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Right now your only solution is to visit every derelict quickly to lock them in. But that would mean you wouldn't get pristine quality derelicts or bonus loot. Fewer pirate ambushes too.
I would also like it if the meat event was extremely limited or easier to fight, as it is if the player takes their time to dismantle and loot derelicts then nearly all the ones they visit will have the meat event triggered to it.
If you want to avoid meat in a vanilla way, then make sure to visit lots of derelicts in quick succession near the start of the game! Once they're generated for the first time they wont have meat on them the next times you visit.
If you want to mod out meat you can technically adjust the spawn rates by going into the plot_manager folder of the data files and adjusting the variables in the pm_settings.json file if you set both the "meat_derelict" values to be 0 it should effectively remove any chance of spawning meat randomly on a derelict you visit!
Like I said, it would be great if it was sensitive to something (and it could actually be eradicated so the spawner's removed). For instance, if it's thriving on derelicts with no air or are cold, then getting the power back on and/or cycling in air or heat could damage over time or something?
Yes! This is definitely still on our minds and something I'm going to be working on this week. Not sure about the specifics of the implementation yet, but giving players an effective (but probably costly or at least reliant on completing the meat plot once) way to eradicate meat from their games and generally reducing its prevalence across the majority of games is on the cards!
Players running into a meatpocalypse one in every hundred or so games might be crushing for that game but should feel like a neat rare occurrence.
Players running into a meatpocalypse every single game is definitely not intended, balanced, or fun for most people, and its something we want to avoid!
- Flood the compartment with oxygen and hope that a random spark would start a fire. Never ran into a fire in game, so not sure how likely that is.
- Sneak in a heater. Recommended temperatures are medium rare 333-338K, medium 343-348K, medium well 353-358K, well done 363-368K. Ensure the core of the meat reaches the desire temperature for about 10 minutes.
(That's hinting at you, devs.)
To be sure it seems the placeholders for planned builds work as well, which might be an unintended exploit.
It feels like meat is less deadly now and more likely to respond to sweettalking? (13.0.14)
It still takes one or two crewmates to bludgeon uncooperative meat with enough reliability to clear bigger blobs, but that is fine.
If only the crew did not get themselves killed on-station. ;,(
A suggestion for a vanilla/realistic way to have a tool against the meat, The bottles of alcohol and the tanks of EVA oxygen would make a good low pressure atmosphere weapon. the alcohol would be placed at the edge of the meat and an oxygen tank with an EVA battery "IsSetToSpark", lol. Wouldn't cause a fire, But would cause a hell of a flash burn it would get extinguished by the low pressure but would cause a 2-4 radius flash burn and kill that meat. It would be strong enough to help prevent overwhelming spread, but not make it easy, and the combo of items would be expensive enough to require accurate planning, cause if you run out then you have lost the ship. Plus it would take a considerable amount of time to prepare on site and slowly move 2 or more tiles forward, while getting all the extra pieces that try to cut off your path. You would have to wait for the spark to catch the right density of O2 coming out of the tank. Or maybe there is a chance that it detonates right away so that you might get hurt too.