I wish there was a smoother transition from "enough money to get a A-class ship and maybe a decent multi-tool to 'upgrade to a new freighter'
Like, I'm not low on funds by any means, but S-class ships look to be in the 30-60 million range at least. Even with scanner upgrades gonna take me a while to get that.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
I wish there was a smoother transition from "enough money to get a A-class ship and maybe a decent multi-tool to 'upgrade to a new freighter'
Like, I'm not low on funds by any means, but S-class ships look to be in the 30-60 million range at least. Even with scanner upgrades gonna take me a while to get that.
Keep hitting Manufacturing Facilities until you get the real lucrative recipes. My routine since the most recent patch let me use the large refiners (that let me actually CRAFT the lower end components like Nitrogen Salts and Enriched Carbon) is to harvest my farms, empty my gas harvesters from bases 1-3, then combine and refine stuff until I end up with 2 items that sell for 15 million each. It takes almost no time, so five minutes after I log on I get 30 million.
And I can only make two because one of the components, Acid, takes 600 Fungus. As I refine excess Fungus into ammonia and use that to plant more biodomes of fungus, soon I'll be able to make a 3rd Acid, which means I'll make 45 mil as soon as I log in.
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 wish there was a smoother transition from "enough money to get a A-class ship and maybe a decent multi-tool to 'upgrade to a new freighter'
Like, I'm not low on funds by any means, but S-class ships look to be in the 30-60 million range at least. Even with scanner upgrades gonna take me a while to get that.
Keep hitting Manufacturing Facilities until you get the real lucrative recipes. My routine since the most recent patch let me use the large refiners (that let me actually CRAFT the lower end components like Nitrogen Salts and Enriched Carbon) is to harvest my farms, empty my gas harvesters from bases 1-3, then combine and refine stuff until I end up with 2 items that sell for 15 million each. It takes almost no time, so five minutes after I log on I get 30 million.
And I can only make two because one of the components, Acid, takes 600 Fungus. As I refine excess Fungus into ammonia and use that to plant more biodomes of fungus, soon I'll be able to make a 3rd Acid, which means I'll make 45 mil as soon as I log in.
I'm personally aiming for Living Glass at the moment - it's only 500k/unit, but creating a field of Gamma Weed is incredibly easy, thanks to uranium being easy to synth in high quantity (especially if you have atmosphere condensers on cold/radioactive worlds.)
(Biodomes are nice, but in the long run, setting up ancillary 'garden' bases on biome worlds are better because you can create large fields of plants.)
I ended up doing a bunch of trade route stuff tonight, made about 200 million in a few hours, bought a new ship and stockpiled a whole lot of cash for when I find a nice new freighter sometime.
Building bases? Get very acquainted with the above cycle. Also, the first part is another building block of the uranium economy, because...
1 Fe++ + 1 Rn = 3 Uranium(U)
Yes, folks, uranium is that ridiculously easy to produce at scale. A dash of magnetic iron, a dab of radon, and now you're a nuclear power.
1 Stellar Metal + 1 Chromatic Metal - > 4 Stellar Metal
Yep, you'll never need worry about chromatic metal ever again. Plus, this makes completing the Korvax dictionary so much easier, since you'll effectively have infinite Copper. Copper is okay (2:1 conversion ratio), but Chromium (1:1), Emeril (2:3), or Indium (2:4) are much better.
1 C+ + 1 Na+ -> 2 Dioxite(CO2)
Looking to have glass everywhere? Yeah, you'll be wanting this.
Portable Refinery
50 C+ - > 150 Carbon(C) (Deploy, fuel, then retrieve.)
You could crack concentrated carbon in the base refinery...or you can deploy your portable refinery, fuel it with concentrated carbon, and then pack it up, letting it crack the carbon for you in a fraction of the time.
Farming
100 U + 25 Chromatic Metal = 1 Gamma Weed (produces Gamma Root)
With uranium being easily scalable, Gamma Weed production is easy. Combined with Coprite plants, you're well on your way to being a lube magnate.
100 CO2 + 25 Chromatic Metal = 1 Frostwort (produces Frost Crystal)
If you want glass, you want frostwort. And with dioxite easily producible at scale, it's easy to make fields of the stuff.
