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The craziest thing happened to me recently

I was on an icy extreme weather planet fighting a sentinel pillar. I didnt have a cold weather protection tech and just quickly jamming an ion battery into my hazard protection every 30 seconds or so. It was tedious but I had to fight this pillar for a mission. Eventually an extreme storm rolled in, which was problematic but luckily the last bot, the mech, was almost dead. I took down the mech and headed over to the console.

Standing at the console, I then see WARNING: EXTREME WIND EVENT Huh I get slowly pushed up against the pillar, and am unable to extract myself I blink Then I am flailing in a white void. No ground in sight. Very concerned for my safety, I look up. And realize I am on the edge of space. Then, some random jerk wad in a space ship starts trying to shoot me out of the sky He lands a few laser shots on me and that’s where I begin to panic. Now there really wasn’t much I could do in my panic, and luckily I was calm enough to save my jetpack for when I inevitably returned to the ground. So I watched helplessly as I was buffeted by strong winds and being attacked by spaceships. Eventually, after what felt like an agonizingly long time, I began to see flickering flames of damaged machinery through the fog and saw the ground getting closer. I sparingly used my jetpack to slow and eventually reach the ground relatively unharmed. Immediately, I try to call my starship in, but the ground here was very uneven.

Then, a few seconds after having landed, a new message appears. WARNING: EXTREME ELECTROMAGNETIC EVENT Before I have a chance to process this new warning, the world erupts in lightning. Panic level rises more and I desperately try to get to flatter ground.

Then a direct strike. Completely ahnnilating my shields and leaving me with two health cores. At this point my panic has reached its apex. I began floundering desperately trying to call my ship in, spamming left click and looking everywhere.

I did manage to get my ship called in. I hopped in, and immediately left the planet. Critically wounded, tech broken, but alive. After taking a moment to calm down and make sure the planet I landed on wasn’t a portal to oblivion, I realized: I never finished my mission at the sentinel pillar. Steeling myself for what was to come, I went back, but it was entirely uneventful. Mission complete, I left the planet. Hopefully, never to return.

Unfortunately, I wasn’t able to get a clip of this whole ordeal, which I greatly regret. It was truly the craziest chain of events that happened to me.

submitted by /u/Starman5555
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Huge changes in the Experimental branch right now

Experimental 12/10

  • A new difficulty setting has been added which allows players to lock themselves out of any further difficulty settings changes. Once enabled, this action is permanent.

  • The strength of starship specialisation bonuses have been increased, so that higher-grade ships receive greater inherent bonuses to their stats. This scales steeply with both class and ship specialisation, so that eg the Explorer class ships will have significantly further warp ranges.

  • As well as damage, shield and warp bonuses, starships now also have an inherent agility-based stat, which benefits all maneuverability upgrades in the same way as the other specialisation stats affect their relevant upgrades.

  • Stat bonuses on procedural jetpack upgrades have been increased.

  • Stat bonuses on procedural hazard protection upgrades have been increased.

  • Stat bonuses on procedural pulse engine upgrades have been increased.

  • Stat bonuses on procedural hyperdrive upgrades have been increased.

  • The drop rate of Spawning Sacs retrieved by the living frigate from fleet expeditions has been increased.

  • Significantly reduced the likelihood of incoming damage to break a piece of technology while the Exosuit shields are charged.

  • Fixed a number of issues where different popups would take the same scrolling input.

  • Fixed an issue that prevented changing tabs in the freighter inventory while hovering over an empty slot.

  • Fixed an issue that caused critically damaged Hazard Protection to appear to become recharged and functional when sitting in the starship.

  • Hazard Protection now notes on the HUD when it is critically damaged.

  • When reporting a base, the owner’s name is now more clearly displayed in the UI.

  • Fixed an issue that caused missions to fail to recognise when Exocraft technology was correctly charged.

  • Fixed an issue that caused some items (such as projectile ammunition) to build the wrong amount when first crafted.

  • Fixed an issue that allowed players to salvage their only operational starship.

  • Fixed an issue that could strand players on the space station if they managed to dock with a broken pulse engine.

  • Fixed an issue that could leave some players floating in space when reloading their save.

  • Fixed an issue that prevented players with very large inventories from seeing all their items when transferring to another inventory, such as a storage container.

  • Fixed a number of clashes between changing inventory tabs and changing stack sizes.

  • Fixed an issue that could cause some newly acquired inventory items to be visually missing from the main inventory.

  • The “Starting Slots” difficulty setting now adds additional inventory slots as well as additional companion and squadron slots.

  • The visual quality of stars has been improved when using TAA and FSR 2.0.

  • The visual effects for the final Atlas Station of the Artemis path have been improved.

  • Fixed a network matchmaking issue.

  • Fixed an Xbox Series S/X crash related to the file system.

  • Fixed a PlayStation 5 crash.

  • Fixed an inventory-related crash that could occur when loading the game.

  • Fixed a memory-related crash on PlayStation 5.

  • Fixed a crashed related to the recipe page within the information portal.

submitted by /u/_No_Mans_Skywalker_
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Community

Pirate Freighter friends, let's talk about what we're inheriting here...

So, aside from lighting that’s way too Klingon (clearly these pirates are Star Trek fans), I’m wondering if anyone’s taken a space walk to check things out. I did. And I found 3 armed anti-freighter torpedoes under the main bridge and hangar. You know, where our entire base is. It’s sitting on top of a massive cache of mass destruction. Booby trap for the interloper who dares to force them into submission? Or a smart move, and if the latter, where’s the detonator? Who has the launch codes? Are they still on board? Let’s figure this out. And while we’re at it, figure out how to get the gun turrets on this mighty vessel to actually do something in a fire fight…

Note: no regrets. I had come to loathe the star destroyer-lite freighter that used to be the coolest thing in space. It felt good to make a huge change like this, and docking is considerably easier and more enjoyable now. But those torpedoes… damn. Sense of unease intensifies.

submitted by /u/Jupiter67
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Useful Tip for escaping Sentinel ships

If you’re in space and want to escape sentinal interceptors without fighting them, and you’re past the anomaly part of the story, you can summon the anomaly and jump inside, and it will remove your wanted rating.

Space stations work too, but depending on how far away they are, it can be a pain with a disabled pulse drive.

I figured this one out a few weeks ago, and I use it all the time if I’m not in the mood for a prolonged sentinal space fight.

submitted by /u/kane8997
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How did you make your first billion units?

I started playing this game last Christmas and it took awhile for me to get the hang of it. Eventually I found myself drawn to Gravitinos and started farming them exploring between harvests (mostly looking for silver). I learned base building this way and made my first billion units. I know making money isn’t the point of the game but it felt like an accomplishment for me and I was curious how everyone else made their first billion?

submitted by /u/Korenaut
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