...And a mouse-over shows the details and image of the finished part? (Also the gray bit there is more of 'you don't have access to/research on this, so you can't use it yet', but still with the mouse-over).Quote from: WeaponsLaser1
Laser2
Cannon1
Cannon2
Looks interesting! Spaceship management is still a niche with room for a good game. PTWI'm unsure if spoilers help :< resizing just makes them appear smaller. It's the original uploading site size that affects the bandwidth (but not by much given its merely pictures); you can disable signatures/avatars to help your bandwidth though! :3Spoiler (click to show/hide)
[img height=x]image code here[/img]
[img width=x]image code here[/img]
[img height=x width=y]image code here[/img]
You can use any of the above--putting only one as the input will automatically scale the other. The last gives specific dimensions for those who want the image resized to their customizations. The "x" or "y" pertain to pixel values.
Looks interesting! Spaceship management is still a niche with room for a good game. PTWSpoiler (click to show/hide)
WOO, it's finally here :D
I got the update by email but then accidentally deleted it before I could click on the link and Eeeeee-(*squee'ing noise*)
Personally, from experience in seeing other people--cosmetics can be laid as an aside for characters as an idea, but their basic details (like, the ability to customize at least 1 character, from gender to otherwise) is important (especially if there is a sense of focus on the station crew).
There's also the notion of the gamer who likes battle, versus the gamer who likes the universe--those who experiment and explore every bit they can reach--that in regards (for both groups), the depth of content is pretty much as important as how variable the content is. :D (as in, what can one do with content)
But the primary factor here is developer feedback; knowing you dudes, you are pretty much going well there :) Hearing from the developer with concerns from the players is always a nice touch--and though it's not that much focused in games and job analysis for those, a developer's attitude is foremost a quality in their games; people also talk about the devs and them as a person too.
OH, and if it's possible, if you plan to use scripts or such--can you add subtitles or warnings if there are any garish lights and such? (The usual sound/music options or lighting options can help too), because some of us have hearing difficulties or are light-sensitive and such? It's a small order for the gaming community, but inclusivity is a star in my book :) There are few games with that niche filled out.
Edit: For the reader--AdmiralGeezer is also the developer of several Battlestation games (like the roguelike-like Battlestation: Harbinger); this isn't their/their team(?)'s first game, and given the updates on it.
...I think it got renamed though, unsure on that part. I remember there was talk on that though.
TBH, I have decent Dutch internets, so there's no bandwidth issues for me at all. I've been taught though that it's general polite forum etiquette to spoiler large pictures to help with bandwidth, and the OP starting with a (very nice looking, don't get me wrong) wall of pics might put off some folks from actually taking a look at the whole post, which would be a shame.I think the best answer to that is resizing then, rather than the bandwidth issue. :P
Looks interesting! Spaceship management is still a niche with room for a good game. PTWSpoiler (click to show/hide)
Looks interesting! Spaceship management is still a niche with room for a good game. PTWSpoiler (click to show/hide)
I'm 90% sure the images are still downloaded if spoilered, par experience in the past with a slow connection
Yeah, very intriguing.
i wonder how ship to ship combat will be handled. it could be very discouraging to get parts of your designed ship gets blown to pieces every once in a while.
i am also assuming there'd be ship boarding?
The concept is interesting, but it will succeed or fail depending on the execution. I hope it will capture the charm of the compared games, but have things of its own as well. Good luck.
Tiny poke on this part--I usually visualize ship to ship combat in terms of 'pretty much like our modern technology scale of battles', which can be easily translated by distance in *larger than visual range* measurement units. Those thoughts pretty much work out :3 What I can recall in mind is how FTL did it--either by "split" screen battles where the distance is assumed (and you can just launch those boarding craft or tiny fighters at each other), or by a tiny indicator with distance in said measurement units.Yeah, very intriguing.
i wonder how ship to ship combat will be handled. it could be very discouraging to get parts of your designed ship gets blown to pieces every once in a while.
i am also assuming there'd be ship boarding?