I haven't gotten far enough to build any of these facilities, so I'm curious: Do you need to manually go in and plug these ingredients and fuel into every refinery (and any other machine) and then manually go through and collect all of the output resources? Is there a way to automate that stuff?
Basically, no matter how trivial they make it to manually do those steps, I know from experience that after doing it like ten times I will start to very strongly feel like I'm doing chores, and could be spending my time in a way I enjoy more. On the other hand, when I discovered the BuildCraft mod for Minecraft years and years ago - a mod that allowed you to build automated mining engines and set up resource transport pipelines to ferry the extracted blocks wherever you needed them - I dove back into that game hard, setting up elaborate storage and pipeline networks. I assume that NMS doesn't let me automate that extraction, combination, and storage of resources in the same way, as I haven't heard much talk about that sort of thing.
I haven't gotten far enough to build any of these facilities, so I'm curious: Do you need to manually go in and plug these ingredients and fuel into every refinery (and any other machine) and then manually go through and collect all of the output resources? Is there a way to automate that stuff?
Basically, no matter how trivial they make it to manually do those steps, I know from experience that after doing it like ten times I will start to very strongly feel like I'm doing chores, and could be spending my time in a way I enjoy more. On the other hand, when I discovered the BuildCraft mod for Minecraft years and years ago - a mod that allowed you to build automated mining engines and set up resource transport pipelines to ferry the extracted blocks wherever you needed them - I dove back into that game hard, setting up elaborate storage and pipeline networks. I assume that NMS doesn't let me automate that extraction, combination, and storage of resources in the same way, as I haven't heard much talk about that sort of thing.
Sadly, you have to set things up manually. However, you can cook refiner recipes to fill an exosuit slot without intervention, and the concentrators are fuel and forget.
Pugneum's also great for expanding your pure ferrite.
It also requires you to get shot at, usually. Meanwhile, getting yourself ass deep in carbon is easy.
Not saying it should be the only source, but don't just toss the shit away when you get it. Picking up every "kill 5 sentinels" mission you see eventually makes it very worthwhile to hit a supply depot and wipe a few out.
Also, Pugneum shows up on NPC traders, so you don't HAVE to get shot at to get it.
Pugneum's also great for expanding your pure ferrite.
It also requires you to get shot at, usually. Meanwhile, getting yourself ass deep in carbon is easy.
Not saying it should be the only source, but don't just toss the shit away when you get it. Picking up every "kill 5 sentinels" mission you see eventually makes it very worthwhile to hit a supply depot and wipe a few out.
Also, Pugneum shows up on NPC traders, so you don't HAVE to get shot at to get it.
Meanwhile, I can use virtuous cycles at a base I'm building to make the building materials I need,while I'm working on it. Save the pugneum for the stuff that needs it.
I haven't gotten far enough to build any of these facilities, so I'm curious: Do you need to manually go in and plug these ingredients and fuel into every refinery (and any other machine) and then manually go through and collect all of the output resources? Is there a way to automate that stuff?
Basically, no matter how trivial they make it to manually do those steps, I know from experience that after doing it like ten times I will start to very strongly feel like I'm doing chores, and could be spending my time in a way I enjoy more. On the other hand, when I discovered the BuildCraft mod for Minecraft years and years ago - a mod that allowed you to build automated mining engines and set up resource transport pipelines to ferry the extracted blocks wherever you needed them - I dove back into that game hard, setting up elaborate storage and pipeline networks. I assume that NMS doesn't let me automate that extraction, combination, and storage of resources in the same way, as I haven't heard much talk about that sort of thing.
Sadly, you have to set things up manually. However, you can cook refiner recipes to fill an exosuit slot without intervention, and the concentrators are fuel and forget.
That's too bad. I feel like if a game starts this kind of Powers of Ten-style crafting (where first you're clawing resources out of the cold earth with your bare, aching fingers; then you're building automated resource gatherers; then you're strip-mining mountain-sides; then you're tossing planets into your ever-hungry forge to craft up some Decorative Figurines or whatever), it really aught to go whole-hog and let you get - after the appropriate amount of work and effort - to the point where you can automate a self-sustaining process, without having to babysit everything.
