|
If I find and activate a portal (after using a monolith), but forget to leave a beacon before flying away, how do I find it again if I'm too far away for the icon to show up on my compass thing or in my scanner scope view?
|
# ? Jan 11, 2019 15:53 |
|
|
# ? May 27, 2024 23:00 |
|
Alpine Mustache posted:If I find and activate a portal (after using a monolith), but forget to leave a beacon before flying away, how do I find it again if I'm too far away for the icon to show up on my compass thing or in my scanner scope view? You'd have to give another relic to a monolith on that planet to have it direct you to the portal. If you lost track of it's location, trying to find it again by flying around is nearly impossible since there is only one per planet. You can quickly find a monolith by giving a navigation data to a portable scanner and telling it to look for artifacts. If you have explorer frigates, you can also land on them to scan the system for monoliths (but they may find them on a different planet than you want).
|
# ? Jan 11, 2019 16:10 |
|
Thundarr posted:You'd have to give another relic to a monolith on that planet to have it direct you to the portal. If you lost track of it's location, trying to find it again by flying around is nearly impossible since there is only one per planet. I already tried the nav data thing, but it just found the same monolith that it found the first time and a few ancient ruins. This is on a moon, instead of a planet so it might only have one monolith. Can the signal booster coordinates be translated to portal runes? Maybe I can portal here from somewhere else and drop a beacon? Then go back through the portal and teleport back?
|
# ? Jan 11, 2019 20:25 |
|
If you got the portal's address when you activated it you could travel to it from another portal. I'm not sure if you can get a portal address out of a signal booster's coords though. A moon should still have multiple monoliths unless it's exotic or dead.
|
# ? Jan 11, 2019 20:33 |
|
Thundarr posted:If you got the portal's address when you activated it you could travel to it from another portal. I'm not sure if you can get a portal address out of a signal booster's coords though. I figured it out. I found a signal booster coordinate to portal code converter (https://www.xainesworld.com/galacticcalc/ ) Under the "galactic coords" tab put in the last four quartets of hex numbers, and in my case the planet index was the fourth digit of the first quartet (which looks like it is NOT HEX) from the signal booster. Went through a portal on a different planet, landed in my desired location, dropped a beacon, returned through the portal, then when I got back to my moon the normal way, the booster was still there. It did give me a warning about not being an exact match but it would put me to the closest destination. Probably because my signal booster was on the complete other side of the moon.
|
# ? Jan 12, 2019 05:07 |
|
60 hours in, built my base fully I believe with all the exo crafts and has a hydroponics farm going for cash. Wondering if there's much more than just warping and landing on planets now.. Couple questions: -can you seriously not build a teleport on your freighter? -what's the point of freighters really if you can't teleport to them? Ship storage? -what are the Atlas seeds for? -daily grind stuff with polo and Nada.. what do you get from these guys other then Quicksilver and nanites?
|
# ? Jan 20, 2019 04:36 |
|
Freighters are mobile bases. People usually build all the farm/manufacture stuff on them instead of on planetary bases because it means you always have access to those things. Also you can have a fleet of frigates that basically give free money and loot from expeditions and you can only manage them from your freighter. And yeah, there isn't much else to do but warping around and landing on planets. That is even the gist of the main story missions.
|
# ? Jan 20, 2019 06:08 |
|
The bare basics of the gameplay loop is indeed just warping and landing on planets. It's a game where you make your own goal and then follow it.
|
# ? Jan 20, 2019 12:14 |
|
It's kind of crazy that less than a year ago there was a tiny fraction of the content there is now. As bare bones as the gameplay is today, the game was really nearly unplayable not too long ago. Unfortunately it seems like the flurry of updates might be over, but I am holding out for one big QoL update to fix most of the dumb poo poo still left in the game. Or at least some kind of modding tools so the community can definitively fix the remainder of the issues themselves.
