Haven has no zirax base attacks or predators. This is listed on the planet selection screen for the planet when you chose it. Enemies not spawning on the satellites is known. There is no fix since the problem is with the game itself. It worked from 1.2 to 1.5, but stopped working there and there's no way to fix it. You can manually complete it via the PDA. What thrusters did you put into the factory? You don't get Neodymium from thrusters not made with Neodymium. The thrusters on the Heidelberg do not contain Neodymium.
This is fun; I usually do not associate you with being sarcastic Scoob, but I also know that you enjoy a challenge...? Which is it; are these actually exciting events for you or is it obnoxious.
Did some further testing and it looks like the factory is indeed giving Neo for thrusters. Not sure what happened. It might have been the Heidelberg thrusters... now that you mention it. I wondered if maybe Haven was a chill planet and I missed the description. Thanks. My bad.
Sounds like you're ready to leave your starter planet then to mine or find neodymium elsewhere in the system.
1 and 2 is disabled on haven, choose a easy starter, not very easy 3 hidelberg thrusters are hv ones, cause to make start slower
Heh, no, no sarcasm from me! I had a warning of an incoming base attack but as I had two Minigun Turrets and several Sentries around the Base I wasn't worried. When however the Minigun Drones took out one of the windows of my base - I like large windows - and I had to duck (well, no actually ducking occurred you understand) for cover behind one of the internal support pillars...well, that was pretty cool. I then darted out around the other side of said pillar and started engaging the Drones myself (basic AR) as they passed overhead. Got some useful loot, consisting of ammo for the Minigun Turrets - always useful - some fuel packs and some higher-tier materials that'll be useful later. So, yeah, I bloody love this! I'm hoping the attacks will ramp up some more ideally. As an aside, the AI used to not see the player when obscured by any block, even a transparent windows. However, during this event I was targetting directly while gazing out of said window fully expecting my Base Turrets to make short work of the attackers....
You know, it's quite fun to build multiple "dummy" bases around your main base to draw more attacks. Sure, I have to periodically walk over these dummy bases for anything to happen, but it's sorta cool to be able to trigger attacks almost on demand like this. What makes a fun challenge is to allow several of the dummy base's "next attack in..." timers to tick down to "Now", then do a quick dash to each in turn as you desire some sport.
I was just doing my first run through the reworked Xenu mainframe (nice). Not sure if this is scenario specific or not (I tried to repo in vanilla and got the "floating computer" vs. "subterranean computer" version so guessing it's an Eden thing) and ran into an issue- if you use your drone to recon from the teleport in room it can trigger the door lock in the secure area outside the security checkpoint. If this happens (and you don't have GM to fall back on) it seems to totally lock you out of the POI.
It's a motion sensor in there. If the drone is destroyed/deleted, it should untrigger the sensor. If it doesn't, that sounds like a game bug.
Yeah, I disabled the drone and (once triggered) the door stays shut. Drone interaction with motion sensors is problematic. Having a timer reset and reset the trap after a reasonable "they should be well done by now" duration would address it and also the case where a player dies and respawns while the lockout is active. Huffing halon- that's so Zirax! Definitely the whole POI is much more of a puzzle the way you've reimagined it. The interaction with IDA is a lot more collaborative which plays really nice after the com relay portion of the story. Thanks for all the rethink/rewrite effort.
Just curious as I can't seem to find what I'm looking for. Is there a legend somewhere as to what the different icons mean on the stellar map (Red Triangle, Blue Triangle, Different color asteroid field, etc...)?
There is not. Good idea to put in the Empyriopedia though. But if you click on them it will tell you what they are.
There are lots of waste of resource in Empyrion , Midnight Planets has no value at all , remove it since no use of it , since the resources of this midnight planet it not challenging and can be found in easy places , no need to goto midnight planets . -
Am I missing something by playing on a private server, but I cant seem to find the CLASS SYSTEM in the PDA anywhere, I have tried the "itemmods" command all it comes up with is "Skills: pilotLYRange: 80 ItemMods :"
It's in the PDA in the Solo Missions tab. If the server is running a custom or outdated version, it will not have the class system. The itemmods command is only used for seeing your currently active skill bonuses, and the skill bonuses for whatever weapon you're holding.
Is the Engineer class useless? Maybe I'm underestimating the bonuses but they sound mostly useless. I can't see +2 LY per level or bonus tool damage having any meaningful effect on gameplay.
Drills are just weapons and ore is just blocks; more damage = faster drilling speed. Engineer's drill bonus is applied to ship-mounted drills and drill turrets as well. +5 damage to multitool per level cannot take into account damage modifiers either, which are x100 - x300. So +5 multitool damage translates to +83.3 damage per level vs combat steel (after hardness calculations). Engineer is currently the most chosen class.
I don't understand the satellite functionality. It says I need to insert a valid keycode or hack it. How do I know which keycard I need? How do I insert it? To test, I put one of each type in my inventory and then toolbar. Neither worked. I don't get it. Thank you!