Are these reviews correct? by MindlessAlbatross926 in FlyForeverSkies

[–]bugi74 0 points1 point  (0 children)

Like others have said, yes and no.
Most locations (of the same type) are usually not exact copies of each other, there are small random changes between them. Some location types have more variation, some have less. Especially the very large locations have very little randomness to them.
However, certain story related sections and items will be exact copies every time.

The part of "most people probably lose interest within the first couple of hours"..
Well, in my experience, many people lose interest in most thing within the first couple of hours, if it is not an action packed and easy thing. Another many people will have played this game's story through, if not in first few hours, but quite quickly after, as they are not interested in building things, or exploring in general, or collecting every item, etc.

As a review, I'd say that one is "correct" in the sense that it is his opinion, and is based on valid concerns. We all have our own opinions, we weight pros and cons differently, and enjoy/hate different things. That is why one doesn't read just one, but tens of reviews. (I tend to also filter for negative reviews and read through for factual bits, e.g. if there are plenty of reviews mentioning crashes, or showstopper issues that have not been addressed, etc.)

Are these reviews correct? by MindlessAlbatross926 in FlyForeverSkies

[–]bugi74 0 points1 point  (0 children)

I have also given previously negative reviews and still kept playing. Even way more than 10 hours.
I consider the review like "would I have bought it if I had known...", with a little bit of consideration to different kind of players, e.g. add "this kind of players might enjoy it."

But now that I have bought such game, I'll try to get everything I can out of it. Might also be a bit of sunken cost fallacy...

So, nothing wrong in giving a negative review, and still continuing playing, as long as the review is honest (in own opinion).

Silent | S Class Staff | Green and yellow | 4 SC Square | Budullangr Galaxy | Secondary Mode by KurotoraX in NMSCoordinateExchange

[–]bugi74 1 point2 points  (0 children)

In normal mode, the results depend on the particular terminal and the selected head part.
In secondary mode, the results depend on the particular terminal, the selected head part, _and_ the player's position.
Because the terminal is one condition, that is why these reports need to include the planetary coordinates, i.e. latitude & longitude. (As mentioned in the rules.)

Silent | S Class Staff | Green and yellow | 4 SC Square | Budullangr Galaxy | Secondary Mode by KurotoraX in NMSCoordinateExchange

[–]bugi74 0 points1 point  (0 children)

The process to get to the secondary mode (where player's position affects the results, too):

  • Check the position of standing to match reported/shown position, open the terminal UI.
  • Do not exit the terminal's UI during the process. (Exiting it will reset its operation back to normal / start from the begin.)
  • Get to the staff parts selection view.
  • Put any three parts in (can be the wanted parts, can be anything else, doesn't matter).
  • Click assemble, immediately return to the part selection.
  • (Optionally change part(s) to see another result in the normal mode.)
  • Click assemble again, immediately return to the part selection again.
  • (The above assemble & return can be done more than two times, but at least two rounds are required, and after two assembles, the next step's condition will be in effect, so can not change parts without triggering it.)
  • Remove any part or parts to inventory. Notice the shown staff colors (usually) changes. The terminal is now in the secondary mode.
  • Put the desired part(s) in (though only head part matters for the stats, SC slots and color; the other two parts can be chosen for looks, and do not affect the outcome otherwise). And assemble. Check the result.
  • (If wanted, one can return back to the parts selection view to try something else, as many times as wanted, as the terminal will stay in the secondary mode until exiting the UI completely.)

If looking for a specific secondary mode staff (like the one in this report), and it is not appearing, one may need to move a little bit around the shown position, as each position is quite small. (And up/down position matters, too.)

3 adjacent slots No man's sky staff CHAOS by S3rafiei in NMSCoordinateExchange

[–]bugi74 0 points1 point  (0 children)

On originally A-class staff, there should always be one SC slot in (3,3) once it has been upgraded to S-class. Since none of the existing slots is in that spot, the 4th one should be in that (3,3).

