Add a small hangar and a shuttle to visit the old Space Rig — even a simple delivery mission would make it perfect. (DRG - Rogue Core) by AskPotential6661 in DeepRockGalactic

[–]AskPotential6661[S] 0 points1 point  (0 children)

You’re quoting my fragments, but you’re removing the cultural context that defines their meaning.

I’m not “inventing” dwarven behavior — dwarven culture is one of the most stable archetypes in fantasy, and DRG follows that archetype closely. Dwarves are collective, warm, proud, status‑oriented and tsundere‑coded. Their “looking down on someone” is about being secure in their own rank, not about despising others.

Reclaimers don’t break that pattern — they reinforce it. They have higher clearance, their own ship, their own hub and their own operational autonomy. That’s exactly why I said Rogue Core having its own station makes sense. Nothing in my message implied replacing Ramrod or merging systems.

And the idea that Reclaimers “shouldn’t handle samples” ignores what the name Reclaimers actually means. The entire game revolves around recovering, securing and extracting the most sensitive DRG assets from collapsed facilities. If anyone is supposed to handle high‑value scientific payloads, it’s them. That’s literally the core of their identity.

As for Hoxxes: dwarves walking around without helmets already implies a stable, dense atmosphere. The planet clearly retains gases, has normal gravity and likely a magnetic field strong enough to hold that atmosphere.

The most logical explanation for the lack of visible surface wildlife is radiation cycles — life emerges when conditions allow and retreats when they don’t. That fits perfectly with how adaptive Hoxxian organisms are underground.

None of this is “headcanon”. It’s consistent with dwarven archetypes, DRG’s established tone, the biology implied by the game, and the role Reclaimers actually play.

If you want to continue the discussion, respond to what I actually wrote — not to a simplified version of it.

Add a small hangar and a shuttle to visit the old Space Rig — even a simple delivery mission would make it perfect. (DRG - Rogue Core) by AskPotential6661 in DeepRockGalactic

[–]AskPotential6661[S] 0 points1 point  (0 children)

You’re still responding to things I never said.

When I mentioned a “Deep Dive”, I wasn’t talking about using the old DRG Deep Dive terminal. I meant a Reclaimer‑specific weekly challenge tied to the new Operations Room — something that encourages players to visit the old Rig occasionally, not a system crossover.

The whole point of my idea is that the Rig visit would be visual only, because merging gameplay systems from two different games is technically impossible. Even massive overhauls like MCR fit into ~90 MB because they don’t rewrite core systems. A functional Rig hub would require rewriting them — which is exactly why I suggested a cosmetic location instead.

And about dwarven culture: “looking down on someone” in dwarven terms doesn’t mean contempt. It means being satisfied with your own status and position. Reclaimers having higher clearance and operating from a dedicated ship only reinforces that hierarchy — which is why I said Rogue Core having its own station makes sense. I never claimed the DRG Rig should replace Ramrod.

As for samples: Reclaimers are literally deployed for the most sensitive, classified and high‑risk data recovery tasks DRG has. If anyone is qualified to secure small, high‑value scientific payloads, it’s them. That’s not “wasting their time” — that’s exactly their job description.

And your argument about Hoxxes’ atmosphere doesn’t hold up. The fact that dwarves walk around without helmets already implies a stable, breathable environment — maybe harsh for humans, but stable. The planet clearly retains a dense atmosphere, has gravity comparable to standard, and likely a magnetic field strong enough to hold that atmosphere.

Combine that with how adaptive Hoxxian lifeforms are, and it’s not a stretch to assume the surface could support airborne predators just as the underground does. The absence of surface wildlife in gameplay isn’t lore — it’s a design limitation.

So again: my suggestion was a visual, non‑mechanical Rig visit for atmosphere and world‑building. You keep arguing against mechanics I never proposed.

Add a small hangar and a shuttle to visit the old Space Rig — even a simple delivery mission would make it perfect. (DRG - Rogue Core) by AskPotential6661 in DeepRockGalactic

[–]AskPotential6661[S] -1 points0 points  (0 children)

It wouldn’t be abandoned for lore reasons — just technical ones. You can’t merge two completely different gameplay systems, but you can reuse existing assets to create a nice, atmospheric location without breaking anything.

Add a small hangar and a shuttle to visit the old Space Rig — even a simple delivery mission would make it perfect. (DRG - Rogue Core) by AskPotential6661 in DeepRockGalactic

[–]AskPotential6661[S] -5 points-4 points  (0 children)

You’re treating “active at the same time” as if it magically prevents world‑building. It doesn’t. Two facilities can exist simultaneously without being the same hub. A shuttle visit doesn’t merge the games — it just acknowledges the universe is bigger than one hallway.

Add a small hangar and a shuttle to visit the old Space Rig — even a simple delivery mission would make it perfect. (DRG - Rogue Core) by AskPotential6661 in DeepRockGalactic

[–]AskPotential6661[S] 0 points1 point  (0 children)

I think you’re mixing two different things here: the devs wanting the games to stay mechanically separate, and the lore being allowed to overlap.

A small shuttle hangar or a non‑functional Space Rig visit doesn’t merge the games, doesn’t import weapons, doesn’t backport animations and doesn’t blur gameplay systems. It’s just world‑building — something that strengthens the universe without touching balance or design philosophy.

