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And this part hides all wirings. If you gonna put it in your base the wirings will only be visible in building mode. Sometimes it gets buggy, then you have to lift cloaking unit and put it on the ground again.
I do the wiring mostly in auto-snap mode. In free mode it's easy to hit the wall or something and then it's not work.
https://nomanssky.fandom.com/wiki/Electrical_Cloaking_Unit
Any given planet will have hot spots for three minerals, O2, and one of the other three gasses. If you want to build a base with all five possible hot spots first find a good power spot then park your ship there to make the spot. Then move 300 u from that spot and walk a circle marking any hot spots you find. Repeat at 600 radius and 900 radius.
Or you can just build a small base for each resource and power them with solar panels. You can have many bases so its a matter of personal preference.
Personally, I use wire glitch to place a few generators on exactly the same spot, directly over the hotspot, you'll get way more power for far less build parts...
And as Lindy Bomber suggested, I try to place the base close to the power hotspot so I don't need to extend the base to reach it.
You'll have to run cables to the mineral extractors, but it's more efficient to use supply depots for extending the bases to those, and run the power cables alongside the pipes
i find it to be a MASSIVE undertaking just to set up.... and to set up 5 hotspots in one base, i have never once achieved this goal, since the sheer exhaustion of the effort burns me out and i give up.
What makes it extra hard on top of everything else, is the distances start getting reported to you in some other format, so you don't even know when your 600 or 900 u away anyhow.
Well, I had sheer luck. I found an archive which I'm gonna redo into proper base. Started scanning and it is: 400u to power hotspot from that archive. Gas hotspot is just outside the archive, mining hotspot - about 300u from it in shallow water, so I was able to put mineral extractor in it. Honestly it's the only sucha place I found but I'm not to hotstpots oriented. Maybe I'm gonna try to find another one but who knows?
If you are enjoying the challenge OP, keep having fun, but if you have some expectation about the outcome you might be disappointed. At some point, there is no real need to send out frigate missions, craft high end parts, or refine mass quantities for riches. To the extent you do it, it is because you enjoy the process and the outcome is no longer a driver.
I really enjoy taking station missions just because they give me a practical reason to explore planets beyond finding out what is there. The missions just end up as my excuse to explore a particular planet. I usually try to 100% it for fauna since I find that goal interesting. I got over 50,000 in nanites, so there is no economic reason....I just like it.
So a key to the game is to do things that make you happy. If something is no longer making you happy, quit doing it and try something else.
this game has limit how much stuff you can own so there is not really point to make massive farms.
The simplest approach is to build a pipe network of depots and pipes that are placed from the chosen hot spots to the base. The electromagnetic hot spots makes it easy to use a single constant power source to power everything with one or two generator parts and avoids unnecessary use of a lot of batteries, solar panels or bio-generator parts.
https://steamcommunity.com/sharedfiles/filedetails/?id=2835722604
The base image above is a simple pre-fab base that provides Copper, Cobalt and Silver (about 23000 quantity per container) in one easy collection point. All it uses is a pipe network (of depots, extractors and pipes) connecting them to the three resource hot spots and a number or EM generators built above a fourth electrical hot spot to supply enough constant power to the base. The number of EM generators depend on the class of hot spot and size of the base. The image shows the last depot container of each pipe line placed beside each other for 'click and collect'.
https://steamcommunity.com/sharedfiles/filedetails/?id=1967947035
Nitrogen gas hot spot about 1000u from the main base, delivers the resource using a hidden pipe network across the seabed.
To reach a gas deposit or electromagnetic hot spot for example over 1000u away the easiest way is to walk the distance dropping batteries or storage depots along the route. That way you can easily connect pipes or wires and will have built a large storage system to reach the source. At the source you build the generator and or extractor pumps and connect them up to the depots and wires and the base.
https://steamcommunity.com/sharedfiles/filedetails/?id=1914425865
https://steamcommunity.com/sharedfiles/filedetails/?id=1914425711
https://steamcommunity.com/sharedfiles/filedetails/?id=1914426529
You can hide things in several ways, (or make pipes and wires a visual feature) and connect the first and last battery deleting everything in between. Using the terrain manipulator tool edit Restore function, it is very simple to crudely hide things underground (and lose things too! ) and easily restore the terrain. Solar panel parts surprisingly also function when buried. There is now a base part that will also hide all wires. It's entirely up to the creator's design choice.
You don't have to do that of course and can drop any base part which extends the base perimeter by a small amount each time. The extension is not all around the base just along the route which may explain why sometimes you might think you can or can not build at certain locations at a later date should you change or add something to your build.
The restrictions keep the general file sizes down of the bases but also allow the player to build beyond the limits if they wish. It's not an exploit. The building seems very well thought out to me and most of the earlier connection bugs have gone.
There is of course room for improving clarity in many areas but generally dropping batteries or storage depots (or even lanterns or lights visible at night) will mark a clear visual path of objects tracing a route to reach a hot spot, that also extends the base limit. Any part will extend a base but it's usually practical to use wires, pipes or functional parts to reach and use hot spots further out from the base computer.
Like you, I have never found 3 close by minerals or even both gases for that matter. I have gone as far as 600 u in all directions. Too much work, and not every location will actually have all 6 resources within a 1000 u radius. I just shoot for power, 1 mineral, and 1 gas within 300 u.
What's next? You want to automatically combine all the resources? Then automatically sell all the items?
Anyway, there are always spots that have all resources within a 300 unit range, power, gas and minerals. To become trillionaire you just need 4 gasses, some green houses.
Not even sure why I'm answering this.... "deal breaker"? Gate travel is too what? Slow?
Then I look at the other planets in the system, I find a resource on another planet, plop down a base computer, fine an EM source, and put a teleporter, and then set up a mining operation for the resource I'm mining and put the resource Tanks near the teleporter..
That way I can just TP from one mining resource to another collecting everything
since I cant get all resources from 1 planet, there is no other choice than to build on different planets for 2-3 resources and teleport around to collect
appreciate the extensive guide, hiding stuff is definitely an idea worth looking into
Haha yeah I guess I played too much factorio/satisfactorya. But I wont mind an autocrafter so all I have to do is loot but Id like to cash in myself obviously. 80/20 rule. Work smart not hard you know.
Dealbreaker because I thought the limitations are way harder, but they arent.
I guess I just stick to gasses then for the component craft and do things manually, I can imagine hitting the limit pretty fast making all the farms redundant.
Yeah I need gasses, I need it all, hoard and hoard. But no, seriously, I think Im expecting too much automation. Ill just focus on the main off planet resources, make for each a large enough farm and rest manually. People are right, there is absolutely no point in the base once made enough, maybe a small compact one focusing on one thing like Quantum Processors or similar, to keep steady income is enough.
Again, thanks everyone for help!
I got about 12 bases with mostly just 2 resources mined at each base, but a few of them have 3.
I got enough primary resources to be able to make everything else, and the couple of things i do not have and cannot make such as Emeril and a few others, i can duplicate with chromatic metal.
The only thing that stubbornly remains isolated from the entire planetary mining and crafting system is Tritium, so i have to do an occasional pirate bases teleporting shopping run for that, which is a total pain.
Otherwise, i keep 1 container full of mined resources - 2 and 3 stacks of each resource. and 1 container full of crafted resources, 1 and 2 stacks of each resource, but 7 stacks of chromatic metal and ferrite dust, and whatever overflow does not fit in these two containers, gets sold
Edit:
I also got a container for 'elements' such as storm crystals, etc
And another container for biological, such as farm products and meat
And that pretty much covers all basic resources in the game - 4 containers.