Recent Posts

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Bug reports / Re:
« Last post by ai_enabled on November 23, 2018, 09:39:02 am »
should be fixed with the latest update (v0.17.5.6).

Bug reports /
« Last post by gobias on November 23, 2018, 08:21:32 am »
With the new patch, my base was altered slightly. I used to have farm plots to where my tobacco plants are now in my stone floor. It's like my base got pushed down 1 cell or something. the floors are there where my walls used to sit

I can actually plant where it shows stone floors. My garden plots were in those spots before the update.
News and Updates / Re: CryoFall - Patch notes v0.17.x (Pragmium Update)
« Last post by Lurler on November 23, 2018, 02:24:45 am »
=== CryoFall v0.17.5 (patch) ===

New features:
   - All floor tiles now offer movement speed boost (same boost for all floor kinds)
   - Added texture/sprite quality setting
   - Added rendering options for low-performance machines (you can downscale rendering area to improve performance)
   - Added automatic VRAM evaluation for newer machines and automatic optimizations
   - Added VRAM usage measurement and a performance advice when it's too high (Windows 10 only)

   - Improved sign text editor (matches precisely the actual sign text layout so it's easier to preview)
   - Improved handling of game servers list (less memory and CPU usage)
   - Improved textures streaming and related memory allocations
   - Significantly improved lighting (light sources) rendering performance
   - Now it is not possible to exploit food quality by starting crafting and then canceling the recipe
   - Fixed rare bug with server desync in case it was inaccessible for a few seconds due to the network issues (Vultr datacenter problems we had in Frankfurt)
   - Fixed ATP energy extractor implant not working under certain circumstances
   - Fixed toolbar item action (which should not be happening) starting even when you hold another item in your mouse
Game discussion / Re: animals
« Last post by gobias on November 20, 2018, 09:19:29 am »
all the animals made my base laggy so i think i'll stick with just a pet turtle.
Game discussion / Re: animals
« Last post by ai_enabled on November 20, 2018, 03:27:22 am »
Yes :-) the animals AI is very rudimentary yet.
Game discussion / animals
« Last post by gobias on November 19, 2018, 10:35:16 pm »
So I started gathering chickens and whatever the anteater thing is in my base.
Ideas and suggestions / WhyNotBoth(...-hands)?!?
« Last post by Warbot on November 19, 2018, 11:33:25 am »
how about dual wielding?

- have 2 weapon slots,
- big guns like machine gun occupy both slots
- can have 2 pistols for instance
- selecting either of the (up to two) items in the two slots will select both
- left click is one item activation (like, shooting...) and right click is the other item
=> shoot two pistols
- extended reload period if two guns are used (more than reloading 2, as it's more difficult to reload one if you hold two^^)
- less accurate at long range than using only 1 hand
- probably higher alpha damage than 2-handed-auto-guns
- more variable (see next paragraph)

- could also add (riot-) shields of different tech tiers (wooden, metal, ballistic synthetics,...)
=> shield can be dual-wielded with guns and melee
=> gives melee at least a chance in late game (how about shockers/powered chain-swords/....?^^)
- "using" the shield blocks/lowers incoming damage of only one direction
- can "use" pistol/melee and shield simultaneously => shooting inaccurately and only partial protection
Help section / Void Expanse terrain decorations? for Planet exploration?
« Last post by ninekorn on November 18, 2018, 09:29:27 pm »

It seems that decorations have a random spawn rotation on one axis... everytime i spawn them i get different results even though the vector2 rotation is 0,0 and the rotationspeed is 0,0. So it makes my terrain generation impossible. The only thing that doesnt have an icon and has non-interactive physics were decorations so it was an idea i had to use decorations for a 3d terrain. approx 100 vertex for one 10x10 plane (i can improve that) and i was able to use a random perlin noise for tileable repeatable random terrain built in Unity3D than transfered in Blender and than to Void Expanse. I use a "Hidden in Station" npc to get the position of the player and to draw the terrain planes.... but its a failure because of the random rotation. The goal was to bring in Planets exploration to reality.

I could use terrain backgrounds instead but im gonna have to excel with my poor drawing skills. (im gonna have to empty youtubes lists of drawing videos).

Can you confirm that there is an extra random rotation that we cannot set ourselves?


P.S. i didnt try the Device Activation on planets though. And thats how a player would be able to switch from a system to a planet and vice-versa.
Bug reports / Re: Проблеммы с запуском игры
« Last post by ai_enabled on November 17, 2018, 10:29:17 am »
Проблема известная - несовместимость модов. Просто уберите подключенный мод из файла ModsConfig.xml в папке Документы\AtomicTorchStudio\CryoFall
Если всё заработает то смотрите, не вышло ли обновление мода.

Полноценная поддержка модов с правильным репортингом из-за чего игра не может запуститься будет в ближайшем будущем. Удобная установка и автоматическое обновление модов также планируется.
Bug reports / Re: Проблеммы с запуском игры
« Last post by Mordred133 on November 17, 2018, 08:05:24 am »
Если не сложно укажите количество лог файлов)) а то я человек темный в этих вопроса по звездам ориентируюсь)
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