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1st and most important to me <<<Thank you to the dev team>>>
for giving us all a chapter to play, Everyone was aching for some SM survival.
for the Massive amount of effort that was put into this mod.
IMO there is no need for Massive buildings, Puzzles or search area's as i think Part 1 covered that well. Should Part 2 also have a lot of that it might bring tedium and burn out to the table quickly.
How about instead make people grind away at Mass resources.
i.e. to build space ship and launch platform clearing trees for a place to build it, This will give the much needed time sink to keep people playing and grinding out with a goal that gets completed little by little with every trip back to the constructor.
Most importantly it will make people have to build machinery and vehicles to mine/process better and faster and that is something they can carry on using afterwards so ends up as a extra reward.
If you have a properly set up base with like 2 refineries and a car that can harvest rocks and wood fast, you really don't have to grind that long - resources are really not a problem for me currently. Only i would wish for a outside chemical source, maybe (to fit the story) a small puddle where the chemicals are "leaking" or something. That way i can drive there and pick up a load of chems and dont have to rely on picking up corn and flowers.
As a general word: Yeah, thanks devs, this one was great, really really well done, there also was a lot of stuff i didn't even know could work in survival, like the blueprint plates, or the server, or the dialogue system. I also loved to see that subtle but plentyful references to the main scrap mechanic youtubers which keep the game alive!
What i would like to see in future Chapters:
- more poi
- more animals, like a real "threat", i mean why would you use the "armor" which reduces damage if you can use the basic wolf armor to be ignored by the only threat in the game (beside raeb, which are really rare), i didn't craft a single gun till the end of the game, because i didn't need it.
- more animations for animals
- maybe add some kind of endgame raid-able pois, like in vanilla you can do the warehouses one by one
- add more caves, but not that massive, like smaller ones with bigger elevators, so you can bring your car to really go for a mining run. Maybe you can make different mines too, like a coal mine, iron, copper, and so on, so if you're out of coal for example, you can go for only that.
- i would like to see a lot more of these blueprint quests - i really liked the idea of building something based on a blueprint, or maybe you can even add quests where you have to fulfil a task with a creation but dont have a blueprint for it
Stretching the imagination the Bull could look a bit like a wild boar
An amalgamation of all of these making a Werewolf style South park influenced
"WocBearPig"
Active at nights possessing a full moon and only slain by a spud gun fired potato made of pure copper.!
Or just classed as a boss monster thing using what is already there.
Possibly brought on with radiation induced deformation.?
Plus.. Man Bear Pig.. Yay South park without copyright problems.
:)
To me and my friend I've playing this coop with a few mods, we liked it until the ending. The finally was kind of a let down, what could have gone into a interesting cliffhanger, into a "what do we do now" kind of story twist or proper credit to free mode and a incoming part 2 either went away way to quickly for me to all read.
In how its set up, the "Storyteller" kind of forces the ending, not the player reflecting on what to do maybe next, which we really disliked.
Otherwise, oil ponds feeling rare is nice, but that I literally couldn't find chemical ponds is sad for some of the grind.
Like others have mentioned, I sometimes felt as well that the: the grind was real and the 3 enemy types got boring real fast. When done playing through we didn't get all crafting recipes, which would have been great if either quests or side quests got you there with some help.
The sniper doesn't feel like its worth crafting. It doesn't do enough damage to stay eco positive even on bears (from what I saw) reliably. Spud guns in general where not felt as needed at any point of the game, as well as (crop)farming in any meaningful capacity (which is not bad) .
The scuba diving equipment also left totally unused or unneeded for the main quests. In general most concepts that get introduced either serve to further the main quest or side quests and don't lead to (from what I can tell) any optional content, like for example single ruined buildings like destroyed infrastructure to further expand on the idea that mass space mining had took place.
From there it is still unanswered like in the base game, who shot down the Mechanic, which could be a new plot point in a expansion. Since atmospheric reentry has a top speed of around 28,000 kilometers per hour (at Earth Gravity with Earth Gases) shooting down a aircraft before the main part of the deceleration is complete, is kind of hard and expensive.
Edit: Ive played some more other Custom surivial games after this. Your Experience is definetly outstanding from what most others have made, for a "free game" that isnt freemimum this is amazing, but if you improved it I could definetly see this as propper game content. I can understand that you are probably already working around game limitations.
Noticed a lot of players saying crates / keys etc are going through walls or floors etc.
They try spawning items back in but find themselves unable to proceed.
So instead of them having to console items in I think it'd be easier if they could opt in with an easier GUI option.?
This option could set quest variables to appropriate values which standard users wouldn't know,
hence users thinking something is wrong and the game script also wondering what's going on with a load of spawned in items trying to be handed around between the player and NPCs while variables are just refusing transactions because the newly spawned item is not the actual item the game engine is expecting.
(I think)
The UUIDs are the same as survival id's so unless the name string the transaction variable is expecting is different and intertwined within the survival UUID..?
Don't know.
But yeah GUI Reset option.
Cheers and this mod as rekindled my love for Scrap mechanic again..
1500 hours it needed some rekindling.
