Emotion | Description | Screenshot | Fps | Created At | |
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storeg mre are 4 and start with 3 so a totle of 3 das and 2 to 3 days driling to get L2saw ded dedlock 2 games but ifound lots of o2 tanks | 8.57 | 2023-10-23 03:35:15 | |||
On the big CRUSHER....please add an AUX power setup, to charge the Rover! Maybe an O2 connection as well....to the Rover from the CRUSHER. How about some air bottles for the Rover as well! thanks | 36.01 | 2023-10-23 00:02:16 | |||
NO background processes except the usual, antivirus. The game gets choppy sometimes. Have to restart. Otherwise, usually a smooth ride, except out in the open terrain. Gets choppy.Please get more content out! Game is fun but needs more challenge, more mystery! more Astronomy! I am building a third superbase. Loving it. Also, make the game add our own tunes! | 14.42 | 2023-10-22 23:39:24 | |||
Havy Rover cart .. whay is it moder and dus not have own turning weals ? Hvey rover turn rate on slow speed is ...... she not say Hvey rover saying oxingen internel use but still using sute one :( Hangar no Oxigen chearge port for Havy Rover Havey Rover using Container whay acccess only by going in the back of your Rover out of it ...... | 59.94 | 2023-10-22 22:52:29 | |||
duplication of materials if I make 100 cable it will cost me 10 silicon. when I recycled the 100 cables in the small processor I was given 86 silicon back. | 30.00 | 2023-10-22 22:08:22 | |||
There shuld be an oxygen output in the hanger to refill rover oxygen supply. its lame that there are no way to refill rover form hanger. | 30.00 | 2023-10-22 20:28:06 | |||
Water consumption is not intuitive. When the water bottle is empty is not when dehydration begins. Dehydration begins some hours after that. Further, the lack of water in the water bottle should not prevent sleep unless already dehydrated. | 60.06 | 2023-10-22 19:02:10 | |||
Water consumption is not intuitive. When the water bottle is empty is not when dehydration begins. Dehydration begins some hours after that. Further, the lack of water in the water bottle should not prevent sleep. Drinking the last of your water before going to bed should be fine, then getting more in the morning. Now, if one was already dehydrated before going to bed (like the bottle went empty in the morning) THEN that would be a problem. | 60.06 | 2023-10-22 19:01:28 | |||
Water consumption is not intuitive. When the water bottle is empty is not when dehydration begins. Dehydration begins some hours after that. Further, the lack of water in the water bottle should not prevent sleep. Drinking the last of your water before going to bed should be fine, then getting more in the morning. Now, if one was already dehydrated before going to bed (like the bottle went empty in the morning) THEN that would be a problem. | 60.06 | 2023-10-22 19:00:43 | |||
While I was putting stones to the small truck, game has crashed | 0 | 2023-10-22 17:46:43 | |||
Hey,There is no information what can I do with empty boxes of seeds. Would be great if I could delete them somehow. | 30.02 | 2023-10-22 17:14:45 | |||
Idea... add wastebaskets in every room, especially the greenhouse so you can dispose of empty seed cannisters without walking all over the structure to find one. Barry ([email protected]) | 60.06 | 2023-10-22 13:51:26 | |||
l'imprimante 3d bug et avale mes ressource sans me donnƩes les ressources en echanges !!! | 60.06 | 2023-10-22 13:29:17 | |||
*1) Need to be able to salvage the original escape pod you start off with. 2) Need a tablet screen showing the base's total energy, water, and O2 requirements, not just the single structure you're looking directly at. *3) Storage tanks need to have some built-in indicator, or a tooltip like structures power/o2 usage in the bottom-right, showing capacity and current levels. *4) Salvaging a structure should either A) drop contents to be salvaged or picked up or B) pick up the components of the interior parts as if salvaged (would be a great reward for upgrading the grinder) ***5) There REALLY needs to be an autosave every 10-15 minutes (or configurable), not just when sleeping. (***the main reason I'm stopping playing this game until future patches. Wasted hours of my life because of this***) 6) There needs to be directions or instructions on how to use the greenhouse and the plants that need different places for different stages along with how to use the composter (and get soil and such). I planted a bunch of pumpkins before I had ever unlocked the fields, tying up valuable space unless I just wasted the only seeds I'd found... which I did. **7) When opening a storage box of any kind, it should also show the equipped items. It's incredibly annoying having to open and close windows a half dozen times just to move items around. ***8) Internal airlocks don't seem to do anything at all (not talking about double-airlocks leading outside). When I add a structure, my entire base loses all air and internal pressure, no matter how big it is or how much O2 I have feeding into it. It's killed all my crops multiple times. Airlocks should auto-seal and require manual opening if the pressure difference on either side is too great. **9) Transformers should distribute units of power, not percentages of the total incoming power. It's a major headache to have to rebalance 20+ settings every time I add or modify incoming power to my base. *10) Batteries need some text displaying, if it's 1000Kwh capacity, and it has 350Kwh incoming power and 100Kwh outgoing power, that the batteries will fully charge in 4 hours and deplete in 10 hours. 