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My Time at Portia enters Early Access on Jan 23rd 2018!

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Messages - Omidawn

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Planet Explorers Bugs / Re: NPCs with Pink Exclamation Mark
« on: April 19, 2018, 12:20:42 AM »
yes, the pink/purple quests are main story quests.  I think those colonists need to end up back at your base in order to give you pieces of other quests, and they have to complete their quest before they will join your colony.

Didn't you say you had already finished at least one play-through?  I think there are optional quests (blue marker) in order to get people as followers, but the pink ones are main quest, and you will likely run into trouble if you don't complete them all.  Periodically check your Q list to see if there is something dangling.  The story is not necessarily linear, but I think it is all important.

I think there is a Steam tool to verify the installation.  Try that next.  It sounds like something might be corrupted, if everything else is well.  Has it ever worked on this installation, or did it start after an update?

EDIT:  I read that as being logging into the MP Lobby: so the game loads, and you can create MP character profiles, but when you log into the server it times out.  It could be a fluke and the servers happened to be down, but that doesn't happen very often (usually only once per month).  Does the single player game load without issue in each mode (story, adventure, creation)?

When exactly does the message appear?  Are you in the MP character screen trying to get onto the MP lobby, or in the MP lobby trying to log into one of the host servers on the list?  Are you in one of the games and get disconnected in the middle of play?

The message is usually (from my experience) from timing out -- usually from a bad network connection, i.e. host does not respond, or doesn't handshake quickly enough.  It could also be a problem with system specs and not being able to load properly, but I would check the network connection first.

General Pathea Discussion / Re: Where are You From?
« on: April 13, 2018, 11:21:56 PM »
Austin, Texas.  Howdy!

Planet Explorers General Discussion / Re: uhh...
« on: April 13, 2018, 11:16:12 PM »
I know it's been a while, but you mentioned not being able to traverse rough terrain.  If you equip your ground vehicles with jet exhaust, they can actually make nearly vertical ascents.  As long as the distance isn't more than about 10 seconds per climb, a good ATV can get you over the bumps.  Mountains I think are intended to be passable only through climbing or flying.

My Time At Portia Suggestions / Re: Building and customizing
« on: April 10, 2018, 08:48:26 PM »
You are able to build a streetlight.  It would be nice if you could place this in your workshop yard in addition to the places designated by the quest.  I think you can place the DeeDee in your yard, if you build an extra one (not for use, just for show) but it would be especially nice to have outdoor lighting available.  If so, please do not require a "connection" in order for it to turn on:  can we just assume that it is powered by the town?

Planet Explorers General Discussion / Re: Planet Explorers Version
« on: April 10, 2018, 08:40:35 PM »
That's a really good question, and I don't know why it does this.  I have talked to a number of other players and they all say the same thing:  The current version is always showing a step above what it says you are running.  It could be a bug updating the information properly, but it also could be something to do with development vs release versions.  All I can really say is that this is not a problem with your install or auto update.

Planet Explorers Multiplayer / Re: Stuck at 17%
« on: April 10, 2018, 08:08:13 PM »
If you do not delete your voxelcache, it will take about 5-10 minutes to bounce you back to the MP character login screen. I'm not sure exactly how long it takes to time out.  I want to say 10 minutes, but you know how time seems to pass slowly when you are waiting.  I used to get up and fix a snack or something that takes around 10 minutes to do.  Usually the next time you try to enter, it will make it past the 17% (it will still stall there, but probably not for more than a minute).  You would most likely be successful on the second try, if you are logging into the same server (same voxelcache) as most of the cache seems to remain loaded in memory as long as you don't exit the game or restart your computer.  It is much easier to go to Options and delete the voxelcache first, if you are having this problem.  So, I guess to answer your question specifically, it will not move if it is stuck on 17%:  you will time out and bounce back to the character login screen after about 10 minutes, and if you try to log in again it should go past the 17% after a minute or so.  I don't recall ever NOT making it in on the second try, as long as I waited for the bounce.  However, again, now that I know to go to options and delete the cache (click the button) it is really silly to not use that approach.

EDIT: occasionally, you will bounce back to the MP lobby instead of the character login screen.  If this happens, you have to go back to the character login screen and re-enter in order for the servers to show up properly, as SarahB mentioned in her original post.

Planet Explorers Bugs / Re: Communication Array Building Problem
« on: April 06, 2018, 04:08:50 PM »
I'm really glad.  It's such a fun game, but when you get stuck like that it takes all the fun out of it.  it should be smooth sailing from there.  The rest of the quests are pretty easy in terms of being intuitive.  I would suggest when you build the Bird of Prey (quest), that you make it as buffed as possible.  The quest completes by duplicating your design for 3 more Birds, and it will give you a lot of resources when you scrap them if the first one is really decked out.  Mainly, I put 8 Type 4 fuel cells on mine, as they are hard to build and it will give you 24 fuel cells to play with when you get the clones. (I keep one bird of prey to use, and scrap the other 3).  The only other "difficult" quest is the MCTAL quest, and that is difficult because it is hard to find the MCTAL scripts in your build list, even with "ALL" selected.  When you are in the factory replicator, you can text search for MCTAL to find them directly.  You can't just place the "base" that is in your quest inventory... you have to build it in the replicator using the script, and then place it on a clear platform (40x70 minimum, I think: I make mine 50x80 to be safe).  Save room in your colony for it, or think in terms of building upward if the ground space is all taken.  40x70 is large, and it helps to plan for it in advance.  The same strategy for finding the other MCTAL scripts: it is fastest to do a text search for them instead of scrolling through the replicator... for some reason they are sometimes really hard to find.  I think they don't fit into any category, so if you have a category selected they won't show up.

