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My Time at Portia enters Early Access on Jan 23rd 2018!

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Messages - Omidawn

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this is a duplicate thread.  Please do a search for marble (and) stone and read the response on your post from last month.

I can't tell for certain because I won't click on your links.  You and several other people clearly have viral links embedded in your texts, and so I won't click on any links that you post.

It probably has to do with the number of chunks that can load and display at any given time.  You are limited to a range of about a quarter of a kilometer visibility, even when looking into the distance.  There could be a mountain right in front of you that you won't see until you get close enough, which obviously would be normally visible even from the opposite edge of the map.  If you go into some of the deserts in the western US, the distant mountains are probably around 20-30 miles away.  So, standing on a mountaintop in the middle of a 40km map with perfect visibility, you should be able to see the horizon (map edge) in every direction, although small villages might still be undetectable.

The visual distances in game are really about 20x shorter than with natural visibility.  It is still a pretty good virtual representation of distances, given the limitations of data loading.

If it bothers you, just say you are on a planet with a heavy atmosphere and a constant light mist, that obstructs vision beyond about half a kilometer.

You are right about Story mode having better visibility.  The map is static, and loads differently, and so there is more stability and ability to display farther distances.

Planet Explorers Suggestions / Re: Player's Base - Falling People
« on: February 19, 2019, 07:12:46 AM »
If they are assigned to a work station, they should automatically come back to the workstation.  The rest will come back to go to sleep, when they get sleepy. 

If you are anxious to get them back faster, you can assign them as dwellers and then use the call button to drop them next to you, and then reassign them.  NOTE: this is the default way to reset the colonist's activity, if they seem to be stuck on something (like the training station not working properly, or the colonist is too hungry to work, but their food bar is at an adequate level).  Setting them as dweller unassigns them, and calling them resets their position (they may immediately run off to eat or sleep, but they will be unstuck).

My Time At Portia Bugs / Re: Emily Always Follows Me Now
« on: February 19, 2019, 02:34:01 AM »
Aww, how sweet!  She likes you...   

Planet Explorers Bugs / Re: Just bought the game, any tips you all have?
« on: February 19, 2019, 02:26:48 AM »
I am seeing a lot of these random links in people's posts lately, but I don't see them in my own, so I have to assume that it is other people with viruses, and not me.  If anyone is seeing random links in my posts, please let me know.

That being said, Popchau, your posts are some of the ones with viral links.  You may want to get disinfected.

If you are completely new to the game, I recommend playing the Story for your first play-through.  It basically teaches you all of the functions and activities, tools, and weapons in the game, at a relaxed pace, with an interesting story to accompany the learning process.

After that, I would play SP Adventure with skill tree and scripts available, to familiarize yourself with the skill tree and all of its nuances and perks.  Then, play a round with Skill Tree and scripts unavailable -- you have to find the scripts for a more challenging game.  Just do a 4km or 8km default map for any SP game... there is no need to make a bigger map.  4km is large enough to support the appearance of level 3 towns (possibly level 4) and level 10 dungeons.  8km map will definitely give you level 4 towns (high level armor for sale and better colonists), but requires a lot of time exploring.  You can still get energy tools and scripts, and Aluminum2 armor from the dungeons on a 4km map, if you happen to not get a level 4 town.  Any map larger than 8km is just delay of game.  You don't get more stuff, it is just insanely spread apart and harder to find (challenge mode).

Go onto the MP servers and see the challenges there (mainly scarcity of resources).  It is generally more difficult than SP because you are competing with other people for resources, and many of the servers are established to the point that it can be very difficult for a starting position.  You have to travel a good distance to find decent colonists.  I try to leave a few in the towns for new people to find (skill trained) on the servers that I play on, but most people don't bother to do that, because of the time it takes to train them.  You will find a lot of colonists stripped of anything valuable, which to me is sad, but I can't really blame people for taking it when resources are scarce.

The benefit of MP is meeting other people and making friends in the game, as well as being able to share and showcase your designs, and to be inspired by other people's builds.

Titanium is not only rare, it is well hidden.  Rarely it is scannable from the surface, but most Titanium deposits must be located by scanning from inside the deep caves.  That requires a LOT of exploring.  If you manage to find a deposit, well for me personally, when I find a deposit I will only mine it AFTER I have leveled up mining on the skill tree to maximum yield and best tools, so that none of it is wasted.

