![]() Colonists will now eat food out of their inventory before eating food anywhere else on the station. Dead colonists no longer make friends (or enemies) Fixed access positions of the Therapist 9000 (this doesn't backport to already placed Therapist 9000's) Fixed a bug where unassigned job task notifications were inconsistently displayed Dead colonists can no longer be upgraded/promoted Fixed distribution booth's build menu search text Slimes can now be manually fed food (or whatever) via context option Organs no longer display "took damage" messages when they're dead Fixed the "clean up slime" error message so that it says the required laborer level is 3 (previously it said "requires laborer level 1". I think you'll keep the upgrade if you've already upgraded it. Removed the "no power" upgrade from the cryptominer. Fixed a bug where wall objects that go through walls, like thermal exchangers, could be placed on walls that already had objects. Reduced amount of power generated by the solar panels from 3 per second to 1 per second Generators now produce 2 power per second. ![]() Generators will now turn on immediately when a battery is low, and they'll store any unused fuel. Fixed a bug where objects from a different save would sometimes show up in a new save There's not yet a way to rebind your controls, either.Ī bit of fiddling around should be expected for an Early Access game, but Starmancer still feels a little too rough right now. If you've been thinking about picking up this game, it's probably best to wait until everything is running a little smoother.- Fixed a stack overflow when placing wall objects For example, you're unable to rotate the camera when placing furniture if you can't quite get the right angle, you'll have to exit the build menu, rotate the camera, and then try to build something again. All of this extra micromanagement makes producing items and taking the shuttle out on missions a chore - and these are key parts of the game.įinally, the game's controls and interface are still somewhat rough. I'll have items in the shuttle or on the floor and plenty of storage space available, but my colonists fail to take initiative and put these objects in their proper place. Storage management continues to be a problem - while there are a lot of different ways to store items, actually getting your colonists to use them without human intervention can be a challenge. I've also had a colonist unable to walk to the shuttle with no explanation - there was a perfectly clear path from the colonist to the shuttle, but he just couldn't walk there with no explanation. Problems like these existed during the initial release and they still exist as of Hotfix Patch 0.1.44-260821. I've had one colonist get stuck behind another the only solution is to manually move the colonist in front to resolve this little traffic jam. I had some serious problems with the game during its first few weeks such as workstations randomly not working and storage areas seemingly being ignored by colonists.Īs I've previously mentioned, the game's pathfinding system has some issues. ![]() Starmancer has a solid underlying design, but it's marred by issues that prevent you from reliably taking full advantage of its systems. Bugs are to be expected in an Early Access release. I have no idea what caused this problem or how I can prevent it, and that's frustrating. An error caused the game to shut down, but no error code is provided. It will be one of this game's key strengths once everything is working well - but we're not quite there just yet. This part of the game is a little rougher. My colonists had pathfinding issues - some of which were quite lethal, especially when they involved unpressurized areas. That one issue aside, the building system offers up a lot of opportunities for customization. Of course, all of this depends on the building system. You can create storage "zones" on the floor to start. You'll eventually expand to more specialized storage systems for holding liquid, food, or more mundane items such as metal ore. Storing and producing items is easy enough, too (at least in theory). In-game tools easily allow you to manage the schedules of your colonists and determine what they will or will not work on, although you'll have to do a bit of early game research to unlock it. Starmancer nicely avoids this pitfall with its design. Unfortunately, not all games give you the tools you need to get the job done. It will be one of this game's key strengths once everything is working well - but we're not quite there just yet.Ĭolony sims are all about efficiency and organization. The building system offers up a lot of opportunities for customization.
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