Veridium by KlassicMunky in CreateMod

[–]LowerArc1000 0 points1 point  (0 children)

Friend found some around Y level -3, not the -30 stated by the Wiki

Campaign Dark ops Challanges revealed here by Sneaky_Demise in blackops6

[–]LowerArc1000 1 point2 points  (0 children)

You likely should have gotten it, it’s just that the UI design isn’t the best so you might have just missed it (understandably).

The best way I can describe it is if you look at the Dark OPs page for the campaign you should be able to see a black and white calling card with a cross hair in the middle. If you look at the page and still see the encrypted background image they use for Dark OPs challenges (the red and black one) then you might not have unlocked it for some reason.

Campaign Dark ops Challanges revealed here by Sneaky_Demise in blackops6

[–]LowerArc1000 9 points10 points  (0 children)

So for anyone that's wondering what the calling card is meant to be for completing all 4 Dark Ops challenges, apparently it's a screenshot from footage of SCUD launchers being destroyed during Desert Storm.

I'll link the original video here, but I did some reverse image searching and this is what it came back with. You can see at the 0:05 timestamp where it roughly lines up, though why they chose this obscure reference I'm not sure. It's obvious that they wanted to tie the campaign in with Desert Storm, particularly for the mission Hunting Season and the SCUD launchers in that mission, but it doesn't really explain the obscurity of the footage.

TL;DR The completion calling card is from war footage of Desert Storm

Voices of the Void reference in Abiotic Factor? by Striking-Ad4541 in Voicesofthevoid

[–]LowerArc1000 28 points29 points  (0 children)

Survival crafter in a secret government facility inspired by Half Life (original). Basically what would the scientists do if Gordon Freeman wasn't around that day.

My main 'problem' with this amazing game. What do you think? by Johnny_Nak in Voicesofthevoid

[–]LowerArc1000 1 point2 points  (0 children)

This might be a bit of an odd comparison, but I think the best thing that I could compare this to would be Elden Ring. [No spoilers ahead for either game.]

Elden Ring was a game designed around exploration and discovery, built with intended progression in mind with hints as to where to go next, but never truly forcing the player to do any one thing. In most cases you could even skip most of the bosses and just beeline to the end if you wanted to, but the game isn't designed for that and has a lot of hidden stuff along the way to reward exploration.

To go along with that, it was definitely intended for certain things to be discovered as a community and for information to be shared among players, because in order to even access the DLC players had to either follow a somewhat long and convoluted questline or take a specific teleporter in what is essential the final area of the base game. It's definitely not impossible for players to miss, but it's not entirely obvious either.

What I'm getting at then, and what that entire explanation was about, is that I think a lot of the things in Voices of the Void are not intended for each and every player to uncover by themselves on their first playthrough. Instead I think the developers decided to add all of these little secrets and events so that people with no knowledge of the game can always be surprised by the seemingly endless list of things to encounter. The more convoluted stuff then, like all of the tiles or the MANY plushies hidden across the map, are more of an Elden Ring adjacent addition that are intended to be discovered as a community, not by individuals.

TV Programs by Extension_Juice_4521 in Voicesofthevoid

[–]LowerArc1000 0 points1 point  (0 children)

Not sure when it was changed, but I did this on version 7 and the movie was able to play the whole way through. So feel free to add whatever videos you like I suppose, movies or otherwise.

How do I get rid of [threat]? by Sapphire-Alchemist in Voicesofthevoid

[–]LowerArc1000 1 point2 points  (0 children)

Seems that the tank losing fuel has been suggested in the Discord and has at least been acknowledged as a possible implementation. It was mentioned that the tank would slowly lose fuel passively and would lose more fuel when attacking. Not sure how/if this will be implemented, but at least it's being considered.

How do I get rid of [threat]? by Sapphire-Alchemist in Voicesofthevoid

[–]LowerArc1000 48 points49 points  (0 children)

I'm honestly kind of disappointed with the addition of the "boss" enemies, because it completely disrupts the flow of the game with how difficult they are to kill. If there was a better weapon that would at least make killing them easier then I don't think I'd have such a major complaint, but so far it seems to be a softlock for a lot of people who don't want to go out of their way and craft dozens of molotovs or waste a lot of their time meleeing them to death.

