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Author Topic: Let's Play Wayfar  (Read 4513 times)

00112

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Let's Play Wayfar
« on: September 20, 2015, 07:05:26 pm »

Let's Play Wayfar



So I've been wasting time busy playing a game called Wayfar, and let me tell you it is (almost) like minecraft in SPPPPACE. You play as a colonist who crash lands into a planet and build a colony.

Well except you don't exactly have to build a colony. You can do whatever you want. From being a ranger that hunts wildlife to being a nerdy scientist, this is a free-form game. In this play-through, I want to introduce the game to people to give a general idea on how exactly to get started and to see how long I can last writing. With that said, here are the choices:

Ranger
Retiree
Student
Botanist
Scientist

The person who posts with a background on the list first will be my background choice.

 
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00112

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Re: Let's Play Wayfar
« Reply #1 on: September 20, 2015, 08:53:25 pm »

(Quick Disclaimer: This may or may not match the in game lore, but I'm trying to get it as close as I can. The story that I'll be writing will be based on the game and the game play somewhat.)

Prologue

I do not know why I'd volunteer to do this other than I needed hard cold credits. There are two easiest ways to get some in a pinch: get a loan or get a job. One is easier than the other, but I hate the idea of this thing called 'interest'. I overheard from a drinking buddy that finding some old space junk that crash landed in alien worlds can catch a nice penny nowadays. Finding the junk in my opinion will be a piece of cake; it's finding a way to an alien world and surviving there that bothered me. Space transportation isn't cheap unless you want to sleep in one of those caskets.

As I left the bar, I passed some poster about a colonist shortage. I don't remember the rest other than free space travel will be provided to either join an existing colony or start a new one in one of the three discovered planets. All I needed was to read the word free to be interested. A comlink call later, I was talking to a central complex representative about myself. She questioned me about my personal life and my current job. Afterward, she gave me a ticket to go there and get started. Everything else, she said, will be self explanatory given my background as a techie. Simple enough, right?

rusting bucket seats in the back of a cheap shuttle
This squalid shuttle barely made the trip down from the sweltering star liner. The sooner you leave, the better. You can do so by typing: OUT.


One cramped shuttle ride later where I was in no hurry to get out, I was at central complex alpha where I was greeted by a helmeted enforcer. Before I could speak, he said, “Head on over to the mall lobby to your right. There you'll find the colony dispatch terminal to decide where you will start your colony.”

Fuck, these central guys are serious about this colony business.

I nodded and smiled saying thank you before following with the flow of other colonist hopefuls. I tried not to look at them; no need to grow attachments. When it was my turn at the terminal, I put in my information:
 
Code: [Select]
First Name: Avery
Age: 32
[b]Background[/b]: Lab Tech
Gender: Male

They didn't ask too much, but I did have to do some thinking on the background. Remembering back what my drinking buddy said, I figured lab tech would be the right choice. I thought about adding a note telling my last name, but who would care? While I was typing in my information, some lady stopped by me with a smile and handed me a 1k credit chip. When I asked for what, she told me "It's your welfare check sir."

The Central Administrative Welfare Agency has deposited your minimum income allowance: +1012 credits. 


Getting welfare for signing up? No strings attached other than building a colony? They are REALLLLY serious about this colony stuff. Well they don't have to know I wasn't intending to build a colony, but I'm not going to say no to free money either.

After putting in information about myself, the terminal opened up another window where I will be choosing where my colony will be. First I list with the colony dispatch terminal to show my choices.

Code: [Select]
Available Planets
  >]7-BLUEJAY in solar system DSO-12                                           
  >] WY-1444 in solar system DSO-12                                             
  >] FROG-1322 in solar system DSO-12                                           
  >] MC-1954 in solar system Supra-1146 


Spoiler: "Other Commands" (click to show/hide)

(I'll leave this open for one hour. The planet with the most votes will be my starting point)
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Frumple

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Re: Let's Play Wayfar
« Reply #2 on: September 20, 2015, 08:55:47 pm »

Frog sounds like an upstanding joint, in an archaic speaking anthropomorphic way.
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Ask not!
What your country can hump for you.
Ask!
What you can hump for your country.

00112

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Re: Let's Play Wayfar
« Reply #3 on: September 20, 2015, 10:23:37 pm »

Chapter 1: A Start of a New Beginning

I raised my other palm to the screen as I choose at the colony dispatch terminal. FROG-1322 looks decent as the one of the only planets with a legible name. Unceremoniously, I was escorted into a tiny drop pod and pushed inside. One of two helmeted enforcers who did gave me a smirk and said, “Good luck. You'll need it.” Seconds later, the drop pod launched from the complex off to space...

You are in a tiny drop pod, descending at a perilous speed towards the surface of an uncivilized world...

There is a flashing altimeter here, that you can look at.


There's sea sick, space sick, and falling down sick. I was blessed to have neither of those, but I can imagine the falling isn't doing favors to my body even with this tight seat belt. I managed to get a wobbly glance by just looking at the altimeter.

altimeter
A drop pod altimeter, this device tracks a pod's descent to the planet's surface.
You snatch a wobbly glance at the altimeter.  1400 meters until impact.


One thousand and four hundred meters til I arrive in my new home. One thousand and four hundred meters til I began searching more ways to make more credits. I take another glance at the altimeter and I was one thousand and two hundred meters away from the planet now.

One thousand and one hundred.

One thousand.

Nine hundred...

Counting in my head helps me from paying attention from how fast I was falling. It was obvious that I was falling, but time seems to slow down a bit when I do count.

Five hundred.

Four hundred.

Three hundred.

Three hundred meters til touch down. Three hundred meters til the real work begins.

One hundred...

WHUMP!  The drop pod lands on the planet surface.
BANG! The drop pod self deconstructs, leaving you on the surface.  A small speaker box squawks "Good luck, col-" before shorting out.


As I listened, I laughed to myself how central complex couldn't afford decent speakers for these drop pods. I didn't laugh long as I remind myself where I was again: an alien planet with wildlife ready to maul me, bandits ready to ambush me, and other dangers ready to make my life here hell.

THUMP!  Just as you get your bearing, your equipment drop arrives.  Inside you find cheap orgo-reaper, hand-held energy absorption unit, basic crafting tool, colonial machete, atmo-thrasher condenser, complex shuttle ticket, ion-driven mineral collector, colonist's handbook, colonial assembly datapad .

Remember what I said about these central guys being serious about colony building? All of this equipment all for the using. Landing in this desert didn't help me at all either.



As I look at my inventory, I decided to wear my lab coat to prevent all of this sand flying into my clothes.



I continued to get my bearings together by wielding my machete just in case I ran into a wild animal or a bandit. There, I make my first step into the unknown for the search for anything to sell or research on. While I walked, I took a moment to read into the colonist's handbook in my holoreader for any thing that could help on the search. I looked at the list on the handbook to gloss over at the table of contents.

Code: [Select]
1 - Settling In.
2 - Colonist's Equipment.
3 - Survival.
4 – Communication.

The first page looked promising enough. I do need a place to sleep. I start reading on page 1 on handbook

Quote from: Page 1: Settling In.
When making landfall upon a planet surface, it is imperative for colonists to find or construct some form of shelter to protect them from harsh weather and dangerous wildlife which may be present.

Central Hopes formally suggests constructing a basic pre-fab shelter kit, the diagrams and construction procedures of which are already programmed into the basic crafting tool (tm) which is provided to all colonists.

To perform the task of constructing the aforementioned pre-fab shelter kit, a colonist must first collect native fiber and lumber analogues using their standard orgo-reaper tool, which is also provided to all colonists, through the usage of the 'wield <tool>' command to hold the harvesting tool and the 'harvest' command to begin collecting the required resources from the local environment.

The 'scan <tool>' and 'configure <tool>' commands are also valid for use with the orgo-reaper tool, where 'scan' will activate the orgo-reapers in-built scanning device to indicate the presence of resources it can harvest and 'configure' allows a colonist to select a single resource target to harvest or to clear the tool's resource target.

Well this sounded like work, but I know one thing for sure: I'm not sleeping in a desert. Guess I'll be moving about and gathering for my shelter while looking for something that can make a pretty penny.

