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Planet Explorers Released!

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Messages - Omidawn

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Planet Explorers General Discussion / Re: Voxel cache space usage?
« on: November 16, 2017, 07:05:06 PM »

My computer would crash if I tried.  I don't have that much storage on my drive (older computer).  I would estimate 500GB or more (maybe a TB) for the whole thing.  I don't recommend 40k maps unless you have a fast new computer with a lot of storage.  Preferably a really fast data bus for loading the voxels.

looking forward to that.  Also, since the story editor has been released, we could possibly come up with alternate scenarios for our original cast and crew ourselves.  I'm not sure if north continent will be available for a map option, but I hope that is a possibility.

Also, I noticed in another post that you said the reason for story map loading more smoothly than adventure is because the map loads directly from the game instead of "on the fly."  Is it possible to use the Maria continent maps for adventure/survival mode so that there is a more seamless map load?  I think most people would be happy with using the Maria map as long as they can fly/glide/travel without interruption on the map loads.  Also, the Maria map has those awesome land bridges that you really don't get in adventure mode.

Also, do you plan to use lithium, titanium and energy tools in PE2 story mode?
Lastly, please keep doing skill tree, and make it an option in story mode... if you want someone to have a skill at a certain point, you can "boost" them to have that skill.  I think it would be great to be able to develop skills, especially the character enhancements, as part of personal training in story mode... maybe unlock skill tree/personal training after a colony is built.

Also, it would be great to be able to act as a trainer yourself to give skills to colonists.  (I.e. be able to level up skills yourself that you can train onto the colonists, if you can't find a decent trainer).  It's just a thought.  It may seem trivial, saving 20 seconds on recycling, but when you are clearing out your inventory, recycling in 6 seconds instead of 26 seconds makes a big difference on patience.

Planet Explorers General Discussion / Re: Mining
« on: November 16, 2017, 05:34:51 PM »
Once you are able to place voxels (which I think is automatic in story mode), you can place voxels of limestone, marble, sand, rock, and grass (don't choose plain dirt, as it may not give you anything but dirt).  When you mine these voxels, even with a wooden pick, you will get back more material than it takes to create the voxel.

In addition, there will be traces of other elements in the voxels.  Limestone and Marble will give traces of copper, iron, and stone, which can be used to make better picks.  Better picks are not just faster, they give higher yields from each voxel, and can mine more voxels at a time.  I will not even start mining rare resources like titanium unless I am maxed out on my mining skills and using an energy pick (adventure mode), so that I do not waste any possible resource.

Limestone has a large component of copper, if you need quick copper for materials.  I.e. you don't have to travel to a copper mine, even in the early game, if you have found even one shovelful of limestone you can create more, as much as you need.

Also, since I don't like destroying the terrain, I prefer to build and mine from my own resource piles whenever I can.  Additionally, it is faster because you can stand on top of the pile, sized for your pick, and let gravity carry you down to the next chunk so you don't have to stop to move.  With a jetpack, I'll place 2x2 (or 3x3 depending on the pick) x40 voxels high (limit).  With ladders, I'll usually only go 12 voxels high (5 ladder segments).  When you mine the stack, go to build mode and recreate the voxel stack, climb up, mine down, and start again until you have all you need.

I like to build with limestone (nice off-white color) so that's a plus too.

Edit: Two more things... never use a shovel, always use a pick.  Shovels will clear a larger area, but will always give fewer resources than a pick...  so, if you want resources, use a pick.  If you are clearing space, go ahead and use a shovel.  Second, I have not tested the different voxel types of each element to see if there are higher levels of, for instance, iron in one selection of marble vs a different selection of marble.  I won't comment on that except to say that it might be useful to experiment.

Most ores can be gathered by the processor now, with the exception of titanium and lithium.  I don't think they are used in story mode, but in adventure mode, these can usually only be found below the deep caves, and so are invisible from surface scans.  I usually find a useful mine that is close to a deep cave, and dig down to the cave and then scan the length of the cave for other useful deposits.  If you're lucky, there will be titanium somewhere below the length of the cavern.  I have seen caverns that spanned a quarter of the map, and they are fun to explore.  You may need to leave "bread crumbs" to keep from getting lost in the bigger ones.  Many are a single stretch, but some can branch out multiple times and go on seemingly endlessly.

