Continue game state corruption
Reported
Step to repeat bug:
Play game performing tasks that change the games environment state.
Save and exit to main menu.
Return to game with continue button.
Game state dose not return to functional state.
Most obvious effect is the build menu is incorrect. Many build icons are replaced with n/an and selecting an item will not select activate what is selected. IE: selecting piston puts piston cap in hand for placement.
Recovery:
Exit to main menu.
Exit out of game.
Restart game from dashboard.
Continue game.
Hello Engineer,
We're sorry to hear you're experiencing issues.
Could you please elaborate on the issue? What do you mean by tasks that change the game';s environment state, could you give us an example?Normally, only blocks that don't have a Small or Large grid version are displayed as N/A when that version is selected in the radial menu. Pressing Lb+Square changes the selection. Does that make the blocks visible for you?
Ideally, attach a screenshot or a video of the issue.
Could you please also let us know if you're using any mods with your game?
Kind Regards,
Keen Software House: QA Department
Hello Engineer,
We're sorry to hear you're experiencing issues.
Could you please elaborate on the issue? What do you mean by tasks that change the game';s environment state, could you give us an example?Normally, only blocks that don't have a Small or Large grid version are displayed as N/A when that version is selected in the radial menu. Pressing Lb+Square changes the selection. Does that make the blocks visible for you?
Ideally, attach a screenshot or a video of the issue.
Could you please also let us know if you're using any mods with your game?
Kind Regards,
Keen Software House: QA Department
Sorry I am using terms used in my era of progaming. In retired so I would expect them to be different.
Basically I am saying something was incorrectly assumed to be the same as when the game is first loaded when l select continue.
The two easily visible issues are many build items that could are useable are shown as n/a. Further are still useable and previously unlocked.. Just select one of them that work and use d-up to switch to the one desired.
L1 square does have an effect but the menu and hud show different grid sizes.
I am trying to experience the game you designed. no dlc, no mods.
On a side note why are your R1/R2 and L1/L2 button icons upside down? I also done see any of the common indications Left or right. Except of course the microscopic L or R. Something to get used to for sure.
Sorry I am using terms used in my era of progaming. In retired so I would expect them to be different.
Basically I am saying something was incorrectly assumed to be the same as when the game is first loaded when l select continue.
The two easily visible issues are many build items that could are useable are shown as n/a. Further are still useable and previously unlocked.. Just select one of them that work and use d-up to switch to the one desired.
L1 square does have an effect but the menu and hud show different grid sizes.
I am trying to experience the game you designed. no dlc, no mods.
On a side note why are your R1/R2 and L1/L2 button icons upside down? I also done see any of the common indications Left or right. Except of course the microscopic L or R. Something to get used to for sure.
Hello Engineer,
We're going to ask for screenshots or videos for the issues you've described.
Kind Regards,
Keen Software House: QA Department
Hello Engineer,
We're going to ask for screenshots or videos for the issues you've described.
Kind Regards,
Keen Software House: QA Department
Note: The vehicle that I built and inside contains small grid conveyors.
Note: The grid selected in on the bottom is small grid the unchangeable grid in the affected panel says large grid.
Reguards, Steven
Note: The vehicle that I built and inside contains small grid conveyors.
Note: The grid selected in on the bottom is small grid the unchangeable grid in the affected panel says large grid.
Reguards, Steven
Hello Engineer,
The blocks in the screenshot you've posted are only available in Small Grid and you have Large Grid selected. Please switch the selection by pointing at the category that contains Small and Large grid blocks(for example by pointing up in the same radial menu tab) and pressing Lb+Square. After that you'll be able to select the Small Conveyor category and see the icons.
This behavior is as intended.
Kind Regards,
Keen Software House: QA Department
Hello Engineer,
The blocks in the screenshot you've posted are only available in Small Grid and you have Large Grid selected. Please switch the selection by pointing at the category that contains Small and Large grid blocks(for example by pointing up in the same radial menu tab) and pressing Lb+Square. After that you'll be able to select the Small Conveyor category and see the icons.
This behavior is as intended.
Kind Regards,
Keen Software House: QA Department
Are you actually saying that because: I am in a small grid building environment; My build pallet is set to large grid; I have selected a catagory with only small grid parts. You have intentionally disabled the ability to change to the small grid pallet?