(Here is where I'll ask for suggestions til tomorrow. There's one request I have for those who have played the game: this play through is meant to show people how to get started. I won't be going into advanced stuff just yet til I show people how to get started (and that's if I make it that far writing that).)
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00112

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Re: Let's Play Wayfar
« Reply #4 on: September 21, 2015, 06:34:13 am »

(Just a quick morning update. Suggestions are still open on where to go and whatnot.)

Chapter 2 (Part I): Home Sweet Home

Step after step, it seems I am nowhere near close to finding my ideal spot for my home. It seems like a good time to read page 2 on the handbook.

Quote from: 'Page 2: Colonist's Equipment.'

The basic equipment you are supplied with in your drop pod can be narrowed down into two groups:

1. The specialised harvesting tools, including the ion-driven mineral collector (for harvesting surface minerals), atmo-thrasher condenser (for collecting atmospheric and surface water), the hand-hend energy absorption unit (for collecting energy in the form of krethersons- stable energy storage units) and the cheap orgo-reaper (for collecting organic material).

And 2, items useful for survival and progression, the colonial-grade machete (a basic hand-held weapon), the basic crafting tool (for constructing basic items and structures) and a single complex shuttle ticket (which contains a tiny subspace beacon for summoning a shuttle back to central complex).

After you have constructed you first pre-fab shelter kit and deployed it you can use the in-built complex terminal to order items which are not immediately available to you once you have made planetfall, including more complex shuttle tickets.

Sure handbook. I'll be over at that hot plot of land where I landed to be-AH HAAA. Some holotv survivor show I've watched long time ago had suggested that my home should be near a source of water and food. A nice pond or river of water would do me wonders right about now. Speaking of water, I should be thinking about the jobs I should be doing for myself.

Code: [Select]
Job                           SP   $$   Progress Earned  Again in...
settle in                     100  0        -        0/1     Now
leaf eaters for dinner        75   150      0/20     0/5     Now
outdoor gourmet               90   250      0/25     0/1     Now

Wow, I don't get paid for making my home? Considering I did get paid in equipment for picking a planet, I'd begrudgingly say that's a fair trade. I switched out my machete for my reaper and pressed the configure reaper button and picked native fiber. Now my eyes were peeled for any think that looked fiberous. When I do or think I did see anything as such, I let it harvest that.

I done the same for native lumber and my search didn't last long for it either.  However as I harvested the lumber, I have caught a bit of something.

You break out in a sweat and your lungs start aching.

Alien jungles are no joke, but at least I didn't take long finding the lumber. Just another thing I have to treck through.

I examine over my basic crafting tool for a list of commands it will accept

Code: [Select]
  start basic crafting tool
    Once a blueprint is selected and materials are added, start the construction.
  cancel basic crafting tool
    Clear the current blueprint and return any materials.
  list basic crafting tool
    View available blueprints constructed with this tool.
  view/show <something> on basic crafting tool
    See what materials are needed to craft something on this tool.
  repair <something> <something> basic crafting tool
    Make repairs on products this tool can produce.
  craft/make <something> <something> basic crafting tool
    craft <name of desired blueprint> with R3D - allows you to craft items if you have the required materials.

Just to double check, I entered the view command on the pre-fab shelter kit on basic crafting tool to see how much more I'd need to build my abode.

Code: [Select]
pre-fab shelter kit
A very basic shelter for the beginning colonist.

Durability: [||||||||||] [ 10/10 ]

Requirements for pre-fab shelter kit
* Requires native fiber x2 (24)                     -- 50% of project quality
* Requires native lumber x4 (16)                    -- 50% of project quality
Total complexity for this project: 6.0

I have more than enough to build at least four of them if I wanted. Four, however, was overkill. I just needed one, but I still need to find the perfect place. Until then, I can load all of them in the tool with the craft command. Just by using craft pre-fab shelter kit with basic crafting tool, I loaded the needed materials and then I start the basic crafting tool.

Avery activates a basic crafting tool.
Avery adjusts a basic crafting tool.
Avery watches a basic crafting tool closely as it begins a production stage.
Avery watches a basic crafting tool closely as it begins a production stage.
Avery adjusts a basic crafting tool.
Avery fiddles with a basic crafting tool.
Avery completes the pre-fab shelter kit project on the basic crafting tool.
You receive the pre-fab shelter kit from the basic crafting tool.
The pre-fab shelter kit you produced has a final quality of 45.


Now to find the place I'll call home. If this is harder than say finding space junk to sell, I'd be worried about my future. At least I am over with whatever I had and the kit itself isn't too shabby.

Your body temperature returns to normal, and your lungs clear up. You've gotten over whatever you'd caught.

The only question is where do I go from here to assemble the pre-fab shelter kit? Here looks promising enough with a stream of water flowing in this green brake.



(Just in case the image don't show, here's the link: http://postimg.org/image/ju64qsfs5/)
« Last Edit: September 21, 2015, 06:38:18 am by 00112 »
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EuchreJack

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Re: Let's Play Wayfar
« Reply #5 on: September 21, 2015, 10:15:54 am »

Looks like a good place to settle.  Also, your starting spot seemed to have minerals or something.  They may be valuable and/or useful.

STRIKE THE EARTH FROG!

00112

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Re: Let's Play Wayfar
« Reply #6 on: September 21, 2015, 12:28:01 pm »

(Minerals are always useful and will save a trip back over to the mountains, til they run out.)

Chapter 2 (Part 2): Hungering Pains

Setting up my kit here seems to be ideal. There's a water stream, an abundance of trees and exotic plants, and some basic inert metal exposed. I assemble the pre-fab shelter kit there and watched it assemble itself with a pull of a string. It's almost amazing what central's trademarked crafting tools can do. Put in raw materials, and something usable come out.



All of this gathering takes a toll on my hunger as I heard my stomach growling. I took a moment to consider my current status.

Code: [Select]
[ Status: Avery                        ]

[ Health: [|||||||||||||||||||||||||] [ 20/20 ] ]
[ Hunger: [     ] [ 0/20 ] ]
[ Thirst: [     ] [ 0/20 ] ]

[ stamina dice: [|||||||||||||||] [ 15/15 ] ] regen: 2-5
[ aggression dice: [|||||||||||||||] [ 15/15 ] ] regen: 2-5
[ clarity dice: [|||||||||||||||] [ 16/16 ] ] regen: 2-5

[ Defense: 4 ]
[ Dodge: 0 - 0 ]

You have 1587 credits and 315/2500 skillpoints (300 spent).

I'm not starving or parched, but I'm not full or satiated either. Hearing the water streaming down reminded me of a killer sandwich I've ate before. I see if complex had sent in anything that could do that by listing whatever the basic crafting tool had.

Code: [Select]
[ Category: melee weapon ]                    insta-meat soup                 
        colonial machete                  [ Category: component ]               
        wilder javelin                          weak power emitter             
  [ Category: ranged weapon ]                   inert casing                   
        colonial rifle                          inert block                     
  [ Category: harvesting tool ]                 medium power emitter           
        cheap orgo-reaper                       inert wiring                   
        atmo-thrasher condenser           [ Category: ammunition ]             
        q-osmose energy collector               inert slug clip                 
  [ Category: special weapon ]            [ Category: container ]               
        terrain surveyor                        fiber backpack                 
  [ Category: armor ]                           shipping container             
        hide armor                        [ Category: pre-fab kit ]             
  [ Category: tool ]                            pre-fab shelter kit             
        equipment crafting tool           [ Category: product ]                 
        structure crafting tool                 wooden fishing rig             
        micro-bot crafting tool                 furb@home health injector       
        defensive crafting tool                 fungal salve                   
        chemistry tool                          fibrous bandage                 
        food processor                          primitive bandage               
        maker block                             sign                           
        cooking fire                            colonial assembly datapad       
  [ Category: food ]

Insta-meat soup? Sounds like insta-yuck if you ask me. The food processor is the closest thing where I will find my sandwich. I view the food processor with the basic crafting tool and see this:

Code: [Select]
food processor
A basic crafting tool for creating simple products.
This product is poorly made.