You can also follow the path of the caves from the surface, but you will only find the closer ores, not the deep ones... it may help you decide where to put your access point though.

Build your colony near the titanium.  :D  Lithium can sometimes be seen from the surface, but I don't think it was added to the formula for any scripts... so while rare, I don't think it is actually used for anything.  There may have been some use for it in story mode... I don't really remember... I usually just play adventure with skill tree now... that's the one for me!!

This info is mainly for adventure mode... story mode has different requirements, and will actually point you to the deposits that you need along the way.  You only need to scan to pinpoint your quest target.  Also, scan at all of the quest markers, colonies, etc in story mode.  Most if not all of the resources you need can be found close to where you will be working.  There is no real need to explore in story mode, except to satisfy your curiosity.  Exploration is mainly needed for adventure mode, to get the resources for the high level gear.

I guess I approach colonies a little differently.  If you want to RP adapting to the planet, then your choice of sites is really good.  By the time you get to the point in the story where you are building a colony, most of the story will point you north, so building a colony in the south means a lot more travel for completing the quests.  North is rougher terrain though.  Even for RP purposes, your goal is to head to the north continent... so building in the south is anti-progress, unless you just want a fast, easy build.

You can clear cut most foliage, so forest/rainforest isn't a problem.  Many places in the forest area offer flat expanses similar to the Martian camp.  Also, it's kind of nice to leave some of the trees inside the camp. Clear as needed. 

As far as colonists... they do sometimes fall through the floor when the area is loading, but if they are assigned to tasks, the will rebound back to their station.  Colonists do not take damage from falling.

My third story play-through I put the colony on top of the Puja wall.  That was really fun and gave an endless supply of food and bullets (puja scouts spawned in the middle of the camp whenever the colony loaded).  However I had to move the colony when diplomacy started, because it was messing up my relations with the Puja.  In story mode you don't want automatic aggression.

Also, any colony built on top of water will be safe from wandering land animals.  If you want to be true to RP, your structures can have "supports" but anti-gravity is fine for most people.  The main thing you have to be wary of for any colony is to not have places at an elevation around you where you can be bombarded by puja without return fire from your defenses.  My first colony suffered from this... I build on the "cave lake" underneath the land bridge.  Spectacular panorama, until the puja showed up on top of the bridge and surrounding mountain and plastered me with mortars from out of range of my missiles.  Getting to them over that rough terrain was also a pain in the rear.  I didn't have a jet pack at the time.

Planet Explorers Bugs / Multiplayer Colony Implosion[marked]
« on: May 05, 2017, 08:15:10 PM »
Many have experienced this bug.  I have tried hard to not replicate it, as it destroys your entire colony.  It has happened to me twice in Multiplayer Survival, once on the Official Adv02 server, and once on a private server.  I also accidentally did it to someone else before I knew there was a bug.  It is game breaking, especially if it happens in a PvP server.

Basically the bug is this:  If you have colonists with quest markers (!) over their heads, then other players can still interact with them, activate them as followers (steal them from your colony) or activate quests that they may have.  If the quest involves combat, the ensuing melee will generate enough stray fire for someone to get hit, and then it is colonist against colony.  The colony registers that it is being attacked by its own colonists and opens fire, the colonists respond by destroying everything in the colony.  I don't think it is necessary to actually have turrets for this to happen, but in both cases my colony had turrets.  This may or may not be part of the bug, but you do not want to have a bug that prevents any kind of defense in your colony.

I recommend that when a colonist agrees to join your colony, all quests for that colonist are disabled, until it is released again.  You do not need a quest marker to make a colonist a follower, just assign them to be a follower.  If you want to do their quest, do it before asking them to join.

I have done a work-around, and advised everyone I know to only hire colonists who do not have quest markers.  This may or may not be a successful work-around.  You can still hire quest colonists to train off their skills and release them, but your colony is in jeopardy until they are released from the colony.  That is my guess anyway.

The two first aid skills are not set quite right on the start settings.  The way you have it the higher the skill level the less sensitive the start task is.  For instance at novice start when you are 50% health, at expert start when you are 30% health.

It should be the other way around!!  The higher the skill level, the quicker you should be to respond -- not slower.