You can get titanium (for repairs and such) by recycling some of the advanced gear, if you find it.  I think SC2 armor and up uses titanium, as well as the assault rifles (for sure level 2 and 3).  I think maybe the plasma rifle too.  You can get enough titanium to keep your armor repaired.  I have also (once) gotten titanium as a drop from something, maybe a level 10 dungeon, but I didn't notice when I picked it up, so I can't say for certain from what or where it dropped.  As a recourse, you can PURCHASE the high level items from vendors (by that time you should be pretty rich anyway) and recycle them for the Titanium.  (Like, for instance, you purchased SC4 armor and want to enhance it, you can buy a bunch of assault rifles and recycle them to get the necessary Titanium, if you haven't found a deposit yet.)

FYI, if you play with height 256 instead of 512, it removes the deep caverns from the map and pushes all of the resources into range of surface scans BUT your deposits will be smaller.  It will also help with surface travel, because chunks will load more quickly, so that the stuttering and invisible walls that you run into will be reduced when traveling at faster than a run (waiting for the chunks to load).  Personally, I like exploring the deep areas and searching for the Titanium, so I live with the chunk loading and shorter glides by choice.

If you already know the game, there is nothing wrong with doing adventure instead of story.  Story teaches you all of the functions of the game, in an interesting fashion.  In my opinion, Adventure is the re-playable mode of the game.

If you have played all of the way through Story Mode, then by all means play an Adventure.  There are new features there to experiment with.

There is one problem though... you seem to be playing an outdated version of the game, and I'm not sure why.  The current build is, and you are playing

It is like comparing apples and oranges when you ask for help or make comments on the forum, because your information (and problems, and bugs) may not even be relevant to the current version of the game.

Do you have auto-updates enabled?  I don't understand why it isn't updating itself.

Planet Explorers General Discussion / Re: Why do I hafta new AGAIN????
« on: February 18, 2019, 04:32:10 AM »
Which game are you talking about?  The last update was almost a year ago.  Are you talking about Portia?

Planet Explorers General Discussion / Re: Show off your colony????
« on: February 15, 2019, 05:37:46 PM »
I think you've been hacked, or this is being posted to the wrong reddit.  The weapons here are fantasy, not real.  You need to go to a different forum for assembling custom firearms.

Please don't post the same thing twice. Several threads have been repeated by several people recently... Please just use one thread per topic.  I have already responded to most of these, and one of the threads was actually a repeat (copied and pasted) of a post that I started myself more than a month ago.  If you think it is relevant and needs to move to the top, post a comment to the original thread and it will come back to the top.  When you post in a new thread, it makes me think my answers are somehow being deleted, because they aren't on the thread that I'm sure I already answered.

It's like the boy who cried "wolf."  If you cry "wolf" too many times, eventually people will stop paying attention to anything that you say, even when it's important.  Keep the topics relevant and don't spam to get a response.

Thank you!

I love the game too.  I appreciate hearing that other people are enjoying it as much as I am.

Planet Explorers General Discussion / Re: How is Planet Explorers?
« on: February 14, 2019, 09:00:07 PM »
I haven't played Story Mode in a while, but if you are picking up vehicle scripts, you will start getting the colony scripts very soon.  That, to me, is when the fun really starts. ;D

You are correct that acquiring food is easy.  For the most part, food is accessible to the point that no food needs to be grown at all, and so food is a non-issue except at the very early stages of the game.

For role-playing purposes, this may not appeal to some people, and makes farming an activity of choice rather than necessity, but if you choose to role play and NOT use the easy resources, then by all means you may farm to your heart's content and manually produce resources for yourself and your colony.

To address some of your comments:

Heat packs are easy to make.  All that is necessary is to buy the script... you don't in any way have to rely on vendors to purchase them.  That makes most food recipes simply a matter of having the right ingredients to make it.  Seeds are available in level 4-5 dungeons, and in level 3 and higher towns if you don't find the ones you need in the mid-level dungeons.  Condiments and sugar must be purchased, but they are available from level 3 vendors (if you find them).  Once you have a colony, you can use the Trade Center to access the inventory of any shop that you have previously visited (for a % mark-up) so you do not have to travel to have a constant supply.  The trade center re-stocks about every 10-15 minutes.

