It's hot and it is awful here
Kinda dry but cute jellyfish so thumbs up
Greeen Raveeens
Also hot and awful
Nothin but salt
Of course it's radioactive
Hope you like cactus
It rains poison
How is it colder in the day
i'm pretty sure that's the tracklist from one of the old LPs i found crate digging. you know, folksy americana from a bluesy singer-songwriter who never quite broke out, for whatever reason...
edit: though the jellyfish tune got some radio circulation. real catchy.
bsjezz on
0
KalnaurI See Rain . . .Centralia, WARegistered Userregular
I go all over the map with planet naming. And system naming, as well. Like, I named a pair of planets Morbus and Magonia after two planets in the TMNT universe; one radioactive, the other poisoned and raining continually. I named the system Poisoned Pair.
Another radioactive planet I named Imagine Dragons. Just because.
I make art things! deviantART:Kalnaur ::: Origin: Kalnaur ::: UPlay: Kalnaur
0
Dyshow am I even using this gunRegistered Userregular
I snagged this game while it was on sale a little while back, and I have had the worst luck finding any remotely pleasant planet to be on so far.
I have been to three systems, the first two both had a frozen planet, an planet with acid rain, and a barren planet with not much on it.
I've only been to one of the planet in system three, but otherwise my scans show it has that lovely pair of frozen and acid ones in it as well. There's also, however, a massive radioactive planet and one filled with multicolored cacti. That last one is the only one I've visited.
I snagged this game while it was on sale a little while back, and I have had the worst luck finding any remotely pleasant planet to be on so far.
I have been to three systems, the first two both had a frozen planet, an planet with acid rain, and a barren planet with not much on it.
I've only been to one of the planet in system three, but otherwise my scans show it has that lovely pair of frozen and acid ones in it as well. There's also, however, a massive radioactive planet and one filled with multicolored cacti. That last one is the only one I've visited.
That's bad luck. But, at least playing on normal difficulty, I don't find most hazards to be that bad. Cold/Hot is not really a problem. Caves are shelter and you can recall your ship at any time if your resistance bar is getting low. I mean, I wouldn't build a base there (probably), but it hasn't stopped me from exploring.
Steam and CFN: Enexemander
+5
SurfpossumA nonentitytrying to preserve the anonymity he so richly deserves.Registered Userregular
Yeah, you're much more likely to have some kind of hazardous atmosphere than not, but as long as you're picking up zinc as you go you'll be fine, even without any suit upgrades.
The exceptions are the extreme weather planets; they'll list their weather in red when you land, and the suit announcer person will tell you it's extreme.
Also landing on zinc-less planets. That is the worst. Only ever had that happen once in the vanilla game on PS4.
0
firewaterwordSatchitanandaPais Vasco to San FranciscoRegistered Userregular
Liking this game far more than I initially did. Took a while to find the groove, but once I did I realized what a tremendously chill game it is. Just needed to get it through my head that I didn't need to mine/scan/find every damn thing.
Yeah it's best when you focus on one thing at a time, instead of trying to complete a million different ones. It only gets frustrating when you're actively searching for that last creature to scan when in reality you'll probably run across it whilst doing other stuff anyway.
+1
CaptainPeacockBoard Game HoarderTop o' the LakeRegistered Userregular
I've been to three systems so far, landed on every planet and moon, and have yet to find all the fauna on a single one. Any tips? Am I doing something wrong? On some of those planets, I've ranged out far and wide looking for crashed ships. But everywhere I went the fauna were all the same.
Cluck cluck, gibber gibber, my old man's a mushroom, etc.
I've been to three systems so far, landed on every planet and moon, and have yet to find all the fauna on a single one. Any tips? Am I doing something wrong? On some of those planets, I've ranged out far and wide looking for crashed ships. But everywhere I went the fauna were all the same.
I guess you've already done the advice about packing up and going somewhere else, but this is my method:
Sometimes the last species can be a real pain; I've completed 10 or 11 now, and what seemed to work for me:
- drop down into caves and water occasionally; critters don't show up on the scan unless you're in the same "type" of area
- after a bit of looking around, pack up and fly somewhere else. Planets are huge and spending an hour looking around on foot only covers a tiny area
- day/night cycles and possibly storms cause different species to hide/appear, so check various places again during different times
- if you get really sick of it, just move on to a new planet; I really didn't like doing this, but in the end there's no real reason to try and complete a specific planet when there are so many others. Sometimes I would spend hours on a planet only to find everything on a new one in thirty minutes.