Durability: [||||||||||] [ 10/10 ]
[[ food processor ]]
The tool is inactive.  Use list food processor to see available projects, and then craft <item> with food processor to start a project.

Requirements for food processor
* Requires weak power emitter x6 (2)               -- 50% of project quality
* Requires domestic grade building AI x1 (0)       -- 20% of project quality
* Requires inert siding x2 (0)                     -- 30% of project quality
Total complexity for this project: 35.0

Everything to make the processor can be made in the basic crafting toolkit except the domestic grade building AI. With my colonial assembly datapad, I lookup the building AI with the datapad.

Code: [Select]
domestic grade building AI is crafted with structure crafting tool.
domestic grade building AI is crafted with electronics processor.
domestic grade building AI is crafted with automated electronics processor.
Found 3 matches for domestic grade building AI.

Three items that can make it, and I can already tell which one I'll be using. I  view the structure crafting tool on the basic crafting tool

 
Code: [Select]
structure crafting tool
Boasting a single detachable structure drone, this tool is used to construct buildings and building components.
This product is poorly made.

Durability: [||||||||||] [ 10/10 ]

Requirements for structure crafting tool
* Requires weak power emitter x1 (0)               -- 40% of project quality
* Requires solid-phase metal x4 (0)                -- 20% of project quality
* Requires inert casing x4 (0)                     -- 40% of project quality
Total complexity for this project: 15.0

The thought of going inside to see if I can buy one from central came up, but this seems simple enough, right? However, I do owe it to myself to see what do they offer. First, I locked my house, setting the lock to only allow me inside before I enter the house.

inside starter prefab house
You're standing in a pretty small room, on all sides the stark white of the pre-fabricated survival polymer doesn't help to make the room feel any bigger.

You see a complex terminal and a metal locker here


I waste no time listing everything central complex had on the terminal.

Code: [Select]
The following items are available via shuttle drop from the central complex:
Item                                    Price     
insta-meat soup                         30       
peace jab                               150       
polyimide map sheet                     120       
slimfast intake                         600       
bat-swing scanjet                       360       
domestic maker AI                       600       
colonial rifle kit                      432       
complex shuttle ticket                  120       
composite armor package                 9600     
rad-shield pack                         12       
empty nanobot can                       60       
ion-driven mineral collector            1500     
environmental hazard suit               480       
cheap television                        360       
medicare first aid kit                  300       
disease first aid kit                   480       

I took this moment to think if I should use my welfare check to buy that icky insta-meat soup or go ahead and make the structure kit. My stomach is still growling, but eating can wait a bit longer; I'd rather work or even forage for native fruits than eat that mess.

(What should I do from here? I won't be taking in suggestions in one hour.[/b]
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00112

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Re: Let's Play Wayfar
« Reply #7 on: September 21, 2015, 02:51:35 pm »

(At this point, I'm going to assume that you know how to construct basic items from the basic crafting tool. I'm going to underline the items that can be made with a crafting tool that I will make. I still will be using the view command to see what is needed to make it. If you do not know where it can be made, the lookup <something> with datapad command is your friend.)

Spoiler: Commands Review (click to show/hide)
Chapter 3: Gone Fishin'

A part of me wants to buy that icky soup just to avoid wasting time, but I didn't want an upset stomach. I exit the house and thought about setting up a small cooking fire instead. Then I remembered that the tool can create a fire as well. I put in the command to show me what is needed to make the fire.

Code: [Select]
A basic crafting tool for creating simple products.
This product is poorly made.

Durability: [||||||||||] [ 10/10 ]
[[ cooking fire ]]
The tool is inactive.  Use list cooking fire to see available projects, and then craft <item> with cooking fire to start a project.

Requirements for cooking fire
* Requires native lumber x2 (12)                   -- 80% of project quality
* Requires thermal kretherson x4 (0)               -- 20% of project quality
Total complexity for this project: 10.0

I got enough lumber for the tool to use as fire wood, but this thermal kretherson? Whhhat? I double check my inventory to see if I had anything that can harvest it, and I did with the hand-held energy absorption unit. I took the time to configure the energy absorption unit to harvest thermal kretherson. I'd cross my fingers and see if it would harvest it, but I can save some time if I let it scan* the area first .

Avery begins surveying for resources with his hand-held energy absorption unit.
Your hand-held energy absorption unit has finished the survey:
No solar kretherson was found here.
Survey located presence of thermal kretherson at this location.
No purestrain solar kretherson was found here.
No dense thermal kretherson was found here.
No intrinsic field kretherson was found here.
Avery finishes surveying with his hand-held energy absorption unit.


Bingo. No need to move. I wield the absorption unit and let it harvest. As it harvest the energy, I take this time to read some more of that handbook.

Quote from: Page 3: Survival.
Whilst the Central Hopes conglomerate makes every effort to ensure colonists arrive on planets in safe manner and location, even the most hospitable planets bear harsh environments and pose many dangers to the unprepared colonist.

Mankind's greatest tool at his disposal is his tools themselves- whilst the colonial-grade machete provided to every colonist is adequate for defense against smaller creatures, a colonist will have to construct (or buy, if commercial outlets are nearby) other weapons to hunt and defend himself.
Common choices for defense and hunting weapons include the colonial-grade caseless cartridge rifle (of which a parts kit is available via complex terminal in most housing) and the m141 laser rifle (which is a standard service rifle of many factions and organisations), a colonist's basic crafting tool is capable of producing ammunition for both these rifles.

If a colonist should come face-to-face with a large creature such as a 'dorg' or a dreaded 'eight-legged cleaverbeast' there is no shame in him running, to survive today is to fight another day!

Dorg? Eight-legged cleaverbest? Just what I need handbook, more things to worry about that can kill me. I thought about turning the page when the unit beeped.

Your tool is configured to harvest thermal kretherson, but none is present.

I put the required resources in the tool and let it get to work. In minutes, there was a blazing fire near me. As I stare at the fire, I thought about everything I can cook with it. I made a mental list to myself while the fire crackled.

Code: [Select]
[ Category: food ]                            space burger                   
        ez-cheese protein strip                 fish burger                     
        proto-carb liquid food            [ Category: resource ]               
        yeast mash                              heat purified water             
        insta-meat soup                   [ Category: drink ]                   
        fish2go nutrient cubes                  drinkable water                 
        yoogle fish chew                     

I can have either a fish or a space burger. Since space reminds me of all the crowded shuttles I've been on, I'm in the mood for a fish burger. I thought about the recipe.

Code: [Select]
fish burger
A breaded hunk of flaky fish sat in between two bread buns. Fast food to go.

Durability: [||||||||||] [ 10/10 ]

Requirements for fish burger
* Requires native fiber x2 (22)                    -- 30% of project quality
* Requires any fish x1 (0)                         -- 40% of project quality
* Requires unpurified water x1 (0)                 -- 20% of project quality
Total complexity for this project: 10.0

Water eh? Plenty of that around here. I switched out the energy unit for the atmo-thrasher condenser and let it do its thing for a minute before thinking about how to get the fish. Well complex had thought of the same thing too and came up with the wooden fishing rig.

Code: [Select]
wooden fishing rig
A simple wooden pole used to catch fish.

Durability: [||||||||||] [ 10/10 ]

Requirements for wooden fishing rig
* Requires native fiber x4 (22)                    -- 20% of project quality
* Requires native lumber x2 (11)                   -- 50% of project quality
* Requires inert metal x1 (0)                      -- 30% of project quality
Total complexity for this project: 20.0

I switch out again for my mineral collector and configure it to take in inert metal. A quick scan indicates the presence of such metal and I get to work gathering some; I had a feeling I'm going to need more than one metal piece for other items that this tool can make. Again I let the collector harvest the metal until it gave a beeping indication that there's no more. Then, I started work on making the wooden fishing rig.

Avery activates a basic crafting tool.
Avery adjusts a basic crafting tool.
Avery fiddles with a basic crafting tool.
Avery adjusts a basic crafting tool.
Avery watches a basic crafting tool closely as it begins a production stage.
Avery fiddles with a basic crafting tool.
Avery completes the wooden fishing rig project on the basic crafting tool.
You receive the wooden fishing rig from the basic crafting tool.
The wooden fishing rig you produced has a final quality of 34.