I'm already mildly turned off by the crafting, because you need all these empty backpack slots for intermediate crafted components, and you need to keep in mind - or else have to keep checking over and over - how many of which thing you need to craft in order to craft the other thing in order to craft your ultimate thing. I feel like at a certain point, I should be allowed to just build out a Warp Cell Assembly Line or whatever, so that after my frigates go pillage an unsuspecting solar system for materials and then dump them into the pocket-universe infini-coffers, I can walk up to the assembly line and press a button to get a Warp Cell.
I haven't gotten far enough to build any of these facilities, so I'm curious: Do you need to manually go in and plug these ingredients and fuel into every refinery (and any other machine) and then manually go through and collect all of the output resources? Is there a way to automate that stuff?
Basically, no matter how trivial they make it to manually do those steps, I know from experience that after doing it like ten times I will start to very strongly feel like I'm doing chores, and could be spending my time in a way I enjoy more. On the other hand, when I discovered the BuildCraft mod for Minecraft years and years ago - a mod that allowed you to build automated mining engines and set up resource transport pipelines to ferry the extracted blocks wherever you needed them - I dove back into that game hard, setting up elaborate storage and pipeline networks. I assume that NMS doesn't let me automate that extraction, combination, and storage of resources in the same way, as I haven't heard much talk about that sort of thing.
Sadly, you have to set things up manually. However, you can cook refiner recipes to fill an exosuit slot without intervention, and the concentrators are fuel and forget.
That's too bad. I feel like if a game starts this kind of Powers of Ten-style crafting (where first you're clawing resources out of the cold earth with your bare, aching fingers; then you're building automated resource gatherers; then you're strip-mining mountain-sides; then you're tossing planets into your ever-hungry forge to craft up some Decorative Figurines or whatever), it really aught to go whole-hog and let you get - after the appropriate amount of work and effort - to the point where you can automate a self-sustaining process, without having to babysit everything.
I'm already mildly turned off by the crafting, because you need all these empty backpack slots for intermediate crafted components, and you need to keep in mind - or else have to keep checking over and over - how many of which thing you need to craft in order to craft the other thing in order to craft your ultimate thing. I feel like at a certain point, I should be allowed to just build out a Warp Cell Assembly Line or whatever, so that after my frigates go pillage an unsuspecting solar system for materials and then dump them into the pocket-universe infini-coffers, I can walk up to the assembly line and press a button to get a Warp Cell.
Which reminds me, I should install Factorio.
Was halfway to typing out "Have you tried Factorio" before I finished your post.
Keep an ear to the ground for SatisFactory, that game looks promising.
I haven't gotten far enough to build any of these facilities, so I'm curious: Do you need to manually go in and plug these ingredients and fuel into every refinery (and any other machine) and then manually go through and collect all of the output resources? Is there a way to automate that stuff?
Basically, no matter how trivial they make it to manually do those steps, I know from experience that after doing it like ten times I will start to very strongly feel like I'm doing chores, and could be spending my time in a way I enjoy more. On the other hand, when I discovered the BuildCraft mod for Minecraft years and years ago - a mod that allowed you to build automated mining engines and set up resource transport pipelines to ferry the extracted blocks wherever you needed them - I dove back into that game hard, setting up elaborate storage and pipeline networks. I assume that NMS doesn't let me automate that extraction, combination, and storage of resources in the same way, as I haven't heard much talk about that sort of thing.
Sadly, you have to set things up manually. However, you can cook refiner recipes to fill an exosuit slot without intervention, and the concentrators are fuel and forget.
That's too bad. I feel like if a game starts this kind of Powers of Ten-style crafting (where first you're clawing resources out of the cold earth with your bare, aching fingers; then you're building automated resource gatherers; then you're strip-mining mountain-sides; then you're tossing planets into your ever-hungry forge to craft up some Decorative Figurines or whatever), it really aught to go whole-hog and let you get - after the appropriate amount of work and effort - to the point where you can automate a self-sustaining process, without having to babysit everything.
I'm already mildly turned off by the crafting, because you need all these empty backpack slots for intermediate crafted components, and you need to keep in mind - or else have to keep checking over and over - how many of which thing you need to craft in order to craft the other thing in order to craft your ultimate thing. I feel like at a certain point, I should be allowed to just build out a Warp Cell Assembly Line or whatever, so that after my frigates go pillage an unsuspecting solar system for materials and then dump them into the pocket-universe infini-coffers, I can walk up to the assembly line and press a button to get a Warp Cell.