Ship to ship combat is still very open. Our thoughts right now are around boarding and fighters fighting it out. We will see what we come up with once we focus more on planning the combat!
Really liked Battlevoid: Harbinger, so keeping a eye on this one. Hope it will be able to run on older PCs*high-five*!
I hope you throw in a "vent the oxygen" feature to help repel boarders/invaders. Even if it doesn't make a hell of a lot of sense (surely they've got space suits), it was always fun in FTL and promoted a certain amount of evil cackling.
Maybe acid and poison spray options as well, for the better equipped/suited or more resilient attackers, with cleanup costs or deterioration of the room that you just filled full of evil afterwards.
Even if it was just an air venting option, it would be nice if there was some risk involved. Rather than an entire door-system level that was 100% reliable and ship/colony-wide, have individual bulkheads as components. Some with high resistance to melee/breeching, some to venting procedures, some to chemical attack, and some all-rounders. That way, when you do vent a room, there's a chance of the surrounding bulkheads buckling or being compromised by toxins, potentially creating a catastrophic chain reaction of accidentally venting/flooding half of your ship/colony when you only wanted to do one room. If repairs were necessary to seal air/toxin breaches during/after this, it would make you really think about if you wanted to simply fight them or just suffocate them. It would also give another dimension to ship/colony and room design with the consummate parts required for the different types of doors and the venting/flooding procedures available to you, giving a bit of a DF "trap room" feel to some parts of the colony. As well as varying hazmat suits available as equipment options for some crew members as another "job type" for them to do, to deal with the (un)intended catastrophes resulting from this.
If you do add a bit of a temperature/radiation system on top of that, you'd have a very satisfying system for setting up defenses that didn't require guns, but with pitfalls, costs and risks involved to it. Set a reactor to sub-critical-overload to flood a room or five with radiation? Even if it'll tick up to "over-critical mega-death-explosion" if you do, and you've got no radiation hazmat suits to deal with it? Sure! If the threat is big enough. You'll still have to send someone in there to fix it anyway, and as they say, "The needs of the many outweigh the needs of the few, and we ran out of redshirts two sectors ago......"
The bulkheads could be pretty reliable (65-98%), depending on the venting/contamination that they're securing, but we all know how often you can fail 2/3rd chance rolls in a row sometimes. Maybe even just have a "standard" door level ship/colony-wide, but with upgraded individual doors available to set up things like this. Depends on how you want to do progression and itemization in the game. Some rooms could even have decontamination bonuses, so door breaches are harder or can lower the damage around them by a large percent. Bio-lab near/in a toxin trap room? No biggy, that's half the reason you've got toxin traps in the first place :)
You could even fill a room full of acid spray to eat through their suits/armour, wait a bit, *then* vent some rooms, ensuring suffocation to the well equipped/suited intruders invading your ship. While hoping the acid doesn't start to eat through your science lab next door, during or after the attack. At worst, you've made their armour crappy and caused a few little (big?) problems and costs for yourself. At best, you've got a maniacal grin on your face due to your evil genius in ship/colony planning while you watch your enemies die in agony. It might have cost you some of your acid spray, and putting a crappy non-combat hazmat suit on someone, but it's priceless.
Of course, it goes the other way too:
"Sorry Cap! We killed all the invaders, but now half the colony is full of poison gas. I told ya the doors needed upgrading!"
So... Do we get to "build" the spaceships? The layouts we see; are they pre-made, procedurally generated, or user-defined???
Well, if you've already got the systems in place, shouldn't be too hard too add a few extra types of stuff to it. The crew AI in reacting to them would be the hard part. And enemy AI.
Which leads us to grenades, or more specifically, gas grenades. Toss one in to a room, wait for the enemy to come running out, straight into your pre-planned ambush.
Grenades were a bit weird in Xcom, either being uber powerful or mostly useless, depending on the terrain. But in the always enclosed environment of ships, they might work great. You mostly wouldn't want to use really heavy explosives (in case you all suddenly ended up outside the ship through the hole you made in it), but smoke/poison/acid mist would dovetail in nicely with the gas and door containment system mentioned. More-or-less a "bring your own little portable gas trap", rather than a kaboom.
