NMS HOT POST 2023/03/13

I located a settlement but it appeared to be abandoned. After walking around, I found that most of the inhabitants were trapped in a building and I was unable to clear terrain to get them out. 😅


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cAnT bUiLd ToO cLoSe To StArShIp

Literally shut up ISTG!!! I can’t tell you how many times I’ve had to cancel a long wiring connection because of this. Literally EVERY time I build a mine. It’ll be 20u from where I’m running it but NOOOOOOOO

Edit: I’m aware I can move my ship, you guys, I just thought I’d share a minor annoyance I thought we all experienced lol. I’m getting shredded, though. I thought this was for the Interlopers to just share opinions but I guess not today o.o

submitted by /u/Life_Accountant4310
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X Class starships

I sent the idea below in to zendesk for X class starships and salvage workshops, so I thought I’d post it here to see what you all think!

X Class starships would come in any of the mechanical ship types, and like X class modules, be anywhere from below C class bonuses to better than S class. They would be driven by a new building in settlements called the salvage workshop, and have a unique appearance but based on the existing parts (more below…)

First, salvage workshops – these would primarily be for creating X class ships. Once built, if the player provides a selection of materials – mainly salvaged ship parts gained from scrapping as a requisite, but possibly topped up with technology parts or other materials, the salvage workshop will create a ship over a timeframe (e.g. 24 hours). The ship will be a random type according to the probability of the system species and economy type (so exotics will always be rarely created, and the species influences the likelihood of the specialist types). The value of the ship will be linked to the value of materials and salvage provided, in a random ratio anywhere between 1:1 and 1:2. As secondary functions, salvage workshops would also have scrap merchants and a starship upgrade/scrapping terminal as found in space stations.

Each X class starship created will have a core cockpit chosen at random from one of the styles available for that type, but then wings, nose, fins, thrusters etc will all be picked from any of the other types’ pools. This will create patched together looking ships with odd and unusual combinations, some very nice but others definitely not. Think a flying shuttle brick with 7 fin and asymmetrical explorer wings, or an exotic ball cockpit with large hauler turbo engine wings for example.

This would create a whole lot of new looks for ship hunters, more opportunities for min maxing, a new function for settlements, and a new purpose for all the materials which come from ship scrapping, all without adding too much new design.

submitted by /u/Right-Fish123
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Community

Is there any reason to make a ship with more than 800 ly hyperdrive range?

I spent a little time, built my first S-class explorer, set it up for max. hyperdrive range ending up at 1400 ly with upgrades… but the map doesn’t want to let me warp more than four jumps at a time, and one jump is typically 200 ly.

Have I overdone it? Would it make sense to just re-collect the parts (they’re nothing special, just arclight wings) and get something with the other stats a little higher?

submitted by /u/mjfgates
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Underground Base Build

Underground Base Build

Piscu-Duca Outpost, Euclid

Been wanting to post this base for eons. It’s my virtual pride and joy. Probably 5 years old so far (I seriously wish there was a way we could see how much time has been invested in a base). I don’t play nearly as often as I used to but random inspiration will strike out of the blue and I’ll lose 3 hours to adding new sections, areas, etc. I can’t imagine ever being finished. Oh! This base predates the new base parts. It was probably half the size when the parts were updated and if you look hard enough, I’m sure you could find a few of the old wooden pieces somewhere. As hard as I worked, I’m sure I missed a swap somewhere.

At my base you’ll find:

  • 8500+ part build
  • No glitch, though a fair amount of overlap
  • Over 60% underground and in preexisting caves
  • Base staff apartments (Scientist, Exocraft tech, and Weapons tech spaces are finished. Overseer’s spot isn’t. The botanist lives on my freighter, though he does have a carbon lab on base)
  • Hidden apartment accesses
  • “Secret” trophy room
  • Above ground Conservatory, access via underground pathing though
  • Underground farming
  • Underground Exocraft garage
  • 2 underground condos
  • Chill planet, though toxic, very green\grey, and otherwise pretty drab. Used to have ancient bones but the reset a few years ago took away that perk.
  • Nearly all wooden construction
  • Solar farm
  • And more…

Do pay me a visit and let me know what you think. I’m sure there’s another 8000 base parts worth of ideas left to be pulled out of this place.

submitted by /u/musiker58
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