Your settlement starts to sound more and more dystopianâŠ
I just went shopping for superconducting fibres and giant metal cogs. The fibres are found only in wealthy systems.
My account is draining. I find myself buying out stock everywhere I go in case I need any of these trade items in the future.
This also caused me to rearrange my storage.
And I have discovered that trade goods do not stack very deeply.
Once my settlements are fully upgraded, I hope I can turn a tidy profit.
An interesting point, I noticed every trade good I bought was below market value except the elusive superconducting fibres. I had to buy them overpriced. Itâs like some great merchant in the sky knew I was blasting thru one wealthy system after another searching for them.
You may remember there was a trade route chart made by somebody (posted here by @kerdorin that showed two trade routes via colour coded systems as seen using the galactic map with an economy scanner installed.
I have a laminated printout of this chart which allows me to plot routes through systems which manufacture items (at a cheaper rate), sell them in the next system (for a profit), whilst stocking up on that systems goods & so on & so forth.
I used this chart to identify that âpurpleâ economy systems were where to find Superconducting Fibers. Admittedly I had to bounce around a couple of times to actually find some but it makes sourcing trade goods easier.
Edit note. Iâm pretty sure this is the one I printed out. I t was a very long time ago & it presents differently once printed.
Thanks!
I did find the fibres in about the 3rd advanced system I visited.
Now I need that Dirt.
I have wondered a long time if that dirt would ever be used for anything. Unfortunately, I had always sold trade goods at the first stop that created a profit. So I had none in storage.
I have sold a lot of dirt.
Interesting results! (I can hopefully try it myself later today if my PC works againâŠ)
My first pre-Beacon settlement also started out with a malus surplus I think. And I didnât invest much brain energy in it, I picked choices that sounded fun. Sometimes they were worse and sometimes better. I never kept track of the before and after, but over time, every malus was replaced by a bonus.
Iâm fine with stuff requested being expensive. For me itâs what I wanted, a reason to travel and look for materials, spend materials in storage, âinvest my ill gotten gainsâ into something that visibly changes (improves). Letâs see whether I get frustrated by the shopping lists or not.
Now I have the âproblemâ that my brother is distracting me from NMS because he wants to play this new Dune game. It doesnât look too interesting to me, but well, itâs also ânot badâ, so, why not.
Just an update with my issue. i was able to fix it by deleting and reinstalling NMS. Not only did I get the latest version, it fixed some texture loading issues I started having since 5.70 released. So all is good for now. XD
The idea of giving my citizens a saloon that was an âInsalubrious Denâ had enormous appeal. In my younger days, I was a big fan of insalubrious dens.
However, in the end, the sheer mystery of an autonamous crane won my vote. What on Earth is an autonamous crane? Presumably a machine that might lift something for you, or might decide not to. Or might decide to go on holiday to the Seychelles.
Good choice. Insalubriousness leads to lower productivity.
However, a crane that is able to govern itself and control its own affairs could have its own series of unforeseen issues.
For those interested, this is what an autonamous crane turns out to be. Itâs nowhere near as fascinating as I imagined.
Crates ascend from below the dais on the left. The crane picks them up, and drops them into the cylindrical structure on the right. The whole action forms a simple animation loop.
As an aside - itâs a very similar sequence to the cylinder handling robot arm in the anomaly - so much so, that I think it might be a re-skinned version of the same animation.
But, this is a nice, new feature. This was not in the settlements prior to the update. Not only a new building type, but you got to choose if you would build it or not.
Yes to all that - I just imagined an autonamous crane would be something more interesting - something the devs had put a bit of creativity into.
As it is, itâs a box mover - functionally identical to the box mover we already had.
Maybe it will go haywire later and start grabbing settlers.
My settlement from before the update was and still is churning out nothing but profit but it may have some odd buffs carried over between iterations.
I havenât had enough time to playtest the new produce mechanics but beofre the update, my settlement would produce products indefinitely, so after months of ignoring them Iâd come to a settlement with too many stacks it would overflow my exosuit 3 times over while trying to sell it all, despite having hit the money cap. All pointless clutter for this traveller.
Iâve since changed one of the items they produced since the update, to glass, and Iâve noticed that caps out at 2 I think? I havenât logged in to the game in almost a week (curse you DF, give me Mountainhome status already so I can leave you!) so Iâm curious if the other produce is still behaving within ifnite stack parameters?
Iâm doing a big ol XML export with DFHack and Legends mode later tonight, which can take 30-40 mins, perfect time to tinker around in NMS and prod settlements some more (I was intending to do this very thing 4 days ago and then didnât so⊠weâll see how it goes )
@Polyphemus The crane was the first thing I was asked to build when the update landed, and I was very happy to see a new thing. I like to imagine itâs a crane arm game that perpetually wins, to balance out the cosmos for all those crane arm games designed to always fail. The Autophage are doing what they can to bring superstitious equilibrium via qunatum entanglement to the sim. In HER name.
Iâve also been wondering is this a new unique building for the Autophage? Or will we get variants for the other settlements? Or will other race settlements now have unique buildings too? Or did they always (outside of aesthetic) have race unique buildings and I just didnât care enough to notice because nobody in the universe knows a lick about street planning it seems.
I guess when they were getting here someone mustâve said âwhere we are going, we wonât need roadsâ. Someone took it literally and forgot to pack road/street paving gear.
Update:
It seems my settlements glass production capping at 2 was a bug, and is no longer behaving this way.
I had a stack of 8 waiting for me, and it produces 1 every day, so it seems to be behaving itself now
Theyâve definitely changed some things around, and I might need to upgrade and eek out some buildings to get my productivity back to its pre-update amount. I think it used to take in about 2,000,000, U a day with a maintenance cost of about 450,000.
Now it makes 900,000 a day with a maintenance cost of 575,000 (population of 91, happiness at 50%)
I know my guys used to be near 100% happiness before the update, so this no doubt accounts for some of the sudden production loss.
Everything was also set to A class automatically when bringing a pre-existing settlement over to the new system, I havent done much to upgrade this settlement since the update so only 2-3 buildings are now s class.
Youâll get out of that debt hole some day
If anyone has autonamous robot buildings, it should be the autophage -theyâre autonamous robots themselves.
In my Korvax settlement, Iâm currently building a âcohabitation unitâ - which I donât remember from before the update. The purpose of the cohabitation unit appears to be to allow entities to live together and raise children - it has a high âpopulatiom increaseâ stat.
Quite why this would apply to Korvax, though, is a bit beyond me. AFIK, they donât have gender, and they donât breed.
Theyâre really big into LARPing a nuclear family scenario, picket fence and all. Itâs kinda like those Japanese people who are obsessed with Americana stuff or vice versa, American âWeeaboosâ, I guess.
Itâs a tight rope, go too far with it and its cultural appropriation
Itâs like a sabatical, they go off for months, even years at a time, to play make believe in a doll house before returning to the comfort of the collective Iâm having a lot of fun with this, is the long and short of it.
Yep ⊠we need a much larger rocket, maybe part of a new âAmazonian Delivery Serviceâ
The problem with larger rockets seems to be that they tend to explode, as Iâm reminded of todayâŠ