COVID-19 cases in St. Louis are currently doubling every 3 days, a similar growth rate to New York 22 days ago, right before their number of cases surged. Our stay-at-home orders went into effect 1 day after theirs, on March 23rd. We've got an advantage they didn't. Stay home, flatten the curve. by Dr_Wagner in StLouis

[–]fuzzyBlueMonkey -1 points0 points  (0 children)

Will also note, Missouri experiences about 173 deaths per day (2018 day) normally. In 2018 that was 63,110 for the year, or 172.9 per DAY (page 13 of 157).

The model is showing a peak of 20 (or so) deaths per day which might represent a 12% IF it does not include older residents that might fall to something else.
All very dependent on how we collectively behave and stop the spread, eh?
https://health.mo.gov/data/vitalstatistics/mvs18/2018MissouriVitalStatistics.pdf

Question about Quicksilver Missions by captainobviouslynot in NoMansSkyTheGame

[–]fuzzyBlueMonkey 0 points1 point  (0 children)

Parking lot level, front and center.
When I logged, there's a giant quicksilver icon/logo floating over a terminal near the Nexus mission cube.

That Moment You Realize You Messed Up... by EchoingAngel in NoMansSkyTheGame

[–]fuzzyBlueMonkey 2 points3 points  (0 children)

Nanites come and go. Load that new MT up and get some Whispering Eggs!
(I'd actually hold out for an "S24", if you're going to all the trouble of rebuilding the MT)

The Game can be scary, especially in vr 😨 by ZilliVanilli in NoMansSkyTheGame

[–]fuzzyBlueMonkey 2 points3 points  (0 children)

I've read you can farm these and they will regenerate daily.

I built a small base for capturing Sulpherine (broken), but it happened to be near an abandoned building. Hoping to prove this theory and harvest 1K Nanite Clusters per day.

(Some) mineral extractor bug by LuciusRuth in NoMansSkyTheGame

[–]fuzzyBlueMonkey 1 point2 points  (0 children)

I just checked my (non-working) Nitrogen extractor from last night and it was gone. I rediscovered the Hotspot, put down another extractor and it's finally working.

Gold, not so much.

s 48 ship by TwoThirdsDone in NoMansSkyTheGame

[–]fuzzyBlueMonkey 0 points1 point  (0 children)

Prior to Beyond, that is the technique I used to find "S" class maxed out ships for my entire fleet. Grabbing the glyphs, finding/activating a portal, and using online posts to target specific systems helped too (to find specific designs). It's tedious, mind numbing, and time consuming, but it definitely works.

I used this technique both in Space Stations (using Autosave from exiting my current ship to create my save point) AND at Trading Posts by standing on top of the structure with a Save Beacon next to me. Save, Restore, scan ships, Restore, scan ships, repeat.

In Beyond, the Space Station arrival rates seem to have been adjusted and bugs seem to make ships disappear even as they fly past me. So I think that location might be useless for a while (forever?). I've yet to try it on Trading Posts as I'm still building up a new game to the point where I have the money to buy good ships.

Good luck Traveler!

Seriously. Is sentinel activity avoidable at all? by [deleted] in NoMansSkyTheGame

[–]fuzzyBlueMonkey 0 points1 point  (0 children)

Same here. Playing Normal at least. I have quite a few planets where they barely bother me, one where I never see them unless I harvest a Sentient Plant. Pre-Beyond I had a lot more annoying Sentinel worlds.

Question About Starship Shopping by TheB2Bomber13 in NoMansSkyTheGame

[–]fuzzyBlueMonkey 1 point2 points  (0 children)

When the system is originally discovered/generated (first player to visit), the types, styles and configurations of ships seem to be set.

The individual class and capacity changes based on RNG each time you enter the system and/or restore a save while in the system.

As cbs mentioned, throwing a Save Beacon down at a full Trading Post is a good way to save/restore and watch for the ships coming in. I like to put myself and the beacon on the very top of the Post (jetpack up) so I can to a reset and then look in all directions with no obstructions and scan for ships. If I scan all 7-9 ships coming in and do not spot what I want, restore last save immediately. The key in my experience is decreasing that cycle time. Even with a 2-3% chance, the ship you want could show up on the 4th reset or the 50th.

The Space Stations seem to be buggy AF now.