|
# ? Jan 20, 2019 17:50 |
|
ToastyPotato posted:It's kind of crazy that less than a year ago there was a tiny fraction of the content there is now. As bare bones as the gameplay is today, the game was really nearly unplayable not too long ago. Unfortunately it seems like the flurry of updates might be over, but I am holding out for one big QoL update to fix most of the dumb poo poo still left in the game. Or at least some kind of modding tools so the community can definitively fix the remainder of the issues themselves. Yeah. I skipped the whole release debacle, and have only been playing since NEXT. I tried mucking around with the code to implement some QoL fixes, but there is no penetration into the game mechanics, just tables and graphics. I’d love to see: 1. Ability to sell/scrap ships. Because come the gently caress on, why do I have to have 6, and can only trade up/down? I want to be a spacecraft restorer 2. Ability to unmount ship upgrades/tech. Same vein - if I want to recover my 4K worth 3. Some more enemies. Why can’t any of these aliens pick up arms and shoot me? 4. Some kind of matter manipulator upgrade, so I don’t have to mine out a patch of chromatic metal fodder for the billionth time I’m glad I waited, and can see how people would have been upset if there was less than exists now, but for something this freeform, I feel like a nodding API is kind of a must these days.
|
# ? Jan 20, 2019 18:42 |
|
Yeah selling ships really needs to be a thing. But also more than 6 ships would be nice. Not sure why there is a limit when I am almost positive that stuff is client side. Same with storage being so limited. You can use various cheats to mess with your storage/inventory/ships IIRC, which means it is all client side, which means there is no reason to limit that stuff since it isn't taking server space some where. Let me horde poo poo dammit. Other than that, faster sorting in the UI would be nice, like drag and drop swapping. And proper sorting of the teleporter list (and having that actually update the names properly..) Oh and having an actually functioning mission log... And being able to dismiss frigates...
|
# ? Jan 20, 2019 18:58 |
|
my major beefs are: -Ship management is designed by idiots -Log(Quest log?) doesn't actually give any information.. thing is terribly bad at telling me what i have and where to go. -all bases are exactly the same... scan a secured signal and voila, exact same manufacturing plant -ocean worlds are 50 feet deep -not able to teleport to freighter -Horrendously bad quest finishes/switches... i have to open log, move to quest, then wait for it to clear to talk to npc again. painfully slow. Anyways, I think i'm done with the game now.. worked out to 50 cents an hour for entertainment which is a bargain so worth the buy..
|
# ? Jan 21, 2019 05:57 |
|
There are planets where the ocean goes down as far as other planet mountains go up. Like the procgen just takes a normal planet and covers it with water up to the highest peak. I think they're called "Submerged" planets?
|
# ? Jan 21, 2019 06:06 |
|
Ate there any planets that are covered in like knee deep water like that one planet in Interstellar? Or planets that have huge bioluminescent plantlife? Game needs more weird poo poo.
|
# ? Jan 21, 2019 08:03 |
|
What I'd like from the game is some kind of plot. Have the three main factions start a war against eachother and have players pick sides and join in (or try to profiteer off being neutral). I realize this goes completely against the game being an open world exploration game, but what I'd like would be the ability to drop in and out of the "plot/war" by going to contested star systems vs roaming into the great nothing. All my ship upgrades end up not really doing much because space battles aren't meaningful currently.
|
# ? Jan 21, 2019 08:56 |
|
chaosapiant posted:Ate there any planets that are covered in like knee deep water like that one planet in Interstellar? Or planets that have huge bioluminescent plantlife? Game needs more weird poo poo. I dropped into one full of giant luminescent mushrooms that went up further than I could jetpack. There were these weird looping lights that were classed as biological/animal. It looked amazing but I quickly realised that was nearly all that was on the planet and there were only three types of the mushroom copy pasted because the big ones classed as terrain rather than flora. Mile wide and six inch deep unfortunately.
|
# ? Jan 21, 2019 09:54 |
|
I remember coming across some of fast moving rock formation that made trails along the ground that scanned as animal.
|
# ? Jan 21, 2019 10:14 |
|
There's some cool weird planets but the problem is they are cool weird planets and nothing else. Walk 200 units from a landing spot anywhere on them and you've seen everything they have except for maybe a boundary failure. It'd be nice to see weirdness occur a little more 'naturally' where there's like a tropical planet with heatstorms but for some reason there's also glowing anomalous cubes embedded in the ground, or a sunken planet has cabling emerging from the depths. Instead once you've seen a cabled planet you've seen every cabled planet.
