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I imagine they're the lore explanation for how rich the deposits are - you're scavenging the ruin of a massive, deep vault.
But I see no point in finding more than one, which is needed for tech unlock.
They are marked with a big white square on the map, but honestly, it's much easier to simply roam around and find them with legs.
Vault ruins are indicated on the mini-map as a big white rectangle.
You can use the existing Fulgoran lightning attractors dotting the map as safe zones during thunder storms during the night time. The day time is safe; no thunder storms occur during the day. Furthermore, you can mine a little scrap and other products from any other ruins by hand and fashion your own lightning attractors. The recipe is unlocked when you discover Fulgora, and while they can only be crafted on Fulgora - you can actually handcraft them, to create your own pick-up-and-go emergency deploy-anywhere (on solid land) safe-zone.
If you want to quickly scout the map environs, then just construct the cargo landing pad for the 4 chunk radius map reveal; and deconstruct it again. You can do that infinite times to quickly reveal a wide extent of the map, without having to manually traverse the full depth and breadth of the oil seas to discover island masses.
Also - remember one thing:
Do NOT put quality modules in your batch of initial scrap recyclers !!
Sure-- you might get a few nice uncommon or rare materials directly from the scrap, but it also means part of your holmium ore will generate as uncommon or rare.
Which, in particular at the onset will work against you. It will require setting up multiple rows of chem plants to handle normal quality holmium ore and the other qualities as well. Which take quite a bit of power. Which is going to be strained, because EM plants suck up a LOT.
I did fall for it, and am now left with a chest of uncommon and rare holmium that can only be turned into holmium solution with uncommon and rare stone. Furthermore, it is a fluid; so the quality doesn't even transfer. It's just lost. You don't even get more fluid for it. Just the same 100 units of holmium solution you get for a cycle of the normal quality recipe.
And it SUCKS because you need enough holmium and enough EM science to unlock the ability to place raised rail pillars in the deep oil sea tiles, or you'll be stuck having to do squiggly raised tracks that try to stick to the shallows, to reach new islands with more scrap.
This is a non-issue. You need half as much stone as holmium and you get quality stone at a higher rate than quality holmium.
Good tips.
I did notice that there isn't a good way to increase quality of holmium plates without needing higher quality stones because of the fluid intermediate before I reached another world.
The problem isn't the lack of uncommon or rare stone to match; it's the necessary additional buildings and needing to power them.
Which, considering holmium's rarity, you also want to have max prod modules. Meaning they'll also run slower and you'll need more of them still. And at the beginning when just having set foot on Fulgora and starting out there - that can be very rough on power. Esp. if you pulled a non-ideal map seed and don't have enough building space for a stupidly huge accumulator farm.
By all means, once you've got that foothold and start expanding out; start using quality and start doubling up on facilities to also process holmium ore of higher quality tiers. Just avoid doing so at the beginning for your first setup.
If you prod module them, as you should given holmium's rarity, then they start eating more power and also run slower. You need about 8 to account for electrolyte; superconductors; holmium plates; capacitors; and a small trickle of EM science.
Adding 3 more of those can be a lot and can be the tipping point that kicks you into daily blackouts when your accumulators run dry. Esp. on a small starter island.