The level of the start task has nothing to do with the severity of wounds that can be healed... it has to do with how fast they respond to injury.  You are making Elite and Master less responsive than the Novice.

Yes the Elite and Master heal more damage, but if they wait until you are almost dead before doing anything, that's not more helpful!!  They should start healing sooner and heal more damage the better the skill is.

So, reverse the start % levels for both skills, and make the Master medical techs worth having in combat.

When you first boot up your colony and add the processor (and replicator, which is usually there first), the AI will start producing the goods that it needs to be self-sustaining.  This is generally a good thing.  You should let it do what it is doing until the stockpiles are at a sustainable level (this only takes a little while usually, and then repeats occasionally when needed.)  I would rather have an AI that actually does its job than one that lets the colonists get sick, starve, run out of ammo, etc.  The automatic requests are infrequent unless you are stripping the storage of the stockpiles it creates.

Instead of taking everything that is in a stack in storage, when the stockpiles are leveled up simply process what you want or need from there.  Don't take everything in the stack, split the stack and leave 100 or so in storage.  That way there won't be so many auto-requests.

The AI works great keeping the colonists happy.  I don't want that to change.  Another auto-process will happen when you start producing farm products, but that also only happens after harvest as it starts making food for the colony.  This again will stop when there is sufficient food (of the type it is looking for) in storage.

Quick tip:  DO NOT learn the recipes for food that requires torches.  You will regret it.  Torch production is the only thing that I would change, since they do not stack and excessively fill up your storage.  Until then avoid torch recipes.  Make a list of the ones that use torches and DON"T learn them so that the colony won't try to produce them.

For the camera inside your colony, use F5 to switch to first person view.  no bouncing there.  If you need 3rd person for building, use free camera mode (F) to place your blocks (you have to be in build mode to use free camera).  This is habit for me, but if you don't use it you are missing out.

Try that and see if it helps with the aggrevation.

I recommend going to adventure mode and having fun learning the skill tree (Alt-T).  Be sure to turn it on when you create your world.  Then head to multi-player to share your ideas and colony builds with other people.

while we are listing current server issues, here is another one:

I tried hosting a server (no port forwarding set up, but that's not the problem).  When I exit the game and come back later, I can't restart the game because the server doesn't stop running and it says the game won't launch because it is already running.  I don't mind the server continuing to run, especially if someone else is playing, but it would be really really nice if you could still launch the game and rejoin the server, instead of having to use the task manager to stop process on the PE_Server in order to relaunch the game.

I am glad that I can host it again and pick up where I left off, but it is very clumsy that the PE_Client won't launch independently from the PE_Server.  I will work on the port forwarding... I think I read somewhere that setting it as proxy server you don't have to mess with port forwarding, but it is probably a lousy ping.  I'll have to try with some people to see how it goes.

I wanted to address the issue with the colonists.  If you are referring to colonists in the Player colony, you can retrieve them by clicking the call button on their info screen.  (Sometimes calling them doesn't work as it will often say they are "busy doing their job.")  Note that people assigned to processing will not be in the colony... they are out foraging and collecting the resources that the processor has assigned for them to collect.  Processors will show up idle in your colony when the processor is inactive, and you can call them to you at that point without making them idle first.  You can force Colonists to be idle by assigning them as a Dweller if they don't respond to the call button... when they respond they will drop next to you, and you can reassign them to their job and go back to whatever duty they are assigned (or sleep/eat/heal as the case may be).
It doesn't explain where they go when they disappear, but in most cases if they are idle and not visible, calling them or assigning them a task will get them to show up for duty.

A selection tool that simply "restores original terrain" within the selection area would be fine, and takes the appropriate amount of dirt/rock/etc from your inventory, or gives you a message that you need "# (resource) needed," OR gives you back resources if it deletes terrain voxels that have been placed (or misplaced) that you want to retrieve without having to dig it back out.  I know that ctrl-Z can do this if you haven't gone too far, but sometimes you change your mind after it is too late, or don't want to delete other things that were placed afterward.

Footnote/tech tip:  I'm told that terrain blocks have a significant effect on framerate for a lot of people.  Building with terrain should be limited out of courtesy to others whom you might be playing with.  Terrain also cannot be saved as a Building ISO, so it is not transportable in any case.  Make builds small or hollow (visible surface only) to improve framerate for visitors.