I took a moment to look at the fishing rig with awe. My first useful tool that I've made with my hands on this damned planet. The walk to that stream of water wasn't too far off from the fire. I held the fishing rig and fish with the wooden fishing rig. Seconds later, I got a bite and managed to hooked an ochre fish. A beep came from my colonial datapad, informing me of a new job.

Code: [Select]
Job                           SP   $$   Progress Earned  Again in...
settle in                     100  0        -        1/1     --
leaf eaters for dinner        75   150      0/20     0/5     Now
structure crafter             40   800      1/10     0/5     Now
outdoor gourmet               90   250      0/25     0/1     Now
career angler                 200  1000     1/10     0/4     Now

Career angler? I typed in the job on the datapad and type in career angler.

Code: [Select]
        ======                                     
                             [ job: career angler ]                             
                                     ======                                     
  Haul 50 fish out of alien waters.                                             
  (progress: 1/10)                                                             
  Awards 200 skillpoints                                                       
  Repeatable 4 times                                                           
  Available every 12 hours                                                     
  You could do this job right now!                                             
  Awards a trophy                                                               
                                     ======     

The payout for the job looked promising. I leaned back and spent the rest of the day fishing and cooking fish burgers til the break of dawn.
Yesterday had taught me some things about survival and living off of the land, but I had a way to go before I do what I came here to do: finding space junk to sell. I entered back in my house and thought about what more I can learn. I thought about all of the possible survival and non-survival skills that central complex would be willing to part to me.

Every learnable skill that central will be able to teach me at the moment were neatly sent to me right on my complex terminal.  First, I take a quick moment to remind myself what skills I had learned and the amount of skill points I have to spend on central to teach me on.

Code: [Select]
Avery's skills:

                                     ======                                     
                                     Skills                                     
                                     ======                                     
  Available skill points: 538                                                   
  science                                                                       
  -    Lab Operation                                                           
  tech operation                                                               
  -    Basic Shiftscreen Operation                                             
  -    Tech Practice                                                           
                                     ====== 

The amount of skills that they have to offer is overwhelming, but some that I can learn have been conveniently marked in a plus sign for me along with the amount it will cost to learn it on the side.

Spoiler: Skills Listing (click to show/hide)

(I'm going to leave this open for a day or two at the most. For a detailed list on the skills and what they do, go here.)
Logged

00112

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Re: Let's Play Wayfar
« Reply #8 on: September 23, 2015, 06:15:45 am »

Ch 4 (Part 1): Fleeting Time, Sightseeing Wander

While I let the list of skills bury into my brain further, I had to wonder if that really was  all I could learn. I'm going to need more than improvisation and crude planning to survive. The time I've briefly spent sightseeing on a desert gave me a heavy tan, but I can not let that take my research focus of 'how the fuck am I going to find something to sell off and make money' away.

With that said and thought about, I think I know now what I'm going to learn. While registering my desired skills, my datapad gave out a chiming beep. I took a brief glance before I chuckled at what I saw.

The Central Administrative Welfare Agency has deposited your minimum income allowance: +949 credits.

I never say no to free money, and I'm not going to start now.  I reached to my sack for a fish burger only to discover that they went bad. All of this learning and remembering what I've been through for this learning process did make me hungry. I exit the house and went over to the stream of water where I can fish with my fishing rig.

Ten bites later, I was greeted by another beep of my datapad along with a confirmation that I partially completed my job as an angler again.

Code: [Select]
[ You've earned the 'career angler' award! ]
You receive 200 skillpoints.
You have received 1000 credits.

The again bit threw me off until I remembered the first time I went fishing. I remembered being so occupied cooking those fish burgers that I didn't pay any attention to the datapad that day. The skill points was only a bonus for me to use later; I have no desire to go back to the computer and read manuals I have to cough up points for. According to the datapad, it will be a long while til I can do the job again. Of course I can still fish for those tasty fish burgers, but it just won't count toward it.

For ideas on how I can earn even more money, I take a view at the list of all available things that the basic crafting tool can make. Between the other tools and weapons I can make, one caught my eye: the terrain surveyor.

Code: [Select]
terrain surveyor
This device, when activated, records a wide array of exploration data from the world around you, GPS locations, air and soil composition, detailed flora and fauna data and a few other things.

Durability: [||||||||||] [ 25/25 ]
Module capacity: 50/50
The terrain surveyor has no modules installed.

Requirements for terrain surveyor
* Requires weak power emitter x1 (0)               -- 50% of project quality
* Requires inert casing x1 (0)                     -- 50% of project quality
Total complexity for this project: 14.0

That sounds like a device I would want. For the low low cost of a weak power emitter and an inert casing, I can have something useful. Looks like those replacement fish burgers have to wait. I still got the small batch of metals I've gathered earlier to create the stuff needed to create the surveyor.

Avery activates a basic crafting tool.
Avery watches a basic crafting tool closely as it begins a production stage.
Avery watches a basic crafting tool closely as it begins a production stage.
Avery watches a basic crafting tool closely as it begins a production stage.
Avery fiddles with a basic crafting tool.
Avery watches a basic crafting tool closely as it begins a production stage.
[ Improvisation ] You receive 3 skillpoints.
[ Crude Planning ] You receive 2 skillpoints.
Avery completes the terrain surveyor project on the basic crafting tool.
You receive the terrain surveyor from the basic crafting tool.
The terrain surveyor you produced has a final quality of 53.


I take a closer consideration on the surveyor to see how well I did.

Code: [Select]
You carefully appraise a terrain surveyor...

[ finished appraisal: terrain surveyor ]
Crafter: Avery
It has a quality level of 53.
Allowed customizations: stamp, upgrade.
The terrain surveyor has a base attack speed modifier of: 0.0 seconds.
The terrain surveyor has a base damage modifier of 0 damage.
The terrain surveyor has a base endurance modifier of 13% chance per attack.
The terrain surveyor has a base to-hit modifier of 0.
The terrain surveyor has a weight modifier of 0 grams.
'

Code: [Select]
terrain surveyor (aka surveyor)
This device, when activated, records a wide array of exploration data from the world around you, GPS locations, air and soil composition, detailed flora and fauna data and a few other things.

Durability: [||||||||||] [ 25/25 ]
Module capacity: 50/50
The terrain surveyor has no modules installed.
Obvious commands:
  interface terrain surveyor with <something>
    Connect the surveyor to your complex terminal to upload data in exchange for credits.
  install/uninstall <something> in/inside/into terrain surveyor
  con*sider/app*raise terrain surveyor
    See if you can learn details about this item.
  drag terrain surveyor to <something>
    DRAG this object in a direction, towards an exit, or into a vehicle or building.
[ WIELD this surveyor while you EXPLORE in the wilderness - you'll earn credits when you return the data to your complex terminal. ]

Thank you mini surveyor manual on giving me an idea on how to make a bit more money. It makes sense that central wants some mapping data on these planets that they send people in. I have to say I was proud of myself on this one. Not too shabby done. I wield my new surveyor after I examine it.

Avery goes for his terrain surveyor.
Avery activates his terrain surveyor.


I began walking around the area while taking a quick and careful look around. I can't put my finger on it, but there's something special about this area.



A minute after I looked, I began to explore the area.

Avery starts exploring the area.
You continue exploring.
You travel through green brake, exploring.
You try to remember the general layout of green brake.
You examine the ground carefully.
[ Sightseer ] You receive 2 skillpoints.
[ Developing Observation ] You receive 2 skillpoints.
Your exploration has been a success.
You are alert and take in the terrain faster.
You have increased your exploration of this area to 15%.
Your terrain surveyor records the results of your exploration.


Minutes after I've looked, I made two minor discoveries.

While exploring, you found the incompatible wire.
Hidden item!  The enforcement dispatch relay is now visible to you.


There's enforcement police around this rust bowl? I wouldn't have noticed if it wasn't for the relay. I don't even have to examine the wire to know that it's junk, but I do know that junk sells. Ten minutes later, I was done exploring the area. With that completion, a new day had dawned.

