Uncle Chop's Rocket Shop

Uncle Chop's Rocket Shop

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Elmdor Dec 26, 2024 @ 8:31pm
Not Enough Randomness
Is there a setting when you beat the game that adds more randomness to the game?

I'm still working on the endings, but I've reached it a couple times. I've noticed I'm always getting the same modules/problems all the time.

For example the tomfoolery. I've never once had a bad fuse or crossed wires. It's always complete 1 of the 3 levels.

I've replaced a lever exactly one time in 15ish hours. Never had to replace a wire.

So far it's all not very random when it comes to broken stuff.

Is there something I'm missing here or is this a common occurrence?
Last edited by Elmdor; Dec 26, 2024 @ 8:32pm
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Showing 1-8 of 8 comments
Ζiоqch Dec 26, 2024 @ 8:42pm 
Some of us have had to flip the remedy lever only to find that it was missing literally every single wire. So there's that

There's room for improvement. It'd be nice to have organic ships that need blood transfusions, pus displacement and coffee injection.
Simply Cerberus Dec 26, 2024 @ 8:44pm 
I think wires are underutilised in like 99% of modules. Its often pancakes that are messed up but rarely (if ever) a wire may be gone or a lever/flipper missing.

Maybe its just not used for the 'randomness' generation? Or possibly could be added in future. Like the weird planet core in re breathers that seems to do...nothing and isn't even mentioned in the book if I recall
Daff Dec 26, 2024 @ 10:04pm 
the difficulty seems weirdly weighted towards being easier. ive had a busted fuse in the tomfoolery module exactly once. it wouldnt let me jump. ive never had missing wires, and ive never had to mess with the anti tamper module or FTL modules despite getting the 'true' ending
Elmdor Dec 27, 2024 @ 12:11pm 
You know I've also never seen a FTL module either. I'm assuming there's a trigger to unlock them just like the reactors and HOG engines, but I'm not certain about that. Could just be rare and only happen on the last work day.
Kraehe Dec 27, 2024 @ 1:13pm 
Originally posted by Daff:
the difficulty seems weirdly weighted towards being easier. ive had a busted fuse in the tomfoolery module exactly once. it wouldnt let me jump. ive never had missing wires, and ive never had to mess with the anti tamper module or FTL modules despite getting the 'true' ending

That is weird, pretty much every safe I get also comes with an anti temper module.
I had an FTL module once but thats a bit annoying cause you have to get quite a few fitting gumballs from that random gumball machine.

Are you playing on frantic mode? Because I´m on the chill no time limit mode so maybe certain modules that are more time costly are more rare or downright disabled (anti tamper) in the frantic mode. Just a theory though.

Regardless, the randomness could certainly be increased to give a bit more variety.
Last edited by Kraehe; Dec 27, 2024 @ 1:16pm
Daff Dec 27, 2024 @ 1:48pm 
i am playing on frantic mode yeah.
that being said, ships DO come with an anti-tamper module, i just like... dont do it. i havent been penalized yet.
Elmdor Dec 27, 2024 @ 9:44pm 
I'm also playing on frantic mode so maybe that restricts certain things from breaking.
Ζiоqch Dec 27, 2024 @ 10:16pm 
I play on Focused Fixed.

Hardest jobs so far:
Reactor: No fuel or coolant
Remedy Lever: No wiring.
Rebreather: No pancake, missing pump and filter. Missing one canister. Broken heater.
AI: Broken rotators and motors. Missing pancake. Incorrect mood.
Toilet: lol
VR: lol
Oil: Incorrect fluid. Solids present. Missing/Broken heat sink. Missing Pancake. Missing/broken pump.
Identification: No ink. Missing broken/bulb. Flash wire missing.
Fuel: Broken canisters, broken lever.
Star map: Broken lever. Broken circuit. Missing/broken bulbs. Incorrect pancake. Missing starmap.
Tomfoolery: Broken bulb. 2 entire times.
FTL Drive:
FTL Backend:
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