Which reminds me, I should install Factorio.
There are refinery recipes for things like Warp Cells and Advanced Ion Batteries that let you have the refinery make them.
I haven't gotten far enough to build any of these facilities, so I'm curious: Do you need to manually go in and plug these ingredients and fuel into every refinery (and any other machine) and then manually go through and collect all of the output resources? Is there a way to automate that stuff?
Basically, no matter how trivial they make it to manually do those steps, I know from experience that after doing it like ten times I will start to very strongly feel like I'm doing chores, and could be spending my time in a way I enjoy more. On the other hand, when I discovered the BuildCraft mod for Minecraft years and years ago - a mod that allowed you to build automated mining engines and set up resource transport pipelines to ferry the extracted blocks wherever you needed them - I dove back into that game hard, setting up elaborate storage and pipeline networks. I assume that NMS doesn't let me automate that extraction, combination, and storage of resources in the same way, as I haven't heard much talk about that sort of thing.
Sadly, you have to set things up manually. However, you can cook refiner recipes to fill an exosuit slot without intervention, and the concentrators are fuel and forget.
That's too bad. I feel like if a game starts this kind of Powers of Ten-style crafting (where first you're clawing resources out of the cold earth with your bare, aching fingers; then you're building automated resource gatherers; then you're strip-mining mountain-sides; then you're tossing planets into your ever-hungry forge to craft up some Decorative Figurines or whatever), it really aught to go whole-hog and let you get - after the appropriate amount of work and effort - to the point where you can automate a self-sustaining process, without having to babysit everything.
I'm already mildly turned off by the crafting, because you need all these empty backpack slots for intermediate crafted components, and you need to keep in mind - or else have to keep checking over and over - how many of which thing you need to craft in order to craft the other thing in order to craft your ultimate thing. I feel like at a certain point, I should be allowed to just build out a Warp Cell Assembly Line or whatever, so that after my frigates go pillage an unsuspecting solar system for materials and then dump them into the pocket-universe infini-coffers, I can walk up to the assembly line and press a button to get a Warp Cell.
Which reminds me, I should install Factorio.
There are refinery recipes for things like Warp Cells and Advanced Ion Batteries that let you have the refinery make them.
I wish there was a smoother transition from "enough money to get a A-class ship and maybe a decent multi-tool to 'upgrade to a new freighter'
Like, I'm not low on funds by any means, but S-class ships look to be in the 30-60 million range at least. Even with scanner upgrades gonna take me a while to get that.
Keep hitting Manufacturing Facilities until you get the real lucrative recipes. My routine since the most recent patch let me use the large refiners (that let me actually CRAFT the lower end components like Nitrogen Salts and Enriched Carbon) is to harvest my farms, empty my gas harvesters from bases 1-3, then combine and refine stuff until I end up with 2 items that sell for 15 million each. It takes almost no time, so five minutes after I log on I get 30 million.
And I can only make two because one of the components, Acid, takes 600 Fungus. As I refine excess Fungus into ammonia and use that to plant more biodomes of fungus, soon I'll be able to make a 3rd Acid, which means I'll make 45 mil as soon as I log in.
I'm personally aiming for Living Glass at the moment - it's only 500k/unit, but creating a field of Gamma Weed is incredibly easy, thanks to uranium being easy to synth in high quantity (especially if you have atmosphere condensers on cold/radioactive worlds.)
(Biodomes are nice, but in the long run, setting up ancillary 'garden' bases on biome worlds are better because you can create large fields of plants.)
My main base (Steaming Plains) has a lot of biodomes, but also has a large field of Star Bulbs. Both because they're pretty, and because they're useful. Any left over after crafting get turned into paraffinum, which gets turned into ammonia, which is either used to plant more fungus, build atmosphere condensers, or craft Herox (a component of Geodesite which is a component of the Fusion Igniter).
I've also started planting Cactus at my 2nd base (Vulture Mesa Outpost), and my 3rd base (Tauntaunathon Radon Farm) has a small forest of Frost Crystals growing wild outside.
I don't really want to grow outdoor fields of Fungus, Gamma Weed, or Solanium because frankly I just think those planets are ugly and I don't want to deal with the environmental hazards. My first two bases only get occasional storms where I just don't go outside, and my 3rd base is dug into a hill so I never actually go outside to deal with the cold.
