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Markus

Developer
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Posts posted by Markus

  1. These loose pixels give us a headache since quite some time and we're not sure yet what's the best way to solve the problem. We tried several things (like detecting them automatically and then removing), but either it was deleting too much (like slowly removing terrain) or it was taking too much computer performance to calculate. The problem is on our radar, but so far no suitable solution was found to fix it. We're aware of it and try to fix it, but I can't yet estimate when and if we can fix it. I'm very sorry :/ 

  2. 18 hours ago, CM MOUNIR said:

    I didnt see it, there is a lot of suggestions, if i saw it i would upvote it.

    I will try to see if a suggestion has already been posted next time 

    Please don't worry. Even we devs have a hard time go get the overview of all the suggestions here :) Please just keep adding your suggestions. Ideally you find a thread which has the same or similar idea and you can upvote it, or if you make a duplicate idea some user might link to another thread. In that case don't be offended. It maybe also means that the user is supportive of your idea and wants to see it happen, so more upvotes are gathered :) 

    and..... yay pistons! xD 

    • Like 1
  3. Quote

    The remote resource transfer stopped working from 0.7.1 to 0.7.2.

    I tried to delete the modules and place them again, no change.

    Remote fuel and energy still works fine.

    @STM

    Are you sure? Strange :/ I just checked it and it worked for me. Are you sure you are using the captain (in the campaign mode) and have placed the resource tank properly in the container?

    [edit] it seems to work in the creative mode as well, if you select the "wireless resource transfer" option. hmm

  4. No worries @CM MOUNIR. Every suggestion is welcome :) As corona_wind said, if we have time, we sort the forum threads by max-vote count and then see if we can implement those features. If the a certain feature is wished for several times but the votes are split in many threads, we might miss a popular request. So community members help to bringt threads/votes together :) Thank you for your help!

    About pistons... there might be an interesting thing coming up soon ;) 

  5. Yes, @STM. The latest changes to the batteries (and fuel tanks) are, that there are three sizes which recharge and one which has a lot of capacity but does not recharge. We might improve that system/add more variety in the future.

    And thank you again for playing and giving feedback. Very happy that you like the changes so far :) 

    • Like 1
  6. Amazing xD Yes of course that's possible, oh man xD We didn't think of that, hmm. Nice find!

    I'll forward it to the team and we see what we can do about that. It's literally an edge-case ;) , so I'm not sure how much energy we can spend on fixing it. Somehow I love it how you can mis-use it ;) 

  7. 16 hours ago, z0mbiesrock said:

    Also there is a cap of 10 of a single part, so it feels wasted to get a capped part as a mission reward (Two thrusters/batteries when you already have 10 of that particular part)

    That's a leftover from an old version. We discussed it with @ArnoJ and that limit will be removed with the next update :) 

  8. 7 hours ago, jowillis78 said:

    I'm just asking about the limits on parts in the 0.7 beta because currently i am having a few problems with power and the only batteries i can find are the small ones and i already appeared to have hit the max cap at 10. Im not sure if this is temporary or not, but it would be nice to not have a cap on certain parts or at least raise the cap. Thank you!

     

    I quickly discussed it with @ArnoJ. That 10 cap per part is something which is a leftover from earlier versions which doesn't make sense anymore. It will get removed with the next update. Thanks for posting!

  9. Yes, that would fix the issue for the enemies. If the bullet spawn point is inside the enemy collider and the enemy can't go into terrain, that would fix the issue. But visually it is less compelling, when the bullet spawns inside the enemy, hmm. We have to check.

    Maybe only for turrets we could make a custom check if the point is inside the terrain. It seems the chance of turrets spawning in an angle/position in which they could shoot through terrain is quite high, so a custom check might be worth it.

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