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the only other (IMO) alternative to torches is a light source.
the light backpacks are useless.... as most mid->high tier planets REQUIRE an upgraded EPP, which ultimately occupies your back slot.
Sure, their is a light enhancement to put into the EPP which works decently; but because I "need" that, I cant really use ANY of the other upgrades...
So all those fancy enhancements ive found like HP regen and Gravity are sitting in a chest because I don't want to HAVE to place torches Everywhere like back in the early game just to see where im going...
still trying to find a pet HP regen collar so I can snag one of those light bulb pets... but then ill probably be defending it constantly....
ive found the light-bulb fliers deep underneath scorched planets myself, and they seem to be able to fly through walls.
I was unaware their is a collar that makes them passive and immune to dmg though?? is that the ghostly collar????
I just assumed I needed to find an HP regen for pet survivability; didn't know there was a passive collar?
And you can have as many pets as you can hold capture pods. Not sure if you can have multiple out at the same time though> But since most pets are pretty useless in combat I found the glowing pet with the collar a pretty neat idea.
But in my current playthrough I have access to neither, as if the glowing pets are on scorched planets I haven't progressed my current character so far, as I just reached Titanium tier.
in my early game I was given a light-bulb pet as a reward for a NPC mission, but I was unaware of its utility at the time and sold it. 8/
so, its plausible to receive one as a quest reward, but with the RNG system, I imagine is extremely rare.
Build a room on your ship that spawns a merchant with colony deed. Check his/her stock and if you see yellow stim buy them and then bam, light augmention and your EPP slot is free to put something else in.
If you don't see yellow stim remove the deed and replace it to spawn a new merchant. If you keep getting merchants that have no stims, check and see if that merchant type is able to carry them.
I have 3 merchants on my ships for different stims, food, furniture, ect.