My first exploration experience let me appreciate the terrain detail more. So much so, that I learned the basics on catching and remembering these details. I took a brief examine at the enforcement dispatch relay before I moved on to the next area to the west.

Code: [Select]
enforcement dispatch relay (aka dispatch relay and relay)
A complex matrix relay broadcasting setup that relays outlaw reports to the central complex enforcement division.

At the rate I'm finding these junk items to sell, I may not need some kind of huge container to neatly put them in. However, it would save me the grief from scanning the items on the computer one by one. I take a quick thought on what is required to build a shipping container

Code: [Select]
shipping container
A relatively dull-green trunk made out of metal. Large, seemingly compact given its purpose, and capable of carrying a lot of weight before threatening to bottom out.

Durability: [||||||||||] [ 50/50 ]
It is closed.  It is capable of holding 500 kilograms.  It has room for 500 items.

Requirements for shipping container
* Requires inert metal x8 (20)                     -- 100% of project quality
Total complexity for this project: 15.0

Again, I already got all the materials needed to make it, but I'm not going to make it just yet til I found a decent amount of junk to sell. Speaking of junk, I found something.

While exploring, you found the undeciphered matrix hotspot

I'll examine and consider this one later. I was half way done with my exploration. With my exploration, I have my run-in with some animals. I took a look at one of them called the soother light

Code: [Select]
The soother light
A small flying insect that emits light, easily visible at night. The soother light is gigantic.

The soother light is 3 solar cycles old.

Minutes later, I found a torn rag and a broken cup. Some junk to sell is better than nothing to sell. As clouds turned the clear sky into a freckled pillow that I would run my hand through, I kept mental notes on where I have completed exploring to make it easier for myself to come back there when I take a more comprehensive look

Speaking of comprehensive looks, I manage to find a blueprint chip of the mk 2 shield module. Now that one I'm not planning to sell; I have a feeling I will need to keep this with me. With that discovery, I took it upon myself to reflect what I've been doing for the last two hours. All of this surveying and recording got me thinking what am I missing. I'm finding the junk at an abyssal rate, but at least my surveyor wasn't close to being full.

Avery starts exploring the area.
You travel through covered growth, exploring.
You search covered growth.
You continue exploring.
You survey the surrounding area.
Your exploration has been a success.
You have increased your exploration of this area to 100%.
Your terrain surveyor records the results of your exploration.
If you had the Unpaid Cartographer skill you would be able to attempt discoveries now that your exploration is comprehensive.
While exploring, you found the blueprint chip (pulse laser turret)


A pulse laser turret? What use would I have for that? I can see it catching a nice wad of credits, but I owe it to myself to examine it and the shield first*.

*Note: Here I used examine 2.blueprint to examine the second blueprint chip, the pulse laser turret. Whenever you have items with the same name or close to it, use #.item shorthand name to examine the other one.

Code: [Select]
blueprint chip (aka blueprint, chip, mk 2, 2, shield, and module)
A small package of memory bearing detailed diagrams and assembly instructions for something.

Durability: [||||||||||] [ 10/10 ]
This chip contains a blueprint for mk 2 shield module.
This chip is designated to interface with the starship assembly tool

blueprint chip (aka blueprint, chip, pulse, laser, and turret)
A small package of memory bearing detailed diagrams and assembly instructions for something.

Durability: [||||||||||] [ 10/10 ]
This chip contains a blueprint for pulse laser turret.
This chip is designated to interface with the starship assembly tool.

These two items are used on ships. So much for selling the laser turret, because having beam weaponry for a ship is real nice, especially my ship if and when I get one! I also took the quick time to relfect all of the unpaid cartography I was doing. Well with a trip to my terminal, it won't be unpaid any longer!

After going back home, I opened the locker put 2 chips in the locker along with the undeciphered matrix hotspot. Before downloading the cartography guide from the terminal, I uploaded the surveyed areas to it with a interface command for the surveyor with the terminal.

You have received 4185 credits.
You upload the exploration data from your survey tool to the central complex.


Not too shabby. I took a quick score on how much credits do I have and skill points to afford the cartography guide.

Code: [Select]
       ======                                     
                                     Score                                     
                                     ======                                     
  Name: Avery                               Credits: 8721                       
  Reroll points: 0                                                             
  Battleground points: 0                                                       
  Skillpoints: 264     (925 spent)                                             
  Skillpoint Limit: 2500                                                       
                                     ======                                     
                                     Skills                                     
                                     ======                                     
  primitive assembly (2 of 5 learned)                                           
  science (2 of 4 learned)                                                     
  survival (1 of 6 learned)                                                     
  exploration (3 of 4 learned)                                                 
  tech operation (2 of 4 learned)                                               
                                     ====== 

I got just enough points with fourteen to spare. After spending the points on the manual, I took the time to learn about how not to be unpaid in cartography. I've studied throughout the night til it was time for me to go to bed.
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Let's Play Wayfar
« Reply #9 on: September 23, 2015, 08:52:31 am »

Buy a Colonial Rifle (unless we'll be able to make one).

00112

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Re: Let's Play Wayfar
« Reply #10 on: September 23, 2015, 10:51:47 am »

Ch 4 (Part 2):From Orbs with Attitude (Yes I'm running out of title ideas)

The survival-like bedding of this house wasn't doing any favors for my back. Nor was the near rotten smell of fish in my cheap sack. I can't complain too much with the tax free money that I've made so far, but it would be nice if I could find the time and energy to upgrade this house to something better. A ding came from my colonial datapad indicating that one of the jobs were available again. Knowing what the job is, the fishy smell of all the fish I had with me almost kept me from doing it. But then I will be turning my back on one grand.

I already know what I must do. I almost can afford to turn the money down for better pay in surveying, but there's more skill points to be had for more manuals. Reluctantly, I went outside to go fishing for skill points. As I walked outside, I noticed a change that I took no time to examine at.

You see a starter prefab house and a cloaked mini-node here.

Code: [Select]
cloaked mini-node (aka mini-node and node)
A small weather-worn data collection node deployed by Central Complex's planetary surveyor teams, designed to monitor and collect information on weather events, atmospheric conditions, and local flora and fauna.

As soon as I got the confirmation of the skill points being transferred to my account, I went to work on looking carefully at the possible things that I've missed after I explored the place. Looking for a discovery  for each area I've been to shouldn't take that long.

Avery starts a careful survey of the area.
You have made a new botanical discovery!
The central complex has classified your discovery as xojas.
The xojas is an obscure lumber.
You manage to extract a seed sample of botanical discovery, it is a variety of native fiber.
You have received 100 credits.
[ You've discovered the 'flora catalog' job. ]
Avery has discovered a botanical discovery in this area!


My other discoveries other than that plant and a new job included:

two green orbs
two q-locked weapon case in this area!
a blueprint chip (ingalls missile) in this area!

I stopped moving when I saw something moving within the grass. Quickly I consider the possibility of the strangler attacking me.

Code: [Select]
You carefully appraise a mossback strangler...

[ finished appraisal: mossback strangler ]
Aggression probability: 80%
The mossback strangler's highest dice pool maximum: 30
Your highest dice pool maximum: 16
Your health: [||||||||||||||||||||] 35 / 35
The mossback strangler's health: [||||||||||||||||||||] 88 / 88

I knew this planet will be trying to kill me one way or another. I made a hasty retreat up north where I made another discovery of a q-locked weapon case. With all of these weapon cases I'm discovering, I might be able to upgrade from my shitty machete. I took a quick count on how much of them I have in my inventory.

