Coldwash Posted January 16, 2019 Share Posted January 16, 2019 We found an issue with existing stuff. Transponder nodes became really huge. Link to comment Share on other sites More sharing options...
Wildcard QA +CtrlAltDebug Posted January 16, 2019 Wildcard QA Share Posted January 16, 2019 On 1/14/2019 at 1:37 PM, Fresonis said: I made a video with my testings, bug/glitch findings and improvement suggestions. Some of the things are already mentioned and others not. Good luck with making it even better! Excellent video! Thank you for putting this together. Link to comment Share on other sites More sharing options...
liunaiyu Posted January 16, 2019 Share Posted January 16, 2019 why server network status show offline? i'sorry, i can't see the top Link to comment Share on other sites More sharing options...
Jacira Posted January 17, 2019 Share Posted January 17, 2019 Is there any reason that sloped left and right walls cannot be turned upside down like in Structure Plus Unofficial? Link to comment Share on other sites More sharing options...
TakeItEasy Posted January 17, 2019 Share Posted January 17, 2019 Since this udpate, transfering is not working anymore in any server, itens simple desapers when you try to transfer, please fix it. Link to comment Share on other sites More sharing options...
trixter083 Posted January 17, 2019 Share Posted January 17, 2019 Sloped Roof snapping to foundation grid instead of ceiling tile. Sloped roof not snapping like a ramp when elevated or on ground level. ^not limited to triangle ceilings. C4 Splash damage not applying to all triangle foundations in range (works on square) Continuation from above Square foundations taking splash dmg in all directions from C4 Link to comment Share on other sites More sharing options...
trixter083 Posted January 17, 2019 Share Posted January 17, 2019 Triangle Foundations not snapping to eachother even when showing green when stacking. some work, some not snapping at all. Tested splash damage to triangle foundations with tek saddles, grenades, dinos, same findings as C4. Not applying to all structures exposed in radius. Link to comment Share on other sites More sharing options...
RaidenSola Posted January 17, 2019 Share Posted January 17, 2019 The glitches I've encountered so far seem to have been mentioned by other players so I won't waste words on that. I do have some non-glitch feedback to offer, and that is that using ammonite bile for the dedicated storage is a poor decision. The materials to make that should be hard to obtain, but still available on all maps, as was the leech blood that was originally used in the S+ version of the storage. It should be reverted to this, or another equivalently rare material for people to obtain to make this device. Link to comment Share on other sites More sharing options...
Zahlea Posted January 18, 2019 Share Posted January 18, 2019 On 1/14/2019 at 8:00 PM, Caerbannog said: I respectfully disagree. I build a lot and it still enrage me if I have to hold E to pick up a misplaced item. If I place a bunch of test structures to see if I like them, being forced to hold E will drastically reduce the amount of structures I can pick up before the timer ends. If you're having trouble accidentally demoing stuff by picking up structures, build more slowly and pay attention. I'm not trying to be mean--trust me, I've accidentally demolished MANY cliff platforms when building with fence foundations by not paying attention, so I know how much it sucks. But forcing a hold timer on picking up structures partially defeats the usefulness of the option. I agree for what you're describing, but I believe you don't consider what happens when you set the option to always allow pickup. I wrote about it in a comment to the first post (quoting as the direct link to the comment kept linking another comment): Quote One thing I'm wondering about - if we use the AlwaysAllowStructurePickup option set to true, will that mean that you always pick up structures by pressing the Use key when looking at them (that's what I assume "quick pickup" means) - so that we're at a risk of picking up structures when trying to pick up/use something close to them? Use Case: I have Dimetrodons on a stone foundation and try to pick up their eggs - that's not always easy and sometimes I have to look away a bit to get the pickup - if I miss, will I risk picking up the stone foundation? Use Case 2: I have a flyer parked right next to a wall and run to it quickly to jump on and fly away - will I risk picking up the wall if I aim a bit wrong before pressing the Use key? Edit: I realised now that you already answered this. A middle way could be, as @iliassuggested, a separate key bind. We are running out of keys so combination key binds would be amazing. Imho I'd love for the left Ctrl key to be removed as bindable and instead be used in combination with all other keys to allow a whole extra set of keys to bind. Like E to Use, Ctrl+E to pickup. Link to comment Share on other sites More sharing options...