11) If a structure is damaged, say a corridor, and the floor panel is destroyed, it isn't replaced if you fully repair the corridor and, instead, you have to completely destroy and rebuild it. *12) The greenhouse (you know, the building where you create and manage all your food) really needs a place for a refrigerator and a food processor. Thereās two perfect spots they can go already, just need to be *able* to put them there. 13) The greenhouse also needs a trash can so you can easily dispose of the useless empty seed mags *14) More (or custom) colors and tracking headers for the radar and HUD 15) Activating/reading a tablet to unlock a new tech needs to take you back to the inventory screen when the ābackā button is pressed on the tablet 16) After unlocking tech A, G, and M, opening the tech tree to that section should swing the display over to and highlight that for a second so we donāt have to go hunting through all the tech trees to find it. 17) A more easier-to-recognize color scheme for locked vs unlocked but not yet learned techs 18) Window heights in corridors need to be higher/larger so you can properly see out of them 19) After unlocking the night vision, the top-right corner ācontrolsā area needs to be amended with āNā activating it. I didnāt even know it was a thing until they kept flashing on/off while typing all of this (take that as another suggested bug fix) 20) 3d printer should either let us toggle or just not display things we havenāt unlocked in the tech tree. Instead, just ādimā the items that there arenāt sufficient materials to make. **21) There needs to be some sort of overhaul to the 3d printerās interface. Having to jump back and forth in the screens between printing, inventory, and printed-items-inventory, itās a lot more difficult than it needs to be. ***22) The āMain Habā structure is a complete and utter disappointment and waste of valuable resources for being one of the last things in that tech tree you unlock. By the time you can build it, itās obsolete. Its only advantage is having a window at the top that, if you can build it high enough, can overlock Ā¼ of your base (should have windows all around or be able to add them) ***23) The lobby and cantina are also disappointingly useless structures I was all too excited to unlock and build. Thereās not really any upside to either of them over a workshop. 24) Corridor Joint structures should be listed under the Corridor section, not the airlock section. And unless you plan on introducing a single structure that has a double-airlock with a ramp, just put the airlocks and ramp into the corridor section and do away with the Airlock section altogether. 25) Itās unclear that supplying one of your buildings with, hypothetically, 500kwh power, 50 l/h of water and o2, that itāll distribute that through all connected buildings. Iāve been spending way too much time and resources trying to pipe power, water, and o2 directly to each building. Alternatively, if you plan to have us pipe things directly to every building, donāt have them share the resources. *26) A full-wall-section storage piece should be available that has twice the storage as the rover **27) A brief description noting that the Circuit Box is itās own container to store circuit boards in would be extremely welcome. I played the first 45 hours of this game without realizing that and it would have saved me huge headaches. Maybe a note saying that it can be opened from the inventory to store boards inside. 28) In the Rover, the compartment where you find a spare helmet and medkit and such, you should be able to put the helmet back into itās cubby and put a couple medkits and some water/o2 bottles up there. Would be thematic and look like itās a useful cabinet. As it stands, you pull the stuff out of there and then wish you could put it back as itās just wasted space. 