Code: [Select]
Melee weapons:
  a colonial machete (wielded) [1.6kg]
Harvesting tools:
  a cheap orgo-reaper [2.5kg]     a hand-held energy absorption unit [2.5kg]
  an atmo-thrasher condenser [2.5kg]  an ion-driven mineral collector [2.5kg]
Special weapons:
  a terrain surveyor (wielded) [2.5kg]
Armor:
  a lab coat (worn) [700g]     
Tools:
  a basic crafting tool [1.0kg]
Food:
  scores of ochre fishs [2.1kg]   seven stickle trouts [700g]   
  three mud crabs [300g]       
Resources:
  lots of native fibers [7.2kg]   nine native lumbers [11.2kg] 
  lots of thermal krethersons [16.0kg]  scores of unpurified waters [21.0kg]
  a score of inert metals [40.0kg]  a 'botanical discovery' native fiber seeds [50g]
  an obscure lumber [1.2kg]     
Products:
  a complex shuttle ticket [100g]  a colonist's handbook [100g] 
  a colonial assembly datapad [100g]  a wooden fishing rig [100g]   
  an incompatible wire [100g]     a broken cup [100g]           
  a torn rag [100g]               two green orbs [200g]         
  three q-locked weapon cases [300g]  a blueprint chip (ingalls missile) [100g]
[ Total Load: 117.0kg (max 759.5kg) Total items: 138/175 ]

I could either make myself a better weapon that can deal with the wild life or find a way to unlock all three cases. Or just maybe I can do both. I take in a quick view of my basic crafting tool's list to see the available weapons I can make. Of the machete, javelin, and rifle; I will be going with the colonial rifle.

Code: [Select]
colonial rifle
A simple slug rifle whose parts are issued by Alpha Complex for self defense.

Durability: [||||||||||] [ 25/25 ]
Attacks: [1] slugthrower fire
Module capacity: 50/50
The colonial rifle has no modules installed.
It accepts any shell slug clip as ammunition.
It is unloaded.
It has 25 / 25 condition remaining.

Requirements for colonial rifle
* Requires colonial rifle kit x1 (0)               -- 80% of project quality
* Requires inert metal x1 (20)                     -- 10% of project quality
* Requires native lumber x1 (10)                   -- 10% of project quality
Total complexity for this project: 6.0

When I looked up the colonial rifle kit, the datapad returned with an error. Looks like it's a kit that I gotta buy from central. I went back in my house and placed in an order for a kit. When I examined the terminal, it's timer til delivery was on one minute. Sure enough, exactly one minute later, I received a notification that the kit has arrived from my datapad. I collected it from the terminal and begun work on the rifle.

Avery completes the colonial rifle project on the basic crafting tool.
You receive the colonial rifle from the basic crafting tool.
The colonial rifle you produced has a final quality of 64.


My botanical discovery of the obscure lumber had helped with the quality of the rifle somewhat, but it still have that shop smell from central. I considered both the rifle and the machete to see which would be a better weapon.

Code: [Select]
[ finished appraisal: colonial rifle ]
Crafter: Avery
It has a quality level of 64.
Allowed customizations: stamp, upgrade.
The colonial rifle has a base attack speed modifier of: 0.0 seconds.
The colonial rifle has a base damage modifier of 0 damage.
The colonial rifle has a base endurance modifier of 15% chance per attack.
The colonial rifle has a base to-hit modifier of 0.
The colonial rifle has a weight modifier of 0 grams.
The colonial rifle accepts up to 12 rounds of type generic shell slug clip ammunition.

[ finished appraisal: colonial machete ]
It has a quality level of 0.
Allowed customizations: stamp, upgrade.
The colonial machete has a base attack speed modifier of: 0.2 seconds.
The colonial machete has a base damage modifier of 6 damage.
The colonial machete has a base endurance modifier of 0% chance per attack.
The colonial machete has a base to-hit modifier of 0.
The colonial machete has a weight modifier of 0 grams.

A split second can be the difference of life and death in a mostly desert filled planet, but most of the stats my datapad had spit out was like a foreign language to me. Just to be sure with myself, I switched out the machete for the rifle. With a gun, I now need ammo.

Using my datapad again, I see that I can make an inert slug clip with the same basic tool kit. Or, I can make myself an equipment crafting tool to make some of the advanced high quality clips.  Although it's possible to get a higher quality of inert metal according to a free central skill manual to make the basic clip a high quality one, I'll need a mining capable space ship to get it from an asteroid.

Because I want to get started on unlocking the weapon cases as soon as possible, I'll go with making some basic inert slug clips.

Code: [Select]
A metal charger clip of system-wide standard 10x28mm caseless slug rounds. In each round, a small bullet is held within a brick of solid propellant and a solid primer compound is visible on the base of each round through holes in the clip.  The inert slug clip contains 22/22 round(s).

Durability: [||||||||||] [ 10/10 ]

Requirements for inert slug clip
* Requires inert metal x1 (19)                     -- 100% of project quality
Total complexity for this project: 6.0

According to the basic tool, I had thirteen metals that are over the quality of ten. The rest were really shit. I made ten clips before going outside to make more discoveries. After I finished my tenth one, I've received a notification from my datapad before I reloaded my rifle and went.

Code: [Select]
You've earned the 'ammo supplier' award! ]
You receive 25 skillpoints.
[ You can earn the 'ammo supplier' award again in 1 hour. ]

My discoveries this time were as follows:
two q-locked medical bays
a q-locked weapon case
iqawitud (adaptive-phase fiber)
a blueprint chip (assault ammunition vest)
a green orb
vopic (native lumber)
vomige (native berries)

My discovering was not uneventful that time. Remember that strangler I saw earlier?



I managed to loot its corpse for its meat after two quick shots along with my intent to kill the strangler. With that kill and rapid reflex fire at it came another job, a hunting job, that I can do along with 10 measly credits for killing it. Ten credits is too low for my luck. There was a good chance I could've been very dead if that strangler managed to land a hit on me. 

There's goes my mood to build something or somewhere to store all of these discoveries. I decided to retire for the night in the house; last thing I want was a strangler strangling me in my sleep.

(Building something and/or a building to store all of this in is next for sure.)
Logged

00112

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Re: Let's Play Wayfar
« Reply #11 on: September 23, 2015, 08:20:06 pm »

Chapter 5: The Long Lost Road to Science

Once again, I was greeted this morning with a sore back. I wasn't carrying much, but I was still carrying a lot of things I shouldn't be carrying while being asleep. Since I'm speaking about it now, I might as well get started to making that storage/shipping container for my found junk. As a reminder, I looked up its ingredients on the tool.

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shipping container
A relatively dull-green trunk made out of metal. Large, seemingly compact given its purpose, and capable of carrying a lot of weight before threatening to bottom out.

Durability: [||||||||||] [ 50/50 ]
It is closed.  It is capable of holding 500 kilograms.  It has room for 500 items.

Requirements for shipping container
* Requires inert metal x8 (9)                      -- 100% of project quality
Total complexity for this project: 15.0

A quick metal stuffing later, I have a somewhat decent container; however, my consideration of it says so otherwise with a quality rating of nine (!). With completion of the shipping container, my datapad gave a beep. With a glance at it, I see that I've discovered a job related to shipping containers.

Code: [Select]
          ======                                     
                                [ job: box man ]                               
                                     ======                                     
  make the boxes, then haul them                                               
  (progress: 1/5)                                                               
  Awards 75 skillpoints                                                         
  Repeatable 1 times                                                           
  Available every 1 day                                                         
  You could do this job right now!                                             
  Awards a trophy                                                               
                                     ======   
Where am I suppose to haul them though? I don't even have a lab to haul my discovered artifacts in! I can check to see how I'm going to make one. Obviously the basic tool isn't going to have the blueprint for a lab, so I look it upon to the datapad to show me which tool makes it.

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laboratory is crafted with structure crafting tool.
Found 1 matches for laboratory.

And to make the structure crafting tool?

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structure crafting tool
Boasting a single detachable structure drone, this tool is used to construct buildings and building components.

Durability: [||||||||||] [ 10/10 ]

Requirements for structure crafting tool
* Requires weak power emitter x1 (0)               -- 40% of project quality
* Requires solid-phase metal x4 (0)                -- 20% of project quality
* Requires inert casing x4 (0)                     -- 40% of project quality
Total complexity for this project: 15.0

Guess I'm going have to make a list on what to gather up. Obviously the solid-phase metal is the easiest thing to get considering I only have to find it. As for the others...

