Started on more zirax POI updates. Only got one done today because the next in line was... The Colony. The worst-designed POI in the game. I'm sure you've all seen it. It's big, got a lot of turrets, and if you shoot it once (anywhere), the entire POI explodes to SI because the thing has only 3 small contact points with the ground and a big wide floaty top. For whatever reason, it's called a "Colony" with nothing inside it that indicates it as a living quarters for zirax beyond 6 bunks in a storage closet and a 3x3 farm. So after attempting to start updating it, I realized it would be better to start from scratch. So that's what i've been doing. The new colony is about half-finished. The exterior is about 90% complete with just the little technical details and fine texturing left to do. The interior is quite nice by zirax standards. Lots of rooms on the upper levels with plenty of beds and amenities; technical and support systems are on the lower levels (currently empty).
What I did yesterday... well, another fresh Start. One without a Hole in the Ground.. so far *Fingers-crossed*. Without touching the Bike I restored the Hover Bike placed a Fridge and 3 additional Cargo Boxes on it and started off to an Exploration, got Friendly with Polaris, raised Reputation with the Zirax by about 3000 pt. with hunting Night Creatures in their AOC. Found a small Promethium Deposit near a Abandoned Bunker. A good Start. Oh, yes, I sold stuff to the Polaris, bought NVG, a T2 Multi-Tool and a T2 Shotgun.
Was a little bit busy cutting my teeth on a project to solve all the problems. Of course i had the very same idea as everybody else and failed utterly on my first attempts. Think i got some stuff worked out, will show here soon. In the meantime i got bored of playing only creative and started preparing for survival play, as seen on the ships i posted. After those i also made a miner. Not sure why, but most prefabs are built so far out of the t1 miners range, so you get stuck easily, also i found making a 180° turn underground isn´t that much harder with a longer vessel. Then of course only a CV was missing and i (of course ) started with the T2 variant (lvl 20 miner & looter) but downgrading was easy so i now have a lvl 10 starter cv too. Still need to up my detailing game though. On another note, sometimes you have to appreciate the little things you discover.
Finished the new Xenu Colony POI to replace that horrible old one that falls apart if you touch it. This is the old/current one. Since I had time I updated 3 more POIs, so i've only got 3 more left to do for the Xenu. I think Epsilon is next. They're barely used and haven't been touched in years so they need an update deperately. Maybe then we'll see them in use on newer planets since I think they're only found on the non-starter swamp planet right now.
Meh. Trying to track down why I'm getting a Continue or Quit error with certain blueprints. It might be because they're A12 compatible. Going to find out shortly. Edit: Yep, they're A12 blueprints. Mystery solved.
No worries! I had a handful of blueprints I'd subscribed to recently that weren't showing up. I was starting to worry maybe I'd broken my blueprint file or something. I'm just glad that wasn't the case.
I watch the alien fauna. Apparently, ice golems feed mostly on praying mantis and humans. That's new, right? I mean, the monsters eat each other.
Finished the last of the updated Xenu POIs today. I wasted time on two of the XenuAuxT1's before realizing that their entries in the playfield yamls have been crossed out so they don't even spawn in the game anymore. Here's the newest and last one. Which is a complete rework like the Xenu Colony instead of just a touch-up.
Filling up my gallery of small starter bases/ships and a bit more advanced stuff with basic harvester and a bunker buster with t2 drills and a rocket turret on the back. And the tank that looks like a combination of a dragonfly and some other insect plus its cheap lifting sv. The tank has already space for 2 T3 extenders, pentaxid tank and shield below the cockpit. Still need to test it properly, a head-on with a lvl 4 drone bases didn´t go that well, not that i expected it to. I think i still need to change the sv though, prepare pentaxid and warp drive. But its also quite versatile as it can hold a starter mining vessel and go up into space for mining or take up a bunker buster. I´ve also thought a little bit about bases and base building and i was kind of hesitant to build a base until i could also build the miniguns to defend it. But why? I then went ahead and designed a cheap survival tent with a few amendments, of which i wouldn´t care if it survives as it is cheap enough to just spam it. Around 200 carbon, below 50 iron, copper and silicon and 7 wood. I think that makes it only usable for temperate start, i´d have to make a desert variant of concrete i guess.
Spent a few hours testing the scenario with coop with my brother. Yes, Project Eden seems to work in coop now in A12 (sort of), but of course coop and multiplayer is still being worked on so there were a few issues getting a game set up initially. But I'm happy to report that we warped around to different sectors and solar systems with only the occasional CoQ error and otherwise no other problems came up which was good. Looking forward to hopefully releasing a test version this weekend!
I thought I might share a discovery and idea I had based on Blast Doors too (don't know if someone else made it too already)