afka Rossini wrote on Nov 29, 2019, 20:20:
UttiniDaKilrJawa wrote on Nov 29, 2019, 15:10:
Mr. Tact wrote on Nov 29, 2019, 12:42:
afka Rossini wrote on Nov 29, 2019, 12:24:
The features that really caught my eye in this update are...
- Ability to customize any ship by adding up to 48 cargo slots and (it seems like) 15 tech slots. It's expensive as all hell but great for making exotics useful.
- Ability to bump you ship's class up to Sigma quality. This is arguably more expensive than adding slots because you pay in nanites (tens of thousands of them!!!).
- You can now have multiple Multi-tools.
- There's a s*** f*** ton of base building improvements plus a terrain modifier mode that lets you clear an area so it's perfectly flat.
Thanks for the info, afka Rossini. Those are some damn cool updates. Especially the ability to upgrade the number of slot on ships. Exotics used to just be for show, they were not practical to use. Although that was alleviated somewhat by the higher capacities to inventory slots. Basically the only thing I've heard which I didn't care for was the update which added the power system for the bases. In talking with someone who still plays a fair bit it sounds like no gain for some added pain. Not terrible, but certainly not a QOL addition...
Maybe I'll get it fired up this weekend...
Yeah, the NMS power system is something I'm still getting used to. (been back for a couple of weeks). Overall , its not too bad with the exception of the ugly blue/red wires that exist everywhere now. If you could make those invisible then I'd like it a whole lot better.
There are a couple of things you can do. If you use the small structure rooms like the cube, glass cube, etc. they will pass power between each other and automatically to things you put on the walls like Trade Terminals or on the floor like Medium Refiners, Hydroponics trays, etc. You just need to connect one structure to a power source. So if you're using solar panels on a roof, you can just connect to the nearest structure and the power flows without additional wires.
If you bring power from a distant source like geothermal plants, you can always run the wire underground. I do that by digging a fairly deep hole near the generators and then another one next to my base. I put batteries at the bottom of each hole to act as junctions. (You don't actually need to use batteries but I find them convenient) Run the wire at the generator to the bottom of the nearby hole and attach it to a battery. Start another wire from the other side of the battery and jetpack out of the hole and string the wire to the battery at the bottom the hole at the base. At this point you can discretely wire from the bottom of the base hole to where you need it. Once done, fill in the holes.
I need to experiment with the preconstructed / cuboid rooms and the power a bit more. I didn't realize about the power transfer through those. Thought about digging under as well...just find it....time consuming hehe.
One thing I did see on YouTube, one streamer showed off a way of using the small half-wall and flooring to create subfloors which he would wire up then build on top of. Even when the subfloors were sealed you could still link wires through the floor into the "living" area thanks to the power wires "magnetic" like attraction to the outlets. Was kind of neat.
Here's a link
https://www.youtube.com/watch?v=5bQkH_pQr-k On an unrelated note. Was it my imagination or for a day or two after the initial Synthesis Update were the Mining Lasers/Cannons targeting fixed on the Exo-Craft?