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You can gather minerals by searching for them in areas like where you found the rocks, find them by traveling the world map with a higher exploration skill or by random chance in excavating rooms in the base module, even though that's more of a bonus. You can recycle empty batteries or things you don't need.
You can also buy minerals when contractors and other factions start to orbit Titan after a few months. Or get them from the Chinese.
You can mine minerals and other special items with the pickaxe at certain locations, it's definitely a useful item. Also, building one is worth it for the stuff in the lander alone. Recycling the empty battery you find in there will get you most of the resources for it back anyway.
You can always choose a perk later, you get one every other level. There might be a better perk available by that time, though. Some perks are gated by minimum skill levels. Both NiHao and Applied Physics are very useful. Just pick one, they're not mutually exclusive.
If I read the email about my first shipment being due on Sept. 15th before going out, I have the icon to hack into Karen's email, even when outside, and even with 0 in hacking. But no other icon.
"Your Logistics level does not allow you to set up more than 3 waypoints".
OK, in the next level up I assign a precious skill point to Logistics.
"Your Logistics level does not allow you to set up more than 3 waypoints".
FFS, how about you tell me how many points per waypoint? I could have used this point elsewhere for more immediate benefits.
Or
"Please choose between these two candidates..."
#1 has 2 Science 1 Exploration for instance. I have 3 and 2 respectively. So? I am supposed to choose based on what? First reaction: why do I need this extra mouth to feed plus all the drama for someone who is worse than me in all areas? Does the game pool our skills together so everything will be done with 3+2 and 1+2 respectively? Does it only add to the pool the points that the newcomers will have above mine? Will he be just useful at working at 2 and 1 skills when alone in the base when I am out exploring? How am I supposed to know? Moreover, when I click on reply, the only options are: choose #1, choose #2, and "cancel everything right now and forget I ever asked". So no way to postpone the decision to look things up.
Most decisions aren't binary, although some choices are obviously better than others given a certain set of circumstances and your character build. Some people have described what you call 'stabbing in the dark' as an element of mystery that they really enjoyed in the game. The game is too non-linear for a single walkthrough, by the way.
That said, I agree that having a wiki would be great. A complete list of items, quests, solutions etc.
I have been keeping tabs on things that players have found confusing -a lot of which is now made more clear in the game itself- and I'll probably aggregate those at some point. One player has also started to make a guide on the Steam community hub for the game, but there's not much in there yet. I'll see if I can help with that. If I have time, I'll set up a wiki so we can channel those efforts into cohesive documentation.
As for your questions:
Resources:
By "Resources" I did not mean Polymers, these are pretty straightforward and well explained. I was talking about mining minerals, and that part in not explained. I was a bit surprised to get some by just walking around the base, and searching a pile of rocks. Then others that looked like piles did not show icons.
So far I've mostly been buying all the minerals I could. My exploration capabilities in a suit are very limited, and I cannot jump into a rover, drive like 1 km away, then go out and look for more rocks. I am not sure if I need to research and build some mining tools or a machine in order to really mine stuff.
Construction Descriptions:
The descriptions describe what the room does and how much resources its construction costs. But I'd need to know how much of what it will produce and what it will consume.
Here is my train of thought upon receiving the email with the work offer. I have expanded my reactor output to be able to simultaneously feed all the starting equipment plus a hydroponic bay and one polymer cracker. I have reduced my level of stress and micromanagement.
Now I am offered a be sent a guy with 2 Science and 1 Exploration = 3 skill points, or one with 1 Construction + 2 Logistics. To my 10 skill points, including 3 Science, 2 Construction and 3 Exploration. And I have to somehow make plans.
One the one hand, an extra person means adding at least an extra food source. I have figured out by trial how much a hydroponic bay produces and how much power it needs. But I have no idea how much the outside Greenhouse produces and consumes, or even if it produced any food at all. And I'd probably need a recreation room and/or a dormitory (how many people each). And I've go to weigh this against the good an extra person or two will provide to compensate.
I see no hard figures related to skill levels either. What will our combined (3+2) in science provide? Will the Research Station open new recipes that were unavailable at skill level 3? A million flat-earthers put together in a room will not make an Einstein, so I guess not, but it doesn't hurt to ask :). Will the non-assisted speed of research work at 5 speed, or just at my own 3 speed + what the newbie will provide if assigned to Research?
Will unassisted Construction go faster with our combined (2+1) skill, or only when we are assigned to Construction? And by how much? If it's like +5% I'll pass.
Will (3+2) in Logistics give me 2 extra waypoints? How about the unassisted amounts?
Exploration: will we be able to get out together to explore the rock formations? Will we do one common search at (3+1)=4, or will we be doing one search at 3 then another at one? And how much extra do we get if we search rocks with 5+ in exploratin, or is it capped at 5.
