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https://steamcommunity.com/sharedfiles/filedetails/?id=2133791350
https://steamcommunity.com/sharedfiles/filedetails/?id=2146307825
https://steamcommunity.com/sharedfiles/filedetails/?id=2144460507
https://steamcommunity.com/sharedfiles/filedetails/?id=2123427800
I usually get bored overplanting after awhile, so the most I have collected from a single dome was over 30,000 units of 4 different planetary plants.
But overplanting is not for me, im not a RPG-fanatic but a bit realism i will try to keep, so i better do several bio-domes on 1 or more planets if needed.
I read in the wiki, that if you make a door to your bio-dome, go in, remove the door, build 16 plants and then put a door in again, you can keep all 16 plant-spots.
No need to gimmicky workarounds, you can just plant all 16 plants before/after placing doors or corridors. That overplanting thing is neat though.
That's heck of a slow way to harvest though, as they put a single button at the TOP of the dome to harvest....it's very fast to run through a dome and hit the button without even stopping. That's why "raceway" arrangements of domes are popular, basically all corridors leading in and out of all domes are at 180 degrees so you can run straight through without stopping other than to hit the "harvest all plants" button. The harvest all plants button was introduced years after the ladder entrance to a dome was implemented...and it was done so to eliminate the inefficiency from that.
As for using all 16 spots, go inside a biodome, delete the door or corridor in; plant all 16 & then replace the door/corridor. Sorted.
Actually the term "Overplanting" is from the real world. If you want realism, overplanting doesn't violate that. Overplanting is done in the real world to pack more plants (usually grasses) into a given area, letting nature figure out how much is too much.
The wiki is wrong, unless they fixed it. I was the one who first posted on this unfinished feature in the game, and I tested all the permutations. There are 4 that can only be planted once and they correspond to the remaining planters that remain plantable after corridors are added in 4 positions. All of my testing though was done with a plain vanilla, unmodded PC version of NMS. It's possible some existing base mods may alter the behavior of this feature, as may different platform versions, as I have never been able to replant the 4 vertex planting rings on the PC version.
Possibly, as I haven't tried overplanting since I posted on this a few months ago. But then I still was unable to plant with corridors attached, and more bizarrely, if the corridors were removed, those 3 blocked planters would remain unplantable until I activated the overplanting solution. That behavior actually was a problem even in Next, as removing a corridor after planting left the rings unplantable.
Remember some of this behavior CHANGES depending on whether you have left the base area or not. When you leave the base area, the planting rings become permanent in their current state. So when I would return to a base previously planted and remove a corridor, the rings would remain unplantable. This overplanting "feature" fixes problems like that but in a rather erratically beneficial way.
I believe this misinformation was originally spread by me. In my initial experiments with this back in March I mentioned, long before I finalized my results, that all 16 were replantable. That is not true. Four are only plantable once. It's because of this error, which I subsequently corrected in my final posting on this mid to late June, makes me think Xaine who first video posted on this, got his information from another who got it from me. But they got the wrong information. Oops, my bad.
Here are some experiment screenshots I made a few months ago that help illustrate that only 12 of the 16 rings are potentially replantable when corridors or doors are added or removed. Notice that all rings are already planted and some overplanted. The ghosted "option" plantings are only available for the 3 ring areas where a corridor or door attaches, and it skips over the intervening ring between groups of 3:
https://steamcommunity.com/sharedfiles/filedetails/?id=2136712213
That being said, I only tested this on an unmodded vanilla version of NMS on a PC. The behavior may be different on different platforms or configurations.
Well yeah, that's always been true. All 16 rings are plantable at least once. Not sure if they fixed it so you can plant with a corridor in place though...gonna test that now.
Incorrect. I just tested this minutes ago, and provide the screenshot evidence. It's even worse than before: originally the game actually showed the rings that couldn't be planted, just beneath the door sill, - now (not sure when they did this) the ring shapes are even deleted from view around the door or corridor, presumably so you won't be tempted to try and plant in them and then whine to the devs it's a bug. That suggests the devs are making this "bug" a permanent "feature":
https://steamcommunity.com/sharedfiles/filedetails/?id=2157940632
However, as mentioned in a previous post, you can still REMOVE the door or corridor and plant normally, later reattaching the door or corridor. That still works, and clearly the game is forcing you to deal with and *learn* build order issues like that.