ilias Posted January 18, 2019 Share Posted January 18, 2019 39 minutes ago, Zahlea said: Edit: I realised now that you already answered this. A middle way could be, as @iliassuggested, a separate key bind. We are running out of keys so combination key binds would be amazing. Imho I'd love for the left Ctrl key to be removed as bindable and instead be used in combination with all other keys to allow a whole extra set of keys to bind. Like E to Use, Ctrl+E to pickup. Don't forget the case when you pickup poop from your Phiomia's butt. You spam E blindly! Imagine if your base is built on Ceilings, on the edge of a mountain! No fixed keys, please! All keys have to be configurable. I have Ctrl key for Crouch (I don't like C). You can edit all the key bindings in the file Input.ini There, you can easily set combinations with Shift, Ctrl, Alt. I have set the whistle "all follow" to Shift+J, because simple J is too dangerous in big bases. So... after so many reports about the quick pickup thing, I hope WC will do something that make all of us happy! Link to comment Share on other sites More sharing options...
Zahlea Posted January 18, 2019 Share Posted January 18, 2019 14 minutes ago, ilias said: Don't forget the case when you pickup poop from your Phiomia's butt. You spam E blindly! Imagine if your base is built on Ceilings, on the edge of a mountain! No fixed keys, please! All keys have to be configurable. I have Ctrl key for Crouch (I don't like C). You can edit all the key bindings in the file Input.ini There, you can easily set combinations with Shift, Ctrl, Alt. I have set the whistle "all follow" to Shift+J, because simple J is too dangerous in big bases. So... after so many reports about the quick pickup thing, I hope WC will do something that make all of us happy! Wow, didn't know I could edit Input.ini to get combinations! Thanks I would still prefer it to be configurable from in game, but I see your point and if I can do it at all, that's good enough! And if you want to keep the possibility to bind a key, like Ctrl, as well as using it in a combination, the fix is suddenly quite complex. Maybe having two "sheets" of key binds where the second sheet is for combinations and where you can bind which key is the "combination key"? ? I hear ya about J! ? I bound it to middle mouse button so that I don't accidentally press it in the base and I told the friends I play with to unbind it from J as well However, all of this still requires actions to be split up from "Use" so that we can bind them separately. Link to comment Share on other sites More sharing options...
Inky Posted January 18, 2019 Share Posted January 18, 2019 On 1/12/2019 at 4:37 AM, Kruemel said: is ammonite bile for the tek storage intended? If so, why lock this structure behind Island/Center/Rag? On Se, Ab and Ex are no ammonite. best regards To my understanding, this is the crafting recipe straight from S+ its self. Most of the tek tier recipes in the mod are increasingly hard to obtain because the mod author believes in a challenge, I guess. Link to comment Share on other sites More sharing options...
Jen Posted January 19, 2019 Author Share Posted January 19, 2019 We've just updated the beta to a new version: Link to comment Share on other sites More sharing options...
Dolphinsong Posted January 19, 2019 Share Posted January 19, 2019 The Stone Double Doorway seem to clip slightly off the edge of the stone foundations, slightly lower as well instead of clipping like the standard doorway. making the double doors sink into the flooring slightly. Double Door Issue Pic Also, this only started occurring in the beta but at times I would randomly get stuck in a floating position on the edges of small rocks and even edges of foundations for zero reason, forcing me to ghost and then walk again to get unstuck. This has never occurred prior to switching to beta. Am playing single player Ragnarok map. Link to comment Share on other sites More sharing options...