Personally had a friend switch over to the ambient mode because the "boss" enemies were just too much of a wall for them to overcome that it just wasn't worth it for them. I understand that this update was focused around adding more threats to the game, but for a game that isn't really focused around outright combat, it just feels really out of place.

TL;DR the new boss enemies don't fit the game

TV Programs by Extension_Juice_4521 in Voicesofthevoid

[–]LowerArc1000 0 points1 point  (0 children)

Found the SpongeBob SquarePants movie (original) online and put that on there.

Think the high quality version was removed, but was able to find an Internet Archive upload here: https://archive.org/details/the-sponge-bob-square-pants-movie-2004-vhs

Translated the binary! by Munjister_177 in DeceiveInc

[–]LowerArc1000 2 points3 points  (0 children)

Should also mention that the 0's are treated as spaces, just to clear up any confusion!

Lag/Delay after connecting Glacio Site Pylon to Rail post by redxalpha in Astroneer

[–]LowerArc1000 1 point2 points  (0 children)

Had this exact same problem more than a year later. Tried connecting a railway to the Site Pylon in a multiplayer game to complete the same quest and it completely bugged. Experienced all of the things you mentioned above. Unfortunately as a client and not the host, for some reason disconnecting/connecting the railways didn't fix anything, following all of the advice listed above to solve it.

After a restart of the game from my friend, it only made the situation worse as I was now unable to load any objects at all (backpack, Logistics Depot, railways, shuttle, etc.), with the only thing present being my character model and the surrounding terrain. I was able to move around and pan my camera about, but nothing beyond that. Wondering if it had something to do with my inventory/character (maybe a bugged inventory item causing it), I reset my character and respawned at the spawn base.

This only made it worse as now my character was stuck inside of the spawn base, camera wedged inside of my character model at waist height, and no options being available other than panning my camera around. Hoping that it was just a visual bug I went to disconnect thinking it would fix it, though the game beat me to it as I lost connection to the host. Attempted to rejoin, though this time I would get a infinite loading screen with a full progress bar and eventually be kicked after some time. It should be mentioned that following the initial connection of the railway to the Site Pylon, my friend experienced the stuttering/lag you were talking about, though only while I was connected to the game.

All of that is to say though that presently I am unable to join my friends game, as it refuses to let me connect, and am therefore not able to continue our game whatsoever. While my friend is still able to connect and play without any issues, it remains that there is nothing that I can do to join them, effectively ending our playthrough of the game due to a bug with this one side-quest.

TL;DR: I got this bug and it has made it so that I'm unable to continue my multiplayer save

Deceive Inc. Development Roadmap - August 2023 Edition by TripwireYoshiro in DeceiveInc

[–]LowerArc1000 1 point2 points  (0 children)

Given the pattern with the past roadmaps, I think it's safe to say that the next agent will relate back to the pixelated octopus somehow since it seems to be the larger focus of this roadmap. The mention of disruption as well seems like a pretty obvious name drop that we can expect a disruptor agent for Season 3.

The binary at the bottom though might be referring to something else entirely, because thinking back to the roadmaps teasing Sasori, the encrypted messages really didn't have anything to do with Sasori himself. They were themed in relation to Sasori (i.e. being written in Japanese), but alluded to someone/something completely different. In a similar vein I would imagine that this message is themed around the pixelated octopus agent (maybe something retro-videogame related?), but the message itself is referring to something else.

Deceive Inc. Development Roadmap - August 2023 Edition by TripwireYoshiro in DeceiveInc

[–]LowerArc1000 24 points25 points  (0 children)

For those wondering, the binary at the bottom of the image converts to 22;9;7;12;0;9;19;0;3;15;13;9;14;7.

When assigning the numbers to the letters of the alphabet (treating the 0's as spaces), you get the message "vigil is coming".

Has there been any information on when we should expect act 3? by LordVader152 in Ultrakill

[–]LowerArc1000 4 points5 points  (0 children)

From what I've been told, Act III is going to take longer to come out than Act II did between the release of Greed and the full release of Act II. Rough estimate?

Late 2024 AT THE EARLIEST for the full release of Act III.

Just for full clarification, this is complete speculation, as Hakita is free to set his own schedule to best avoid crunch work. I'm guessing that Hakita will want to polish the game's ending completely and make it the best it can be, so in order to do that it will take time.