Wow I would not have guessed this behaviour was intended in a million years.
I guess I’ll assume that the following is also intended.
Recent build pallet reverts to spawn pallet on reload.
The vehicle set up is also intentionally deleted if the cockpit is disabled by damage.
Ore goodie boxes can not be emptied.
Goodie boxes are despawned even when trash collection is disabled.
Finally the highly variable jump distance is all intended.
Thank you for letting me know such behaviour is intended. Maybe greater survival frustration/chalange?
Are you actually saying that because: I am in a small grid building environment; My build pallet is set to large grid; I have selected a catagory with only small grid parts. You have intentionally disabled the ability to change to the small grid pallet?
Wow I would not have guessed this behaviour was intended in a million years.
I guess I’ll assume that the following is also intended.
Recent build pallet reverts to spawn pallet on reload.
The vehicle set up is also intentionally deleted if the cockpit is disabled by damage.
Ore goodie boxes can not be emptied.
Goodie boxes are despawned even when trash collection is disabled.
Finally the highly variable jump distance is all intended.
Thank you for letting me know such behaviour is intended. Maybe greater survival frustration/chalange?
Hello Engineer,
Let's explore the ore issue. Could you please let us know what you mean by goodie boxes? Do you mean Unknown Signals? Those are spawned and de-spawned on a timer independent of the trash collector. Please elaborate on the emptying issue. Are you unable to access the cargo block, for example? Ideally provide a video or a screenshot.
Jump distance should be set by either a slider in the Terminal or by selecting a GPS marker within range, are you having an issue with either of the options?
Kind Regards,
Keen Software House: QA Department
Hello Engineer,
Let's explore the ore issue. Could you please let us know what you mean by goodie boxes? Do you mean Unknown Signals? Those are spawned and de-spawned on a timer independent of the trash collector. Please elaborate on the emptying issue. Are you unable to access the cargo block, for example? Ideally provide a video or a screenshot.
Jump distance should be set by either a slider in the Terminal or by selecting a GPS marker within range, are you having an issue with either of the options?
Kind Regards,
Keen Software House: QA Department
When something is destroyed the contents are left on what I am calling a goodie box. If it contained ore it can’t be emptied, .01 of the ore remains. I have not found a way to delete the box. But it vanishes eventualy, even though I have disabled trash collection. The access issue was with the filter. It didn’t set itself to a mode that lets you see the contents. Lastly yesterday a couple drills exploded. The take all gave the error that the components of the destroyed drill could not be transferred. But the box only contained the ore that was in the drill.
I am referring fo X button jumping. Running and jumping on a flat surface like lite armor blocks. Will either cause you to jump ankle high in place or launch yourself 25 meters forward.
I’ll add standing on a voxel slope often makes your character vibrate on the Z axis then resets your position on top of the slope or at the bottom of the slope. This issue started after we started playing on my private server. So these thing could be related.
Steven
When something is destroyed the contents are left on what I am calling a goodie box. If it contained ore it can’t be emptied, .01 of the ore remains. I have not found a way to delete the box. But it vanishes eventualy, even though I have disabled trash collection. The access issue was with the filter. It didn’t set itself to a mode that lets you see the contents. Lastly yesterday a couple drills exploded. The take all gave the error that the components of the destroyed drill could not be transferred. But the box only contained the ore that was in the drill.
I am referring fo X button jumping. Running and jumping on a flat surface like lite armor blocks. Will either cause you to jump ankle high in place or launch yourself 25 meters forward.
I’ll add standing on a voxel slope often makes your character vibrate on the Z axis then resets your position on top of the slope or at the bottom of the slope. This issue started after we started playing on my private server. So these thing could be related.
Steven
Hello Engineer,
We are aware of the rounding issue with the temporary container. We'll add your ticket to our internal system.
We will update this ticket with more information when we have it.
Kind Regards,
Keen Software House: QA Department
Hello Engineer,
We are aware of the rounding issue with the temporary container. We'll add your ticket to our internal system.
We will update this ticket with more information when we have it.
Kind Regards,
Keen Software House: QA Department
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