Spacenerd Posted January 19, 2019 Share Posted January 19, 2019 I know this is for S+ while your messing with realigning piece’s that don’t fit well together can you fix tek behemoth gate so the door align’s with the frame so the door doesn’t hang lower. As seen in picture the the frame built on ceilings but the door isn’t level. Thanks in advanced and keep up the great work ? Link to comment Share on other sites More sharing options...
Craiz Posted January 19, 2019 Share Posted January 19, 2019 Will we get the S+ Underwater Compartments? I just love them because they snap with walls and ceilings etc.! Link to comment Share on other sites More sharing options...
kagesama Posted January 19, 2019 Share Posted January 19, 2019 On 1/15/2019 at 6:38 AM, ilias said: @Jen @Seggzy @Skittle Hey there! I would really appreciate it, if you let us know your thoughts about our bug reports / suggestions. Don't keep them to yourself. Let us know about the progress of this project. Post some Patch Notes (current & future). Also, tell us what things you're not willing to change, so we stop posting about them. In a few words, help us to help you! A list of "planned hot fixes/ issues we are aware of" would be amazing. If folks know you're working on the Door issue then we wont post it and look fore more things. On 1/12/2019 at 10:33 AM, DamanWeylin said: Not a bug, but for dedicated storage, can we get the icon and count displayed on top, see attached image for example of some creative building with dedicated storage. This could be very cool. I really like the Toggle models/texture options. Solid block versus traditional foundation. Would be really good if we could do that on the triangle pieces. Keep the look the same through out the builds. Stone walls could toggle the wooden supports or not. Probably said earlier (again the first point of my comment) but just have one engram that's stairs or ramp that we can switch between. Link to comment Share on other sites More sharing options...
Dolphinsong Posted January 19, 2019 Share Posted January 19, 2019 Just noticed a movement issue when moving off of the Wooden Foundation (block variant) and onto the Wooden Stairs (the ramp styled stairs). Whenever i move down them off the foundation my character would get stuck at the top and for awhile keep making the sound of jumping onto wood every couple of seconds, like i'm playing drums on wood or something. Takes over a minute before the character will stop being stuck on their own. Happens every time so far. Link to comment Share on other sites More sharing options...
girlygirlgamer322 Posted January 20, 2019 Share Posted January 20, 2019 Can we expect to get a bunch of actual QOL features from S+? Such as setting torches to only go off during the night, or have doors automatically close behind you? Link to comment Share on other sites More sharing options...
GatGotUrGun Posted January 20, 2019 Share Posted January 20, 2019 With the new fence supports i noticed that it is really hard to get them to connect in a straight line with another. Link to comment Share on other sites More sharing options...
Campi Posted January 21, 2019 Share Posted January 21, 2019 6 hours ago, GatGotUrGun said: With the new fence supports i noticed that it is really hard to get them to connect in a straight line with another. Press G and it will go into "straight only" snap mode. Link to comment Share on other sites More sharing options...
dcrago Posted January 21, 2019 Share Posted January 21, 2019 Only tested in SP so don't know if unofficial servers will have the same problem but; if you place any of the integrated S+ structures, next time you start your save with the S+ mod installed all integrated S+ structures will change to modded S+ structures. And side note: all modded S+ structures don't have snap points when on the beta build. Link to comment Share on other sites More sharing options...
SoleSurvivor55 Posted January 21, 2019 Share Posted January 21, 2019 UPSIDE DOWN "SLOPED WALLS" I've been watching the videos on all the S+ additions and am super stoked for it to come to console, Its seems it's got pretty much everything except for upside down sloped wall Link to comment Share on other sites More sharing options...
AngrySaltire Posted January 21, 2019 Share Posted January 21, 2019 A quick thought. Will the pick up options be available in the single player/local play ? Link to comment Share on other sites More sharing options...
Lowly Posted January 22, 2019 Share Posted January 22, 2019 Can you add an option in the contextual menu to switch visuals of ceilings to either ceiling (default) or flat roof (copying the features for slopped ceilings especially in the case of Tek ceilings) Link to comment Share on other sites More sharing options...
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