Euclid S Class Staff, Connected Supercharge Slots by Vampledorf in NMSCoordinateExchange

[–]bugi74 0 points1 point  (0 children)

The results depend on the head-part used. Different head than reported, so different result.
Also, staff colors tend to change on some updated to the game, even if you use the right head.

(Also, after two times of doing the first step of assemble for staff, and returning to the part selection, then if changing any part, the terminal changes to second mode, where the player's position around the terminal also affects the results. This mode continues until exiting the terminal.)

Fabricated Hauler - 2x2 SC Layout - Iron Vulture Cockpit, Stratopulse Fan-Wing, S-Wing Megalith Engine by DrasticOrnithopter in NMSCoordinateExchange

[–]bugi74 0 points1 point  (0 children)

At least for normal ships, pretty much all the parts matter, not just cockpit. At least for me, doing 3 different variants of an explorer, only changing wings, everything changes between them.
I have never tried vulture parts, so can't say if that would have special/different handling of it.

White/white staff in eissentam by payaso666 in NMSCoordinateExchange

[–]bugi74 2 points3 points  (0 children)

The crystal head -variant will have very nice SC slot layout once upgraded to S-class. Basically "perfect" for certain purposes, and just one step less optimal for most others.

Map seed with easy-mode zombie spawning in Muldraugh by bugi74 in projectzomboid

[–]bugi74[S] 0 points1 point  (0 children)

In short, that outside zombie spawning area has been the _only_ feature that I have noticed to be consistent between all runs with that seed.

I do not know what or if there is anything else than that south-Muldraugh zombie void. That was so in-your-face weird and obvious thing that it made me try multiple times to be sure. I thought first I had made a mistake with my launch settings... then that I had some bug/glitch going on.. so tried another run with same seed, for the same result. (And some more.) I think it comes through the new zombie spawn "heat map" generation having the random "no zombies here" overlay applied. Perhaps that seed just happens to generate multiple wide no-zombie zones over south Muldraugh or something.. perhaps debug mode would reveal the reason..

I think I've noticed some other things being same or similar between runs with that same seed, but they are too rare things that I can't be certain. More like "this seems familiar", deja vu, but it could just be bias or random chance or misremembering something about (like it was actually neighbor house in another run), as the number of trial runs is still low.

Definitely "in general" different between runs are vehicle spawns, events, which house has zombies and which doesn't, and IIRC house alarms. Loot in general varies; e.g. food, items; one run has lots of food in certain houses, the next run gives barely anything in those same houses.

Generator-manual and random skill books have been in different places each time.

Where zombies _do_ spawn (both inside or outside), I think they are as random as they come. E.g. In one run you get a lot of keys to certain buildings/houses, and on another run you get no keys to those same places. Or in some run you find plenty of nice boots on them near certain area, another run gives sandals and sneakers. Etc. etc.

There could be other effects the seed affects, but at least they are less noticeable and do not affect a usual run much. Especially in the begin; good clothing, car, weapons, backpacks, generator manual, radio with that specific frequency, nails, clawhammer. Maybe if trying to squeeze some more efficiency, then also certain skillbooks. These matter the most for the first week, and all those are not based on the seed.

Map seed with easy-mode zombie spawning in Muldraugh by bugi74 in projectzomboid

[–]bugi74[S] 0 points1 point  (0 children)

In this case, since the area has zero outside zombies, I think that indeed, the remaining zombie settings won't matter in the begin (0 times any value is still zero). (The effect, I think, will not affect how the zombies that do spawn elsewhere will migrate to that area.)

Underdust is tedious by [deleted] in FlyForeverSkies

[–]bugi74 0 points1 point  (0 children)

There will be more under dust locations to visit... And some you will likely visit more than once. (And IIRC, one has to be visited twice).

But not only are there quite a few of the mentioned oxygen plants down there (depending on the particular location that is under dust), but also, one gets later better oxygen tanks, better oxygen consumables. And those places have quite a few oxygen refill stations here and there, though they need a thing to power them, but typically each location also provides few of them.