Sort of like those opening scenes of Starwars, where they smoke the corridor and Darth Vader comes storming in, and the Rebels just pretty much decide that they're screwed. Sure, Darth had a part to play in this, but Rebels with smoke-induced Stormtrooper aim would have surrendered to an etiquette droid at that point. Might make for some interesting strategies and crew make-up decisions, offensively or defensively. As well as making things like going directly for control rooms and air management rooms just as vital as hitting the weapons or shields in some scenarios. On attack or defense.
But it'd be a bugger to program the enemy AI to take advantage of it, rather than just have them break those control rooms entirely. Running away from contamination is easy, but having the AI proactively open a door, chuck in a grenade, and then seal the room (with you in it) is hard. Maybe just rely on it being an immergent scenario, where the player's reactions make the AI seem way smarter than it is. So they probably will gas themselves sometimes, which is silly, but hilarious.
Is there going to be a hacker/engineer style class or set of items?
Man this looks interesting but for the life of me I cannot fathom how the game plays.
There is a SPECIFIC game I am hoping it takes inspiration from that isn't part of the title... It was a BAD game (well an ok game) but that had interesting concepts (breaches in the ship could drag your crew into space where they die)
Sounds good but I don't get excited about anything that I can't play.An excellent policy, and one I share.
Adding to this too. Of my knowledge of AG, he/they have play-test builds being sent to others for feedback or at least as far as I recall. Though this is a new team(?) but either way, well wishes to all these. :3Sounds good but I don't get excited about anything that I can't play.An excellent policy, and one I share.
Adding to this too. Of my knowledge of AG, he/they have play-test builds being sent to others for feedback or at least as far as I recall. Though this is a new team(?) but either way, well wishes to all these. :3Sounds good but I don't get excited about anything that I can't play.An excellent policy, and one I share.
Seeing those manoeuvring thrusters do their thing on the mining pods is just mesmerising. Great work. I've been working on a spaceship game with interior spaces as well, though progress is slow (I've got a somewhat neglected thread hidden away in the Creative projects section of the forum ;) ). Still great to see an actual team going at something at least a little similar.
Keep up the great work!
Windoooooows @_@
Maybe me being a bit biased given reading up on physics and spacetravel in theoretical notes (and Alien movies :V) but considering the context of windows on a battleship or spacefaring ship--either that glass is as strong in most physical properties [but see-through] like the outer and inner armoring, or there's a camera-like system in place to view the outside to project it on internal screens instead.
It just frightens me in a good or bad way, seeing those windows there. :P The worry goes 'what if that part is hit! Decompression!'
Much as I like that you can have a crazy asymmetrical ship (really, I do), I hope it's also easy enough to create a symmetrical one.
[...]That gives me an idea.
There are a couple of short videos here if you feel like checking out the looks of it right now:
http://bugbyte.fi/forums/showthread.php?tid=264 (http://bugbyte.fi/forums/showthread.php?tid=264)
This is looking awesome, props to the artist it all look very good. I feel I should scold you for filming the screen, but I'll let it slide just this once.
[...]That gives me an idea.
There are a couple of short videos here if you feel like checking out the looks of it right now:
http://bugbyte.fi/forums/showthread.php?tid=264 (http://bugbyte.fi/forums/showthread.php?tid=264)
Space Funerals--sending people off in coffins instead of throwing them out the airlock just like that! :P Possibly connect that to any kind of morale system or such, because you WILL have people doing things just for aesthetics or culture (I mean, yeah, technically, basically, and stripped-down as an idea, you can just throw them out the airlock and 'eh', but wow is that...harsh).
Also idea: Floor Material!
Possibly affects movement speed on a powered ship (due to gravity, unless it is free-rotating or something that provides its own pull or cling?) due to people having to move on it as if on terrain. Maybe include magnetic boots and such to help people walk on the surface of the ship, for repairs and other minor things that the ship/AI/robots can't do or perform.
...And then an image hits me of one episode in Star Wars (the Clone Wars cartoon) of soldiers hot dropping on an enemy ship and attaching themselves to the outer hull, boring in and capturing the ship. Hah. :P Idealism!