29) The rover should be able to detach the back half (not just unload the tipper/tanks) to obtain higher speeds 30) The rover should have an optional attachment that either A) has solar panels that can fully charge the vehicle in a day, B) have a large battery that would let you take it for days on the road at a time or C) both **31) The big rock crusher console being able to see the structure pieces in the 3d printer interface is very niceā¦ but if itās only going to print the materials to build the structure, and not the structure itself, the workshopās 3d printer should be able to have the same option (though in a āstructuresā tab or something separate) 32) The crusherās should have easier access to get to the top console from the sides of the structure, since itās unlikely the ramps will be pointing at the base since the rovers have such an abysmal turn radius 33) The ramps should be able to be build anywhere and any height, not solely attach to airlocks. Would be nice to be able to make a bridge over a building or corridor to access internal base spaces otherwise unreachable **34) Corridor and structure interior lights should illuminate if Iām in or going through an adjacent corridor/structure instead of coming on when I enter them. Would make the base seem much more āalways onā (since the base is consuming the power anyways) **35) Once internal base airlocks actually work like youād expect, the greenhouse needs a built-in CO2 scrubber to maintain O2 and CO2 levels in that building. It would just make sense. **36) A compass or access to the radar/map while in 3rd person view while driving is a must-have. Having to stop the vehicle, get out, go to 1st person view, then pull up the map is muuuch more work than it needs to be. 37) When salvaging the damaged ATV we find first (since we can make our own) there needs to be a warning as soon as you START salvaging it that itāll explode. I was unaware it would do that and the warning sounded AS it exploded in my face and damaged a bunch of battery banks and a few structures as wellā¦. The warning was kind of pointless like that. *38) The consoles that control water/light/soil/etc should be a (cheaply) constructed component inside structures, that way something like a workshop, that may or may not have any plants in it, doesnāt have it sticking up in the middle of the room for no reason. **39) Circuit boards should be craftable, even if difficult/expensive. And since thereās already something of a āminigameā for repairing them, that could be used to craft them as well. Maybe print the PCB at the 3d printer and generic ācircuit componentsā to stock the workbench to make our own. Needing the tablets to unlock the tech tree would still be plenty incentive to explore Mars. Iāve logged over 60 hours in Occupy Mars so far and have, overall, enjoyed myself very muchā¦ but thereās a hand full of of absolute must-have improvements that HAVE to be made (see *ās) and a plethora of QoL improvements that would make this an absolute top-notch game that Iād recommend to everyone. Until the must-haves are implemented, I honestly donāt see myself spending another minute in this game. Iāve wasted ****hours**** of my life doing this or that only for the game to lock up my entire laptop (requiring a hard reset) or some random accident happen and I realize the last auto-save was when I slept 4 sols agoā¦ (which is why Iāve now stayed up until 6:30am putting this extensive list together) And it goes without saying some optimization would be nice as I frequently have times while driving vehicles where my fps will drop to 1-5fps on my i9, 32gb RAM, 1tb m.2, 16gb RTX 3080ti Alienware running 1440p @ 60hz with high graphic settingsā¦. And I mean *very frequently*... but I do understand the game is still beta. | 29.99 | 2023-10-22 10:34:44 | |||
Multiple times, Iāve tried to repair a circuit board only for the game to not let me grab the replacement pieces I need from the cabinet, show multiple red dots where solder should or shouldnāt be that arenāt listed in the ārequired componentsā area, or both, sometimes preventing me from finishing a board that Iāve already spent time onā¦ and sometimes multiple attempts on the boards. When it happens to the only board I have, it can be very frustrating wasting so much time trying to replair it only to have it be non-completable. | 59.94 | 2023-10-22 10:20:53 | |||
Iāve got three wells with 2 O2 sabatiers each (6 total) connected to two pumps which feed into a single pump at my base. Pump 1 & 2 are outputting 15 units to pump 3, but pump 3 is only getting 7.5 l/h from each of the first two pumps. Unless there's an unlisted max input, I think it's more of a bug. | 60.01 | 2023-10-22 10:19:32 | |||
3RD time playing through, and each time I make sure the workshop base is full or almost full on Oxygen, then add other buildings one at a time, making sure it is full of O2 before adding the next building. Each play through when I add the Greenhouse to the base, it completely removes all the O2 from the whole base setup. | 50.25 | 2023-10-22 09:36:37 | |||