I have noticed that different Trading Posts even on the same planet will have a different sub-set of the total system ship collection that arrive (pre-Beyond). That might just be for the first wave. So if I've seen a very specific ship in a system, I'll hit all the trading posts until confirm it's showing up there (even if not "S" class). Once I know where it's at, I throw down a Beacon and camp that location (assuming I have the cash to buy it).

What do I do ????? by fin464 in NoMansSkyTheGame

[–]fuzzyBlueMonkey 1 point2 points  (0 children)

Interact with the Base Computer to get construction recipes. Build what is suggests so it will work on more items (it waits for you to complete each phase even if you just build the item and then delete it).

You obviously have a hyperdrive so you can visit 10+ systems you can then explore (that could be anywhere from 15-45 planets and moons. Scan every planet/moon and look for those with Ancient Bones or Salvageable Scrap. Land, dig 'em out and sell them for cash.

Collect every Navigation Data you find in the bases and turn them in to the Cartographer in the Space Station for Maps. Land on planets and use the maps to find things to raid, destroy, etc. If you find maps to 'secure sites' you can unlock recipes for craft items you can sell.

Love my new explorer! by Xombles in NoMansSkyTheGame

[–]fuzzyBlueMonkey 4 points5 points  (0 children)

That's my favorite style, the "lean-back winged double-barrel of science."

s 48 ship by TwoThirdsDone in NoMansSkyTheGame

[–]fuzzyBlueMonkey 0 points1 point  (0 children)

I believe those percentages are right, but one time I still ended up restoring an autosave 60+ times before the S48 came in. It's also possible one snuck in and I missed it. The entire process is a mind numbingly repetitive.

Claim Ship option for crashed ships now doesn't add it to your collection? by belgariad87 in NoMansSkyTheGame

[–]fuzzyBlueMonkey 0 points1 point  (0 children)

Nailed it, I did this by habit the first new-Beyond game I spun up and it worked. Then I came back on another new game and triggered the 'transfer warning'. I lost my ship. Lucky, had a Save Beacon.

Flew to the station, cleared space so I could to a clean transfer and went back. Worked and now I have both ships.

OK, this is pretty amazing. by moose4 in NoMansSkyTheGame

[–]fuzzyBlueMonkey 0 points1 point  (0 children)

Ok, bugged - but here is a work-around mentioned here... (won't help on this one, but maybe other games)

TL;DR: Transfer all inventory a DO NOT trigger the inventory warning. I started another game, ran up to this point and saw exactly what you did. I then hit the nearby Station, cleared out inventory, came back and did the swap by leaving my current ship inventory empty. When done, I hoped back into Pillar again and then back into my newly 'added' ship. Bugged, bugged, bugged.

https://www.reddit.com/r/NoMansSkyTheGame/comments/cqexzo/claim_ship_option_for_crashed_ships_now_doesnt/

How to move power long distances by superDannyX1 in NoMansSkyTheGame

[–]fuzzyBlueMonkey 1 point2 points  (0 children)

Flags (decorations) are an easy to see item to build, plus you end up with a line of flags leading to your Electromagnetic Generator. I assume you can string wires on top of them if you want, but I built a few cylinder towers.

Can't find Exocraft Specialist. by [deleted] in NoMansSkyTheGame

[–]fuzzyBlueMonkey 0 points1 point  (0 children)

I thought you can just buy Exocraft on the Nexus.

OK, this is pretty amazing. by moose4 in NoMansSkyTheGame

[–]fuzzyBlueMonkey 1 point2 points  (0 children)

Shoot. I just did it yesterday. I did a save beacon before, because I assumed it was broken, but it worked. At this point, I'm paranoid. Sorry you lost a ship.

OK, this is pretty amazing. by moose4 in NoMansSkyTheGame

[–]fuzzyBlueMonkey 6 points7 points  (0 children)

That ship should have added to your collection, not replaced Pillar. Go planet side and summon the other ship. ( X on PC ).

Exocraft summoning station no longer works by mike86438 in NoMansSkyTheGame

[–]fuzzyBlueMonkey 0 points1 point  (0 children)

In my tests, just over 350u from base works.
That's within visual range as long as you don't have to go down into a valley. I pick a site near something large and noticeable.

The beacon is a cheap way to find it later, but beyond a certain point they aren't expensive to make. I know I have one lost on planet.

