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No Man's Sky |OT2| Maths Effect

I do hope this is tweaked a bit (maybe there's already a mod) to just be quicker in/out speaking to NPCs; the gameplay/trading dynamics themselves I've actually been enjoying quite a bit since the patch.

I haven't timed it, but I'd estimate that talking to a trader takes about 5-6 seconds of waiting for animations to finish before you can take an action. When you do a lot of shopping around at space stations for the best trade deals like I do, this gets old real fast. There's always a balance to be done between animation and user experience, but the balance is off here, as NMS places far too much importance right now on making everyone watch the art team's animations every time.

It's just one of many reasons why I think they need to hire a UI Designer. It's a specific skillset and is really important for a game like this where the UI needs to be efficient.

But yeah, besides that I generally enjoy the trading, though I would rather see a wider variety of items for sale at station marketplaces, and just make them more expensive. i.e. let me buy a neutrino module, but if it's really rare in this system make it cost 500% the galaxy average. I don't want to have to warp to 5 systems to find one for sale; let me pay an exorbitant price for it. (I've always thought it odd that all prices are clustered into either +/- 0-10% and 90-100%. Nothing in-between and nothing above that.)

--
On another note, while adding upgrades to my new ship last night, I had a thought that the game really punishes you right now for switching ships. You only get half the materials back when you break down an upgrade, and you don't get to sell your ship (this is even worse for freighters). I would rather be able to just transfer ship upgrades to a new ship, and instead introduce a wear and tear game mechanic that would incur repair costs on the equipment over time. This would make it more frictionless to move to a ship that you like better and take some of the farming pain out of switching, but it would also add more gameplay opportunities with Millennium Falcon style equipment failures.

And by failures I don't mean manually dump elements onto the inventory square to "fix" it (because that's really annoying in battle), but just have a cooldown timer which automatically deducts a repair cost. So let's say you're in a fight with pirates and your Theta shield upgrade breaks. Your ship computer can auto-repair it for you, but it'll take 30 seconds and 50 Heredium (assuming you have some), so in the meantime you're going to have to stay alive with reduced shielding. Not something that would happen often, but when it does it would require some improvisation. I think the game could use a bit more tactical unpredictability like that.
 

Effect

Member
If you move your home base do another planet do the npcs come with your as you rebuild or do you have to recruit them again?
 

Jinfash

needs 2 extra inches
Is it just me or did the recent update disable labeling techs with "new tech" and "already known tech" altogether?
 
If you move your home base do another planet do the npcs come with your as you rebuild or do you have to recruit them again?

Basically, when you hire someone they become part of the specialist terminal. So you can destroy the specialist terminal and when you rebuild it your worker will be "built" along with the terminal. It's easy.
 
Suspension fluid is an extremely basic, easily and cheaply craftable product (50 carbon, which is literally less than my Korvax bros will just give me on the regular for free at any time)- it would be broken to be able to sell at those prices. The price you're charged from the trade network is essentially just a tax for not having the recipe yet.

If you bought Suspension Fluid for 20k you got suckered!

NMS has a dynamic trading system. Each star system and each individual trader have their own things they want to buy and want to sell. This creates fluctuating prices. You can even influence local prices by what you buy and sell.

To avoid making bad deals, you need to keep an eye on that percentage value. That represents how less or more the item is being bought/sold for compared to the average galaxy value. If that number is red, stay away unless you're desperate. If that number is green, you'll at least get a fair deal. If that number is +90-100% you can sell for good profit, but you'd be buying at a huge loss.

If there's a star icon on the item, that means the trader really wants to buy that item, and you'll make good money if you're a seller.

Hmm still think Suspension fluid in my current system is broken. The market average buy price is $20k but the market average sell price including from the same trader you just bought it for at $20k, is $1000

Looking at the table I made below, the average ratio of Buy Price to Sell Price within the same trader [i.e. what I can buy an item from Trader 1 at divided by what I can sell that item back to the same trader for] is around 1.2-1.25 with a notable exception of 18.74 across the board for suspension fluid. It's literally a money pit. Doesn't make any sense to me either. I'll just make my money off of the Dynamic Resonators

31081694980_fd998d3ce0_o.png


Pictures to confirm pricing: [Trader 1 Buy, Sell | Trader 2 Buy,Sell | Trader 3 Buy, Sell]

Best gig in this system is just running Gold, it sells on the trade network for just about +5%, but it is eeeeeverywhere in asteroid fields here, for an payoff of ~150,000 every 5-10 minutes, depending on whether or not I find the a big "egg" or two or just the small crystals. I also like it because it gives me lots of chances to help the freighters with pirate attacks for Tropheum, rare alloys and the captain rewards.

