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Along those lines, I think that Copper/Silver/Gold should also be crafted into ingots to conserve space at the cost of efficiency later on.
Simple lossless matter rearranging works for me.
I agree that ingots should be created for all materials, and having the option to deconstruct, or rather craft, 10 basic units per ingot. @devs: add blueprints for it, then you're covered.
Inventory space is a valuable commodity down in the abyss after all.
Adding a blueprint for deconstructing ingots into basic units is great but there is a special case to handle though: when you have scrap metal and an ingot in your inventory and you want to create titanium... which one should the builder use ?
Development of this game is pretty much done aside from bug fixes so you are better off looking for a mod that does that (not sure one exists).
Ingots are for advanced building so if you are early game, you don't need them yet. My recommendation is to never craft any resources until you know if you need them to craft something specific. You just end up with a bunch of materials you need to store, not knowing when you will need them.
It`s the damn future and age of replicators and interstellar travel, give me damn quantum backpack that can compress everything at molecular level and store everything you gather so you don`t have to deal with billion storage lockers.
I never understood the appeal of having you waste half your gaming time going through chests and boxes in games or having to run back and forth for item you forgot to get.
It`s just time management crutch designed to make game longer and give people something boring to do.
Very few games get it actually right, one recent example would be Dysmantle where you have one storage box on each campsite in the game that can fit everything you put there and shares its content with all the campsites.
Do note that dropped items are pretty persistent in the game; I've had 'garbage holes' I've used to dump a bunch of titanium and quartz only to come back to it later when I wanted to expand my base.
ANYTHING dropped on the seabed in the current stable version WILL eventually sink/clip through the terrain mesh. Then it is effectively gone for good.
There is a mod that will prevent this for teeth and scrap, two of the most commonly "dropped on seabed" items. Check Nexusmods.com.
As soon as you can assemble a Habitat Builder, build a one-tube-section "shed", put a solar panel on it, and a hatch on top. FILL it with lockers, as needed. That will give you 500 to 700+ storage, depending on which tube section you use and how much you want to fiddle with it. Before that, use floating lockers sparingly for your initial over flow storage. (In my first playthrough I used about 9-10 floating lockers; by my current, 3rd, attempt, I've only used 1.) You can build a bigger base later.
FWIW. In the entire story line game, not allowing for 'personal choice' extra building and vehicle construction, you need ~18 to 20 titanium ingots. More if you build extra vehicles or extra moonpools at alternative bases. But at least half of those are called for in the latter half of the game. Before you are ready to build a Cyclops, you need ~6-7 Ti ingots.
It's easy to get TOO much info from the wiki.
Come here, specify "No spoilers", ask your question, and everyone will understand.
(Any who don't are just arrested development noob-ish poopyheads!)