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.
We are continuing to address the highest priority stability issues reported by the community, as well as gameplay fixes and improvements. As always, thank you for playing the game and taking the time to report any issues you encounter!
Please note that due to the large number of changes in this patch, there is always the possibility it may introduce new issues that haven't been caught in test. We'd like to recommend that all players back up their save files, by making a local copy of the st_[userid] folder found here: %appdata%\HelloGames\NMS\
Note that we don't anticipate any issues here. However, performing your own backups could mean the difference between resuming play immediately, or waiting for the next patch.
Feedback and reports of new bugs/issues being found on Experimental are welcome, so please post them here, or submit a ticket to Zendesk[hellogames.zendesk.com] with the phrase "Steam Experimental 15/08" in the ticket title.
To play in Experimental, right-click on No Man's Sky from the Steam library page and select "Properties". Among the available tabs will be the "BETAS" tab. Select "Code: 3xperimental" in the dropdown menu under "Select the beta you would like to opt into".
Latest changes on Experimental (15/08):
Fixed an issue that prevented planets from being added to the Discovery timeline when exiting certain ship models
Fixed an issue that prevented players from using the Pulse Engine to escape between waves of Sentinel space fighters
Fixed an issue that could cause base NPC workers to become unresponsive after moving / deleting your base
Substantially increased the length of time fuel lasts in the hydroponic trays
Fixed a crash related to creatures
Fixed a crash related to terrain generation
Fix for an issue with PC shader compilation when the game is first booted which would occasionally result in a crash
Various performance improvements
Various improvements to load times (approximately 5-10% improvement to Warp times, 30% improvement to initial game load)
Fix to shader generation to boost performance on lower spec PCs
Fixed an issue that incorrectly limited the number of storage containers that could be built on the freighter
Fixed an issue that could prevent construction in the freighter base
Fixed an issue that could cause the 'Nearby buildings' scan on the signal booster to fail
Fixed an issue that prevented exploration-focussed frigates from charging their scanners
Fixed an issue that prevented damaged frigates from being completely repaired
Fixed an issue where players could start their game in inappropriate systems when starting in multiplayer
Marked icons are now automatically cleared on arrival at the marked target
Fixed a number of cases where the HUD would prompt to mark icons that did not need marking
Improved target locking for ship PvP
Improved the appearance of HUD markers on player ships
Fixed a number of visual issues around using the Analyser Visor in very specific circumstances
Improved the mapping of the Steam Controller
Removed an obsolete building product from the blueprint analyser
Combat music now triggers when fighting biological horrors
Slightly increased the damage dealt by biological horrors
Fixed an issue that could cause expedition rewards to artificially increase after save/loading
Fixed an issue where the Personal Forcefield could be deployed on 0% charge
Fixed an issue where the Mining Beam and other weapon effects displayed the wrong colour in multiplayer
Fixed an issue where the screen on the Multi-Tool would display the wrong ammo count for the Blaze Javelin
Fixed an issue where the Multi-Tool was invisible in Photo Mode
Fixed an issue where the Personal Forcefield would remain in-world forever when cycling Alt Weapon modes
Fixed an issue where meleeing while sprinting could cause an animation glitch
Improved the appearance of clouds in 4K/1440p modes
Visual improvements made to some exotic biomes
Visual improvements made to the space station technology merchants
Increased the visibility of underground toxic hazards
Visual improvements to buried technology modules
Kinda wondering if I should just wait til they finish more patching and then start all over again. Running into more bugs and crashes as they continue to fix more things.
I'd hate to pour time into a save that straight out dead ends due to some weird bug, and it looks like I'm on that track.
I finally had my first instance where i went to a freighter captain to negotiate a purchase and i guess he said no because i immediately found myself in space.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
+8
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WeaverWho are you?What do you want?Registered Userregular
Btw, that planet was pretty neat. It was an ocean world where the oceans became boiling storms and the creatures what dwelt on the bottom became big lizard sea creature hybrids.
Apparently you can turned off the "thethered" piloting. Kinda wish I had known about that like 130 hours ago.
I just discovered tonight that there's a second level of scanner zoom if you click the right mouse button a second time. I thought it was click & hold.