E: I really like those boosters on the tiny capsules there and that split-second timing. :D Cheers for all of you in the works!
Also question about the link in that link: I've already an account on the forum and I think my email is already known :O Do I have to enter my email again specifically for that game or...?Spoiler (click to show/hide)
If some ideas spring into your mind let us know!Tiny technical request :O
I'mma lay out your competition. (Multiple discovery huh).
Space death (http://www.spacedeathgame.com/) seems to be the simulationist, Alien/2001 inspired version of this game with (so far) less of a focus on comedy and possibly character.
The Long Journey Home (http://tljhgame.com/) has a smaller, scripted cast of characters to choose from, and is about exactly the opposite of your game. Colorful, focused, with hands-on piloting and a emphasis on choice.
What do you think? How are ya going to stand out?
Nice, this looks amazing. Are you guys going to be launching on Early Access?
When can I get in as a tester? :)
Looking really good. I love the looks (probably said this already), reminds me of Spacebase DF-9 but much better.
I really do hope you guys go for a more.."persistant" and solid experience than, say, FTL. FTL is one of my favorite games of all time, but the experience feels too fleeting, quick, and lacks meaning.
This has the potential to be really damn great.
A question, will we be able to board enemy ships? Because it seems like you'll end up building the ship to be more of an habitat/colony/civilian ship, so it would be cool to use assault pods or similar.
I guess what I don't want is to put my whole civilian crew in danger just to dock and spread some brains in hi-tech displays. ::) :D
When can I get in as a tester? :)My first thought when I saw this thread, and then I learned I was already subscribed to the mailing list x3
I'm sure this has been answered somewhere before, but I must ask:
Will there be intelligent aliens to interact with? If so, can they join (or even start in) your crew? That was one of the great parts in FTL, having so many alien races to contend with and how each had their own strengths, weaknesses, and character.
Also, I have a sneaking suspicion that at least one of your team is a fan of The Martian :P
I'm sure this has been answered somewhere before, but I must ask:
Will there be intelligent aliens to interact with? If so, can they join (or even start in) your crew? That was one of the great parts in FTL, having so many alien races to contend with and how each had their own strengths, weaknesses, and character.
Also, I have a sneaking suspicion that at least one of your team is a fan of The Martian :P
We will start by creating other groups of humans that have fled Earth as well. So you will encounter them and be able to trade, negotiate, board their ships, have them board yours, and recruit a member of their crew.
Now I've got imagery of a ship going to board directly with yours, moving parallel to the airlock, and then a really armored space-person kicks down the door (it doesn't depressurize the area thanks to safety measures) and delivers a speech that nobody expects--they're a merchant who offers to pay for the repairs, and also requests to recruit a member of your crew alongside providing trade.I'm sure this has been answered somewhere before, but I must ask:
Will there be intelligent aliens to interact with? If so, can they join (or even start in) your crew? That was one of the great parts in FTL, having so many alien races to contend with and how each had their own strengths, weaknesses, and character.
Also, I have a sneaking suspicion that at least one of your team is a fan of The Martian :P
We will start by creating other groups of humans that have fled Earth as well. So you will encounter them and be able to trade, negotiate, board their ships, have them board yours, and recruit a member of their crew.
That's actually genius. I didn't realize you were going for the space post-apocalypse! So many good plots could come out of this.
a really armored space-person
Inb4 Battlemallet Fort Kay mod.
a really armored space-person
I think the term you're looking for is vacuum seamen?
Grabbed a copy of Battlevoid: Harbinger on my phone as a way of helping the development costs of this. Be sure to keep us informed when early access or even alpha testing can have money thrown towards it. Looks to be shaping up well.
Grabbed a copy of Battlevoid: Harbinger on my phone as a way of helping the development costs of this. Be sure to keep us informed when early access or even alpha testing can have money thrown towards it. Looks to be shaping up well.
I want to believe he's kidding but he's probably serious and it's just sad.It lacks specifics but it seems more like a jest in humor. Unsure, post is lacking punctuation.