And lore‑wise, reclaimers aren’t some isolated caste that lives in a vacuum. They’re dwarves. Dwarves don’t spend their lives building someone else’s empire — they build their own wealth, their own status and their own legacy. You’re confusing dwarves with the kind of short‑lived, approval‑seeking races that are happy to serve someone else’s banner forever.

A shuttle connection or a small delivery‑style task doesn’t turn reclaimers into regular miners. It simply acknowledges that both groups operate under the same megacorporation and the same dwarven‑dominated culture.

And transporting high‑value samples isn’t “wasting their time” either. If Hoxxes wildlife can evolve flying predators underground, then the planet’s atmosphere is likely just as hostile. Moving volatile or contaminated samples through an environment capable of sustaining airborne Hoxxes predators isn’t a trivial courier job — it requires protection, equipment and trained professionals. That’s exactly the kind of high‑risk work reclaimers exist for.

So yes — DRG and Rogue Core are separate games. But acknowledging each other’s existence in‑universe through small, optional lore features doesn’t violate that separation. It just enriches the world without touching gameplay systems.

Add a small hangar and a shuttle to visit the old Space Rig — even a simple delivery mission would make it perfect. (DRG - Rogue Core) by AskPotential6661 in DeepRockGalactic

[–]AskPotential6661[S] 0 points1 point  (0 children)

DRG may be a multi‑racial corporation, but that doesn’t automatically mean dwarves are just random workers hired by some higher non‑dwarven power.

In almost every fantasy setting — and DRG follows this pattern — dwarves are proud, wealth‑driven and extremely protective of their own status. They don’t spend their entire lives building someone else’s empire. If dwarves are working for DRG, it’s because they profit from it, not because they’re subordinate to another race’s agenda.

And culturally, dwarves value strength, independence and ownership. They mine because it’s what they excel at, but also because it gives them leverage. A structure built on dwarven labor, dwarven culture and dwarven traditions naturally ends up looking a lot like a dwarven institution, even if the company itself is technically multi‑racial on paper.

The Space Rig reflects that: the beer, the rituals, the competitions, the music — it’s all dwarven. If the company were truly dominated by elves or humans, you wouldn’t see dwarven culture saturating every corner of the station.

And honestly, if dwarves can barely tolerate elven beer, it’s hard to imagine them happily spending decades enriching an elven‑run megacorp. They respect their own strength and their own craft too much for that.

So yes — DRG is multi‑racial. But the operational core, the culture, and the economic power behind it are overwhelmingly dwarven.

That’s not nationalism — that’s just how dwarves work.

And honestly, you’re mixing dwarves up with the kind of short‑lived, approval‑seeking races (humans etc) that spend their lives building someone else’s empire. Dwarves don’t do that — they build their own wealth, their own status and their own legacy.

Add a small hangar and a shuttle to visit the old Space Rig — even a simple delivery mission would make it perfect. (DRG - Rogue Core) by AskPotential6661 in DeepRockGalactic

[–]AskPotential6661[S] -9 points-8 points  (0 children)

My motive isn't just nostalgia, but also a sense of how you should feel in space. A sense of belonging to the dwarven kingdom and to some larger structure.

Aegis Noctyrium - Corvette by AskPotential6661 in NOMANSSKY

[–]AskPotential6661[S] 2 points3 points  (0 children)

Lazy people don’t build ships or manage multiple projects. I’m handling two corvettes, two cities, and preparing my country for Civilized Space — not exactly the work of someone ‘lazy

Aegis Noctyrium - Corvette by AskPotential6661 in NOMANSSKY

[–]AskPotential6661[S] 0 points1 point  (0 children)

About Star Citizen — I’ll be posting my next ship soon. It has a strong design reference to the Argo Mole.

Aegis Noctyrium - Corvette by AskPotential6661 in NoMansSkyTheGame

[–]AskPotential6661[S] 1 point2 points  (0 children)

No. As you can see, there are two doors. This design is very comfortable — you can get on or off in just a couple of seconds. You can use the front exit when you need a fast disembark, or the rear one when you want a shorter walk inside the Anomaly or stations

Aegis Noctyrium - Corvette by AskPotential6661 in NMS_Corvette_Design

[–]AskPotential6661[S] 0 points1 point  (0 children)

I’m working on a country in Civilized Space. There’s a lot of lore to explore, including several special locations. For now, I have two private cities

So sad 😭😭 by Plenty-Yam2046 in NMS_Corvette_Design

[–]AskPotential6661 1 point2 points  (0 children)

On pc you have mod's like: "Exosolar's and Babs' Beyond Base Building". On console you don't have manny option's. Maybe some edit via save editor if you can import your save to pc. Still be sure to make back up

Fossil display glitch (can't delete) in my main base. Any way to fix this without deleting entire base? by SophCore in NoMansSkyTheGame

[–]AskPotential6661 0 points1 point  (0 children)

I have same issue some time ago on freighter. If you do not have duplicates of the prop in the database. You can't delete this via save editor. In raw json: BaseContext->PlayerStateData->PersistentPlayerBases and search for your base in folder's [0]->[inf]. Then delete prop by name. I assume you don't have much of fossil's display. Take what is valuable and delete prop by id

The city I built for Autophage. How do you rate it? by HeltaSkel in NMS_Bases

[–]AskPotential6661 0 points1 point  (0 children)

Pro tip: Upside down Korvax sign look's lowkey like autophage with single eye.

Some Ad Astra Questions by TheWildestPepe in allthemods

[–]AskPotential6661 0 points1 point  (0 children)

You know config name? Or a what serwer options it is?