This is the fourth or fifth time that I've wasted 3+ real-time hours by working through the day/night on a long expedition to get back to base with 4+ tablets, an entire rover inventory full of much-needed components, and a trailer full of much-needed silicon only for the game to crash or me accidentally topple off a tall hill forgetting about the lower gravity and dying. As fun as this game can be, it's equally frustrating. There needs to be A) an autosave every 10-15 mintues, not just when sleeping, B) when you salvage a building, you need to either have the interior parts drop or get the components as if you had salvaged them. Perhaps that method of more efficiently salvaging the ruined bases could be the reward for upgrading the gridinder or something (I've lost TONS of components and circuit boards because I've forgotten to empty a box before picking it up to move it. REALLY pissed me off), C) Transformers need to be able to output units of power, not percentages of the input. That dynamic causes a ton of frustration and having to re-do percentages every time you add or remove a battery or solar pannel, D) Airlocks need to actually **lock air** until pressure on both sides are equal. Adding a single workshop onto an 8-building base shouldn't completely decompress the entire thing killing most of the crops. SUPER annoying. E) when opening a box/storage inventory window, it should also show your equipped items (like the workbench does). It's overly annoying to have to open and close three different windows just to do something like swap suit batteries with the battery charging stand. F) there should be clearer instructions on how to grow crops, especially using the composter and how to 'load soil' and such. I shouldn't have to google it. I'd say introduce it into the beginning of the game when you're at the in-tact base, but most of the late game stuff happens so long after that stage that you'd forget all about it and still have to google it. G) after the nightvision is unlocked, the controls in the top-right corner should reflect that "N" turns it on/off... I just discoverd this by accident while typing this feedback. And H) storage tanks should either tell you in the lower-left corner the capacity and current level just like looking at a structure tells you it's power/water/o2 levels or the tank itself needs to have a window or fill marker or something. I've spent *hours* trying to diagnose water and o2 issues because I had just assumed the tank would output water before it was full (unless it does and I'm just bugged) As much fun as I've had playing this game for ~60 hours, I won't be playing it again or recommending it to anyone until most or all of these issues are resolved. You've got a heck of a gem here with this concept and I truely hope it comes to fruition... I can forsee myself spending hundreds of hours in this game when finished.... | 29.98 | 2023-10-22 08:06:40 | |||
This is the fourth or fifth time that I've wasted 3+ real-time hours by working through the day/night on a long expedition to get back to base with 4+ tablets, an entire rover inventory full of much-needed components, and a trailer full of much-needed silicon only for the game to crash or me accidentally topple off a tall hill forgetting about the lower gravity and dying. As fun as this game can be, it's equally frustrating. There needs to be A) an autosave every 10-15 mintues, not just when sleeping, B) when you salvage a building, you need to either have the interior parts drop or get the components as if you had salvaged them. Perhaps that method of more efficiently salvaging the ruined bases could be the reward for upgrading the gridinder or something (I've lost TONS of components and circuit boards because I've forgotten to empty a box before picking it up to move it. REALLY pissed me off), C) Transformers need to be able to output units of power, not percentages of the input. That dynamic causes a ton of frustration and having to re-do percentages every time you add or remove a battery or solar pannel, D) Airlocks need to actually **lock air** until pressure on both sides are equal. Adding a single workshop onto an 8-building base shouldn't completely decompress the entire thing killing most of the crops. SUPER annoying. E) when opening a box/storage inventory window, it should also show your equipped items (like the workbench does). It's overly annoying to have to open and close three different windows just to do something like swap suit batteries with the battery charging stand. And F) there should be clearer instructions on how to grow crops, especially using the composter and how to 'load soil' and such. I shouldn't have to google it. I'd say introduce it into the beginning of the game when you're at the in-tact base, but most of the late game stuff happens so long after that stage that you'd forget all about it and still have to google it. As much fun as I've had playing this game for ~60 hours, I won't be playing it again or recommending it to anyone until most or all of these issues are resolved. You've got a heck of a gem here with this concept and I truely hope it comes to fruition... I can forsee myself spending hundreds of hours in this game when finished.... | 29.97 | 2023-10-22 07:59:33 | |||
Text for required materials is unreadable anytime the background is bluish. Text on the HUD should have a black outline or at least a semi-transparent background | 59.88 | 2023-10-22 02:39:21 |