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Also, maybe most important tip - I started a game in Creative Mode and played about half-hour until I found a freighter to buy. In Creative Mode, everything is free and I used the freighter to experiment with layouts and colors until I was satisfied then duplicated that layout in my Main save. : )
Nothing I've personally discovered that isn't simply based on rng-luck.
Asteroid fields are actually pretty efficient imo - maybe not as much as other rarer sources, but it doesn't require any rng luck to locate asteroids.
Can be more productive (amount per hour, for example) perhaps but total RNG luck:
---large multi-tunnel caves with tightly bunched/a lot of cobalt/tritium, cobalt/silver stalagmites, combined with multi-tool with the 50% resources mined in a Super slot. Plus you get stacks and stacks of cobalt to sell. And probably a fair bit of plat./gold bits as well. What is tightly packed, you ask? Something like the pic at bottom.
---keep an eye out for those metal fingers in large clusters. Lots of gold from those (with that 50%+ resources MT) and they do respawn now and then, so put a base computer by one or three if you run across them and check now and then?
------turning the Resources game setting to Abundant temporarily helps too, if you don't mind doing that.
https://steamcommunity.com/sharedfiles/filedetails/?id=3131805941
Once credits are no longer an issue, you can buy tons of basic materials from random alien pilots in booming economy system.
Have fun =)
https://steamcommunity.com/sharedfiles/filedetails/?id=3122688266
Storage stations are probably best put on a second floor, even though it's useful to be able to reach those things quickly, too. Reason is that (at least in my experience) if you logoff while standing at one of those, you may glitch through the floor upon logging back in.
I also put a forward facing bridge on the second floor. Desks, computers, a wonder projector displaying a planet, a "holographic friend" from one of the expeditions in front of what is supposed to look like a captain's chair. I am going to redesign the thing a bit and make everything behind the bridge industrial floors.
All the way Around the outside of the ground floor, I put a walkway, and most of the ground floor itself, forasmuch as it isn't already, is going to be technical rooms in the back half, botanical rooms in the front hall. Along the sides, all rooms are separate, and have windows and beds or other furniture, we need cabins after all. I am going to remove my farms from the freighter, because I find all the plant icons annoying, but I will put something like a bar or a mess hall in the botanical rooms. And maybe something that looks like a greenhouse or park, I have been spending lots of quicksilver on plant decoration, might as well use it for something,
What I am still not yet sure about is how to build something on a freighter that looks like a bathroom stall or a shower or something like that.
Oh, one addition, which is an idea that I have to try out myself too: the interior of derelict freighters that you can land on can be interesting, I'd like to build some sections inspired on that!
Once practised with building and also knowing the game well, switching to different settings rarely is needed at all for general game play, as every resources is easily available to an established player. Creative Mode however is a great mode for building or making music with the Byte Beat and is an ideal game mode to build in, if you like building large projects.
when you go from the bridge, i change the first corridor piece to a Technology Expansion room... to the right and left of it i place decking with a hatch on both sides of the room... this decking will go all the way around the full perimeter of the build area... kind of like a huge track you can jog/run around...
the from that first room, i place more Tech Expansion rooms going straight back... then i come back to the front of the area and stand facing the bridge... the first 3 rooms to the left and right are Frigate Terminals... don't try to place them in any particular numbered order... the game shuffles them into new spots internally so while you may place them as 1, 2, 3 when the game sends out Frigate missions, you may see them appear as 2, 3, 1 depending on how many times you pick up and move or rotate them...
then i step back a whole tile from the bridge and place two whole rows of Tech Expansion rooms... i'll also place a scanner room on one side and the teleport on the other side...
somewhere i'll place stairs up to the 2nd deck which is where i place all my storage boxes as well as my refiner(s)... my 3rd deck is where i place the stellar extractor rooms but they are way back toward the read of the craft... sometimes i'll use inside stairs but mostly i use outside ones on the decking... occasionally i'll place SRTs to jump between decks but not very often...
on the outside left and right sides, i place my growing rooms in two columns from the front decking to the rear decking with a break right in the middle... this break cuts my build area into four quadrants with the center column being the central tech rooms coming straight out of the bridge...
it takes a lot more words to describe but here's an external view of one of my 5 deck builds...
https://steamcommunity.com/sharedfiles/filedetails/?id=2887244021
I keep all my major plant growth on a planet where I found at least an A or S electric power source, don't need so many batteries and solar panels then, and use the freighter garden units as decoration for a lounge or cantina/kitchen in combination with the nutrient processor room.