Getting to a place that sells the scripts that you need is half of the game.  It is planet EXPLORERS.  If you make it too easy to get things, then what is the point?

I recommend NOT learning any script that uses torches to cook with, because torches cause problems in your colony replicator if you learn those scripts.  Stick with the heat pack recipes.

You are contradicting yourself in your insistence that colonies not use heat sources.  You clamor for more reliance on food-making in one breath and then say it shouldn't be needed in another.

Lastly, the colony can be self sustaining if you learn the Fried Lotus recipe.  This recipe can be fully automated (no planting or harvesting is even necessary) to feed the colony.  For the explorer and companions, one of the best foods (non-native) is Rice Balls.  It is easy to grow in the colony, and easy to make (one ingredient + heat pack), and gives 105 healthy food value.

While farming CAN be done before establishing a colony, it is obviously much easier to manage after a colony is established.

I have explained in numerous other threads how to get natural resources like limestone in abundant supply, so I won't hash through that again here. See:

All in all, I'd say it is a good balance.  People who want to farm can do so, and people who don't want to farm don't really need to.  In case you haven't discovered it yet, there are benefits to eating healthy food... so for those who choose to make the more difficult recipes, there is some benefit to doing it (skill and attribute boosts).

PERSONALLY, the only thing I would change would be to give the more difficult recipes MORE boosts, so that it is worth the effort to make them.  Currently, the benefits seem linear, so there is really no additional benefit to making a harder recipe.  The benefit is the same as eating a lot of smaller ones (except for the benefit of less cool down).

I have played other games, but still keep coming back to this one.  With all of its flaws, it is still one of the most inspired games out there.  I think most people have barely scratched the surface of what is possible to do in the game.

Planet Explorers ISOs / Re: Server looking for players
« on: February 11, 2019, 03:44:17 PM »
You should put this in the multiplayer instead of ISO thread.

Thanks for hosting.  Is it with skills on, scripts off?  I think that makes for a much more interesting adventure game.

Just so you know, not everything that you think is shared will be shared in Co-op.  Quests are only shared with those who are currently online, so it is easy for people to miss out getting the scripts from the adventure quest line.  Since I don't depend on that, I don't follow the quests anyway:  I think it is better to level up doing dungeons, build the colony and do the quests after you are already decently skilled.  Of course, that doesn't keep other people from racing forward with the quests, and getting into trouble before the colony is ready.

Limiting to one active colony is fine... you can always move to another spot if you want to do a different build.

You can add me dtt.scanner on steam.  I can't find you when I paste yours in.

Planet Explorers General Discussion / Re: Need Building Help!!!!
« on: February 09, 2019, 05:36:27 PM »
In order to move a building, you have to select the entire structure, save it as a building ISO, delete the selection, and then import the ISO back into the game in the spot that you want it to go.  When placing an ISO, you can use PgUp, PgDn to raise and lower it, arrow keys to move it one block in that direction, and "T" to rotate the building 90 degrees, before clicking it into place.

You have to be very careful with the mouse while you are doing this, because any movement of the mouse will cause the ISO to snap back to where the mouse is pointing, and you will have to start positioning it again from that point.

In other words, you can't actually move a building once it is placed.  You can only build it and tear it down.  Save and Import is how you put it in a different spot.

To save a building, you use the selection tool to encompass the entire building, then click the save button.  It will prompt you to give it a name and take a picture for your ISO inventory.  I find it helps to place a block somewhere outside the dimensions of the structure to use as a point to click and drag from, so that I am sure to get the entire building in the selection.  For extremely large structures, you may need to add extra colored "alignment" blocks in your structure, so that you can save them in pieces and use the alignment blocks to get the pieces back into the correct place.

The maximum dimension on a building ISO is 100 blocks, so the max size that can be saved is 100x100x100 blocks.  Anything larger will have to be saved in sections.

Very large structures will cause a drop in frame rate and lag for your character, and anyone visiting that build.  Very large builds can be interesting to visit, but you wouldn't want to live there.

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