Planet Explorers Suggestions / Re: Colony lighting?
« on: April 27, 2017, 11:31:19 PM »
I too started with the skill tree option, and I like it although it made the game very slow going for awhile there. I seem to have gotten a bad roll, because all the nearby towns seem to only have wood, stone, or copper gear. It looks like some of the faction towns out there may have advanced gear (they are wearing some nice stuff) but I'm going to have to do alot of mining to build up my faction score with them. Once I'm a friendly I hope I get access to their store or else I'm going to really be ticked off. Because currently it looks like that's the only thing that you might get out of becoming friendly with a faction, right?

EDIT:  I apologize for my previous response, which had some errors.  I was basing on the "official" servers that I had been on.  Apparently there are game modes where you literally start with nothing, which is fine if you are expecting it... working for it is fun too.  I agree that some of the basic lighting scripts should be available in towns (lvl 2 or 3), if they haven't been added already.  Most furniture can be purchased at level 2, but scripts you still have to discover in hard core mode for most important items.  I was surprised that the wooden bow was only available for purchase in a level 3 town, instead of level 1 or 2.  Other than that the flow of items in shops was pretty good.  By the time I found a wooden bow (for purchase), I was already using a steel bow.  LoL.  Also, the scripts are not updated automatically in all servers... only on the "official" servers.  This may be a bug, but most of the time I did not have to purchase scripts that were available: they were added to the replicator as soon as I visited the shop that sold them.  On the player servers you have to find or buy and learn everything.

For "Official" servers -- the ones that I have played on:
Most of these "basic items" are (now) included in Adventure mode at startup.  Advanced gear is available from towns farther away from the start point (which is usually close to one of the corners) so expect the best gear to be found in towns near the opposite corner.  Many scripts are updated (added) automatically when you visit the shops, so check your list again before buying scripts from the shops.  The highest level scripts can only be found in high level dungeons, but the gear can be purchased in shops if you don't have the scripts.  Also, nearly all necessary resources except Titanium and Lithium can be processed (acquired) in your Colony Processor, so minimal mining is necessary once you build your Colony, and those resources are inexhaustible as far as I can tell.  I only mine the Titanium and Lithium after I have maxed out mining skill and equipment (energy tools and max resources) so that nothing is wasted... but that's just me.

talk about bad timing.  I hope you enjoy it once you start playing.  Definitely recommend story mode if it is your first time through.  MP coop story mode if you want to play together.  Single Player story mode allows save points so that you can re-do sections if a quest gets messed up.  The Story Mode teaches you the game through the quests pretty well, and levels you up as you go.  When you do Adventure mode you can use a skill tree or just start with everything, but you need to know what you are doing already.

as an addendum to what I said before... after playing on the MP servers I have discovered that the follower skills (logging, mining, hunting, herbalist) are broken and do not retrieve any resources in multiplayer mode when you send followers off to work.  Either this is a bug or intentional, but it is unfortunate and disappointing that you do not receive the "bundles" from them that were expected.  As far as I know, they do not contribute to collection speed of the Processor, so they are basically wasted slots in MP mode.  I also have not seen the Scouting skill (magnifying glass) anywhere other than in SP story mode.  That is the one that I believe speeds the processor, and even in story mode was glitched so that you could not train it from one colonist to another (same glitch with the medical station skills).

My point is, since they do nothing for followers, it would be nice if they speeded the processor whenever that type of resource was requested, and someone with that skill was put on the task.  Either that or fix the follower resource bundles in MP modes.  Even if the skills are fixed for followers, it would be nice if they also speeded the processor as a processor skill, since you can only have two followers at a time, then they would still be useful when assigned another collection task by the colony.  This is just something that I would like to see, especially since the scout skill doesn't seem to be available for training.

Don't see why we can't have both, just like logging.

I think a better implementation would be to add their skill to the resource collection of the player for whatever the player does.  They can "pretend" to be digging, shoveling, or whatever, but essentially they just add their bonus to whatever the player receives... and not actually change the terrain or features... IN ADDITION to being able to send them off to collect resources independently.

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