Latest changes on Experimental (12/09):
- Added the ability to customise the player's body shape in the Appearance Modifier.
- Enabled quick menu keybinding for PC players.
- Fixed an issue that could prevent other players' bases from downloading while exploring.
- Restored the ability to use keys/buttons on the Quick Transfer inventory popup.
- Dying after falling into space no longer removes items from your inventory. Falling into space in Permadeath will reset your character into a safe position instead of killing you.
- Added additional landing pads to the Space Anomaly and Atlas Stations.
- Fixed an issue that prevented deleted bases from being cleared out from the teleporter list.
- Introduced a number of optimisations to the audio system and fixed some audio glitches.
- Introduced a number of additional general optimisations.
- Fixed an issue that caused ricochet projectiles not to damage some objects.
- Fixed an issue that prevented rocket boots from functioning (double-tap A to activate or chain boost jumps).
- Added the ability to untag markers.
- Fixed an issue that caused tagged markers to vanish when entering Exocraft.
- Fixed an issue that caused too few predators to be interested in hunting the player.
- Replaced storage containers on freighters with purpose-built storage rooms. Materials have been refunded and new blueprints added.
- Added text chat functionality to Orb multiplayer on PC.
- Added new attack behaviours to the Biological Horrors...
- Fixed a number of issues around Nada + Polo's dialogue onboard the Space Anomaly.
- Fixed a network error in base building.
- Fixed a crash in base building.
- Fixed a crash in the main menu.
- Fixed a crash in the inventory system.
- Fixed a crash related to multiplayer Monuments.
- Fixed a number of miscellaneous crashes.
- Added rich presence text for the Steam client.
- Fixed an issue that caused discoveries made in a multiplayer session to not immediately sync with other players in that session.
- Fixed an issue that could cause technology to vanish when being repaired.
- Fixed an issue that caused the value of repaired ships + weapons to be too low when trading in.
- Fixed an issue where Pugneum was refined into Big Ball.
- Replaced some duplicated item icons.
- Fixed a number of visual glitches with terrain rendering.
- Fixed an issue that caused timers not to function properly in multiplayer.
- Fixed an issue that could stop base parts being deleted despite the player not being inside the object.
- Fixed an issue that could cause creature feeding missions from the Mission Board to have not appear in the log.
- Fixed an issue where multiplayer Monuments had a missing label.
- Fixed an issue where ship summoning was missing a sound.
- Improved the animations of various alien creatures (particularly those with an above average number of legs).
- Fixed an issue that could cause the Multi-Tool to rotate out of place in the player's hands.
- Fixed an issue that prevented players with two-handed Multi-Tools from melee boosting.
- Fixed an issue where the camera change key in the Appearance Modifier didn't work on PC.
- Removed some outdated items from the Guide catalogue
- Fixed an issue where Quads + Walkers showed incorrect information when viewed through the Analysis Visor
- Fixed a number of collision issues onboard frigates.
- Fixed a collision issue with base doorways.
- Allowed Exocraft geobays to be built on top of other structures.
Thanks!LMAO that's pretty cool![]()
My newly designed exo-service pit stop
Like ye said, its just the same as the freighter drone...eye candy that doesnt actually do anything but base builders everywhere will rejoice in another trinket anyway. My germination lab doesnt actually do anything either, I just built it fer fun.
Im holding off on pics cos this is my big weekend...take delivery of my new screen, all 55 inches of it with sublime 4k which is just as well cos pics should look better on the oneX.
Laters ^
That's in Week 3, and it's still in experimental and not live yet, right? Because I'm not getting the 3rd event activated.I've already bought this little bot. I thought it would be nice to have him potter around the base, I didn't know he only goes around a 'ring'...
It would be great if he could follow us around exploring, a kind of friend/bot..
Nevermind..
That's in Week 3, and it's still in experimental and not live yet, right? Because I'm not getting the 3rd event activated.
Yeah. It's not out live version yet, even on PC, only experimental.I'm playing pc experimental, so its in that. It won't be on console yet, or it may be, not sure when they're releasing it to console.:S
What week are we in, what have we had so far, 1: dig up stuff.. 2: collect poo.. 3: Yeah, fight walkers.. (I only fought the one)
So we're in week three now (I think). Can't think of any other things we've done, its all been a little underwhelming. [blah]
I got one helmet from week 2, but got both emotes. They're useful, especially when the hotkeys come out and in multiplay.Most of this is for trinkets that are not much use. Especially when you still haven't got a fixed base yet[where is it]. I'm still looking for my ideal planet, all those I had before, I moved on. Perhaps we can hang them in the freighters.
I do wear the helmet though..[yesnod]
Bot cost 800.
My newly designed exo-service pit stop
I'm playing pc experimental, so its in that. It won't be on console yet, or it may be, not sure when they're releasing it to console.:S
What week are we in, what have we had so far, 1: dig up stuff.. 2: collect poo.. 3: Yeah, fight walkers.. (I only fought the one)
So we're in week three now (I think). Can't think of any other things we've done, its all been a little underwhelming. [blah]
Most of this is for trinkets that are not much use. Especially when you still haven't got a fixed base yet[where is it]. I'm still looking for my ideal planet, all those I had before, I moved on. Perhaps we can hang them in the freighters.
I do wear the helmet though..[yesnod]
Bot cost 800.
Hexite + Coprite = Nanites, if I remember right.Is the week2 event still active in the non-experimental version of the game? I might try and accumulate some more Hexite as it was a pretty decent source of easy money. Did anyone ever figure out any synthesis recipes for that stuff or is it just a commodity?
Dang, killing walkers. :/ I'm really bad at that. I tried in the past but it seems like I can't get them. What's the trick? And what is the upgrades you have to have on your multitool? I only have a S-class and not Alien or Experimental multitool. I hope it's not required, because I really tried to get one weeks ago, but the game kept on crashing.
Yeah. It's not out live version yet, even on PC, only experimental.
Dang, killing walkers. :/ I'm really bad at that. I tried in the past but it seems like I can't get them. What's the trick? And what is the upgrades you have to have on your multitool? I only have a S-class and not Alien or Experimental multitool. I hope it's not required, because I really tried to get one weeks ago, but the game kept on crashing.
I got one helmet from week 2, but got both emotes. They're useful, especially when the hotkeys come out and in multiplay.![]()
Just started the game over with two friends this past Wednesday and had a blast! So happy Hello Games added mp!
Is the week2 event still active in the non-experimental version of the game? I might try and accumulate some more Hexite as it was a pretty decent source of easy money. Did anyone ever figure out any synthesis recipes for that stuff or is it just a commodity?