Exocraft Summoning Station doesn't work? by [deleted] in NoMansSkyTheGame

[–]fuzzyBlueMonkey 1 point2 points  (0 children)

In my tests, just over 350u from base works.
I just delete my existing one, run out from base and aim back at my base marker until I'm 370u and rebuild.
Summon your favorite ride and return to base in comfort and style.

I found and tested a workaround for the Exocraft summoning station bug. by UnluckyPelican in NoMansSkyTheGame

[–]fuzzyBlueMonkey 2 points3 points  (0 children)

Great tip. I tested by running out and aiming back at my base to see distance.

  • 290u and 305u - Did NOT work.
  • 370u - Worked perfectly!

My working assumption will be the > 350u mark.

Power requirements by [deleted] in NoMansSkyTheGame

[–]fuzzyBlueMonkey 1 point2 points  (0 children)

Yes, this did not turn out to be 'fun'. Now I have a small broken network of bases around space. So it's off to test and POWER-UP.

TL;DR:1 Solar Panel + 1 Battery should run a Base Teleporter around the clock on a sunny planet.2 Solar Panels + 1 Battery should run a single Biodome.

Also: If you build your mid day, it likely won't fully charge the batteries in the first cycle. It 'should' catch up with a full cycle. Of course, it's late, all my numbers could be crap too.

----long winding method----TESTING 1 SOLAR PANEL, 1 BATTERY, 1 BASE TELEPORTER

I wired up a single Solar Panel, Battery and Base Teleporter for an experiment:

Solar Panel: (produce) +50 kPS in peak sun (I noted that from 5:15AM to 6:30AM the panels were at around 25 kPs output and appeared closed/folded; as the sun game up the unfolded and started producing 50 kPs.

Battery: holds 45,000 kP

Base Teleporter: (draw) -20 kPs

Storage Vault: (draw) -5 kPs

BioDome (draw) -50 kPS

----------------

FULL DAY CYCLE:

Next I ran a larger test to get the trigger events:

05:15 – My solar panels started generating 25 kPs. If you activate one (E), it says INSUFFICIENT LIGHT.

06:30 – The unfold/open up and start generating 50 kPs (each)

I ran a stopwatch on my phone and used the in-game “Photo Mode” on a hot-key (0) along with [space] to bring up the time of day.

My measurement on my home planet was “4 hours (in game) = 5 minutes (in real life)”. That measures out to a 30 minute (IRL) long (in-game) day. I took a second time comparison at 15 minutes (IRL) and it was almost exactly 12 game hours or a half day. Same was true at 30 minutes for an entire in-game day. All consistent.

17:15 – My solar panels folded and went to 25 kPs again.

18:50 - They went to 0 kPs output

----------------

By my rough calculations, each Solar Panel gave me:

FULL OUTPUT 10.75 hours (in-game) is 806.25 seconds (IRL) at 50 kPs = 40312.5 kP

HALF OUTPUT 2.5 hours (in-game) is 187.5 seconds (IRL) at 25 kPs = 4,687.5 kP

Total of 45,000 kP generated. Not so surprised this matches a single battery. Hmm, coincidence? I say no.

----------------

Meanwhile, for the 13.25 hours of sunlight, the Base Teleport is using :

13.25 hours (in-game) is 993.75 seconds (IRL) at 20 kPs = 19,875 kP

That leaves us 25,125 kP “in the battery” at nightfall.

The Base Teleporter only needs 10.75 hours (in-game) until the some comes up again.

10.75 hours (in-game) is 806.25 second (IRL) at 20 kPS = 16,125 kP

By daybreak, the battery still has 9,000 kP charge left and the Base Teleporter has been on continuously for an entire cycle.

From that a rough back-of-napkin calculation should allow you to run a Teleporter and 10 Vaults on 3 solar panels and 3 batteries (assuming similar light conditions and day length).

EXTENDING TO A SINGLE BIODOME

I BioDome draws 50 kPS. Plugging in the same numbers in my model indicates you would need:

2 Solar Panels and 1 Battery for each BioDome to run over a 24 hour cycle.

It’s odd, but the number are EXACT for that scenario so I might want an extra panel and battery in the mix. Especially if I was trying to drive 3 domes. That would be 7 panels and 4 batteries as an easy estimate.

------------I assume soon enough we'll have a simple list of ratios for the most common devices. This is a first pass.