I'm not too sure where to post this, so I'm taking a stab that this is the right forum, as I may talk about the new Arid planet start. One thing I like to do, is live "nomadic" for a bit early game, before plopping a base down somewhere. I explore the planet in my HV before I pick a place to call "home". Perhaps it's because I'm picky about base locations: must have water must have good early resources nearby (this depends on temperate/arid start) must have a scenic view (this is actually really critical!) preferably near the equator, as the base will have solar panels, and I want them to be as effective as possible even better if "near" to an alien area, for the next tier resources (cobalt, prom, penta) needed to get off-planet (but not too close to aggravate any patrols from POIs that may be hidden in there) ... yes, I want a nice view when I step out my door! So, before I settle anywhere, I live as a nomad for a while: just me, my drone, and my HV. I use my buddy Kittle's "explorer-light" HV, which is a complete, CHEAP level 5 HV... with two turrets for defense: https://steamcommunity.com/sharedfiles/filedetails/?id=1182868855 I called it an "A-frame for HVs". You can configure this thing with additional items behind the cockpit. I started with a harvester/harvest box, a cargo box, and mobile constructor. With just those, you can mow down trees, and craft biofuel faster than you burn it, so can live in your HV until you find a nice new spot. My big thing was, I wanted to keep it level 5, but have it spawn in with the items I really wanted on it. So I went into creative, and tweaked it. In addition to the harvester/MC, I added a few other things: O2 tank (for the Arid planet start) Armor locker (so I could use the HV to put my Light Armor on at level 5 on Temperate start) Fridge (no more food spoilage, YAY!) a sensor (of course!) ... and a clone chamber ... I also wanted the medic station, but that was level 7, so I figured I could just craft that and add it at level 7. This worked great EXCEPT... ... some of these items require a BASE constructor to make. While you can spawn them in on a BP, once they get destroyed... they are gone until you have a base. Most critically would be the clone chamber... and the medic station I planned to add at level 7. It also looks like the turrets for the HV also require a base (although I've yet to have one of THOSE shot off). If living mobile is intended as possible playstyle, then most of the HV parts through about L7 should be considered for either HV mobile constructor, or portable constructor building (I stop from time to time to get water jugs, and plop down the port constructor for additional crafting power, or to make anything else I can't do in the HV constructor)... I'd have to pull up the tech tree and double check everything, but in particular, I'm looking at: Armor locker (not sure if this is set already or not) Fridge (not sure if this is set already or not) Sensor (not sure if this is set already or not) Turrets (not able to craft mobile) Gatling guns (not sure if set already or not) Clone chamber (not able to craft mobile) Medic station (L7 - not able to craft mobile) I'll try to pull up the tech tree later, and see if there are other things, and which of the ones I'm not sure about, but not being able to make the clone chamber or medic station mobile... really kills the ability to live nomadic until you are ready to set down permanent roots. To be able to be "nomadic", you really need these craftable either in the HV's MC or in the portable constructor you plop down on the ground. Anyone else have any thoughts?