Good to know. I keep meaning to seek out asteroid mining but kind of get lost in space and just go somewhere familiar.

Are there systems with huge asteroid fields? So far I've had trouble finding any of interest. Most are just iron for me.

So to get 1000 units I had to strip mine four of these caves leaving behind a dull husk, and for the first time I felt like, "Oh....I'm the bad guy in this game." I never cared about the pillars, but destroying these caves I felt kinda...bad about it? Thanks Hello for making me feel like a ravenous eater of resources and destroyer of ecosystems.

I finally felt a pang of remorse myself today if only a sliver. Sentinels usually don't bother me too much as I move a lot but as I started farming I had to start getting copious amounts of antium which is somewhat laborious. Sentinels were on me the whole time.

Felt kind of sad that these robots are protecting the flowers of my world and here I am trampling all over them.

IMO the UI for trading is extremely laborious due to all the slow, unskippable animations, but it's certainly possible to just be a trader and make decent money.

I haven't timed it, but I'd estimate that talking to a trader takes about 5-6 seconds of waiting for animations to finish before you can take an action. When you do a lot of shopping around at space stations for the best trade deals like I do, this gets old real fast. There's always a balance to be done between animation and user experience, but the balance is off here, as NMS places far too much importance right now on making everyone watch the art team's animations every time.

It's just one of many reasons why I think they need to hire a UI Designer. It's a specific skillset and is really important for a game like this where the UI needs to be efficient.

I've spent hours trading as it's still a good money maker for me and I vehemently agree. Just takes too long to get in. Can quit out pretty quick if nothing interest you.

---

And because I felt I had to share

31452354025_6ce2ddf321_o.jpg


Temperament: Unconcerned

Lol

Going to rename him to "Overlord of this Planet". Seems only fitting
 

vix

Member
Cubes and gravitino balls aren't your money maker. Go find a planet with emeril (you might have to scan to find where it is, it tends to be underground). One slot of emeril should get you something like 60-80k and two slots will get you over 100k. If you are really lucky you'll find a trading post with Emeril right next to it (I found one with a ton of it and ended up netting about 2-3 million that way... except apparently there's a bug that the game forgets you mined something after a certain bit so some of that was some of the emeril coming back. When I saw that for certain I stopped but I bet I could have earned enough for a freighter doing that).
I'll have to give this a go. Thanks for the tip.
 
As much as I appreciate the base building update, the other changes seem to make the game feel even more like a grind than before.

I can't for the life of me find any gold or aluminum anywhere. No deposits, no one trading it, not in asteroids. I need them to upgrade my multi tool. They used to be less difficult to find than now.

Very frustrating.
 
Edit - Nevermind. You do need glass to make glass roofed corridors!

Trying to find Rigogen and it's driving me crazy. Before I started building my base there were planets with water everywhere now that I've started they're all radioactive deserts or tundras.
 
Hmm still think Suspension fluid in my current system is broken. The market average buy price is $20k but the market average sell price including from the same trader you just bought it for at $20k, is $1000

Looking at the table I made below, the average ratio of Buy Price to Sell Price within the same trader [i.e. what I can buy an item from Trader 1 at divided by what I can sell that item back to the same trader for] is around 1.2-1.25 with a notable exception of 18.74 across the board for suspension fluid. It's literally a money pit. Doesn't make any sense to me either. I'll just make my money off of the Dynamic Resonators

31081694980_fd998d3ce0_o.png


Pictures to confirm pricing: [Trader 1 Buy, Sell | Trader 2 Buy,Sell | Trader 3 Buy, Sell]

I don't claim to know the algorithms behind the trading system, and lord knows it's possible there's bugs in the system. I suspect that each trader has a desire level for goods. This may depend on their own inventory, or the amount of inventory within the system or globally. They also have their own trading routes, which I guess influences what price they are willing to buy an item for.