-snip-After playing with you on mythweavers (please don't let it die), I like how you use easily-loadable gifs and stuff to fill or express your ideas. :P
(please don't let it die)
I love you guys and your humor. :P
E: That reminds me!
Since you mentioned in the past about decompression issues...will there be an option (like on the ship's bridge or by some facility) to have an internal atmospheric control area? To...prevent all the air getting sucked out if some section of the ship somehow blows up?
Also how will pressure be treated anyway? It would be really, really nice to see pixelated physics happening, but out of curiosity of the mechanics of the game, I hope it won't be too taxing to implement.
This game is coming together nicely it seems. I'm still wondering when I can throw some money at the screen and obtain a copy.
I am excite./me points at emailing list.
Also if you need a tester at any point between now and then I'd be happy to help. I am generally good at breaking games and submitting coherent bug reports and my own background in game dev means I can sometimes tell what is going wrong.
I am excite./me points at emailing list.
Also if you need a tester at any point between now and then I'd be happy to help. I am generally good at breaking games and submitting coherent bug reports and my own background in game dev means I can sometimes tell what is going wrong.
That's what you should go for :3 (I love playtesting too, in that sense!)
I'm already wondering if you can 'scrap' components from devices since probably it may not be going for the ol' RPG/Game 'material deconstruction' way as those devices look too...detailed to scrap like that :P
Or maybe I just love pixel art a lot.
[...]My urge to RP a salvage and rescue ship is rising to very high imagination levels with these descriptions. :3
This system will give you the opportunity to explore a refreshing amount of randomly generated ship wrecks, and face other groups fleeing from Earth with their own ships.
The system will not only allow for how the content could be shuffled within a ship, but also the structure of the ship itself. With it being larger or smaller depending on the seed.
In addition to the random ship generation system we have worked on the lighting system and made it better. Enjoy these new screenshots, which shows how the game is looking currently.[...]
Not always a bad thing, but in games like this I feel it removes a lot of the exploration feel that you'd want in a space game. So kudos on going the harder route.The 'harder' but otherwise more quality/contentwise ideas, that people connect to better rather than the 'feel that vanishes once familiarity is established'. A bit of flexible familiarity takes place instead.
This looks to be coming along great - just a few questions:
- How much non-fighting stuff will there be? These games tend to focus on the conflict side of things and whilst that's great fun, it'd be nice if there were other things to do.
- From the screenshots/writing it looks like you might be able to have more than one ship with you at a time!? Will there be ship to ship combat? That'd be...insane.
Our hull has been breached, and the science is leaking out!I'm now thinking of the matter of dousing that room by 'hull clamps' or other temporary measures, and an internal atmospheric control center or at least a station that does that :3 A simple mix to adjust the oxygen and otherwise...for reasons.
Shaping up quite nicely!Indeed ♥ The pixels are lovely! The storytelling is lovely. The assumed competence of people (but they're being lazy in the tiny amount of time we're introduced to them) is lovely! :D
Do crewmembers have distinct personalities? For example, a lazy guy taking more breaks or a meticulous dude working till he drops from exhaustion?
Looks interesting, subscribed. No Steam release plans?
Since you now are here, you have to consider us as early early birds :)Looks interesting, subscribed. No Steam release plans?
Steam, of course! Still open how we will do the initial launch, it might be through a Kickstarter to gather testers that way, or a Steam early access. But our plan is to make some type of early adopters scenario, and get those first players to guide us further for a full release.
Since you now are here, you have to consider us as early early birds :)Looks interesting, subscribed. No Steam release plans?
Steam, of course! Still open how we will do the initial launch, it might be through a Kickstarter to gather testers that way, or a Steam early access. But our plan is to make some type of early adopters scenario, and get those first players to guide us further for a full release.
Out of curiosity, are there any plans for potentially have multi-level spacecraft?
Seeing that root vegetables description? I feel like I'm reading a running in-joke given how many times I've stumbled upon that line in previous other games :P :))What line? The Lorem Ipsum thing?
