Thanks for providing a video. It’s quite hard to visualise what the beacon layout looks like, as you have placed some plots underground, but I suspect the reason you cannot place a beacon plot is because you may already have another plot directly above or below.
no,no,no. There is two colorindex “0” and “1” for: ingots, gems, food and healing brew. These things i have in my storage and before restart some of they had colorindex 0 and some had colorindex 1, because of that they do not stack. After i put it in inventory and restart game, they all set colorindex to “1”. Everything else has no change colorindex after restart: stones, rocks, woods, gleams, lanterns, leafs, storeges, plinths, doors, etc. (colorindex 33,39,47,0(51),45, dont remember all)
the Silly Smart Stack is at it again. This time with decorative metamorphic block 1, they were probably different batches, storage was involved, when i dug them up, they never stacked properly
So now i can use my controller I’ve found a few bugs/tweaks.
I cannot change tools with the bumpers whilst walking/running with the left stick. I have to let go of the stick before i can switch tools with the bumpers.
Grappling feels very awkward, there also seems to be no “feed” control, just a release. Personally i suggest using the d pad or bumpers for reel in/feed out, would be much more controllable. I find myself switching back to mouse and keyboard if i want to grapple somewhere at the moment.
It’s very awkward to hold B to creep whilst trying to walk and shoot at a roadrunner. I think creep should be toggleable on both controller and keyboard, not hold down.
There should be a visual indicator on the HUD to show walking/sprinting. I find clicking the left stick much more cumbersome than holding the shift key, but an indicator which speed I’m at would make it better.
Is there any reason why they have different colour indices? They were all made from rock that stacked together until 891, then stone that stacked fully, then refined rock, and only once it was decorative did it not stack.
Does making them in different workbenches do that? Cuz I used 3 different workbenches, but only 1 machine to convert everything else. 1 crafting table, 1 refinery.
Nope, if i switch it to single hand switching i still have to stop walking and stand still before it will actually switch tools.
Well the R key is replaced by pulling the respective trigger for the grapple, but there’s no button to replace the F key. I think rather than have the trigger reel in I’d rather have it follow the usual shoot/release behaviour that the mouse has, then use bumpers or D-pad buttons to Reel/Feed. Right now i find it too awkward to use so if I’m in caves I’m back on the mouse and keyboard…
Yes first-person view, i don’t really use third person.
Yes that’s what he’s saying, it’s very odd behaviour that everyone I’ve known in boundless just finds incredibly annoying and plot-draining. It seems to be a discussion that happened a while back and hasnt been reconsidered since…
First beacon post:
@james mentioning the new change a long while back:
@james more recently confirming it’s desired behaviour (but not entirely sure why ):
It’s very odd considering @james actually mentioned in the first post that horizontal and vertical structures are just as cool, so why stick a new limitation on just one of them?
I’ve found that if you place a beacon in each level, say you have a 5 story building.
The first floor is a 1 x 1
Second is 3 x 3
Third is 5 x 5
Fourth is 1 x 1
Fifth is 1 x 1
You can do that, as it acts as disjointed plots, each managed by one beacon, and after that, you destroy the extra beacons. Don’t know if it’s an intended work around or just a glitch, bug or whatever