Having said that, Trader 1's inventory list saying that 20k is 0.1% off the galactic average does seem odd to me. I mean it's possible that there was some sort of global runaway, short-term shortage of Suspension Fluid and no one wants to sell what they have left, but probably not. Trader 3's list seems in line with that price though, so I don't know. If it's a glitch, I guess it's a system-wide glitch.

edit: I just looked in the system I'm in, and Suspension Fluid at the station marketplace is Buy for 20672, Sell for 1,100. So pretty much the same as your trader there. So either there's a glitch in the Matrix, or there's a run on Suspension Fluid right now.

As much as I appreciate the base building update, the other changes seem to make the game feel even more like a grind than before.

I can't for the life of me find any gold or aluminum anywhere. No deposits, no one trading it, not in asteroids. I need them to upgrade my multi tool. They used to be less difficult to find than now.

I've found pillars of gold on several planets. Are you scanning the planets from space? As for aluminum, it does seem scarce now, but FWIW I found quite a few deposits of it on a low-atmosphere planet last night.
 
As much as I appreciate the base building update, the other changes seem to make the game feel even more like a grind than before.

I can't for the life of me find any gold or aluminum anywhere. No deposits, no one trading it, not in asteroids. I need them to upgrade my multi tool. They used to be less difficult to find than now.

Very frustrating.

Personally I find it way easier than before, due to the fact that you now can scan the planets to see what kind of resources it holds.
And I wouldn't call the base building a grind. You can go through the assignments pretty quick if you keep exploring other planets and I like that it gives you a sense of purpose to your exploration.
 
I've found pillars of gold on several planets. Are you scanning the planets from space? As for aluminum, it does seem scarce now, but FWIW I found quite a few deposits of it on a low-atmosphere planet last night.

Personally I find it way easier than before, due to the fact that you now can scan the planets to see what kind of resources it holds.
And I wouldn't call the base building a grind. You can go through the assignments pretty quick if you keep exploring other planets and I like that it gives you a sense of purpose to your exploration.

I'm scanning the planets. Those particular resources are never on the list. I'm still landing and looking as well.

Some one on the NMS sub Reddit made a list showing where they've found all the resources thus far, and those two seem to only be in yellow F4 star systems. I'll try those tomorrow as I primarily stuck with blue and green stars as of late.
 

Harlock

Member
They need to show what inside the containers when you move the cursor over. I never remember where I put each material and is a pain in the ass have to open one by one.

Another thing is to have at least one beacon where you can teleport. So you can always have a far point to come back if you are travelling to the center or other big distance.
 

Danneee

Member
Any tips on hos to make loads of money quickly? So far I've been mining gold and make around 1m per trip but it's pretty time consuming and not too much fun. I really want to buy a freighter:(
 

c0Zm1c

Member
Any tips on hos to make loads of money quickly? So far I've been mining gold and make around 1m per trip but it's pretty time consuming and not too much fun. I really want to buy a freighter:(

Try this:

Here's my quick guide:
-Do the base quests until you can plant Carrion Root and learn the Lubricant recipe. That requires the Scientist and the Farmer.
-Plant Carrion Root. I initially had 3 but was short on Thymium and Mordite. You harvest Mordite from Carrion Root so that takes care of itself, but between harvests I'd go gather Thymium.
-Harvest Mordite from Carrion Root. Initially you should use it to plant more Carrion Root until your farm is as large as you want it to be.
-Once your farm is as big as you want, harvest Mordite and make Lubricant. The Carrion Root regenerates in about 5 minutes, so repeat until you're bored or have what you want.
-Sell Lubricant. You can teleport to the space station and sell, or better yet, build a shop terminal in your base and sell there.

With a farm of about 40 Carrion Root, I make about 1 million units per harvest. Actual farming and crafting time is 2-3 minutes, and another 2-3 minutes of waiting. So 1 million units every 5 minutes or so, but it's tedious. Your waiting time can be used to go gather materials or whatever you feel like doing.
 
They need to show what inside the containers when you move the cursor over. I never remember where I put each material and is a pain in the ass have to open one by one.

Another thing is to have at least one beacon where you can teleport. So you can always have a far point to come back if you are travelling to the center or other big distance.

Use color coding for your containers.
 