Seeing that root vegetables description? I feel like I'm reading a running in-joke given how many times I've stumbled upon that line in previous other games :P :))
Looking awesome.
Also, will there be aliens? Can't have space stuff without aliens, right?
yeah its pretty commonly used as placeholder text for websites, descriptions, etc to see how formatted text will look.That is so cool to know, as someone who knows nothing on all that :))
Also I do like how this game on this forum, at least in my experience in the past years, loads every snapshot of their work and even animated work VERY WELL that it can load quickly and show the animation on my <50kb/s internet ♥.Wow, according to the speedtest I just did that is even slower than mine... and this is probably the worst internet I've had. o_o
Thanks guys! If you're interested to read more you can do so at the home page:
http://bugbyte.fi/spacehaven/
Also if someone has input on the text of the home page, grammar or something else let me know! Not a native English speaking fellow, so any help is appreciated.
Thanks guys! If you're interested to read more you can do so at the home page:
http://bugbyte.fi/spacehaven/
Also if someone has input on the text of the home page, grammar or something else let me know! Not a native English speaking fellow, so any help is appreciated.
Your english is pretty good really.
Gameplay and storyline: I usually see the words 'space faring' written as one word, but it can also be written with a hyphen (space-faring) and it works fine as two separate words, so, all three are probably correct anyhow.
freedom to design and build: "your are free to design your own," kind of looks like you started writing the contraction of 'you are' (which is you're) and changed your mind.
crew needs, moods, and relationships: "Every crew member have their own" 'has', not have. " develop relationships to each other," 'with each other', not 'to'.
Shaping up really nicely. Can't wait!I've been watching this silently on discord, and it is SWEET :3
Out of curiosity, what's this being developed in?
I have a question. Will the health system take more complex bodily damage into account than just a health bar? Like with RimWorld there's whole bodypart system that adds a lot of depth to it. Is this going to have anything similar?
Something I forgot to ask earlier, how deep are you planning to have modding support if at all? It's entirely possible I missed it discussed, but I'm curious. Will it be possible to mod with changing files, but not really be built into the game? Will there be a full modding menu like rimworld? Will it be breaking things with fancy dll injections and other such black magic to even change a sprite? Custom races and aliens? Thermonuclear Catsplosions?
Just curious, while my actual modding fu is weak outside of Dwarf Fortress, I still like being able to customize the game a bit with other people's mod creations.
On a scale of 1-10 how annoying will it be to rebuild/fix everything destroyed/damaged by space hazards?
That's because the e-mail worded it as "you and 7777 others," or 7778 in total, assuming both your e-mail and mine pulled properly from the same template. The kickstarter page itself has the total number of 7778 as well.Naturally. I'm not really wishing Space Haven had fewer backers, I just like it when the numbers line up in some way :P
Obviously, though, we should have aimed for 8888.
(https://i.imgur.com/4g01K7j.png)
Thank you everyone for being there to support us! 7778 backers and $260k raised in the end. What a ride it was. Was really hard to know what would happen beforehand,
this kind of success was really amazing and we're excited that players find the game interesting and appealing.
https://www.kickstarter.com/projects/bugbyte-ludibooster/space-haven
Just gotta work and create a great game now :)
We have our own store now for those who missed the Kickstarter and want to jump in on the action. You can find it below:
http://bugbyte.fi/store
Looking forward to develop the game further!
so whats next for space haven
It says two copies, but I only backed one?
I probably missed this somewhere, but when will we get to submit captain names and other things of that nature?
Ahh, okay. I hadn't gone far enough into the system at the time of that previous post.I probably missed this somewhere, but when will we get to submit captain names and other things of that nature?
I had a survey to take and a link to a site that seemed to be gathering all that info with the email. I only backed at 30 though, so they just asked me what name I wanted in the credits. Maybe if it's not there it will come later.
weird development roadmap. why work that much on the resource tree now, they'll have to rework it again when they introduce ship to ship weaponry
I'll probably throw some money at this one.
