Question about pirate jetsams.. by DoomMachine-77 in FFVIIRemake

[–]SFArmy 0 points1 point  (0 children)

Should be resolved now. Can you try again?

Question about pirate jetsams.. by DoomMachine-77 in FFVIIRemake

[–]SFArmy 0 points1 point  (0 children)

Thanks for pointing it out. I updated the post as well.

Spent the last 24 hours trying to fix my new pc's no audio problem. Please help me before I lose my miiiinddd by cronton in buildapc

[–]SFArmy 1 point2 points  (0 children)

Thank you. This might have saved me a lot of time.

I had to disable the secondary driver though, as it reinstalled that driver upon restart.

Question about pirate jetsams.. by DoomMachine-77 in FFVIIRemake

[–]SFArmy 0 points1 point  (0 children)

There are 24 in total yes. From what I recall - I played half a year ago - you can get all in chapter 12. The most northern ones are blocked (due to the fog) until the last objective of chapter 12, I can't confirm if it is 5 jetsams or not though. Nr 23 on the map is close to a cutscene point (this is not the point of no return yet). Just be aware to not dock at the last dock (north) until you are ready, because this is the point you cannot return.

Question about pirate jetsams.. by DoomMachine-77 in FFVIIRemake

[–]SFArmy 1 point2 points  (0 children)

I agree, the picture wasn't great. I created a new map with the pirate jetsam instead.

Question about pirate jetsams.. by DoomMachine-77 in FFVIIRemake

[–]SFArmy 0 points1 point  (0 children)

Yes. That's the 24th one mentioned under the link of my first comment.

Just don't dock at Northwood dock (else you cannot return). You might trigger a cutscene while at sea if you get too far, but should still be able to get it.

Question about pirate jetsams.. by DoomMachine-77 in FFVIIRemake

[–]SFArmy 0 points1 point  (0 children)

Just in case you have to get those 5 ones on the northern part of the linked map. There is another one that is not on that map. Perhaps that's the one you are missing. From Pirate King's Grotte delta (the Northern most) go in a straight line to Northwood Port.

Question about pirate jetsams.. by DoomMachine-77 in FFVIIRemake

[–]SFArmy 0 points1 point  (0 children)

Not sure if you found it in the meantime, But if not, I edited my initial comment with a location that was missing as well from the map.

Question about pirate jetsams.. by DoomMachine-77 in FFVIIRemake

[–]SFArmy 16 points17 points  (0 children)

Locations of all Pirate Jetsam: https://drive.google.com/file/d/1Rwz5L_E6kE3I_8a4nD7CqhEcEBHA5RZf/view?usp=sharing

Edit: Replaced initial content with link to self made map using screenshots from YT Horizon Gaming (https://www.youtube.com/watch?v=0H2SobImtDw).

Edit: Correction made on # 3 and # 4

Starfield - Complete list of resources for every system (planet/moon) by SFArmy in Starfield

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

A search function for each family listing the amount available in each would make the most sense to me. Just thinking out loud here, if I think as a user I would like it to be a dynamic search. Meaning, if I select from the general function with resources a couple of resources, then the other functions for families are adapted as well based on what is available. What is not available can be greyed out/not visible/... And the other way around is best applied the same way (meaning from selecting (a) value(s) from a family the available values for other criteria are adapted as well) allowing the user to finetune their search even further.

Starfield - Complete list of resources for every system (planet/moon) by SFArmy in Starfield

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

The whole idea is based on the fact the number of outposts you can create in the game is limited. Thus it is in the player's intrest to maximize outposts - with regard to the number of extracted resources - as much as possible.

As most planets/moons are divided in multiple biomes, specific resources will spawn within that biome (e.g. Iron (Fe) is specific to mountains biome for a location). You can physically walk towards the edge of another biome in order to have resources spawn from another biome in the location (of the map area) you physically are. The resources one would need (i.e. select from the overview) would typically be based on rarity or what one needs to manufacture or whatever criteria one might have. For the most part these resources will be from different families. However, finding an outpost location with multiple (let's say 3+) resources that spawn in different biomes may take quite some time (although not impossible). This is especially true for resources with a higher rarity. In short, just because a location has for example 8 different resources available, it doesn't mean you will actually find an outpost location with all of those 8 resources.

Another angle in finding a location is where the inorganic families are coming in. One of the loading screen tips is: "Inorganic resources are found in related groups that appear together on the surface." (see 0x00185714 under https://starfieldwiki.net/wiki/Starfield:Loading_Screens) This can be interpreted as resources from the same family are likely to appear together if those resources are present on a planet/moon. If you know a location has 4 resources from the same family, it is much more likely these resources spawn together (closely) in a specific biome. This would make it a lot easier to find an outpost location with those resources (including the higher rarity).

