Datamining (Maximum Spoilers)

Looks like an expedition emphasizing exocraft, coupled with fleet action.

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20220720_195719
Interesting…

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You know he is messing with us when :

Rocket Locker Icon

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:joy: we all know that they know we are looking. This is great lol.

If only there was a way to leave HG a small secret message, maybe a joke, in code. lol.

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Someone copy their save file, and fill the JSON with jokes and send it to em :stuck_out_tongue:

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They also updated the rocket launcher description:

Storage Shuttle Room (FRE_ROOM_ROCLOC)
Advanced Freighter Module (BLD_FRE_ROOM_SUB)

Advanced integrated freighter equipment. Construction allows the user to summon the Storage Shuttle<> while in the same system as their freighter.!NEWLINE!!NEWLINE!Place excess materials<> in the shuttle Inventory, then launch<> to transfer contents to the freighter Inventory.!NEWLINE!!NEWLINE!Interfaces with the Exosuit Quick Command Menu<> for ease of use. (BLD_FRE_ROOM_ROCLOC_DESC)

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So I have been supper busy the last few weeks, and haven’t had time for anything. But I am still picking away the odd chance I get on things…took a quick snap of the files changed for Endurance

Tons of files added for Gravlift, rocketlocker, stairs…more is definite coming.

Also noticed when they did the last update with fixed multiparts for glass, a partial product for stairs was added.

IMAGE: TEXTURES/UI/FRONTEND/ICONS/BUILDABLE/FREIGHTERBASE/FREIGHTERBASE_CORR.A.STAIRS.DDS

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Stairs. But I don’t see any. Are they coming later?

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Bringing ramps on the freighters back would be good, but I have been hoping for elevators or lifts.

I find the ladders a little annoying at times. It seems just jumping down or jetpacking through an open hole in the deck would be easier.

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Think it is just a thumbnail placeholder. Actual image will be updated later.

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I was supper busy, but I just finished eating, so I have a few minutes to read CSD posts.

:wink::wink:(nudge)(nudge)

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lol yup being busy sucks…averaging 12 hour days, hoping i can sneak in some time to check out Polestar Expedition tomorrow if drops…might need long lunch lol

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Testing the updated Rocket Locker.

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Still funny how it tries to launch to fall over when testing on a freighter. :smile:

Anything new with the elevator? I dislike the stairs and happy to see some fixes for the SRTs, but I can not see the old ramps make a return, so elevators would be great to hopefully see soon

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Interestingly, all of these datamined features feel like they were cut. The elevators for example, I can’t find the blueprint anymore, but there’s a new language string which references an elevator (lift) to/ from the hanger to/from the deck. Perhaps they were just meant for that? And the fact that Rocket Lockers weren’t meant to be built means that HG also adds .SCENEs as buildables to debug :thinking:

Oh also, when loading in today with a few debug “everything is known” properties, I noticed a new ramp item, but it appears to just be the old ramp with a new (unavailable) LOCID

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Ah yes, makes perfect sense to have been meant for the hangar, where we now see the teleporters. I found various issues with those elevators, and can see how they could have been scrapped because of it. I do hope they make a return though, but certainly needing more work than what I have seen/tested. Easy to get stuck inside collisions, gravity not working nice with physics update loop for the character, attachments/snaps to other parts unfinished.

I used to have SRTs for elevators, but this may have become harder now, having seen how messed up my freighter was. Logic is tough on a freighter anyway, really wish they’d change up the whole power system.

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They might not have been the best way to handle deck/hanger movement, but I do agree that if HG polished them a bit, they’d be amazing replacements for the ladders.

I really do wish we could have better logic on freighters for sure, I’m not sure if SRTs work rn, but they’d be much better than ladders.

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They work, but always powered in ‘most’ rooms/corridors, which does not help when you want to control them through logic. Of course logic in itself already requires some modifications (glitching doubtful), but it also needs a spot where they are not already powered if you wish to include floor selector logic or something more advanced than just a quick floor up/down TP

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New Strings…nothing earth shattering. Stairs description…Glass Stairs… and some UI_TechBox Elements with no descriptions…hmmm

FREIGHTERBASE_CORR.EXT.WALKWAY.STAIRS

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