I was expecting more than just some annoying sentinels when I went down to the blood planet. The thirsty planet right next to it was weirder despite not being very horny.
I really wanna play this but every time I check twitter there's another post about a new patch that's about to drop and I don't want to start building shit only to have it fucked up by a change.
0
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited August 2018
I hadn't played in a bit, then went to fire up my PS4 and it gave me this weird error where I have to install the next system update via thumb drive? But I don't have one right now so I'm gonna just wait till I get paid next to buy one and do that. But I was kind of done with the game a bit anyway I guess?
Posts
Like, I'm not low on funds by any means, but S-class ships look to be in the 30-60 million range at least. Even with scanner upgrades gonna take me a while to get that.
The harder the rain, honey, the sweeter the sun.
Keep hitting Manufacturing Facilities until you get the real lucrative recipes. My routine since the most recent patch let me use the large refiners (that let me actually CRAFT the lower end components like Nitrogen Salts and Enriched Carbon) is to harvest my farms, empty my gas harvesters from bases 1-3, then combine and refine stuff until I end up with 2 items that sell for 15 million each. It takes almost no time, so five minutes after I log on I get 30 million.
And I can only make two because one of the components, Acid, takes 600 Fungus. As I refine excess Fungus into ammonia and use that to plant more biodomes of fungus, soon I'll be able to make a 3rd Acid, which means I'll make 45 mil as soon as I log in.
I'm personally aiming for Living Glass at the moment - it's only 500k/unit, but creating a field of Gamma Weed is incredibly easy, thanks to uranium being easy to synth in high quantity (especially if you have atmosphere condensers on cold/radioactive worlds.)
(Biodomes are nice, but in the long run, setting up ancillary 'garden' bases on biome worlds are better because you can create large fields of plants.)
Oxygen Concentrator:
50 Concentrated Carbon(C+) - > 250 Oxygen(O2)
This is part of one of your core virtuous cycles (carbon nets you oxygen nets you carbon).
Atmospheric Concentrator
50 C+ - > 250 Radon(Rn) (when deployed on cold/radioactive worlds)
The uranium economy is built on radon, and radon is built on atmospheric concentration.
Base Refineries
2 O2 + 1 C+ - > 6 C+
The other side of the virtuous cycle. Learn it, love it, never mine carbon again.
1 Sodium Nitrate(Na+) + 1 O2 -> 2 Na+
Another oxygenation process that gets you more sodium. Again, processes like these keep you from mining.
1 Pure Ferrite(Fe+) + 2 C+ -> 3 Magnitized Ferrite(Fe++)
1 Fe++ - > 2 Fe+
Building bases? Get very acquainted with the above cycle. Also, the first part is another building block of the uranium economy, because...
1 Fe++ + 1 Rn = 3 Uranium(U)
Yes, folks, uranium is that ridiculously easy to produce at scale. A dash of magnetic iron, a dab of radon, and now you're a nuclear power.
1 Stellar Metal + 1 Chromatic Metal - > 4 Stellar Metal
Yep, you'll never need worry about chromatic metal ever again. Plus, this makes completing the Korvax dictionary so much easier, since you'll effectively have infinite Copper. Copper is okay (2:1 conversion ratio), but Chromium (1:1), Emeril (2:3), or Indium (2:4) are much better.
1 C+ + 1 Na+ -> 2 Dioxite(CO2)
Looking to have glass everywhere? Yeah, you'll be wanting this.
Portable Refinery
50 C+ - > 150 Carbon(C) (Deploy, fuel, then retrieve.)
You could crack concentrated carbon in the base refinery...or you can deploy your portable refinery, fuel it with concentrated carbon, and then pack it up, letting it crack the carbon for you in a fraction of the time.
Farming
100 U + 25 Chromatic Metal = 1 Gamma Weed (produces Gamma Root)
With uranium being easily scalable, Gamma Weed production is easy. Combined with Coprite plants, you're well on your way to being a lube magnate.
100 CO2 + 25 Chromatic Metal = 1 Frostwort (produces Frost Crystal)
If you want glass, you want frostwort. And with dioxite easily producible at scale, it's easy to make fields of the stuff.