Philxor

Member
I picked this up just after the foundation update on PC. As I skipped out on it until then I was actually pretty excited to get stuck in but I have an awful texture flickering problem that renders it pointless. Tried a few solutions but cannot get it to stop, so no idea how long I will need to wait to play this as intended.
 

c0Zm1c

Member
I picked this up just after the foundation update on PC. As I skipped out on it until then I was actually pretty excited to get stuck in but I have an awful texture flickering problem that renders it pointless. Tried a few solutions but cannot get it to stop, so no idea how long I will need to wait to play this as intended.
There's currently a texture flickering problem with SLI enabled. If it's that then the official solution is to disable TAA (until Nvidia releases a new profile for the game).

You can switch to other profiles that don't have the problem, which is what I did.
 
https://youtu.be/dxNSGJCAhdk

After choosing my planet last week I slowly started building my base and there's more depth to it than I expected. Been really enjoying it and like how the assignments you get from the NPC's give some real sense of purpose to exploring different planets and star systems. Good stuff.
 

boostron

Neo Member
Is it just me or do animals not poop in caves? I tried feeding a bunch of animals in caves and they would sort of squat, but nothing came out. On the surface they poop everywhere. Maybe the echoes in the cave give them stage fright.
 

Mindlog

Member
The game just loves messing with the best laid plans. Went into a random system and saw a freighter just about as big as a station so I had to buy it. My own Star Destroyer.
Use color coding for your containers.
What do you have to do to get a storage container terminal inside your base?

Thinking on it... I bet they don't allow the terminal to obstruct a hallway. Will have to test later.
 
Is it just me or do animals not poop in caves? I tried feeding a bunch of animals in caves and they would sort of squat, but nothing came out. On the surface they poop everywhere. Maybe the echoes in the cave give them stage fright.

slow your roll, boostron.

whats this about animals pooping. are you serious? what do they poop??
 

Oppo

Member
Press triangle to rotate.

hold triangle and move left stick to rotate precisely

watch for overhangs, folks. had my ship stuck under the building, and it keeps re-spawning there. I've got a low viper type ship which I guess it thinks clears a proper box, but I couldn't delete building parts or take off. luckily I had a landing pad so I just re-summoned it. I keep doing landscaping to "block" the ship spawn point (surely it should be spawning on a landing pad if I have one!). no biggie but annoying.
 

androvsky

Member
slow your roll, boostron.

whats this about animals pooping. are you serious? what do they poop??

Even in the launch version of the game, if you fed animals (usually carbon), they'd eventually poop some resources for you. The element varied depending on the creature.
 
Even in the launch version of the game, if you fed animals (usually carbon), they'd eventually poop some resources for you. The element varied depending on the creature.

Yup and they'd follow you around for a while and run off to find and point out rare(ish) resources for you. I only do it now to cheer myself up as i like seeing the smiley icon when i look at the lil' devils. Bless.
 

Oppo

Member
I've never used the left stick. You just need to press triangle and it'll lock in place, keep pressing until it's where you want it.

it doesn't always line up though, there's no snap for placement of props, it's just doing X+45° a press or whatever.

anyone get the garage door to attach to anything? think they left it in by accident
 

vpance

Member
Yup and they'd follow you around for a while and run off to find and point out rare(ish) resources for you. I only do it now to cheer myself up as i like seeing the smiley icon when i look at the lil' devils. Bless.

That feeling of feeding them for coprite and going back to kill them for mordite.. 😃
 
Hmm still think Suspension fluid in my current system is broken. The market average buy price is $20k but the market average sell price including from the same trader you just bought it for at $20k, is $1000

Looking at the table I made below, the average ratio of Buy Price to Sell Price within the same trader [i.e. what I can buy an item from Trader 1 at divided by what I can sell that item back to the same trader for] is around 1.2-1.25 with a notable exception of 18.74 across the board for suspension fluid. It's literally a money pit. Doesn't make any sense to me either. I'll just make my money off of the Dynamic Resonators

31081694980_fd998d3ce0_o.png


Pictures to confirm pricing: [Trader 1 Buy, Sell | Trader 2 Buy,Sell | Trader 3 Buy, Sell]

I think the Suspension Fluid pricing is intentional. It's a pretty basic crafting recipe, just 50 Carbon, which is the cheapest element in the game, so if you could sell it for $20k+ then by far the fastest farming method in the game would be making tons of the stuff. But they don't want it to be too cheap because it acts as a barrier when you are first starting out to prevent you from constantly having warp cells available. After you have access to the recipe chain (suspension fluid -> electron vapour -> antimatter -> warp cell) it becomes trivial, doubly so if you have Atlas Pass V1 and can open the containers at save points that always give you one of those things. So it seems like it's an intentional design choice to encourage players to explore more within systems as they're starting out rather than constantly warping to new places and never exploring the planets themselves.