Freighter layout: I found that right at the entrance I always position a save point, so anytime I walk by to go to my ship or do any freighter missions, I save game as a restore point.
First rooms left and right are: left trade room, right: transporter
After that on one side the mission rooms with planet scanner, desk with decorations,
The other side storage, refiners ect.
Have to try out creative mode, never thought of it (outside of the RAFT game :D )
DrBonifarz: Thank you for posting the Garden video, very inspiring!!
Buy Limnium, Magna-Gold, and/or {that otherone} ore from pilots at space stations, anytime you can find a system where the usual price is -5% or lower.
Refine it in your personal refiner (constantly), or haul a big load through the transporter to your base and load up a medium refiner with ore.
More Gold than you can shake a stick at.
Also: drop a base computer and a self-container teleporter base at every Metal Fingers locale you find.
Silver: Same thing for station trading, different set of ores / artificial minerals.
Also: find some surface silver deposits. Fairly common.
Drop 5 AMUs on a couple of surface silver deposits, and a base comp/teleporter base nearby. visit occasionally and clear/refuel the AMUs. The AMUs WILL glitch the output about 40% of the time, but you will still collect hundreds to thousands of units. You don't actually need very much.
Also: You can pick up quite a bit of silver as a secondary mineral while mining cobalt stalagtite / stalagmites in many cave systems.
Tritium: Sorry. Main source is asteroid mining. But about 5-10 minutes of belt mining should set you up for hours of play. Don't forget to convert all your Tritium Hyperclusters to useful Tritium. They are actually more valuable for that than selling for cash, unless you are desperately strapped.
Also: You will sometimes find Tritium as a secondary mineral in the cobalt stalagtites/-mites of caves on certain planets. Mine, refine, and sell the cobalt for cash, keep the tritium.
After you go up the green ramp, that 'hatch' in front of you and the row of 'rooms' immediately after it (the first row in the build area) are sort of special, they link the build area to the bridge.
Sometimes building in this row can be troublesome. So, I place a pair of stairways up for upper levels there, never place a 'functional room' as they will sometimes act oddly.
Then after that I use the technology expansion rooms to create an open space. On one side I place the 5 fleet command terminals and the planetary scanner, on the other side I place the construction terminal and the science station and the appearance changer with the entrance to the 'farming' area.
Beyond this area I place the industrial expansion rooms and the refiners and solar extractors. This makes for a nice compact and fully functional area as close to the bridge as I can get it without trouble.
Behind the fleet terminals I usually place the 10 storage compartments, reachable but out of the way.
This covers the first 7 rows of rooms all the way from side to side of the build area, Not many 'parts' but it covers all the needed functions.
Beyond all this I usually make an 'outside' platform and place any big items that won't fit inside.
It is also nice to build this area up as a decorative courtyard or 'sitting area' that has a fantastic view of nearby space :) (including your fleet of frigates)
ONE MORE comment about Freighters:
Sometimes after you have a middle to large size base there will be times that you move too fast and the render doesn't finish in time and this results in you falling through the floor, often getting stuck UNDER the build area. Since that space is not flat, you are trapped in a surrounding ring of 'decoration items' that prevent you from walking out from under the build area. This was a problem for us for a while until HG fixed it. NOW if you get stuck anywhere on your freighter you can go to the Options menu and there is a 'button' to 'teleport you back to the bridge of the freighter' which is VERY helpful for getting unstuck!
On my freighter standing at the exit from the bridge and looking down the hallway: To the Rt is the portal, across on the Lt is my trade station with save point next to entry to bridge. Walking back on my left are 3 frigate stations, on right 3 more. After that are stairways on both sides, one to captains and officers quarters above, other to storage chests and work rooms for the grunts.
I plop down a door on the main floor followed by my gardener and make a small room of plants, 6 x 6, another doorway and 5x5 refiners. The doorways are helpful if you have loading issues where you look out and your walls have disappeared along with half that floor. Scary ♥♥♥♥.
Sometimes at the juncture between frigate rooms and stairs I make a fun bar and grill, mostly on saves I plan to keep for a few years. Gotta remember that every item you place adds to your total and if you plan to play for a long time you will run out of build slots so not going nuts is a good thing. I might also do a very fancy build then go in and delete half of the decos and it looks just fine. It's easy to get carried away.