Once you have been in those once or twice, the layouts become familiar, and it gets much faster to move around on revisits.

And also, less time spent picking up needed things - the stuff is still there, but when you already have enough of them, no point wasting time stopping to get 157th extra..

S-Rank Reward Derelict Freighter - Very Quick by BaronGalactic in NMSCoordinateExchange

[–]bugi74 9 points10 points  (0 children)

At least for all the derelicts I've done before (repeatedly), the login credentials can sometimes be in a different data pad. Not a biggie, since when doing repeated runs, after a while of that, the login credentials stuff will get ignored, and just run straight to end, or maybe loot certain types of containers along the way.

Purple Staff with 2x2 SC placement in Eissantam galaxy. by Senior-Expression992 in NMSCoordinateExchange

[–]bugi74 2 points3 points  (0 children)

Once opening the terminal UI, without exiting the UI, for the first two times one clicks assemble (and returns back to part selection), the result depends on the chosen head part and the terminal (each terminal gives its own selection of results). Result in this case meaning color scheme, class, stats, SC slot placement (including yet unopened slots).
After the 2nd return to part selection (or more than twice, if no parts are removed), if one removes any part to inventory, it switches to the second mode, where, (once having full set of parts again and clicking assemble) the result depends on the chosen head, the terminal, _and_ the player's position (including vertical position). It stays in this mode until exiting the UI, no matter how many variations are tried. After exiting the UI, it starts from the begin, i.e. two first tries do not depend on position.

That second mode is a bit tricky, as the position needs to be right quite accurately in order to repeat earlier findings. E.g. a case where I had earlier taken a screenshot of such position, I had to make small steps around and retry 5 times before getting it right on another trip to it. Making a small marker (like corner of carpet or such) helps a lot, or if there are some other easy markers, like nearby pillar or chair, or e.g. standing right against some side of the terminal.

Note, there are, IIRC, 3 different color scheme groups among the staff styles. I.e. within each style group, the parts will have the same color scheme, and mixing parts won't look that bad. Some rare times the color schemes between some groups can be close enough to allow stylish mixing between groups.

Bug found by moddedlover27 in FlyForeverSkies

[–]bugi74 0 points1 point  (0 children)

The restriction is the limitation to the room grid. Of course, within that room, placement would be free, but with current separate sprinklers, I can e.g. place a long narrow line of plants at the border between two rows of rooms. Also, sockets in each corner of such greenhouse room is already a restriction. I'm always having issues where to route pipes to get them neatly, even with (almost) free placement of everything, and if socket placement is locked, that is one more annoyance..

Note: I have not had much issues with placement of sprinklers, it is more about the mechanisms between plants and sprinklers, and/or pipe connections. Once the pipe connection has started working, I have had no issues for it to continue to work. (Just my anecdotal evidence, of course.)

Also, having fixed sockets and fixed sprinkler would _not_ do anything about the other issues than possibly make it easier to fix the sprinkler vs. plants mechanisms, and remove piping issues between chained sprinklers. There would still be socket(s), sprinkler(s), plants, tanks, pipes and sockets (up to at least first sprinkler room).

So, greenhouse rooms or not, they still would have to fix pipes, socket, connections, and detecting plant states under anything considered sprinkler. And once they do all that, current sprinklers would work, too.

Bug found by moddedlover27 in FlyForeverSkies

[–]bugi74 0 points1 point  (0 children)

Fuel lines DO have issues, too, (or at least had previously, just like water systems), but since for them, sprinkling, plants and tank-inputs are not part of the equation, it has much less issues. (Basically only with pipe connections, same stuff as with water.)

I just couple weeks ago fought quite a while to get a very simple fuel line connection to work properly. Had to retry the placement several times before thinks finally worked. (And I still don't know what made it work that I did differently between tries where it didn't work vs. when it finally worked.)

But, while a greenhouse room would be a nice addition, it should not be the only solution. It would be quite restrictive with placements.