I wish there was some sort of chemical pond, even if it's just one on one of the story tiles where you can pump it for those that want to play/build after the narrative has been completed because I don't think it's needed that much to complete the story, if at all. It does explain the high abundance of plants and corn tho so the devs certainly knew (it seems) that chemicals weren't easily accessible like oil/water. Seeing a lot of players not having luck finding oil ponds but i guess my world seed was just lucky as I have found a few but i could understand their frustration if they could not find any because of the lengths you have to travel in this game would be hell without a steady supply of gasoline. Maybe having one on a story tile as well to prevent unlucky seeds being so unlucky.
I still don't have the final craftbot unlocked which I assume is just a normal craftbot? I am still trying to figure out what unlocks that. Perhaps I missed a blueprint somewhere. Still have some achievements so perhaps it's a 100% thing! I'll grind those out to make sure.
I did get lost in the mine, but eventually found my way. Second time going down there I marked my way with posts and I wish i did that earlier. Going in blind the first time was rough for me, but didn't make me hate it.
Never encountered bugs on my playthrough either. The crafting system is a lot at first, but once you know it, and/or get a crafting line that is all connected going, it's really not that complicated. Just gotta know where to build a certain component.
Great work guys, some of y'all stopped by my stream when I was playing it and helped me get started with some sound advice and it was appreciated. Will definitely try out a part 2.
I've just seen a glitch welded flashing rainbow light thing but this in game wouldn't need to flash, maybe spawn when the weather is fitting.
Possibly with a bunch of gold chests for those who search its end.?
Just a thought.
Likes:
*New enemies, different enemies
*Unlockable progression of the HQ - So much to find, it would overwhelm someone if it was all available upon first entering the POI.
*New unique POI's
*A story line
*Quests-Main and Story (I even count Achievements as a form of quests)
*Tutorial Building for certain quests
*New Recipes for old parts/ingredients
*Attempt at improved water physics
*Improved and upgrade-able manual refining times
Suggestions for improvements:
*The END. It was so abrupt and unexpected that it caught me off guard. I was extremely sad to see so much of my hard work destroyed in an instant with nothing I could do about it. And then the way too fast "Tough Luck, Chuck" message right after felt like adding insult to injury.
**Give some/more foreshadowing that things might go badly. Or a 4th-wall breaking
confirmation that states by placing this [object], the story line will end.
**Add in a "click to continue" command to the black text screen. All I had time to skim was,
everything blew up and you cannot rebuild.
**If you did have a more encouraging or positive note there the above suggestion will
suffice, but if not, maybe consider rewording that message to offer a little bit of hope to the
player that all of that hard work was not for nothing (a second chance, second chapter,
something left behind by ForTerra?).
*The Mine. I loved this POI, but I got lost and spent hours going around in circles. I spent so much time going over the same paths that I started unintentionally memorizing the nuances of each path and I could tell when I was approaching one of the markers I left to tell me I had already been to a location.
** Only one thought here, unfortunately. Intuitively, why is the HQ deeper down the mine
than the drill? Maybe have the mission complete by finding the drill itself, but have the HQ
closer?
**Have some unique indication of the path to the HQ, or a reason for it's location (ex.
signage pointing to HQ or a secret entrance/exit that must be initially unlocked from
the inside).
*Water Physics. While I appreciate the attempt to make water travel more possible, it was more frustrating than anything. As soon as I saw those flotation wheels, I dreamed of having an amphibious car in this mod, but I never could get that thing to go faster than 1 kn/hr (in the water) despite building it out of the lightest, most buoyant materials. I have played other mods (the big one that comes to mind is Raft Mechanic) where this wasn't an issue, so I know there is a fix, I just don't know what that might be.
*Battery generation/Alternator. I had the hardest time getting my alternator to work properly. I hooked it up to my vehicle or straight to a (lvl 5) gas engine, it never got above 3 percent. Tried hooking it up to a(n annoyingly, unnecessarily loud) waterwheel, but only generated about 1 battery per day. Finally tried using a bearing stack run by a controller and was able to generate batteries, but it broke every time I left the area. Through some base game weirdness, the bearing stack would keep spinning after I turned off the controller. So when I came back after building the first one, I was noticing some unusually large splashes in the water around my base. After managing my inventory, I went to check to see how many batteries I had produced.....my setup was just gone. So I build another and luckily attached it to a plank on the side of my base. Came back again, and it was going nuts. I went to disconnect it from the base and put it on my lift, but I wasn't fast enough. I now have two of those creations probably still bouncing around the map somewhere. The stack was a bad option, but I couldn't produce batteries any other way. My point is this, I love the concept of producing batteries at your base, but why do I have to make a game breaking creation just to produce them at a reasonable rate. (It took me 25 batteries to mine 2 rock nodes into rods).
**Make alternators more efficient or easier to use.
**Muffle or tone down the sound of the water wheel (I put it on a rock in the middle of the
lake and could still hear it banging and creaking)
That's it. You guys did an amazing job on this and I truly thank you. Your hard work is evident throughout this mod, but you asked for honest feedback, so I wanted to provide something.