And I'm starting to worry about one thing. Wouldn't be all those too complex for our current pretty casual players out there in the world? We here, at the bay12, can be hardcore DF fans and can easily keep in mind all those multiple strategies and production chains. But most players are not like us. They are pretty casual and can be easily frightened with all this overwhelming wave of information you throw at them. Did you ever think about that possibly? May be something like 'resource tiers' that are introduced into the game gradually while also increasing game difficulty? Or something similar?I've been watching the game develop (also it has a discord! Join in!) and this is pretty much open to feedback given the systems of feedback the game has :3 It's pretty good to send feedback if possible.
So, I'm looking at all those huge ships filled with various machinery. Also all those different types of resources (which are of course not even complete yet?). Also I'm thinking about all those future complex production lines that convert (possibly multiple?) types of resources into more sophisticated ones.
And I'm starting to worry about one thing. Wouldn't be all those too complex for our current pretty casual players out there in the world? We here, at the bay12, can be hardcore DF fans and can easily keep in mind all those multiple strategies and production chains. But most players are not like us. They are pretty casual and can be easily frightened with all this overwhelming wave of information you throw at them. Did you ever think about that possibly? May be something like 'resource tiers' that are introduced into the game gradually while also increasing game difficulty? Or something similar?
Furthermore, we added a log to the game, giving that nice little touch to creating a story. Want to know that Pete got the "shat pants" condition? No? Well, you will know anyway.
This seems like it's come a long way since I initially looked at it. Maybe time to see how things are progressing.It has come a long way since months prior :))
This looks awesome. Looking forward to the Steam release!It does! I'm extra hyped c: All the pixel fun! Even the small details. Especially the attention to small details.
Can't take over pirate ships and make them your own. How sad. They took some pot shots at me then went to the derelict ship in the area. I gathered my crew and said "Oh, a perfectly usable pirate ship with at least 3 fewer crew on it. Excellent." Went to their ship. Took down the crew that returned and the pirate ship turned into a derelict. Oh well. Mostly got a bunch of scrap to be turned back into usable 2nd and 3rd tier items with the input of a bunch of other materials I don't have in stock.
Can't take over pirate ships and make them your own. How sad. They took some pot shots at me then went to the derelict ship in the area. I gathered my crew and said "Oh, a perfectly usable pirate ship with at least 3 fewer crew on it. Excellent." Went to their ship. Took down the crew that returned and the pirate ship turned into a derelict. Oh well. Mostly got a bunch of scrap to be turned back into usable 2nd and 3rd tier items with the input of a bunch of other materials I don't have in stock.
I keep feeling like its possible, but I just don't know how to do it.
Anyone know how to patch up hull leaks? My characters run around patching up the equipment, but seem to ignore the hull leaks themselves. Or maybe they patch them up one square at a time, but they all just died before I could actually get one hole fully patched.
Having fun so far, though I wish I could figure out how to extract items from a building.
I had to go back to the starting mining base so I could fabricate things, and I'm short on food. I see a ton of food in the mining base kitchen yet I don't know how to take it out so I can bring it to my ship before we leave again.
How did you deconstruct the stuff in the mining base? The button was grey for me, and I couldn't deconstruct anything at all in there
Turns out you technically can salvage it. You have to FTL jump away and then back, then click it and choose abandon rather than claim. You only get scrap as salvage but better than nothing.How did you deconstruct the stuff in the mining base? The button was grey for me, and I couldn't deconstruct anything at all in there
You're right, my bad.
Turns out you technically can salvage it. You have to FTL jump away and then back, then click it and choose abandon rather than claim. You only get scrap as salvage but better than nothing.How did you deconstruct the stuff in the mining base? The button was grey for me, and I couldn't deconstruct anything at all in there
You're right, my bad.
How is the universal loot supply?
So hey, they're releasing a new expansion along with another update. They look pretty interesting (https://ludeon.com/blog/2021/07/announcing-update-1-3-and-the-ideology-expansion/).Wrong thread?
Lol yeah, I guess the Rimworld in the topic subject blinded me :DFWIW the expansion looks pretty exciting for rimworld. Some of the QoL features in 1.3 are literally mods ported into main game which is awesome.