Speaking of which, what is up with the Atlas Pass recipes? I've had Atlas Pass V1 basically forever, but
I've completed the Path of Atlas and never ran across V2 or V3. I haven't run into Nada and Polo again either. Do I just never get them?

What do you have to do to get a storage container terminal inside your base?

Thinking on it... I bet they don't allow the terminal to obstruct a hallway. Will have to test later.

I think it has to be within a cuboid room. I tried laying out hallway passages lined with storage containers and that was a mistake; now all my storage containers are accessed from outside my base. I've seen videos where people make cuboid rooms and can attach inward-facing storage containers, which I would do, except I'm halfway across the galaxy desperately trying to find the 14th species on a planet so I can move on and find an ocean ANYWHERE with fucking rigogen in it.
 

Oppo

Member
Here's some stuff. I've spent a lot of time tinkering so there might be some ideas in here you guys like.

My home planet is crazy neon colours and every animal is friendly. and the climate is friendly. and it has lots of resources. So I named it Chillax. Within the Relaxus Prime system.

Was going for functionality, mostly... but sometimes I can't help myself

Main stack of 5 cylinder rooms with a speciality station per floor, is the core. Landing pad hanging off right, grow-op in small garage lower left. "great" room is all vaults and spaceship access (the ramp room).

c283zWIh.jpg

xc0fphlh.jpg


Inside vault room, and access to landing pad:
Ri4cv6Xh.jpg

SBrqlWyh.jpg


colour-coded to help me sort stuff

as is the main base ladder shaft so I know what fucking floor I'm on
uoVbukJh.jpg


my scientist is bored but he won't leave
nIAdT2Qh.jpg


mini mordite grow up (didn't go crazy, there's another side of this room that is the same. top floor cylinder has the farmer and he handles the "exotics")
z4SQSFKh.jpg


party room. access to rooftop deck. this is base 3.
tXNgZ31h.jpg


rooftop deck view
d9B28QJh.jpg


captain's bedroom
mUcIdHxh.jpg


overlooking my ship so I can keen an eye on my shit
qph3KTJh.jpg


daytime on Chillax
W8wWaeXh.jpg


(p.s. that 18 slot ship has been around for way too long, I have 6M stashed, just being picky about selection)

it's not done yet, needs more glass and props but it's been fun in a minecrafty way

and here is what you want to watch out for building, it kept spawning my ship here:
gVF9tMUh.jpg
 
it doesn't always line up though, there's no snap for placement of props, it's just doing X+45° a press or whatever.

anyone get the garage door to attach to anything? think they left it in by accident

Garage door snaps to the half walls in the same menu. You can snap walls together in 4 directions and make full height walls which is what I'm currently doing with a garage door on each side of my outer base

Space Zombies, COME AND GET ME.

Now I just need to be able to make glass so I can make lights and protect against the Space Vampires

I think the Suspension Fluid pricing is intentional. It's a pretty basic crafting recipe, just 50 Carbon, which is the cheapest element in the game, so if you could sell it for $20k+ then by far the fastest farming method in the game would be making tons of the stuff. But they don't want it to be too cheap because it acts as a barrier when you are first starting out to prevent you from constantly having warp cells available. After you have access to the recipe chain (suspension fluid -> electron vapour -> antimatter -> warp cell) it becomes trivial, doubly so if you have Atlas Pass V1 and can open the containers at save points that always give you one of those things. So it seems like it's an intentional design choice to encourage players to explore more within systems as they're starting out rather than constantly warping to new places and never exploring the planets themselves.

I suppose that makes sense in a way. I can see it being intentional then and apologize to hawk and eyeball if I was a bit too annoying about it.

Speaking of which, what is up with the Atlas Pass recipes? I've had Atlas Pass V1 basically forever, but
I've completed the Path of Atlas and never ran across V2 or V3. I haven't run into Nada and Polo again either. Do I just never get them?

