Common Satellite = Common Keycard; Military Satellite = Military Keycard. The keycard matches the satellite type.
Hi, A quick query about the Class system... I chose Engineer but forgot to enable it at game-start. Thought I had, evidently hadn't. Anyway I enable it and get an objective "Mine 1000 Basic Ores". Now, as I'd largely gathered all the basic Ores I'd ever need I was resistant to mining more of them. Anyway, I bit the bullet, found an Iron deposit and set about mining that 1,000 Ore. To my surprise, every ONE Ore I mined saw the mission counter going up 6x that. I've gathered 109 Iron ore in total, yet the mission counter shows "654 / 1000". Of course, this makes me happy, but I wonder if it's working as intended or not?
Is there a way to reset your class in order to respect without having to create a new game...? (Private solo game)
No. The class selection made it clear that your choice was final and gave you multiple turn-back points.
Could just be my bad luck or a crappy seed, but I have only encountered one type of trade station for Polaris outside of the starter systems. Are there more and I'm just in a rut, or is there really only one type? No screenshot, but it's the one with the open hangar, several levels, grow plots on the sides and the traders in the middle; a tech store, a weapons store, a bar, a hospital, a couple of traders behind counters. Not a very good description, sorry.
All of the starter systems are in Zirax space so I wouldn't expect to find any until the neutral space beyond those but Kenex-62 is required for the main missions so at least one should be in at least one of the starter systems. Did you check the control panel of the teleport system in the trade station you do have access to? You might not have the rep to use it but I believe you could still see any other teleporters in range and those are organized by system and playfield name. What's the seed?
Sorry if I wasn't clear - I have left the starter systems, and am in Polaris space, and consistently find only one type of Polaris trade station.
Is there a reason why I can't just make an entry for 'ExplosiveBlocks2' in Templates.ecf to make them craftable? I've done everything I can, including making an entry in ItemsConfig and I just can't get it to work. They're in the game, I just want to be able to manufacture them.
Dude, you're a madman. Thank You. There's no way I would've been able to figure that out without exhaustive experimentation. Non-intuitive.
TemplateRoot is used on a block to specify a block recipe template that doesn't match the block itself. (e.g. Handrail variants that all specify the "walkway blocks" parent block to be obtained when picking up/salvaging instead of every different shape of handrail) PickupTarget lets you specify a block or item to be obtained when Retrieve Blocks is used on a block with no recipe. It gives nothing via salvage though. Typically used on POI-only blocks. There's also CanPickup, which is used almost nowhere in the game. Which allows you to walk up to the block and stick the whole thing straight into your inventory (like a tent). It ignores faction and building restrictions though.
Thanks. It's working great. I re-named it and gave it this custom icon. Last question though, and it may not be possible, but how do I make it place-able without removing the enemy core? The same way you can standard Explosive Charges? I have 'Place: Free' and 'AllowAt: Terrain', neither work.
just curious ... I have EnableMaxBlockCount: false and still can only place vanilla solar panels up to the limit. my guess would be this is an exception to the config option. Then what about the t2 solar panels, are those also count limited with the option set to false? (and yes i know the reason being to reduce server load from everyone having a gazillion solar panels)
That setting only affects mountable weapons and tools, both manual fire and turrets. It has no effect on any actual blocks or other devices, just weapon/tool devices. We have mentioned to the devs before that it is a confusing name and they should change it to EnableMaxWeaponCount, but alas they have not. You have to edit config files manually to change the max allowed amount of solar panels. BlocksConfig.ecf is the file you want to be editing for that.
Quick food-related query... Should an "Unsatisfying Food" override a satisfying one? I.e. I'm really hungry, so I eat a burger (satisfying food) and I top myself off with some cooked vegetables (unsatisfying food) but my prior Satisfying state is replaced with unsatisfying? I would suggest just cos I have "afters" - aka another food type after something satisfying - I should not lose my Satisfying Food state. I the new food system based about certain foods simply being "better" from a satisfaction standpoint, or is there value in food variety too? The above situation suggest just the former.
Yea, mark another victim to the confusing name ;P I completely thought it was for any type of block-count-limit... Thanks for dispelling that misconception ;D