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Exocraft are fine for getting around faster than walking but little else. After installing the upgrades on them you run out of inventory slots which defeats the purpose of where you wanted to go.

When using the Roamer I've noticed that if something gets between the camera and the vehicle then the mining laser will reverses direction to fire at the object, instead of where it was pointed.

I've seen mention of being able to find crashed ships with the help of the Signal Booster but I'm just not getting that option.

Inventory management is a bit of a mess. Moving things from the Exocraft first go to the ship, even when it's out of range. It's easier to find drop pods than it is to get improved ships so the suit is likely to have more space. If the ship is full but you have space in the suit there isn't a way to transfer items from the Exocraft directly to the suit.

Every time the ship takes off it uses up a resource unless you were at a landing pad. So I built one onto my base planning to use it. Except when I use the teleporter my ship is placed on the ground outside the starting room. So I got in to move it only to find that another ship was already parked at my landing pad.

Why do I need a Bypass Chip to bring my ship to the landing pad that I built in my base? What am I bypassing?

You're actually limited in the number of objects you can have in your base. Yet there are decorations, infrastructure, decals, lights, and if you want to join a cuboid room to the round ones you start out with it needs 2 doors. I had "Limit Reached" before I unlocked half of these things. I was just trying to put Hydroponic Trays in each room. You're not just limited in the number of objects but also by the lack of efficiency in design choices.
Post edited August 25, 2017 by SKARDAVNELNATE
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SKARDAVNELNATE: Exocraft are fine for getting around faster than walking but little else. After installing the upgrades on them you run out of inventory slots which defeats the purpose of where you wanted to go.
I started over with 1.3 so this may be a little out of date but back when I was running an Albumin Pearl farm back in 1.2 I found that the Colossus was quite handy. Show up at the base for harvest time and offload the exosuit and ship to the storage units in Colossus. Run around, pick pearls, and sell them at a trade terminal. Then reload from Colossus. It all could have been done without using the exocraft as temporary storage but it was a lot faster by doing so.

IIRC, the smallest exocraft is also an over-water vehicle. I never had the need to try this but it could have made a nice floating base to harvest far from shore.
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SKARDAVNELNATE: Every time the ship takes off it uses up a resource unless you were at a landing pad. So I built one onto my base planning to use it. Except when I use the teleporter my ship is placed on the ground outside the starting room. So I got in to move it only to find that another ship was already parked at my landing pad.

Why do I need a Bypass Chip to bring my ship to the landing pad that I built in my base? What am I bypassing?
If you have a teleport "slot" open to the space station in your local system, you can save a lot of fuel by teleporting to the space station and leaving from there. When you're ready to return, don't head for the base but rather for the space station and teleport back down in order to preserve the slot.

The Bypass Chip "bypasses" the authorization code in the air (space?) traffic control system to signal your ship to home in on the landing pad or bollard.
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SKARDAVNELNATE: You're actually limited in the number of objects you can have in your base. Yet there are decorations, infrastructure, decals, lights, and if you want to join a cuboid room to the round ones you start out with it needs 2 doors. I had "Limit Reached" before I unlocked half of these things. I was just trying to put Hydroponic Trays in each room. You're not just limited in the number of objects but also by the lack of efficiency in design choices.
Yes, if you're after a utilitarian base then you need to think industrial warehouse / factory floor and not comfy chairs. Deconstruct everything and build a single-level open warehouse with the least amount of corridors and doors. Idealy, one straight corridor from the main (initial) round room to a spread of rectangular rooms. Build storage units along the perimeters and farming trays in the center. A single story saves on flooring and ladders. Dont' add windows or any other frufru.
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dashiichi: If you have a teleport "slot" open to the space station in your local system
At the moment I have my teleport set to a station in another system. That way I have access to both groupings of planets without using a warp cell.
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dashiichi: The Bypass Chip "bypasses" the authorization code in the air (space?) traffic control system to signal your ship to home in on the landing pad or bollard.
You missed the point. I understand needing one if I'm using someone elses landing beacon. Why would I need that for my own equipment? I just wanted the landing pad for my own personal use and not as part of the space traffic control system.
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SKARDAVNELNATE: Exocraft are fine for getting around faster than walking but little else. After installing the upgrades on them you run out of inventory slots which defeats the purpose of where you wanted to go.
Meanwhile, at Sany: "Yaay, Halokids love it, all the xbox folks will go to Sony now! Dai-suksess!"
What is the point of the Nomad? It has 8 slots.
- Engine
- Booster
- Radar
- Cannon
- Mining laser
- Radar +1
- Cannon +1
- Mining laser +1

That uses up all 8 slots. I can't use the mining laser for mining because I can't send the resources to the suit or ship without first storing them in the Nomad. I can use the cannon to fight sentinels but can't collect their Pugneum. I can locate depots but can't collect Armadium with the Nomad.

I can skim over the water to locate Kelp Sacs but I can't angle the camera to target them and if I get out of the Nomad it launches me 50 miles away from the thing I want to harvest so I wind up injured, stranded, and drowning.
There are a few interface changes I'd like to see.

- When looking at crops you can't yet harvest the button interface instead shows a countdown of remaining time until the plant flourishes.

- When using scan visor on a ship show what type and class it is without having to talk to the pilot to find these out.
(maybe there's a craftable upgrade to do this that I'm not aware of)

- Transferring inventory items: The sales interface has a selection between suit and ship inventory, why not expand this idea to target an inventory that you want to move items to instead of having to use the ship as a midway point all the time? You can select a blank space and pull items to that slot but this is also limited by having to use the suit as a midway point. It would be easier if you could set a target inventory to pull from. Even better would be if instead of pulling items one at a time (such as a single Electron Vapor out of 10) it would attempt to fill the selected slot with as many like items as you're carrying.
Post edited September 04, 2017 by SKARDAVNELNATE