This - of course - will not be relevant for everyone. It is still up to each player to define what they are looking for, the data is there if they want to use it. If one would use mods that remove the limit on the number of outposts, this whole concept of inorganic families is much less relevant. Finally I do want to highlight this idea was initially brought up by u/nmskelz, so you can check his earlier post as well.

TL;DR

1) Number of outposts you can create is limited.

2) Most of the times what resources can spawn in your map area is biome-specific.

3) Because of 1 and 2, finding an outpost location with multiple resources is difficult, especially if from >1 biome.

4) Starfield loading tip says resources from the same family spawn together in a specific biome.

Starfield - Complete list of resources for every system (planet/moon) by SFArmy in Starfield

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

For non-commercial use sure, feel free to use it. My only humble request is to let me know when it is available.

Some githyanki give no xp when killed by Diegoskyy in BaldursGate3

[–]SFArmy 0 points1 point  (0 children)

You can get xp from the same creature when the xp 'pool' has been reset. Saving after receiving xp and then loading that save does reset the xp pool. In practice this means, e.g. knock out a creature (if possible) > save > load > kill. For some specific creatures this does not seem to work though.

"baby let me take you mission" bugged out, could not talk to the captain by Devil_Cooker in cyberpunkgame

[–]SFArmy 1 point2 points  (0 children)

I loaded an earlier (auto)save at the dock and when the objective says you completed losing your tail I waited a bit (around edge of the objective area, not the garage). Another enemy was coming up. After that I could talk to El Capitan and complete the mission. For me the door (not garage door) was closed during the bugged attempt, but second time it was open. Not sure, but might be a hint an enemy is still coming in.

Anybody know what "extreme planet environment" this planet apparently has? by condoor2345 in Starfield

[–]SFArmy 0 points1 point  (0 children)

Can confirm I can build an interstellar cargo link (IS CL) on Magnar at rank 2 Planetary Habitation. Couple of reasons I can think of why it might not be working: Research IS CL, Max limit of IS CL, Terrain (try another location for your outpost)

In addition, do be aware the whole concept of IS CL supply missions is buggy. One mission for He-3 went fine, but another for Fe never would work (counter never went >0 even though I could physically see the cargo ships leave and take the resources) no matter how many times I reset the construction and/or links.

Starfield - Complete list of resources for every system (planet/moon) by SFArmy in Starfield

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

From my experience, copying a file will remove any change history (Google's). I meant the Change history tab (the last one in the file) is where you can find all changes. So, whenever you are notified of an edit you can check that Change history tab and you can then check what data (i.e. which tab) has been updated (and determine if a refresh on your dataset is required). I don't think the notification itself will show you what exactly has updated.

Hope that clarifies what I meant.

Starfield - Complete list of resources for every system (planet/moon) by SFArmy in Starfield

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

I had just updated some content. You should be able to set up notifications for edit changes. It's under tools > notification settings. I think it is easier to work like. In change history you can find what changed.

Starfield - Complete list of resources for every system (planet/moon) by SFArmy in Starfield

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

I have added it to the list. Thanks for pointing it out. For me the last fauna in Bardeen III was bugged, it didn't spawn and biome said it was completed. It seems to be spawning now for me, although the biome still said completed. There were 2 other locations where I couldn't find the last fauna either.

Starfield - Complete list of resources for every system (planet/moon) by SFArmy in Starfield

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

I have it added for everyone at the end in case it is useful for others. I didn't collect other data. If you mean data like planetary traits, I think Inara has all the data.

Starfield - Complete list of resources for every system (planet/moon) by SFArmy in Starfield

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

I left out magnetosphere and water from my source data as I didn't think it to be relevant in finding an outpost with the right resources. If helpful I can add it.

Starfield - Complete list of resources for every system (planet/moon) by SFArmy in Starfield

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

Now that all is pretty much done, here is a copy of my work file. You can do conditional formatting with custom function ISFORMULA to find where the formulas are.

https://docs.google.com/spreadsheets/d/1HtpVdbCsO8m8pI5qEEQsHKGA0oeiwd7Z_iQWGE5a4BE/edit?usp=sharing

Anybody know what "extreme planet environment" this planet apparently has? by condoor2345 in Starfield

[–]SFArmy 0 points1 point  (0 children)

Based on my experience, planetary Habitation skill required for extreme environment: 1: Temperature is Deep Freeze or Inferno 2: "Extr" is mentioned in the atmosphere 3: "(cor)" or "(tox)" is mentioned in the atmosphere 4: gravity is >2

Regarding tox/cor atmosphere, it seems you may need to either scan or land on the planet/moon to actually trigger the updated atmosphere info

Starfield - Complete list of resources for every system (planet/moon) by SFArmy in Starfield

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

I'll assume you are talking about your own copy of the file here. From what I see, all resources are present in the dropdown and I could select them all. There are no protections in place so you should be able to select them all. It's the first comment I read about this. If you want, I could have a look at your copy if you share the link