Can't even find the first recipe, literally eyeing containers I may never be able to open :(
 

Hawkian

The Cryptarch's Bane
Hmm still think Suspension fluid in my current system is broken. The market average buy price is $20k but the market average sell price including from the same trader you just bought it for at $20k, is $1000

Looking at the table I made below, the average ratio of Buy Price to Sell Price within the same trader [i.e. what I can buy an item from Trader 1 at divided by what I can sell that item back to the same trader for] is around 1.2-1.25 with a notable exception of 18.74 across the board for suspension fluid. It's literally a money pit. Doesn't make any sense to me either. I'll just make my money off of the Dynamic Resonators
edit: I just looked in the system I'm in, and Suspension Fluid at the station marketplace is Buy for 20672, Sell for 1,100. So pretty much the same as your trader there. So either there's a glitch in the Matrix, or there's a run on Suspension Fluid right now.
Suspension fluid is not dynamically priced... and certainly never going to be a trade commodity. it's not a bug or a function of market at all, it's just artificially pegged to ~1,100. It's in demand +100% in the system I'm in and still sells only for ~2,200. This was one of the first things I noticed at trading stations in my first few days of playing the game, thought it was odd as first and wondered why and then figured it out pretty concretely:

1) It's a very basic component and one of the first recipes you get because you need it in the first step of crafting warp fuel, so every player should have it unless they are severely self-limiting their playthrough. You have it within the first couple of hours of play unless you ignore the initial quests.
2) The recipe costs 50 carbon, carbon being massively abundant on any planet with plants, it's even given to you by NPC interactions

You get even more suspension fluid as a common drop from AtlasPass canisters. If it sold for even 10,000 each, all of the suggestions for making money on this page would be replaced with "go fill your inventory with carbon and sell suspension fluid." Especially in the early game it would break everything. Whereas even in my system with a +100% demand for it this isn't viable. I'm guessing that they found this out during early testing and decide to just peg its sell price. The buy price, in universe, can be explained in a sort of "ummm, you want to buy suspension fluid rather than crafting it yourself...? Sure, I'll sell it to you... at a very reasonable cost..." If your character is the the kind of stubborn person who sets out and wants to travel the universe without ever learning the recipe for it, that option is available to you, but no one else in space will pay that amount. It's not a trade good.
slow your roll, boostron.

whats this about animals pooping. are you serious? what do they poop??
They used to poop a variety of semi-useful elements; as of the Foundation update there is a new element called "corprite" (see: corprolite) which can only be obtained this way.
 
and here is what you want to watch out for building, it kept spawning my ship here:
gVF9tMUh.jpg

Sweet looking base. Mine is literally just 3 rooms and a hallway to nowhere with storage containers outside, so I'm jealous. I've never been good at that building shit though; it always ends up looking like it was designed by Frank Lloyd Wright during his "drunken senility" phase.

Seems like an easy workaround for that glitch (prior to building a landing pad) is to warp to the nearest space station where you can take off without draining your launch thrusters (bonus!).
 

Oppo

Member
Garage door snaps to the half walls in the same menu. You can snap walls together in 4 directions and make full height walls which is what I'm currently doing with a garage door on each side of my outer base
(

aaah! thank you!

I really strongly felt that my grow-op should be in a garage

Atomic Playboy said:
Seems like an easy workaround for that glitch (prior to building a landing pad) is to warp to the nearest space station where you can take off without draining your launch thrusters (bonus!).
oh I went on an odyssey just for this, my friend. i was trying to see if I could reset the spawn point somehow.

- warped to space station, flew back to system (was only 1 jump away when it happened so no biggie)... reparked ship, teleport/teleport... same thing
- travelled to local station on foot to bypass chip and summon the ship, then fly it back and re-park.. teleport/teleport.. same thing. ok so it's just a relative calc and the geometry is "allowing" it
- placed grow-op building to intersect with the bad spawn point.. it spawned elsewhere under the struts, clipping through a few lights even. only base geometry counts, and some "infrastructure" I think
- since I have a local landing pad I can reset it with ease, but it will not spawn your ship there when you teleport, and it's gonna make up it's own mind where, so I'm currently playing slow game of cat-and-landscaper to get the spawn point to deflect somewhere sensible. i chip away at it every time I go back to base, since it's not a real biggie, but I do like to fly in my local system since I can get glass stuff on a nearby planet

it's been emotional
 

Hawkian

The Cryptarch's Bane
Super cool base Nerfgun!
I suppose that makes sense in a way. I can see it being intentional then and apologize to hawk and eyeball if I was a bit too annoying about it.
Oh man, not at all! Sorry if I made you feel that way!