The only thing I would add is that as you have your visor up, gray dots appear based on distance so waiting a few seconds can find clusters of animals that are farther away. I try to head towards big clusters when wandering (or dots in the sky if I haven't found a bunch of fliers yet).
Also landing on zinc-less planets. That is the worst. Only ever had that happen once in the vanilla game on PS4.
If you need zinc on a zincless planet, it's time to harvest Sentinels. Every one you kill gives you just about as much zinc as a plant will.
I kill so many of the damn things breaking into manufacturing plants and doing 'kill sentinel missions' that I never even touch the plants anymore, and usually have 500-1000 spare zinc in my cargo backpack.
Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
Also landing on zinc-less planets. That is the worst. Only ever had that happen once in the vanilla game on PS4.
If you need zinc on a zincless planet, it's time to harvest Sentinels. Every one you kill gives you just about as much zinc as a plant will.
I kill so many of the damn things breaking into manufacturing plants and doing 'kill sentinel missions' that I never even touch the plants anymore, and usually have 500-1000 spare zinc in my cargo backpack.
I haven't murdered enough of them yet to notice that. Cheers!
0
SurfpossumA nonentitytrying to preserve the anonymity he so richly deserves.Registered Userregular
As a random note, something I made use of yesterday is the fact that you can blow up manufacturing facility doors and depots using the cannons on your ship. Just look for where the lasers are hitting and aim based on that rather than the reticle.
Also, something I read recently about Sentinels:
Apparently if you get a five star rating (by always leaving one alive) and then kill them all, the planet will be free of Sentinels until you leave? Tho it might be buggy and stay in the "alert" mode, I dunno, haven't tried it myself yet.
So I decided I was tired of ocean front property and wanted a lush, green planet on which to build a farm. And after much searching, I found and built the perfect place. But it took a lot of looking, so that's why I named the system "Looky"
This is Serpent Ridge Farm:
It's called Serpent Ridge because of the ridges surrounding the farm:
In fact the whole planet is giant serpenty, that's why it's called Jormungand-land.
It's one of four planets in the Looky system. Svadifiery (with its moons Slepinear and Slepifar), I'll Swallow Your Sun, and Mess-Hell.
The Star Brambles are starting to come in nicely, and other than the crocodile-wasps, it's really a lovely place.
Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
Oh I didn't mean the type of plants, just the size and density of the large trees and stuff. You very rarely see actually dense forests of large trees/tree-like-things, though since 1.3 I've seen a lot more (and given the randomness, many on reddit complained of less)
fuck, i died. went to grab some dinner (so rookie) while my ship was cruising to a planet and i came back to two pirates and my shields half down. i had 9 shielding plates in the ship but the quick recharge wouldn't recognise them and i only got one refill in before they got me. that's it :bigfrown:
I'm using Shaidak's Generation, which does a good job of increasing floral size, density, and diversity. It, as you can see, does a really good job. I was using Monoliths, but it was more just random giant plants stuck places, as opposed to natural looking vegitation like Shaidaks.
Also using Space Dream, which is why the planets on the picture are shaded according to the suns position.
What I'm really hoping for is that someone eventually makes a mod that lets you grow Thaumium planets.
Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
I'm using Shaidak's Generation, which does a good job of increasing floral size, density, and diversity. It, as you can see, does a really good job. I was using Monoliths, but it was more just random giant plants stuck places, as opposed to natural looking vegitation like Shaidaks.
Also using Space Dream, which is why the planets on the picture are shaded according to the suns position.
What I'm really hoping for is that someone eventually makes a mod that lets you grow Thaumium planets.
Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
Replaying this again after fiddling around at launch. I assume that following these missions for the time being is a good idea? Does it eventually just come to a point where it stops giving them to you and lets you loose on the universe?
0
SurfpossumA nonentitytrying to preserve the anonymity he so richly deserves.Registered Userregular
Replaying this again after fiddling around at launch. I assume that following these missions for the time being is a good idea? Does it eventually just come to a point where it stops giving them to you and lets you loose on the universe?
That point is basically whenever you feel like it, but it's a good idea to do all the base related quests since they unlock a bunch of stuff.
The "story" questlines you can pretty much abandon once you've learned how to make warp cells, I think? But I don't know what they provide at this point.
The missions that you can get at the space stations are generated ones that you can keep doing forever I think.