|
# ? Jan 21, 2019 11:26 |
|
The_Doctor posted:I remember coming across some of fast moving rock formation that made trails along the ground that scanned as animal. That is one of the weird new creatures they added in one of the last couple of updates. Unfortunately there isn't much else to it, and you will start seeing them in lot's of places. Ghostlight posted:There's some cool weird planets but the problem is they are cool weird planets and nothing else. Walk 200 units from a landing spot anywhere on them and you've seen everything they have except for maybe a boundary failure. It'd be nice to see weirdness occur a little more 'naturally' where there's like a tropical planet with heatstorms but for some reason there's also glowing anomalous cubes embedded in the ground, or a sunken planet has cabling emerging from the depths. Instead once you've seen a cabled planet you've seen every cabled planet. Agreed. I have to wonder how much of this kind of thing is limitations due to console memory issues? I would love for an unrestrained attempt at NMS.
|
# ? Jan 21, 2019 16:08 |
|
I played NMS on my PS4 slim, and it ran fine and quietly, but recently I've been playing on my boyfriend's original PS4, and goddang, it sounds like a jet engine when the fan kicks in.
|
# ? Jan 21, 2019 16:16 |
|
I think the exploration in the game would benefit greatly from having multiple biomes per planet and more realistic terrain generation (so you'd have more reason to spend time on any given planet, and other planets you visit would feel less samey). This would of course make The Algorithm way more complex, and probably system requirements too since you'd need the resource loaded to transition between biomes seamlessly. Some more concrete goals for people who want them would also be good. Wandering in search of cool screenshots and base Legos are both cool but you can only really spend so long on that, and the game's scope is too vast by orders of magnitude to support such a shallow sandbox. Maybe by the time real humans are colonizing space we'll have a space game that combines the better aspects of NMS, E:D, and EVE without being a giant scam to extract money from early backers.
|
# ? Jan 21, 2019 17:15 |
|
It'd be nice if other sentient life had loving working legs and you could find them exploring, in danger, etc on planet surfaces and not just sat down in the same spots in every structure.
|
# ? Jan 21, 2019 18:39 |
|
s.i.r.e. posted:It'd be nice if other sentient life had loving working legs and you could find them exploring, in danger, etc on planet surfaces and not just sat down in the same spots in every structure. Even the Vy’Keen are pretty content with just sitting around, jamming daggers full of dope into their arms. Not what I’d expect from some kinda war-dog race. Also echoing the storage sentiment. Why can I only stuff a couple hundred units of stuff in a crate, when my backpack, literally a twentieth of the size, can hold 10 times more? (And if the answer is that the crates need all the space for teleporters between crates, then I’d like to know why I can’t just ‘port to my frigate, when my ion batteries sure can)
|
# ? Jan 22, 2019 00:33 |
|
I’m still stuck trying to find a vykeen dagger. Since I was given the quest to find 2 (by my weapons dude? Exocraft guy?) forever ago, I’ve not had any turn up ever.
|
# ? Jan 22, 2019 02:35 |
|
I think expeditions can return with them. Other than that, it is pure luck whether NPCs decide to give you one for whatever reason.
|
# ? Jan 22, 2019 02:58 |
|
Bartering units with NPCs at space stations will get you random faction items, including Vykeen Daggers, but you'll have to empty a space station or two to fulfill the Weaponeer quest. It's worth doing every time you can though because the items are more useful than 1,000 units.
|
# ? Jan 22, 2019 03:06 |
|
In my experience every ship landing at a trading post will have multiple of the two faction items to sell for whatever species controls the system too, that's been my go-to.
|
# ? Jan 22, 2019 05:00 |
|
After working on a farm base for a while, I just saw on reddit that if a base is too close to a portal, other players won't be able to see it. The actual limit for this isn't clear though My base computer in this case is just over 500 units from the portal, and the majority of the base is farther than that. Could someone check this portal address and let me know if they can see it or not? If you head south after portaling you should start to see lights and glitches in the trees before the rest of the base shows up. I'm not done planting everything, but you should be able to make a few circuit boards/living glass/explosives while you're there. Edit: Euclid Alpine Mustache fucked around with this message at 18:32 on Jan 25, 2019 |
# ? Jan 25, 2019 18:19 |
|
darkwasthenight posted:I dropped into one full of giant luminescent mushrooms that went up further than I could jetpack. There were these weird looping lights that were classed as biological/animal. It looked amazing but I quickly realised that was nearly all that was on the planet and there were only three types of the mushroom copy pasted because the big ones classed as terrain rather than flora. Mile wide and six inch deep unfortunately. Yeah, this is why, no joke, I tend to get more bang for my buck out of Starbound. It at least has multiple biomes and sub-biomes per planet.