From the perspective of a pure space trader looking at inventories it seems to make no sense. It was definitely artificially curtailed for gameplay balance reasons.,
Can't even find the first recipe, literally eyeing containers I may never be able to open :(
Hmmmm, so you have never met Nada and Polo?
 

somme

Member
Here's some stuff. I've spent a lot of time tinkering so there might be some ideas in here you guys like.

Main stack of 5 cylinder rooms with a speciality station per floor, is the core. Landing pad hanging off right, grow-op in small garage lower left. "great" room is all vaults and spaceship access (the ramp room).

c283zWIh.jpg

Very cool base! How did you manage to get the cylinder room on raised foundations/stilts? Did you build some underneath and then delete them?
 

5taquitos

Member
Very cool base! How did you manage to get the cylinder room on raised foundations/stilts? Did you build some underneath and then delete them?

Cylinder rooms will free float if they're connected by a hallway, then you just slap a foundation piece underneath and the pillars are added automatically.
 

Bold One

Member
Nerfgun hit the planetary jackpot, sweet pad as well.


after recruiting the a construction gek and the scientist, who else is left to employ?
 
So I dunno if this was in vanilla

But I was on a planet, and I was able to see the space station from it that was pretty distant. It was pretty neat.
 

c0Zm1c

Member
Very cool base! How did you manage to get the cylinder room on raised foundations/stilts? Did you build some underneath and then delete them?

Cylinder rooms will free float if they're connected by a hallway, then you just slap a foundation piece underneath and the pillars are added automatically.

I've been wondering how they did the corner poles for the base in the Foundation trailer. You can see it here on the right in a picture from the website (the vertical struts that the flags are sat on top of) :


I assume it's a similar method of them appearing automatically when the right pieces are used but I can't work out how.

Edit: Someone else has figured it out, so it is possible with the current selection of construction pieces.

Edit 2: Started a new game in Creative mode and there's an extra piece in the Infrastructure tab to place those vertical struts. Do I need to unlock it in the Normal game or is it only in Creative mode? Confusing! :S

This has weirdly not worked for me a single time I've tried it. I can't for the life of me figure out how to get structural items (containers, corridoors, etc.) to rotate.

Tap triangle.
 

Jinfash

needs 2 extra inches
After choosing my planet last week I slowly started building my base and there's more depth to it than I expected. Been really enjoying it and like how the assignments you get from the NPC's give some real sense of purpose to exploring different planets and star systems. Good stuff.
Agreed. Even if all those missions are basically fetch quests, who would have thought that a semblance of purpose would have that much impact on my experience.

The only gripe I have is that every NPC doesn't seem to have a lot of missions to issue. Last night I got the armorer and since I've had almost everything he needed for his four (?) missions, I maxed him out right away.

There are only 4 NPCs, correct? And if they all issue around the same number of missions, we're looking at 16-20 missions between them. If that's the case, I hope this gets expanded on through updates.
 

Audioboxer

Member
Started playing this for the first time. Got off my first planet and traveled to a second and the game crashed on landing sequence. Really Hello Games? All this time and your game is still going to complete crash back to XMB doing something as simple as landing on a new planet?

Sigh... Was having a bit of fun as well.
 
Oh man, not at all! Sorry if I made you feel that way!

From the perspective of a pure space trader looking at inventories it seems to make no sense. It was definitely artificially curtailed for gameplay balance reasons.,

Hmmmm, so you have never met Nada and Polo?

The last Atlas thing I did was getting the lead to Nada and Polo but ever since I got the base I'm not entirely sure how to proceed. The mission system is hard to follow. Kept wanting me to build a shield booster instead of do anything else

Might check out the next system in the atlas path as I already visited it to steal away a scientist, maybe they're in that system?

I'm only on my 4th or 5th system

after recruiting the a construction gek and the scientist, who else is left to employ?

Armorer and Farmer

Armorers are probably solely Vy'keen and Farmers are probably solely Gek
 
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