Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
next time i will try merge it to my rover ...
I was carrying it back to the rover, and KA-BOOM!!!
Detonation killed me, and I nearly sh*t myself IRL, lol!
Maybe not a bug, but a feature (channels my inner Todd Howard).
One easy way to do this in this scenario would be to use detach mode with your grinder (hold Ctrl while grinding the block you want to detach).
The grid that has more blocks when spliting up will be the one with the timer (and the explosion) attached.
Starting a new game it show the actual timer starting from T-15min. Saving the game and reloading in this 15 min will actually miss the timer info, but the script works on, so it will explode at original T-0:00.
So if I'm correct about the above, it is incorrect to call it a bug. It is not. However the Unknown Signals are also not intended content to this map AFAIK. Therefore take caution when considering to use materials from truly unknown sources :)
As for keeping them after the timer runs out, you need to attach them to a larger grid via merge blocks or weld plates so that they lose their temporary flag that detonates them.