![]() If you build your base close to an area where Stalkers play with wreckage, with time there will be literally dozens of stalker tooth on the ocean floor lagging the game (My 28h game, I had to make 3 trips to clean up all the tooth and throw them in the trash) If you try to access a locker from a distance, sometimes the PDA won't display Rotating items (like the aurora model) advances to the next item on hotlist, making rotating such items a shoreīeacons on dry land have weird glitches, like eventually sliding under the ground 100mb savefile? Minecraft autosaves each 10 seconds and can have maps nearly 1Gb)ĭeconstructing a moonpool while you are standing on it (possible if you enter it while it is still not fully constructed) causes you to fall with normal gravity to your death (extra: improve saving algorithm, takes too long. We need an auto-save, even if the proposed "when entering/leaving a base or cyclops" because the crashes are causing people to loose hours of gameplay. Render distance could be increased on high-end PCs (currently you can tweak clipmaps-high.json to get some more) Large bases (not even that large) get annoyingly slow to build with sometimes requiring up to 10 seconds of the game hanging when you add/remove a module (calculating integrity? seems too much for that) It can also happen when you are pushed by Ghost leviathans. When you are grabbed by a reaper and thrown away, you can easily clip the ground/walls. School of fishes move inside bases (fix: do not spawn them close to bases)įishes inside Alien Containment sometimes will also clip out and swim inside your base Sometimes even aggressive creatures get inside. Single fishes enter and get stuck at bases (fix: do not allow them to swim too close to bases). Fix: do not show those messages unless you are close to base. The whole energy transmission issue, where on load they can break chain.Ĭreatures (and cameras!) can move across the water/air shields on caves, meaning you can be hunted down by hostile creatures into it, or fly with cameras inside.Ĭreating more than one scanner room at a time can cause cameras to have the same number/name, complicating choosing which to control.īase energy warning is shown no matter how far you are, meaning a random base that have the energy toggling on/off will keep displaying such message to you forever, causing delay on real time messages. Neptune Plataform requires "deep water" to be built. Some visual elements like smoke and green/blue acid pools in the Lost River render in front of the Cyclops bridge overlay, totally hiding them. No hitbox on PRAWN (and Seamoth? don't remember) while docked at the Moonpool, so if you get too close/move over it, you fallĬreatures also clipping through terrain and often getting stuck under the floor (happens a lot with reaper leviathans), at which case they are often despawned. You cannot access the PRAWN upgrades nor storage while docked at the Moonpool Include here multiple clip issues like getting stuck inside walls and such. Multiple causes but the above can help compound to the problem (collision detection is known to fail on low FPS/stutter events). ![]() (extra: no Texture Quality slider on options, you have to reduce manually every time you start on F3)įalling through the ground, specially with the PRAWN. Texture Quality locked at "4" (highest), causing stutter and eventual break down of the engine with time on anything but ultimate PC-specs. Number 11 and even more 32 could possibly help a lot with performance (limit how far bases are seen/calculated) Number 1 and 2 are highest priority fixes please.
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