Basically, no matter how trivial they make it to manually do those steps, I know from experience that after doing it like ten times I will start to very strongly feel like I'm doing chores, and could be spending my time in a way I enjoy more. On the other hand, when I discovered the BuildCraft mod for Minecraft years and years ago - a mod that allowed you to build automated mining engines and set up resource transport pipelines to ferry the extracted blocks wherever you needed them - I dove back into that game hard, setting up elaborate storage and pipeline networks. I assume that NMS doesn't let me automate that extraction, combination, and storage of resources in the same way, as I haven't heard much talk about that sort of thing.
It also requires you to get shot at, usually. Meanwhile, getting yourself ass deep in carbon is easy.
Sadly, you have to set things up manually. However, you can cook refiner recipes to fill an exosuit slot without intervention, and the concentrators are fuel and forget.
Gamma Weed
You guys are just making stuff up now
Not saying it should be the only source, but don't just toss the shit away when you get it. Picking up every "kill 5 sentinels" mission you see eventually makes it very worthwhile to hit a supply depot and wipe a few out.
Also, Pugneum shows up on NPC traders, so you don't HAVE to get shot at to get it.
Meanwhile, I can use virtuous cycles at a base I'm building to make the building materials I need,while I'm working on it. Save the pugneum for the stuff that needs it.
I'm already mildly turned off by the crafting, because you need all these empty backpack slots for intermediate crafted components, and you need to keep in mind - or else have to keep checking over and over - how many of which thing you need to craft in order to craft the other thing in order to craft your ultimate thing. I feel like at a certain point, I should be allowed to just build out a Warp Cell Assembly Line or whatever, so that after my frigates go pillage an unsuspecting solar system for materials and then dump them into the pocket-universe infini-coffers, I can walk up to the assembly line and press a button to get a Warp Cell.
Which reminds me, I should install Factorio.
Was halfway to typing out "Have you tried Factorio" before I finished your post.
Keep an ear to the ground for SatisFactory, that game looks promising.
There are refinery recipes for things like Warp Cells and Advanced Ion Batteries that let you have the refinery make them.
My main base (Steaming Plains) has a lot of biodomes, but also has a large field of Star Bulbs. Both because they're pretty, and because they're useful. Any left over after crafting get turned into paraffinum, which gets turned into ammonia, which is either used to plant more fungus, build atmosphere condensers, or craft Herox (a component of Geodesite which is a component of the Fusion Igniter).
I've also started planting Cactus at my 2nd base (Vulture Mesa Outpost), and my 3rd base (Tauntaunathon Radon Farm) has a small forest of Frost Crystals growing wild outside.
I don't really want to grow outdoor fields of Fungus, Gamma Weed, or Solanium because frankly I just think those planets are ugly and I don't want to deal with the environmental hazards. My first two bases only get occasional storms where I just don't go outside, and my 3rd base is dug into a hill so I never actually go outside to deal with the cold.
The harder the rain, honey, the sweeter the sun.
They stack up to three, if you place them next to each other. This leads to a single animal scan being in the 150-200k range.
The harder the rain, honey, the sweeter the sun.
So after that got a little too uncomfortable, I jumped to the next system that flashed as actually being occupied instead of barren.
It scanned as anomaly planet, the rings aren't quit on the same plane, yes we are going to there.
I'd hate to pour time into a save that straight out dead ends due to some weird bug, and it looks like I'm on that track.
And i died.
The harder the rain, honey, the sweeter the sun.
Rare resources used by the farmer quests (in order):
Dioxite - 100
Phosphorus - 100
Ammonia - 100
Pyrite - 100
Paraffinium - 120
Mordite - 30
Additionally, to plant at least one of a few others (but not for the questline):
Emeril - 100
Indium - 60
Paraffinium - 20
Consider grabbing those while out exploring and storing them for easier farm quests later.
The harder the rain, honey, the sweeter the sun.
I just discovered tonight that there's a second level of scanner zoom if you click the right mouse button a second time. I thought it was click & hold.
I tried it but it felt too jerky to me. I wish there was something in the middle.
The harder the rain, honey, the sweeter the sun.
And maybe this too.
Steam
It’s been happening since I started playing again, I’m a little afraid something is wrong with my save the way they keep popping up
Dioxite, uranium, and paraffinium can be produced at scale. Emeril and indium, being stellar metals, can be scaled via chromatic expansion.