|
# ? Jan 26, 2019 18:37 |
|
Sony sent me an email that said I played this game for almost 200 hours in 2018. Christ.
|
# ? Jan 26, 2019 21:49 |
|
I've got my monies worth for sure as the core game loop of flying around looking at a proc gen'd planets appeals hard. But it really feels like a lot of the "addon" features were left half baked and feature patches bring dozens of new bugs that it becomes exhausting. There is also a heavy focus on crafting with a whole bunch of intermediaries and variants, which on paper is a feature I'm into, but the UI and QOL stuff hasn't scaled to make it or inventory management fun. So it's sort of become a game that is enjoyable like 25-50% of the time and the rest is (not really optional) tedious busy work.
|
# ? Jan 26, 2019 23:48 |
|
The_Doctor posted:I played NMS on my PS4 slim, and it ran fine and quietly, but recently I've been playing on my boyfriend's original PS4, and goddang, it sounds like a jet engine when the fan kicks in. PS4 Slims are magic that way. RDR2 doesn't even make my slim's fan speed up. It's so weird.
|
# ? Jan 27, 2019 00:03 |
|
Speedball posted:Yeah, this is why, no joke, I tend to get more bang for my buck out of Starbound. It at least has multiple biomes and sub-biomes per planet.
|
# ? Feb 7, 2019 21:53 |
|
I think if HG had delivered on the scale of the planets, biomes would make a lot of sense. As it is, it might make the game feel cramped or get as illogical as a minecraft biome transition. You can do anything you need to do on a planet within a couple square kilometres anyway, so you can just use some mental gymnastics to fill in the suspension of disbelief. Flora is weirdly absent from the randomness though, I think every hostile plant is one of a handful of types which is a shame. I just picked this up this week after running into some recent screenshots that showed a lot of progress (i.e. bases and things to do) and I've found it a very enjoyable time sink.
|
# ? Feb 10, 2019 04:06 |
|
So I kinda need more inventory slots for my exosuit but I'm not really understanding the process of finding drop pods. From what I've read, you need to seek out distress signals (like you do when looking for a crashed ship) and just hope for the best. Apparently you can also get drop pod coordinates from NPCs, but I've yet to find any. Am I missing something...it seems like something that's going to cost me a bunch of chromatic metal and ionised cobalt shouldn't be such a hit-and-miss prospect. Also, what's the best way to obtain phosphorus? None of the planets in the four systems that I've visited have had it as a major element.
|
# ? Feb 10, 2019 23:59 |
|
I believe it usually shows up in deposits on extremely hot planets. Don't bother with drop pods imo. Focus on making tons of money and just buy an inventory upgrade from the exosuit upgrade guy at each new station you visit.
|
# ? Feb 11, 2019 00:05 |
|
You can usually buy a drop pod coordinate from the inhabited shelters, but there's a relatively small patch in progression where they're worth it - they cost ~350,000 and then the ingredients, but from memory you can max your out main inventory for much cheaper by just bouncing around stations and buying their expansion slots. They start being more efficient around when you're on the high-capacity and tech slots, but even then you quickly start making enough money that hunting down drop pods isn't worth saving a few million units.
|
# ? Feb 11, 2019 00:19 |
|
Yeah, drop pods are useless and a waste of time. Find the location, get all the way over there, find you don’t have everything you need to fix it, and then it’ll hang around, cluttering up your UI for as long as you’re in that system.
|
# ? Feb 11, 2019 00:28 |
|
Ok thanks; I've been to some space stations and I don't recall the vendors selling more inventory slots but I'll check again. Also do you ever get a ground vehicle? e: one more thing, how much can you push your luck with sentinels? If they catch you mining something can you finish what you're doing or will they start shooting? Can you manipulate terrain around them if you're not drawing minerals? (i.e. just digging dirt) Seventh Arrow fucked around with this message at 00:41 on Feb 11, 2019 |
# ? Feb 11, 2019 00:39 |
|
|
# ? May 27, 2024 23:00 |
|
Seventh Arrow posted:Ok thanks; I've been to some space stations and I don't recall the vendors selling more inventory slots but I'll check again. Also do you ever get a ground vehicle? The slot is the blue hologram behind the leftmost vendor. you get a ground vehicle by working through the base missions and getting the vehicle expert. you can see the indicator of the sentinel seeing and trying to identify what you're doing, they don't go after you until it goes red.
|
# ? Feb 11, 2019 00:48 |