Also, I think that now that I've though a bit about it, I think that I may have misunderstood the speeds of unassisted construction, research, etc. I was under the impression that by raising my Research skill for instance, I would also increase the unassisted research speed. But what I think makes more sense is to have one basic research speed regardless of the character's skill, and then increase it when someone is assigned to research, based on the skill.
So here here we go.
And concerning the email where we are offered some companions, please consider adding a "Postpone decision" button.
Anyway, good job patching, and on Christmas to boot!
It's not a comprehensive guide to aid playthrough optimisation. I think you're right that mineral gathering and food production could use more concrete descriptions. I'm not sure if exposing all these numbers in the game will be fun for everyone, but of course it'd be cool to create such a guide, and seeing your train of thought helps.
For now, I'll answer your questions here.
A hydroponics bay will yield 1 nominal amount of rations per day. Food production is calculated per second so it can be fractional. If a character consumes '1.5' food, that means you'll need two hydroponics bays to feed that character (and generate a surplus, which is also useful). So Deepak has a higher upkeep than Jade, but he will automatically gather a certain amount of minerals per week, more if you task him to explore. On the other hand, Jade basically generates money, so it's not an easy choice.
Construction and research speed for unmanned stations is based on the player character's skill level. If you man it, your skill level factor is increased. The same goes for companions manning it. If a companion is not manning a station, it will have no influence on that station. System efficiency will increase by 10% per companion skill point, but Jade has a hidden bonus so she gets a 20% boost to construction despite having only 1 point. There are two late-game companions that effectively double your output.
So yes, raising your character's skill will increase unassisted speed (though not to the same degree as manned), but companion's skills only work when they man something.
Content gating is solely based on your character's skills and not the companions'. There are two plot-related exceptions, but companions generally don't level up.
You won't go out together, they will go out on their own and gather x amount of resources per day if you send them out. It'll never be as much as your character hitting the jackpot with a high exploration skill and finding 20 minerals somewhere, but it's steady income, so in a way it's more valuable.
Companions (and other characters) can sometimes follow you around, but that is situational.
As for the world map, gathering rate is based on chance while driving around. The higher your exploration skill, the higher the odds that you'll encounter something useful along the way. You don't need to leave the rover for that. Unless you get a rare random encounter, of course.
A character with low morale will halve their output, and having too few beds will instantly slash their morale. Having a living room will increase morale across the board.
A dormitory will house 3 people. You can see three beds in the construction image. You can also see this when you walk around in it when it's finished. I know most games carelessly abstract this kind of thing and as an experienced gamer you've been trained not to rely on the graphical depiction, but when you see three beds, it houses three people.
The two beds you see in the command center also count, so you don't need to build a dormitory for your first companion.
The greenhouse's main purpose is further biological research, but it also acts as 1 hydroponics bay in terms of food.
I'll add a postpone decision button to the Ekta reply in the next update.
Thanks. I did manage to squeeze in a family dinner as well ;)
Exposing numbers and game internals is important, I don't know how other people are playing in complete darkness. We are supposed to be trained at least technicians. I am pretty sure the *nauts in the current ISS know exactly what every switch does, how much and for how long, and in case of doubt they have comms with earth for an instant lookup. They don't just throw random sh*t against the wall and see what sticks (hint: without velcro, nothing :) ).
Which brings me to: we still need the production and consumption values for every construction once built. Now I am about to upset my power balance with the newcomer, what do I build, a normal hydroponics bay or an outside greenhouse? Even if they produce the same amount of food, and the greenhouse helps with research (none of which being obvious from its current description), but what if the latter needs 1 or 2 kW of power? It may take a long time filling that hole in my power budget, I'd take a different strategy depending on the what they would consume.
Deepak actually consumes more? Now that is a facepalm moment. With the minus sign in front of the 1.5 I presumed that it meant that he consumed less. My brain processed it as "50% less food consumed". Now after one very lengthy second of thinking, it becomes obvious that if he consumed a whole 1.5 less every day, that would mean that he actually produced food. But after another second of thinking, I am not sure how to calculate the end value. Does -1.5 mean he consumes exactly 1.5 food/day, or that he consumes 50% more, i.e. 1.5 food per day, or is it an absolute value and he is a complete glutton with a 2.5/day consumption? IMHO, a more unappealable description would be "Needs 1.5 food/day".
BTW I did examine the Dormitory picture looking for beds, but the 3 oversized ovens didn't strike me as some of those for some reason. Inside a ground structure I was expecting to see actual beds with white sheets :).
The green and red 'item modifier' descriptions are concrete numbers. Adding those to the construction descriptions might be a good idea. Although I'm more in favor of a comprehensive guide right now.
'needs x food' is a good alternative.
The beds are the same beds you can see in the command center. They do have -orange!- sheets if you angle the camera. They're 70's sci-fi beds, but I like your 'oven' description!
Edit: It's now in.