So the patch up on experemental on steam (meaning should be live tomorrow I imagine) has some wonderful things:
Features and changes
Introduced ship handling variances between types/classes. Each individual ship now has procedural handling and speed characteristics, based on their type and class
Handling is now displayed as a value on the ship statistics screen
It's now possible to craft multiples of the same product at once
Added the ability to craft more of the same product on top of an existing stack
Improved transferring items between inventories
Added a toggle to switch from buy to sell screen on the trading menu
Added variance in handling between ship types
Improved the appearance of popup menus
Improved speed and smoothness of user interface page transitions
Reduced the amount of resource required to repair tech in Survival mode
Improved visuals for editing terrain
Improved display of critical warning messages
Added message to notify the player if they select a portal glyph they have not yet learned
Added additional information to the quick menu when the player attempts to charge something with insufficient resources
The quick menu will now automatically close after selecting an option
Alien words which have been translated are now highlighted in interactions
Improved messaging when portal glyphs are rewarded
Improved user interface navigation using Q, E, W, S and A and D keys
Added ability for player to enable torch while in caves
Improved galactic map saturation, colours and effects
Added an option in the galactic map to toggle user waypoints
Bug fixes
Fixed an issue preventing players with very long play times being able to save
Fixed an issue where black dots would occasionally appear while looking into the sun
Added audio when interacting with portals
Prevented hazard effects showing while teleporting or warping
Prevented mission log opening when you unpin recipes
Prevented players being able to scan creatures through the terrain
Fixed an issue causing extremely distant points of interest to show when scanning
Removed large white marker which would occasionally show up permanently over buildings
Fixed an issue where visited buildings would not correctly update their icon
Fixed an issue where visiting a building would not correctly mark nearby waypoints as visited
Fixed an issue where scanning buildings would not also scan nearby waypoints
It's no longer possible to lose the Atlas Path by using a black hole
Denying the Atlas Path will no longer show you the Atlas Path
Balanced the damage potential of the Scatter Blaster upgrade
Players will no longer be directed to the anomaly in systems where it can't spawn (e.g. when an Atlas Station is present)
Prevented portals from being incorrectly left enabled at times they shouldn't be
Removed grass from bases created prior to the Atlas Rises update
Completed freighter salvage missions will no longer be incorrectly re-added to the mission log
Fixed issue where your base teleporter can be duplicated and incorrectly labelled in teleporter location lists
Prevented incorrect distant paths being drawn in the galactic map
Fixed an issue where galactic map paths would draw incorrectly
Fixed an issue where players could manipulate mission boards to get multiple of the same mission type
Fixed an issue where system race was being displayed incorrectly when talking to mission NPCs
Fixed an issue that caused general ship handling to overly effect ship boost handling
Fixed some rare crashes
There was also something that was under a spoiler that I didn't click to copy over. No idea.
Soooooo many good things. Making multiple items is going to be wonderful and honestly should have been there in launch. Making items on stacks ditto, was always stupid you had to create and manually stack. Yay for having alien words bolded again because that shouldn't have been changed. Yay for all the waypoint/scan fixes.
Boo, I guess, for "fixing" the mission board to not be able to get multiple of the same mission type. Given that you don't have to manipulate it to do so, it frequently just offers many things of the same type (kill sentinels, etc), so I imagine it is more referring to forcing it to re-offer a faction by taking/abandoning it then reopening the window, but I guess I'll wait to see what it actually changes. Currently you can make a lot of cash using the mission board if you know what rewards to look for (and have the appropriate rank in a faction), so hopefully it doesn't kill that option.
I'll be interested to see how the changes to finally make ships handle differently based on their type and stats, feel. 1.0-1.24 everything was the same, pretty clunky, nothing felt really fast or maneuverable. 1.3-1.33 everything (to me) felt way too sensitive, even with sensitivity turned down, made flying feel extremely fidgety and imprecise. 1.34 made everything slow as molasses for who knows what reason. I'll check out reddit later to have a look at reactions if anyone is trying the beta patch.
Yeah, the mission board doubling up on missions was a good way to make easy cash. Or as I discovered yesterday, organic catalysts. On a related note, all of the doors in my base have been replaced with forcefields.
Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
Hah, nice. I never saw catalysts as a reward. Maybe I should hop on and try to find some. Do you remember if it was a specific faction?
I seem to have lost my recipe for it in 1.3, so I currently can't make any more holo doors than I already had, which is a pain, they're way better than normal doors, and I'm planning on redoing my base with a lot of different buildings instead of one large one, so more doors would be cool.
It was either merchant or explorer faction, can't remember which. I was two identical missions to deliver an item (in this case fungal mould) to the exact same location. Each one give me 3 catalysts. It was a Vykeen station if that helps.
Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
0
KalnaurI See Rain . . .Centralia, WARegistered Userregular
The blueprint merchant in my base sold me the holodoor BP, if that helps, TDWH.
I make art things! deviantART:Kalnaur ::: Origin: Kalnaur ::: UPlay: Kalnaur
The blueprint merchant in my base sold me the holodoor BP, if that helps, TDWH.
It's the organic component bp that has gone missing. I'll have to go through the BP list in the log again later, but I think I noticed it was still marked as discovered (but no tools on it so no way to craft), so I hope it isn't a BP that I can't ever get again, though to be honest I don't totally recall where I got it in the first place way back when.
If it is one of the Polo BP's I might be dorked because Polo never gave me the BP's he was supposed to based on my milestones. Maybe I should look for anomolies again to see if that's changed. I actually don't even know why the atlas path mission is still in my log at all, but I guess I should just activate it an see.
Is there a way to see what BPs you have other than trying to make something?
ya, I don't have the game open so I can't say precisely where it is, but in the menu under one of the sections (the one with the guides I think) toward the bottom of the list there are sections for things you've unlocked and/or seen. It should list your blueprints, elements, glyphs, etc. If it is black you have never seen it, if it is colored in you have at least seen it (in the case of blueprints), and if there is a gear/tool icon over the thing you have the BP.
You can use the list to kind of get an idea of what stuff you're missing, generally, though the order they're in isn't always sensible, so it isn't the best checklist. But it is something.
If they didn't disable your multi-tool use while inside your base interiors, I don't think I would have minded. Then again my home planet doesn't have grass, just tons of little tiny plants and rocks; which after 1.3 having everywhere through the floors and no way of removing them was pretty obnoxious.
ahh man, i'm a sucker for punishment. new save created. glad i jumped right back on the horse because i've had a lot of luck this run: beautiful starting planet with a cold but storm-free climate:
this is the first starter planet i've ever been compelled to set up a base on. i'll get back to that once i've warped enough to use the teleporter (what is it? 2 warps, i hope?) i also lucked out and found a crashed 33-slot freighter worth 15 million units:
which i promptly traded for this, more modest, 25-slot shuttle:
it flies nice and while there's no special tech in it yet, the slots and current tech are very sensibly arranged for synergy upgrades so this should do me for the forseeable future. certainly until i do something stupid and have to start over, anyway.
I think I discovered why sometimes, no matter how hard you try, you can't find that last animal.
That's the close up, photo mode and moving as close as possible without passing by it. In the wild, it looks like this:
I discovered alien air plankton.
Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
so this is the first time i've actually pursued a new game since the 1.3 updates. the early experience is quite different. i'm really glad there are better options for getting nanite chips now, and the mission rewards are very generous - i was able to nab a ship shield upgrade, which is always priority #1. but because of the ease of navigating the galaxy map and local area quests, plus the new station-to-station teleporter function, it doesn't feel like i'm adventuring through the galaxy so much as cementing a foothold. i like it right now, but i hope it's still able to generate that thrill of dangerously pushing forward with no option to turn back for the new player. that was the bit that had the biggest emotional impact on me back in the day
I never had the sense of isolation or exploring the unknown because no matter where I go there are always ships roaring overhead and trading posts filled with npcs.
All I am is a complete stranger inside this well-established and widely-settled galaxy.
Posts
i'm pretty sure that's the tracklist from one of the old LPs i found crate digging. you know, folksy americana from a bluesy singer-songwriter who never quite broke out, for whatever reason...
edit: though the jellyfish tune got some radio circulation. real catchy.
Another radioactive planet I named Imagine Dragons. Just because.
I have been to three systems, the first two both had a frozen planet, an planet with acid rain, and a barren planet with not much on it.
I've only been to one of the planet in system three, but otherwise my scans show it has that lovely pair of frozen and acid ones in it as well. There's also, however, a massive radioactive planet and one filled with multicolored cacti. That last one is the only one I've visited.
That's bad luck. But, at least playing on normal difficulty, I don't find most hazards to be that bad. Cold/Hot is not really a problem. Caves are shelter and you can recall your ship at any time if your resistance bar is getting low. I mean, I wouldn't build a base there (probably), but it hasn't stopped me from exploring.
The exceptions are the extreme weather planets; they'll list their weather in red when you land, and the suit announcer person will tell you it's extreme.
All about how
My life got flipped
Turned upside down
The only thing I would add is that as you have your visor up, gray dots appear based on distance so waiting a few seconds can find clusters of animals that are farther away. I try to head towards big clusters when wandering (or dots in the sky if I haven't found a bunch of fliers yet).
