Here comes another big reply. As usual, if your post has been accidentally left out, let me know.
We found the crash dumps that you have both submitted, but we haven’t been able to reproduce this so far. Can you give as much information on what you were doing at the time so that we have some kind of reproducible method in order to fix this bug? For example, perhaps you had a smart stack of specific items and / or a smart stack of atlas. Maybe the smart stack of items was maxed out and so on.
All red planets, or just some? Do you have screenshots of examples where it’s particularly strong?
Thanks for the extra information, l’ve added these to the database.
If you place 2 of them into your inventory, then the total should increased by 2. So it didn’t do that in your case?
Oh, so they’re overlapping in this case? Can you submit a screenshot showing this?
It would still be useful to get coordinates so that we can go and look at them for ourselves.
What are the approximate coordinates for where you saw this?
Thanks for the confirmation, I’ve added it to the bug database.
Thanks for the reply. Eventually I have seen this myself, although not with the Warp Conduit seen inside the sanctum.
Thanks for the update, we’ll have to take another look at it.
Yes, it’s true that items are automatically collected from blocks after mining. What you can do to get around this is to drop the items. The items on the ground will not be collected automatically unless you moved your character away further enough before going towards. Then you can get something like this:
Here, I was standing close to these without picking them up.
I was a bit confused when you said lightning (as in during a thunderstorm), but I think you probably meant to say lighting. So I sent the comments over to the art team. The issue here is that the specular is just a little high, which probably explains why the sap can look very bright sometimes.
If you see this again after deciding to create another character, make a mental note of the approximate selections so that we can try and pin the issue down.
Thanks for the screenshots. This is currently on our to-do list.
Let us know of all the objectives that are not completed after items are adding to the inventory, so that they can be added to the database for us to fix
Please do. I’ll check the Basic Boulders, although I’m only getting Flint rock drops so far.
There was an issue where the luck was tiny, so we doubled its effect on the recent patch. Does it feel improved since then?
I gave this a try and it seems fine for me. Did you place the door pieces quite close by or far away from one another?
Okay, so you were using Storage in this instance, in which case it is an issue in game, as another player had reported this in a previous release.
Thanks for the update, I’ve added this to the bug database.
You can also check your list of completed objectives to find the name there.
There’s also a sign module in addition to the normal sign, hence why I mentioned the latter. Certainly I can pass your feedback onto the designers about this.
Fair enough comment about the dual functionality. As it stands, the option is set to X:
Would you like it to be similar to how the Interact and Open Inventory functions are setup? Here is what those are assigned to:
So these are separate functions, although the Interact function does double up as an Open Inventory function. I can pass your feedback onto the the designers.
As for making it clearer when something is in the atlas, this is how it currently looks in game. When the Atlas has no Augment, it has colour:
Notice the Eject option that now appears at the bottom.
I’m not sure what you mean by setting budge to 0, but aside from that, yes those steps you’ve listed are the same ones I used. Looking at your screenshots, it looks like (correct me if I’m wrong) the issue you’re having is that the actual physical item is not appearing in the Request Basket (unless the value is 1c or higher). I can confirm that here, so I can add this to the database. The functionality for donating items without receiving coin is working (for me at least). Just to double check, can you confirm that other players definitely cannot donate items due to the fact that they cannot see the items in the Request Basket?
No, it’s a bug.
Ah, that sound. In all honestly, because I’m only testing with a couple of characters, it’s kind of hard to imagine how it might sound like when many characters are chatting in game. If you are able to provide a video, we can take a look.
I looked into this for one and this was the response from one of the engineers:
‘It’s because it’s “not” designed to track settlements you visit, you have to explicitly track a settlement, and is only done automatically for settlements you “own” a beacon in.’
We are, however, going to change the text to make things clearer.
There’s a thread about adjusting Chunk Cache Size and Chunk Download Rate:
Although you did say that you have experienced disconnects rather than lag, it’s worth posting your results here if adjusting those options made little difference.
Some players have previously mentioned this. As mentioned in post #333, we’re going to look into it.
Out of interest, can you show how the items are arranged in both hands? In addition, do you have Item Selection Radial Switching set to the Primary Hand or Both Hands?
@Zina originally mentioned this in post #215, but we should have a fix for this soon.
Does it apply to any forged tools, or certain ones?
I’ll pass your comments along to the designers.
We’ll have a look at the crash dumps submitted. What are the coordinates for the affected portals?
In post #287 I mentioned about being unable to find certain resources on worlds, so that would include Olivine Fragments.
That was also related to the above, although I acknowledge that I should have make it clearer that it was also added to the bug database, to which it has now, cheers!
You don’t have to spend cleanse points, as this issue was already reported by @Phoenxflame and @No-Face in posts #65 and #74 respectively and has been added to the bug database.
Thanks for the reports. I’ve added these to the bug database for someone to investigate.
Would that be related to the same ‘whooshing’ sound that @Ghostwish mentioned in post #355?