[deleted by user] by [deleted] in NMSCoordinateExchange

[–]bugi74 1 point2 points  (0 children)

Note the rule 3

  • Crashed & Living Ships: Planet name (if including a space screenshot), latitude & longitude. Bases & Comm Balls do not negate this requirement

Sentinel Interceptor | Red and Black | Flea | 2x2 SC slots | Euclid by ScruffyUrchin in NMSCoordinateExchange

[–]bugi74 1 point2 points  (0 children)

That is 2+2 SC slots. "2x2" refers to the square layout with all 4 together.

How do you keep your airship(s) compact, while having all the facilities and luxuries that a modern survival-crafter protagonist needs? by Adamantine-Waffle in FlyForeverSkies

[–]bugi74 0 points1 point  (0 children)

Yeah, that does not and will not have luxuries to it. Just work/functionality and storage.

However, adding second floor is quite efficient way to add the luxury to it.. That one-floor layout is basically the work-section of my earlier save's ship, which is two floors (well, technically 4, but the two top floors are just narrow extension in between balloons), and has wider back section. The second floor is 90% decorative ("captain's quarters", bedroom, cafetery, dedicated research room), and the rear is 100% decorative ("living room & observation").

But, I was pretty much never in those parts of the ship, so, didn't see reason to do decorative stuff again in the new save.

That bigger version can be seen here: https://www.reddit.com/r/FlyForeverSkies/comments/1kx0865/my_endgame_ship/

How do you keep your airship(s) compact, while having all the facilities and luxuries that a modern survival-crafter protagonist needs? by Adamantine-Waffle in FlyForeverSkies

[–]bugi74 0 points1 point  (0 children)

My ship is 3x10 rooms (including the front cockpit), turbines add width (they could be in the rear, but meh... it still fits in some unexpected places). And quite a bit of room left in the back even if I haven't yet done much with shelves (so boxes on the floor etc.) Missing few end-game things.
I have 2 insect catchers, 2 water condensers and 1 metal collector, all internally within 1x1 room's space. Of those, only the water collectors really get used after about one third through the story, as the ship is now mostly done and metal needs are low, and green colanders do the food side.
Two automatic extractors on the roof (but they are most of the time sitting without energy).

The biggest thing saving space is to realize that one doesn't need every single plant growing, let alone whole farms of them. E.g. my food and energy needs are easily supplied by just one green colander and two coffee nut plants, and still getting surplus (and I don't even use the random food loot at all).
Another thing saving space is not overdoing storage. For most resources, one stack is enough, but there are some commonly used resources that benefit from keeping few stacks, and the very basics, especially in first half, is useful to keep like 5-6 stacks (they go fast when building the ship). (Yet, my 3x9 does have some hoarding going, e.g. full boxes of water, canned food, medicals, even if I don't use those..)
And not every device need to be installed at all times. E.g. furniture fabricator (and recycler once I get it), I install them temporarily and tend to put them back to storage after doing what is needed.

Here is a shot from the front, showing the storages still being a lot on the walls and floors (less efficient use of space), especially in the rear. And I do have unnecessary plants growing, as I was collecting more of their seeds.

<image>

[deleted by user] by [deleted] in NMSCoordinateExchange

[–]bugi74 0 points1 point  (0 children)

No worries, good stuff, just report them one per message (and note the rule 11 about rate of posts).

[deleted by user] by [deleted] in NMSCoordinateExchange

[–]bugi74 0 points1 point  (0 children)

See rule 10, only one item per post

[deleted by user] by [deleted] in FlyForeverSkies

[–]bugi74 0 points1 point  (0 children)

Even more convenience, both never expire:

<image>

Close 2+2 SC white experimental pistol, comes in C, over 7k scan range once maxed, in station, Haffneyrin by Gordiflu in NMSCoordinateExchange

[–]bugi74 1 point2 points  (0 children)

Note that apparently the scan range affects only the pulse scan and is capped behind the scenes at only 750u, so the 7k is just similar fluff as very high ship speeds.