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So for whatever reason, the developers decided to change the order of construction items being unlocked for building. Originally you could unlock the floor, followed by small FAD, and a cargo box, then the walls of your base. Now, they inserted the power relay before the FAD. I fail to see how this is an improvement to the build progression. No one would mount a power relay on the floor, yet that is exactly what you have to do in order to get a wall to mount it to. While you need a power relay to power more than one item with your generator, you only have one item to power, until you build a door later. Which you can open without power anyway. Up till now, the build progression has been pretty good, so I don't understand the change. Is there something I am missing here?
Also I thought having two separate menus for items and building was a good idea. Keeping food, and drink separate from building a biofuel generator made sense. So not seeing the point to combining them. Unless there was a big cry for less menus from 2 to 1 in the forums.
Lastly, having a cooldown for running made sense as well. That seems to have been eliminated for some reason. Now my guy can sprint around all day, and night. Personally, I like a little reality in my fantastical space exploration games. Sure the odds of really being able to build a house with a rifle is a bit far fetched, but I would believe that, before believing I can run forever.
While I have greatly appreciated the growing development of this game, I hate to see good things thrown out, or changed for changes sake. If it worked, then keep it. Don't reinvent the wheel for the sake of being 'different'. Yet that seems to be what was being done here. Making it simpler and more confusing at the same time.
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SalinasMontif: So for whatever reason, the developers decided to change the order of construction items being unlocked for building. Originally you could unlock the floor, followed by small FAD, and a cargo box, then the walls of your base. Now, they inserted the power relay before the FAD. I fail to see how this is an improvement to the build progression. No one would mount a power relay on the floor, yet that is exactly what you have to do in order to get a wall to mount it to. While you need a power relay to power more than one item with your generator, you only have one item to power, until you build a door later. Which you can open without power anyway. Up till now, the build progression has been pretty good, so I don't understand the change. Is there something I am missing here?
Yeah I agree it's a bit weird having to think of electrical stuff before you have a place to shelter. Hopefully they'll fix this when they redo the whole tech-tree thing to make it an actual tech tree.
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SalinasMontif: Also I thought having two separate menus for items and building was a good idea. Keeping food, and drink separate from building a biofuel generator made sense. So not seeing the point to combining them. Unless there was a big cry for less menus from 2 to 1 in the forums.
I don't find this too bad, other games only have 1 hotbar, but equally having 2 was quite helpful. The problem for me was getting them to show when I wanted them to.
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SalinasMontif: Lastly, having a cooldown for running made sense as well. That seems to have been eliminated for some reason. Now my guy can sprint around all day, and night. Personally, I like a little reality in my fantastical space exploration games. Sure the odds of really being able to build a house with a rifle is a bit far fetched, but I would believe that, before believing I can run forever.
I can't run forever, perhaps this is a difficulty setting or a bug?
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SalinasMontif: So for whatever reason, the developers decided to change the order of construction items being unlocked for building. Originally you could unlock the floor, followed by small FAD, and a cargo box, then the walls of your base. Now, they inserted the power relay before the FAD. I fail to see how this is an improvement to the build progression. No one would mount a power relay on the floor, yet that is exactly what you have to do in order to get a wall to mount it to. While you need a power relay to power more than one item with your generator, you only have one item to power, until you build a door later. Which you can open without power anyway. Up till now, the build progression has been pretty good, so I don't understand the change. Is there something I am missing here?
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T.Hodd: Yeah I agree it's a bit weird having to think of electrical stuff before you have a place to shelter. Hopefully they'll fix this when they redo the whole tech-tree thing to make it an actual tech tree.
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SalinasMontif: Also I thought having two separate menus for items and building was a good idea. Keeping food, and drink separate from building a biofuel generator made sense. So not seeing the point to combining them. Unless there was a big cry for less menus from 2 to 1 in the forums.
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T.Hodd: I don't find this too bad, other games only have 1 hotbar, but equally having 2 was quite helpful. The problem for me was getting them to show when I wanted them to.
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SalinasMontif: Lastly, having a cooldown for running made sense as well. That seems to have been eliminated for some reason. Now my guy can sprint around all day, and night. Personally, I like a little reality in my fantastical space exploration games. Sure the odds of really being able to build a house with a rifle is a bit far fetched, but I would believe that, before believing I can run forever.
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T.Hodd: I can't run forever, perhaps this is a difficulty setting or a bug?
Ah, must have been a bug. tried another world and it is now there. Not sure why it wasn't working before. I could see the little health bar around my gun energy hex.when I started, but it would immediately dissapear and then not show again.Was worried it was a deliberate change like the other two.

But don't get me wrong, I think they have by in large been doing really well developing this game. I remember when it first came out and it has steadly improved. I like to play alphas to see where developers go with thier ideas, and not all show as much progress, or continue to improve.
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SalinasMontif: Also I thought having two separate menus for items and building was a good idea. Keeping food, and drink separate from building a biofuel generator made sense. So not seeing the point to combining them. Unless there was a big cry for less menus from 2 to 1 in the forums.
There are actually ten menus, you can cycle between them with the [ and ] keys.