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I found that building a couple of substantial bases by the two big wrecks was quite convenient.
And, seriously, "what YouTubers do"?
Other places are meant to be a little harder. That's why the default zone has so much. LOL. Try playing on hard and randomizing your ores.
Jetpacks, drones and teleporters make the base position irrelevant.
I feel like they went too random on the randomizing. Finding Obsidian in the starting area was just dumb.
You can make a custom game where you can lower the physiologicals needs
Wait, wait wait.
Random is "too random" for you?
I think I've got something stupid in my ear. Repeat that?
just google it. you'll find reports of people starting without iron/magnesium in oxygen range.
the game is straight up impossible at that point.
same if you make a game with terraformation speed set to zero, for some reason that is allowd too.
Not sure why this is impossible. Maybe someone wants to play with 0 terraformation rate and All recipes unlocked to just build crafting networks and explore while the planet never changes. Why shouldn't this be an option?
what are you even saying? "just deal with it" and "just reroll" right next to each other? which one is it?
most games are smart enough to rule out the worst case scenarios so you don't have to go through the hassle of restarting.
if you want to go that route then do it properly and simply allow you to choose the specific terraformation state you want to play in as an creative mode advanced option.
sliding a difficulty slider to the left/right on it's own should just make the game easier/harder, not break the primary objective of the game.
Unless it is impossible for the game to rule this out. How can it decide if it's impossible or not without you actually trying? If there is no iron/magnesium in initial oxygen range (is this full range till death or half range so that you can come back?) maybe you can do death runs to some other biome where you can get it and respawn without loosing your loot. Or maybe you can use the three oxygen canisters from your storage to run somewhere and create a new base there and develop from there. In such cases where it's not that simple to decide if it is a bad case or not it may be easier to leave things for player to decide. Or maybe your consumption is set to zero so you can run through the whole map.
So instead of just leaving a simple option for player to customize their own experience where they simply leave 0 as an option without having to do anything extra which may or may not be used by most players, you suggest that they develop a totally different thing which requires a lot of effort but may end up as unused as the feature of setting terraformation rate to 0?
Why not? If players want to stay at zero terraformation, why not let them? I don't see a problem really. If you don't want to stay at zero rate, then don't set it to zero. Why complain about things that you can do but don't have to? "Please restict me more" - sounds weird.
by simply checking the result of the RNG? just check for w/e conditions you want, and if the check fails just start from the beginning.
or you can just abandon your semantics definition of RNG and use a myriad of more efficient methods.
requires zero effort. it's literally just changing the TI number in the save file.
i was actually quite surprised a "fully terraformed" checkbox didn't already exist for creative mode considering how obvious and trivial it is.
if you want to put actual effort/work into it you make it so you can change the terraformation stage from within the game itself, both forwards and backwards. shouldn't be too hard either since creative mode can already progress through the fist half of the game in seconds without any issue.
since were doing semantics, i never said you shouldn't let them.
It's not impossible. I've succeeded under those conditions (no iron or magnesium in the biome). Just have to think out of the storage box. (hint, hint). Sometimes it hits you in the face. (another hint, hint).