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weak power emitter
A faintly glowing coil topped with a small control box, this device contains the energy equivalent of a small sun, but can only release an extremely tiny fraction of that energy at once. Massive, but not unlimited, energy stores are possible due to the self-sustaining low-output fusion reaction on a miniature scale that kretherson converters provide.
Quality: 0

Requirements for weak power emitter
* Requires inert metal x2 (1)                      -- 60% of project quality
* Requires any energy x5 (16)                      -- 40% of project quality
Total complexity for this project: 10.0

inert casing
A boxy case for a device or assembly made of some inert metal.
Quality: 0

Requirements for inert casing
* Requires inert metal x2 (1)                      -- 100% of project quality
Total complexity for this project: 8.0

Before leaving, I labeled the shipping container Junk and put all the junk I had in there. After opening the container, I put every junk and fish I had in there. Already that fish smell was going away. I thought about selling the container, but I have a feeling I'll need the container a bit longer in case I find more junk or junk artifacts. Besides, the whole thing was worth 390 credits and that's including the box.

I went outside and get to work on finding the materials for my laboratory. I set each harvesting tool to gather the required material with a simple configure command. Harvesting the inert metals was the easy part when I have a source of it right outside my home. It's finding the solid-phase metal that could give me grief.

Up north from my home, there was a ranch along with a laboratory. Could there be a fellow scientist living near me? I take a quick note that there were pieces of ruined equipment scattered around the area around tiny pockmarks in the ground to myself before asking the question should I take some time to explore here or head up to the mountains for the solid-phase metal?

The possibility of finding something from a rich area as this are too good to pass up. As I walked around here taking quick mental notes, I took this time to read the last page on the handbook




Quote from: Page 4: Communication.
Once a colonist has established his place after planetfall, he might want to communicate with the outside world, this is made simple and easy through the use of ever-advancing development subnet communications arrays, one of which is supplied to every colonist with their wristpad.

A colonist can communicate with the Central conversation net 'chatnet' through usage of the 'chat' command followed by the text that the colonist wishes to broadcast.

The chatzone channel can also be turned on and off through the usage of 'chatnet on/off' and recent message history can be viewed through the command 'chatnet history'.

Other conversation nets exist such as 'comedynet'.

If a colonist wishes to send a personal message to another colonist, he could use the 'page' command which has the syntax 'page <receiver's name>' followed by the text he wishes to broadcast to that colonist. Note that this will fail if that colonist does not exist or is offline.

Just as I reached the last sentence, a mossback strangler emerged from a moss patch. I wasted no time to stop and kill the strangler. One slug fire later, I resumed my exploration. Or at least I would if another didn't emerge right after I've killed that one. This one took two bullets, but my quick trigger finger saved me. The second strangler has two meats and a hide for me to have. With all of that quick firing, the rifle has been damaged slightly.

Before I finished exploring the area completely, I found a cracked battery pack. With a careful survey, I found a blueprint chip for a 16T-BL main battle tank. With my curiosity satisfied, I continued over to the mountains.

Remember what I said I was heading over to the mountains though? I ended up in a tundra.



Guess I'll try the desert. Just maybe there's solid-phase metals there. After passing though another tundra and a jungle with a scrapyard, I finally found an area with solid-phase metals. Originally I was going to get just enough, but I'm going to get more than that and put them all in a container. As I was returning back home, I ran into a sign. With a quick look at the sign, I read it.

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A sign, it might have useful information on it.
The sign reads: Here was the base of Wer6, before he moved. Hey Korvain, sorry I took everything, but I am living with someone..

While finding my way back, I made two more discoveries, more locked cases, and an obscure lumber that was classified as onifaxa. With that discovery, I was paid six hundred credits total and fifty skill points.

Still looking for my home, I encountered another interesting area with an abandoned stormy dorg jetcycle. I examined it without much delay, but there was nothing much I can do to it without a plasma torch.

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abandoned stormy dorg jetcycle (aka abandoned, stormy, dorg, jetcycle, stormy, dorg, and jetcycle)
While it isn't immediately clear what exactly this twisted, mangled mockery of a vehicle was, it is however in enough large and arguably intact pieces to where salvage of some of them can even be deemed feasible. Perhaps you could invest in a recovery of some valuable parts?
1

Durability: [|||||||   ] [ 67/100 ]
Obvious commands:
  con*sider/app*raise abandoned stormy dorg jetcycle
    See if you can learn details about this item.
  drag abandoned stormy dorg jetcycle to <something>
    DRAG this object in a direction, towards an exit, or into a vehicle or building.
[ It looks like you can retrieve items from this wreck with some sort of cutting tool, maybe a plasma torch? ]

Not too long after I discovered that, I found an indecipherable q-disk. My discovery? Another q-locked weapon case.

Another interesting area in a sunlit wood, and another area to explore. As I walked there, I walked into a fight between a clinging stinger and a ground-gawk. Within the area, there's two rec domes and a ruined 12T-LL transport truck. It's a shame I couldn't go in the truck to see if there's anything in it though. But not being able to find my home is getting annoying now. I should know it like the back of my hand.

I took this time to think after discovering a blueprint chip for a tactical feed module. After I took this time to think, I traveled* back home. When I made it back home, I went to work on making the structure tool and the requirements to build a laboratory.

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laboratory


Durability: [||||||||||] [ 500/500 ]
Currently 0 occupants of a maximum 1.
Installed Modules: none. 100 module capacity remaining.

Requirements for laboratory
* Requires simple structure base x2 (0)            -- 25% of project quality
* Requires inert beam x4 (0)                       -- 20% of project quality
* Requires inert siding x6 (0)                     -- 20% of project quality
* Requires structure power core x2 (0)             -- 35% of project quality
Total complexity for this project: 55.0

*Note: After travel, you must put in a number. To see which number is which, just type travel to see an index of all the memorized locations. You will always memorize your home.

I could take the time and make all the equipment I need to build it now, but all the traveling I did took the wind off of me. Yet, I was getting tired of carrying around locked cases.
I went to work on gathering the materials near me (seriously) to build the lab. First was the two simple structure bases which it was nothing but lumber and inert metal. The inert beam and siding are self explanatory of what I needed to make them, inert metals. The two structure power core will also take inert metals, energy, and a weak power emitter in which I need more inert metals.

All of the sudden, my little plot of home don't have enough to supply for the whole construction of the lab. While looking for more inert metals, I took this time to make any discoveries on areas that I've been already. I only made one though, a discovery of a different kind of native lumber

I lost track of time as I build the required materials for the building, but when it was all done and over, all I could do is look at it while receiving a confirmation of a seventy-five credit payment. I wasted no time to lock the laboratory to make sure nobody else can enter. In it, there was only the research terminal, the only thing I would need to unlock the damn cases that has been mocking me. Speaking of cases, there's one more thing I need to do: make more shipping containers and last minute discoveries before starting on research.

I made two of those, a stimulant leaf called uqevomupu and a blueprint chip for a klobb machine pistol.

Making it back in the laboratory, I took careful time to label everything container I found by  four names: Junk , arti, tech, and weapon.  When I finished, I went on and made my first artifact discovery.

Avery starts researching the q-locked weapon case using the research terminal.
Avery looks up from a research terminal triumphantly.  His work on the q-locked weapon case has yielded a new product, a sonic projector!


With this was another discovered job, the 'research associate' job.

Code: [Select]
                           ======                                     
                          [ job: research associate ]                           
                                     ======                                     
  Unravelled the mysteries surrounding a pre-human artifact.                   
  (progress: 1/5)                                                               
  Awards 75 skillpoints                                                         
  Repeatable 10 times                                                           
  Available every 4 hours                                                       
  You could do this job right now!                                             
                                     ====== 

Before I could make research another artifact, my eyes became heavy. I leaned on the research terminal and fell asleep.

(I'm open to some suggestions. I know I will do some researching and finding more artifacts, but I don't know what else I can show/teach that is basic. Maybe I'll switch the point of view to some other alt to show more highlights.)
Logged

00112

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Re: Let's Play Wayfar
« Reply #12 on: September 24, 2015, 09:10:08 am »

CH 6: On Moons and Planets

The Central Administrative Welfare Agency has deposited your minimum income allowance: +1192 credits.