If you need zinc on a zincless planet, it's time to harvest Sentinels. Every one you kill gives you just about as much zinc as a plant will.
I kill so many of the damn things breaking into manufacturing plants and doing 'kill sentinel missions' that I never even touch the plants anymore, and usually have 500-1000 spare zinc in my cargo backpack.
I haven't murdered enough of them yet to notice that. Cheers!
Also, something I read recently about Sentinels:
It's called Serpent Ridge because of the ridges surrounding the farm:
In fact the whole planet is giant serpenty, that's why it's called Jormungand-land.
It's one of four planets in the Looky system. Svadifiery (with its moons Slepinear and Slepifar), I'll Swallow Your Sun, and Mess-Hell.
The Star Brambles are starting to come in nicely, and other than the crocodile-wasps, it's really a lovely place.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Also using Space Dream, which is why the planets on the picture are shaded according to the suns position.
What I'm really hoping for is that someone eventually makes a mod that lets you grow Thaumium planets.
I'm down for this planet growing mod.
The "story" questlines you can pretty much abandon once you've learned how to make warp cells, I think? But I don't know what they provide at this point.
The missions that you can get at the space stations are generated ones that you can keep doing forever I think.
There was also something that was under a spoiler that I didn't click to copy over. No idea.
Soooooo many good things. Making multiple items is going to be wonderful and honestly should have been there in launch. Making items on stacks ditto, was always stupid you had to create and manually stack. Yay for having alien words bolded again because that shouldn't have been changed. Yay for all the waypoint/scan fixes.
Boo, I guess, for "fixing" the mission board to not be able to get multiple of the same mission type. Given that you don't have to manipulate it to do so, it frequently just offers many things of the same type (kill sentinels, etc), so I imagine it is more referring to forcing it to re-offer a faction by taking/abandoning it then reopening the window, but I guess I'll wait to see what it actually changes. Currently you can make a lot of cash using the mission board if you know what rewards to look for (and have the appropriate rank in a faction), so hopefully it doesn't kill that option.
I'll be interested to see how the changes to finally make ships handle differently based on their type and stats, feel. 1.0-1.24 everything was the same, pretty clunky, nothing felt really fast or maneuverable. 1.3-1.33 everything (to me) felt way too sensitive, even with sensitivity turned down, made flying feel extremely fidgety and imprecise. 1.34 made everything slow as molasses for who knows what reason. I'll check out reddit later to have a look at reactions if anyone is trying the beta patch.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
I seem to have lost my recipe for it in 1.3, so I currently can't make any more holo doors than I already had, which is a pain, they're way better than normal doors, and I'm planning on redoing my base with a lot of different buildings instead of one large one, so more doors would be cool.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
It's the organic component bp that has gone missing. I'll have to go through the BP list in the log again later, but I think I noticed it was still marked as discovered (but no tools on it so no way to craft), so I hope it isn't a BP that I can't ever get again, though to be honest I don't totally recall where I got it in the first place way back when.
If it is one of the Polo BP's I might be dorked because Polo never gave me the BP's he was supposed to based on my milestones. Maybe I should look for anomolies again to see if that's changed. I actually don't even know why the atlas path mission is still in my log at all, but I guess I should just activate it an see.
EDIT: organic compound I meant. I think...
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
ya, I don't have the game open so I can't say precisely where it is, but in the menu under one of the sections (the one with the guides I think) toward the bottom of the list there are sections for things you've unlocked and/or seen. It should list your blueprints, elements, glyphs, etc. If it is black you have never seen it, if it is colored in you have at least seen it (in the case of blueprints), and if there is a gear/tool icon over the thing you have the BP.
You can use the list to kind of get an idea of what stuff you're missing, generally, though the order they're in isn't always sensible, so it isn't the best checklist. But it is something.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Steam: Handkor
this is the first starter planet i've ever been compelled to set up a base on. i'll get back to that once i've warped enough to use the teleporter (what is it? 2 warps, i hope?) i also lucked out and found a crashed 33-slot freighter worth 15 million units:
which i promptly traded for this, more modest, 25-slot shuttle:
it flies nice and while there's no special tech in it yet, the slots and current tech are very sensibly arranged for synergy upgrades so this should do me for the forseeable future. certainly until i do something stupid and have to start over, anyway.
That's the close up, photo mode and moving as close as possible without passing by it. In the wild, it looks like this:
I discovered alien air plankton.
All I am is a complete stranger inside this well-established and widely-settled galaxy.