How can I debuild a whole base and all it’s interiors(modules and so on) to get all the materials back? Is this even possible?
submitted by /u/Ruby766
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submitted by /u/Ruby766
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submitted by /u/MasterBon17 [link] [comments]
2021-10-22
I just wanted to share my work in progress, and maybe see what people thought or if they had any cool ideas they could share. I am also looking for a name for the base. I guess my concept of it, was to build a little multilayered town. The pods, and glass tunnels, I guess you could say are a hamster layout. In my mind it is for the rich. Then you go to the ground underneath and it’s more markets and scummy. From there you can enter kind of a mind shaft turned into living quarters and kind of raider bar down in the cave. The goal is to expand the mine/cave so it’s like a very slummy city underneath. For me this is early build while I slowly work on it. I would love to know what people think and there ideas. Cheers …… always flying high submitted by /u/bilbo420baggins420 |
2023-09-24
submitted by /u/AcoupleofIrishfolk [link] [comments]
2022-04-10
submitted by /u/Godzilla9810 [link] [comments]
2021-06-07
Really hope that Sean/the dev team see this.
I love the idea of Companions, but they desperately need a TLC pass to be better. Here are a few ideas that hopefully would be kind of easy to implement:
submitted by /u/DruVatier
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2021-10-25
I think it was a good idea, but there just isn’t enough to it. And there isn’t any real control over it.
The settlements really need to be expanded in terms of what you can do with them. Otherwise I think they are pretty boring.
We need to be able to decide what to build, rather then just getting an X/Y choice between two buildings, or sometimes even just one building and it’s a yes or no choice. It would also be nice if we could decide where to place the buildings. And i think at least some of the buildings need to serve some function. So far the only building I have found that’s useful for anything is the one that holds a trade terminal. Would also be nice if we had some sort of control over what product the town produces. And it would make more sense if it eventually produced some finished product, rather then just some raw material.
Pushing it a bit further, it would make sense if we could move those base NPC’s to the town and use them to do research to make better upgrades or something.
I guess you could take it even further, but then we’re starting to get more into a simcity kinda thing, which wouldn’t really be bad. But i think that would be too much to ask for.
As it stands now the settlements were a cool idea, they just aren’t really interesting
submitted by /u/merkk
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2021-09-23
submitted by /u/dougsbeard [link] [comments]
2024-05-16
submitted by /u/AcoupleofIrishfolk [link] [comments]
2024-05-16
submitted by /u/Zane_Aqualarious [link] [comments]
2024-05-16
submitted by /u/413X85 [link] [comments]
2024-05-16
submitted by /u/Prestigious_Deal5604 [link] [comments]
2024-05-16
It always bothered me somewhat that we have these plants we can cultivate for the purpose of building or crafting further items (or making loads of money on the market in the case of NipNip buds), but the plants you want to gather from for ingredients remain wild and untamed.
It’d be nice to be able to set up a farm base proper or have a microfarm on a freighter for your heptaloid wheats or impulse beans…
submitted by /u/MayaSanguine
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2024-05-16
For scale, I’m the little person on the left in the first picture, massive formation. submitted by /u/Majestic-Iron7046 |
2024-05-16
Lighthouses on planets. Euklid. submitted by /u/Top-Lifeguard-5965 [link] [comments]
2024-05-16
submitted by /u/SuspiciousBread_1 [link] [comments]
2024-05-16
submitted by /u/marty_o_viajante [link] [comments]
2024-05-16