would be a very ugly base, it would not be sufficient
-> I would suggest increasing a range a lot, or even better allowing taking from any storage in connected buildings
- lightning in the base is a tad bright
- finding rare larva is tedious but ok; having to retry the DNA sequencing so many times is really too annoying
- no walls to arrange interior space; maybe more furniture (gamers often like to decorate)
- environment change when reaching the asteroid field is abrupt; from afar it looks very different and when closing in it suddenly gets darker and the rocks totally change colors
- when you discover a DNA pattern not in the recipe, the DNA sequencer could remember it
for example with the common larva I found the Galaxe, Leani and Fenseawhich which are not documented
- mountain is glitchy when at 186.50:-479 looking south

Regards.
\_o<
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duck: - could not enter the save name but renaming the file worked like a charm
My save is Survival-1. I started another map and it's Survival-3. No idea what happened to 2.
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duck: - crafting closes the craft dialog, no way to select count
A bit annoying to click on the screen and reposition the mouse over the item again.
Likewise when placing structures maybe there could be a button to call up the most recently selected blueprint, provided you have resources.
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duck: - hint messages (sentinel corp emails) came a bit too late, like right before the flood, of after some new tech is unlocked and I am already using it
The screen and satellite dish are a bit late in my opinion. I was focused on exploring when they unlocked. Took a while longer before I found a place I wanted to build them. Then the first few messages seemed like things my character should have been told before they got in the drop pod.
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duck: - auto-crafter range is unusable; even if you would gather all your storage in one place, which would be a very ugly base, it would not be sufficient
The range seems large enough that a dozen T2 Extractors should fit. Currently I have 3 T2 Extractors joined together in the Aluminium field and a platform at one end for the auto-crafter. I image if I had the space I could fit 3 more on the other side then mirror them for another 6. An auto-crafter is producing super alloy and another is producing alloy rods. This basically means I don't have to gather them from the extractors and condenses them into fewer storage spaces.

Though I might run into limitations the more I try to do with them. Maybe add a range extender structure so one production zone can be connected to another.

I was thinking something similar to the auto-crafter. Imagine a storage locker that draws from other storage lockers and chests in a range. It shows you how many of what it finds and you can click on the item to retrieve one, or all, of that item type. Thus you don't have to go around to various chests to collect things from the ones you sorted them into.
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duck: - no walls to arrange interior space; maybe more furniture (gamers often like to decorate)
I want to be able to arrange veggie tubes and food growers into a straight line. It gets tricky in a 3x3 of rooms and I can't get one in a doorway to line up with the the ones in the corners. Also, the remaining corners when there are rooms on all 4 sides are annoying.
Post edited January 18, 2023 by SKARDAVNELNATE
I ran a test with the auto-constructor range and a dozen isn't even the limit for T2 Extractors.

I built this in the Iridium cave.
A row of 3 platforms.
A set of 2x3 T2 Extractors on either side.
3 auto-constructors set to Iridium Rod, Super Alloy, and Alloy Rod.
A storage locker.

As long I keep the locker supplied with aluminium and empty the auto-constructors all the extracted material get used up keeping the extractors running.
I have run into a problem with auto-crafters. I built a few platforms in the lake and surrounded them by algae spreaders. The auto-crafter will draw some of the algae but also leaves some around the outer edge. Additionally, it seems at times that the automation stalls until I gather some of the algae myself and it doesn't repopulate near the center until I do.

To resolve this I think that if an algae spreader is in range of an auto-crafter then the algae it generates should be accessible to it, even if the individual algae aren't in range.
Thanks for the feedback.

I think I did not understand what you can do with the autocrafter. My main problem is running around an increasing amount of storage closets that organically were added in my base. Most of them are in a 4*2 bloc but when I tried the autocrafter the range was not sufficient at all. I never thought of using it coupled with an extractor because I got the T2 much later IIRC. I guess when I get T3 that would make even more sense.

I could redesign my base, I did it to some amount but since one cannot move objects and storage closets would have to be emptied, I do not feel like doing it all over again (since I would like to stay in the same spot).

Anyway, having a way to craft that would auto-grab from all storage closets in your base (all connected rooms, whatever the range), would be handy.