You don't need Gold or Zascosium / Erestrum for a T2 CPU extender. It's Cobalt you need for that. You could check the component list in the constructor for the necessary device (T2 CPU extension, warp drive).
Large Optronic Bridge for T2 (Improved) CPU Extender, needs Gold and Zascosium Alloy as well as a Small Optronic Bridge which needs 5 more Gold. So, that's 10 gold per Large Optronic Bridge, 20 Zascosium Alloy (which is 5 each of Zascosium and Erestrum) and EIGHT of those Large Optronic Bridges for just one T" CPU Extender. This is a CV we're talking about, I suspect you're thinking SV? I have a warp-capable SV, I'm at the stage where I need a warp-capable CV. I do have just enough to build a CV Warp Drive - dunno why it was greyed out, seems fine now - but cannot create the required CPU Extender to make the build fully workable. I've been rather unlucky with loot and have very little gold and zero Zascosium, I'd usually expect to have at least some by now, considering I've raided several pretty tough POI's. Just RNG being a pain though lol. Scoob.
Hi. Just wanted to report that on Ocean Starter both entrance doors of the Spaceport (RBA_EpsilonSpaceport.epb - Group Name: EpsilonAuxT1RG) are not linked to the switches next to them ("open/close" is not set for both doors). So entering this POI 'conventionally' is impossible. Should be an easy fix.
The improved cpu extenders is t3. You can add a single basic extender. You do not need rare materials for a warp cv.
The T2 is almost the same for all blueprint types, and they need cobalt. If you need exotic ore / materials for your CV T2 extender, then maybe you are playing another scenario / modification? I suppose a screenshot of your recipe could help.
@ravien_ff and @Vermillion, you've taken the time to color code some of the ammo so that it's easier to tell whether it goes to a base, CV, SS, or HV weapon. I wonder if maybe it would also help to have those categories color-coded in the F3 tech tree menu. Here are the localization entries needed for that if you like. ttwBase [c][FF0000]Base[-][/c] ttwCapitalVessel [c][FFF300]Capital Vessel[-][/c] ttwSmallVessel [c][00FF00]Small Vessel[-][/c] ttwHoverVessel [c][0088FF]Hover Vessel[-][/c]
Is the color coding based on vehicle type or constructor type? My HV can have laser turrets now that that takes type a laser charges which are green. HV color code is blue. Or is the color coding something entirely different than our two guesses?
The legend for constructor type is at the bottom of the F3 page. The color coding I'm proposing is to match vehicle type to ammo/base part type.
Spoiler: Could use some help with that Talon Clan mission, The Night Raid I'm at that Freedom Fighter, Part "The Night Raid", where I should approach that Zirax Convoi. I should approach in a way that I'm below the LOS of that damn Heavy Laser Turret on top. Unfortunately that is impossible since where the terrain might be lower there is a "Snowstorm Defense" and I have no way of sneaking past that one. (yea, I could probably do the tunnel trick. Unfortunately I would freeze to dead digging 150m with the Mechanical Drill out there in the cold (snow planet) I'm badly prepared anyways, not enough hot tea to help me survive the cold. Yes, I do have an EVA available but that turns the heavy armor into paper :-( Any ideas how to approach this? thanks
Is the Radioactive Thermoelectric Generator supposed to appear in the creative item menu? I wanted to take a look at it in a creative game so I could start thinking about how to integrate them but I could find it. I also cant seem to find a reference to it in the LootGroups.ecf.
I see. Out of curiosity, how did you get it to show up in loot if its not referenced in the LootGroups.ecf?
LootGroups is only for loot... groups, not for what loot comes out of containers. That's Containers.ecf. Containers references the LootGroups for pulling a single item randomly from a group instead of multiple items. You can spawn it in creative with: give item RTG
I might be getting my T levels wrong, typo sorry, however, the ingredients I listed are correct, according to the game, for the next Extender I need. I have the base Core of course, and added the first small CPU Extender, the one I ideally need is the next one up, which needs the listed ingredients. In the end, I stripped the CV of the larger Thrusters to save CPU so I could make it warp-capable without that additional CPU Extender. I also had what might have been a weird bug, the Warp Core and Pentaxid Tank were showing as me not having the required materials - so I assumed the more exotic stuff I was short of was the issue. However, after a save / reload cycle I could build both of these without issue. I think that was just the result of a longer play session, things do start going screwy at times. Bit of a pain, as I'd built a warp-capable SV due to what appeared to be a lack of CV Warp ingredients. Will still use it for local system travel, should be more economical I assume. I now have a rather sluggish, though warp-capable CV., but remain unlucky with material finds. Scoob.
The Part 2 part of the Dead Planet mission is impossible to complete - here with debug gun in GodMode
Especially for missions, they are supposed to have been tested. Are you sure you play through the mission the right way? Sorry for asking, never done this one myself yet.
I was able to do it in Project Eden, as that is what the mission is balanced for. Reforged Eden may be harder (I haven't done it in reforged yet), but it is possible to do there as well but you need to use all the tools you have at your disposal. Definitely a crazy hard mission but absolutely is possible to do solo.
Playing a bit more RE on a dedicated server that me and some mates have set up, and have spotted a few minor problems; -A few POIs that seem intended for the Civillian Faction have no faction. (this is on the Arid Planet near Haven, if that matters) Thus far, the K848 Moon Base, the Transport Hub, and the Colony POI that I've found have all lacked a faction. Which means I can take all their stuff, and even use the multitool to kidnap people (or liquify them into cash) with no repurcussions. It is worth noting, if these are meant to belong to other factions, all 3 were within another faction's territory (Trade Guild for the moon outpost, Zirax for the other two) but still factionless. -The Mechanical Drill not having a mode to place voxels makes it harder to get out of some situations you can be kicked into by server bugs. I got booted from the server last night while flying 200m up in the air, on a planet with pretty much nothing in the way of surface deposits. Without the ability to stack voxels with the drill, I had to just log off and wait until morning when the ship ran out of fuel and fell, because upon rejoining the server my ship was where I was booted, but I was where I last got into it. -Some POIS have rather overly strict permissions. The Traders Guild HQ for example has no devices available for public use - even the trade stations and toilets are faction-only, so the huge cool building is only really a single trader and stuff to raid if you're hostile to the guild. Aside from that, greatly enjoying the trade system - losing myself to Space Trucking in ships I've built myself is nice.