Planet Explorers Bugs / Re: Communication Array Building Problem
« on: March 28, 2018, 12:03:29 AM »
wait... you are using creation tool to create a comms tower?  This will only create a single object made of the materials... it will not count as a building using those resource blocks.  You need to build a structure out of BLOCKS in build mode, not creation tool:  "B" not "J".  Just like building a building, you need to place the blocks near where you place the console.  Once you place the console in your colony, you will see the yellow "build circle" on the mini map centered on that first piece.  You can import a BUILDING ISO and place it, and I think that will count... but an Object ISO will not work, even if it is made out of the correct materials.

Games / Re: FALLOUT 4 !!!
« on: March 23, 2018, 01:07:19 AM »
I haven't played it, but I intend to get it.  I have been watching the "No Mods Shop Class" by Skooled Zone on YouTube.  Apparently, each of the DLCs comes with a set of new "standard" workshop items for building your settlements.  This by itself is worth getting the DLC for me, as it expands the available inventory for building materials and furniture for fantastic-looking settlements.  I don't know what is specifically in that DLC, but you can probably google it.

Planet Explorers Suggestions / Re: Mining Robot
« on: March 17, 2018, 12:21:08 AM »
Rather than a mining robot, can we just improve the processor skills of the colonists?  As far as I can tell, colonist resource skills only work in solo adventure mode, and only when commanded as a follower to "go to work."

It would be really nice if the colonists who have these resource skills (logging, herbalist, mining, hunter, and explorer) actually have a skill level boost on the processing speed of requests that ask for those particular items in the processor.  As far as I can tell (from swapping out colonists with skills and colonists without skills) there is no discernible difference between having them and not having them.
If processor speed is enhanced to the level of minutes per thousand instead of hours per thousand, then the need for mining robots would be almost unnecessary, not to mention does not actually diminish any of the available surface resources.

Since there are 5 skill slots, you could train your process specialists to be highly skilled in all 5 areas, thus speeding up every possible process request.

This would be similar to the speed boost given by workers with the replicator, strengthen, repair, and recycle skills.

As a side note, the processor is currently allowing all colonists to be assigned to Process0, regardless of other duties, and you can move up to 4 out of 5 processor specialists to Process1, Process2, and Process3.  One process specialist is always glitched into Process0 and cannot be moved to a different process.  However this does give you 2 slots with fairly good process times... ~20 colonists on process0 and 4 colonists on process1.

It would also be very nice if followers in every game mode were able to present you with the same resource package that is brought to you in solo adventure mode when you tell them to "go to work."  This would be extremely helpful during the time before a colony and colony processor is built, and makes finding followers with these skills very useful to travel with in the early game.

Planet Explorers Suggestions / Heat Packs instead of Torches
« on: March 16, 2018, 11:51:18 PM »
I know this is an old topic, but it hasn't been addressed and I think it's important.

Most people who have played for any length of time will agree that it is as annoying as snot that your storage, replicator, and processor are taken over by the production of torches due to the food recipes that use torches.  Equipment storage is used up since torches still don't stack in storage (thankfully they do now stack, sort of, in the replicator) and they are considered equipment rather than resource, so it limits the equipment you can actually store.  Replicator queues are filled up because storage is full and there is no place to put the new torches (thankfully two slots have been reserved for player use only).  Processor requests for fat (for instance trying to make beacons) are immediately stolen before you can grab it, why? to make more torches, of course.

Players have asked repeatedly to replace all food recipes that use torches to use heat packs instead.  This is a small and easy thing to do.  Torches can still be used as equipment, if you want to place a torch, or swing a torch as a weapon.  Do not use equipment as part of a food recipe!!!  It bogs down every process.

Thanks in advance.

Planet Explorers Bugs / Re: Communication Array Building Problem
« on: March 16, 2018, 11:31:12 PM »
Are you building the comm tower and then placing the parts?  You cannot place the material blocks until it asks for it, which is kind of counter to the way you normally build things.  I usually build the structure and then place the equipment, but for this quest you have to place the equipment and then build the structure.  If you save the structure as an ISO, delete it, and then import it back into place as an ISO, I think that it will count the blocks as completed, and you won't have to lose your work or add another 80 blocks that you don't want.  Let me know if this helps.

The hostile panbats have a pretty long range, and they do see you when you talk to Dawa.  I think they need to be NOT hostile and activate only when the conversation ends.  I wouldn't want to nerf the panbats, just don't make them active until after the dialog, or make the character immune to damage until the conversation ends.  I was fortunate that I had good clothing and good health when I did the dialog.

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