I woke up to my datapad beeping. That's another one grand in the bank. I get straight to work on unlocking the q-locked cases. From the medical ones, a remove nanite injector and a sawbones brand med-projector was in them. Curious about their function, I examined both of them.

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This rather advanced type of medigun has two modes: the standard heal fires a stream of medical nanobots that heal the target until their energy runs out and the patch mode, which sends a temporary colony of nanomachines to the friendly organic body and tries to fix more complicated problems over long period of time. The second mode can also act as a sort of passive regeneration measure, the patch monitoring the body for any and all new injuries and tends to them as soon as possible.

Durability: [||||||||||] [ 25/25 ]
Module capacity: 50/50
The remote nanite injector has no modules installed.

A large metallic tank emblazoned with a large red cross feeds into a hose with a pistol grip and trigger mechanism attached. Med-projectors unleash a stream of nano-scale robots through the air at whatever the user wishes to assist. The tiny automatons then go to work, performing whatever task was assigned to them as they were hurled from their replication tank.

Durability: [||||||||||] [ 25/25 ]
Module capacity: 50/50
The sawbones brand med-projector has no modules installed.

Out of the two, I decided to keep the nanite injector with it's passive regeneration capacity. I researched two more artifacts, two q-locked weapon cases, before going outside and do more jobs. At this point, I'm not doing them for the money, but for the skill points.

I've made another shipping container that I will keep around in the house to get paid for being the box man. Then I went fishing and fished for a bit for the career angler job. While fishing, I took the time to read a manual to learn about better materials off the land from the datapad. When I finished fishing, I've received a prized fishing bobber from central. The next job was to make more inert slug shells, and I got started by exhausting my home's are inert metal source.

Being tired of making shitty shells, I took it upon myself to build a factory. The requirements to build one were as follows

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A large steel building with smokestacks spewing out smoke. Factories contain the means to build more complex products.

Durability: [||||||||||] [ 500/500 ]
Currently 0 occupants of a maximum 1.
Installed Modules: none. 100 module capacity remaining.

Requirements for factory
* Requires simple structure base x2 (0)            -- 20% of project quality
* Requires inert beam x4 (0)                       -- 30% of project quality
* Requires inert siding x6 (3)                     -- 30% of project quality
* Requires structure power core x1 (0)             -- 20% of project quality
Total complexity for this project: 28.0

I built it north of my home. With another building came another meager pay for building it. I entered the factory to admire my own work for a bit before going to the terminal and order building supplies. I don't know exactly how much materials are there, but I hope its enough to build a refinery near it. While waiting on the order to come through, I made some inert slug shells and more discoveries of, you guessed it, more q-locked cases.

When the package came in, I took note that the building package comes with five inert slidings and beams and the weak emitter package came with three weak emitters. Instead of building the refinery near the factory, I built it near my home.

I took in a score of my current finances. I've made ten grand on this planet doing various of work other than selling artifacts and junk that I've discovered. The longer I've been selling  what I found on this planet's surface, the quicker I realized I needed to go to another planet like a moon or something to find more valuable artifacts. The idea of taking in a loan with an 'interest' is still one that I rather not do, but if I can't find a cheap ship...

I built a helo pad by a shuttle terminal that was near that sign I found yesterday. It's time to repay a visit to central complex alpha. I activate the shuttle ticket and waited for a shuttle ride.

Going southward, I went over to and looked at his wares:

Code: [Select]
                       ======                                     
                    Jebediah's Discount Starships [2, 2, 2]                     
                                     ======                                     
  [ vehicle ]                                                                   
  -- GD-44 'Flying Coffin' exoterra scout                     $15000           
  -- asteroid miner                                           $40000           
  -- adder mk1 interdictor                                    $42500           
  -- solar freighter                                          $50000           
  -- adder mk2 interdictor                                    $54000           
  [ container ]                                                                 
  -- dumbfire missile crate                                   $3000             
  [ module ]                                                                   
  -- vehicle horn                                             $120             
  -- simplex vehicle lock                                     $250             
  -- small laser turret                                       $400             
  -- self-destruct module                                     $400             
  -- dumbfire missile launcher                                $500             
  -- ion cannon                                               $600             
  -- robo-terrier vehicle lock                                $750             
  -- medium laser turret                                      $800             
  -- v-tite vehicle lock                                      $1400             
  [ product ]                                                                   
  -- mini starship fuel cell                                  $300             
  -- small starship fuel cell                                 $700             
  -- medium starship fuel cell                                $1200             
                                                                               
  You have $10981 credits available.           

I was short by five grand. I guess taking out a small loan wouldn't hurt too bad if the interest don't kill me first.. I examined the economic loan terminal to get more information on the loans they give out.

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      ======                                     
              the economic loan terminal on central complex alpha               
                                     ======                                     
  A Complex Economic Solutions terminal for the withdrawing and payment of complex-provisional loans (terms and conditions apply, always read the small print). 
  This terminal loans credits at a compounded daily interest rate of 0.01%.     
  There are 96 player loans on the planet central complex alpha.               
  Of $3587648 outstanding debt, $1893931176 has been repaid.                   
                                     ======       

A 0.01 interest rate is too good of a rate to pass up. So much so that I withdraw ten grand from the economic loan terminal After I used it, a printout came from the terminal.

You have received 10000 credits.
You have successfully withdrawn a loan of $10000. Complex banking on central complex alpha charge 1.0% compound interest.
The net payable sum for this loan will increase by $100. Your max total repayable limit for this loan is $20000, your credit rating will be damaged if you allow your total repayable sum to exceed this. Action will be taken against you if you fail to neglect to repay your loan to within acceptable boundries.
Thank you for using Complex Economic Solutions, have a nice day.


I went back over to Jebediah's Discount Starships and brought my scout. With that purchase came another job, transport dealer. I had no idea how buying a ship is related to creating one, but hey free seventy five credits. I went in just to come back out and fuel the scout ship from the pump for eight hundred credits.

 I went inside and took a look at the ship's cockpit. My very first ship may be a small bucket, but it was still my first ship. A small manual was leaning over by one of the controls. I picked it up to see it was one on basic starship operation. While the ship launched out of the store in auto pilot, I read the manual to learn starship operations.

Avery begins a launch sequence.
From outside: The GD-44 'Flying Coffin' exoterra scout (ys-29633)'s engines fire up and the take-off thrusters push the craft into a rising hover.
Avery ends the launch sequence from central complex alpha and rests the starship in geostationary orbit.
From outside: The GD-44 'Flying Coffin' exoterra scout (ys-29633) rises far from central complex alpha and disappears into space.




I put the ship on auto pilot over to FROG-1322 When it arrived, I placed a jump sequence to the subsector. From there, I see the planet staring back at me as if it wants me to return back like a mistress. Before I jumped out of the subsector, I scaned the planet. The results...well they're something.

You perform an in-depth scan of FROG-1322.
The scan results are as follows:
 
FROG-1322:
Planet classification: hospitable
Approximate diameter of planet: 2500 km
Planet gravitational field strength: 0.79G
Most recent catalogued biome coverage:


I went over to the next legible subsector, 7-BLUEJAY and jumped there. A scan later, I was out to the next subsector.

You perform an in-depth scan of 7-BLUEJAY.
The scan results are as follows:
 
7-BLUEJAY:
Planet classification: hospitable
Approximate diameter of planet: 10000 km
Planet gravitational field strength: 1.03G
Most recent catalogued biome coverage:


I put the ship on auto to WY-1444. I'm begging to find another station that isn't a refueling station Another scan in, another jump out.

The scan results are as follows:
 
WY-1444:
Planet classification: hospitable
Approximate diameter of planet: 10000 km
Planet gravitational field strength: 1.24G
Most recent catalogued biome coverage:



When I went to the ship's auto drive interface, the ship spat out a longer list than what I had before. One location caught my eye, the phedyne starship construction platform. Figuring that something is there, I selected that. When the ship arrived, I placed in a docking request and left. The first thing I saw at the station was long condors leading to an  orbital starship assembly station. Curious, I put in a command for the tool to list the things it can build.

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======                                     
  ===============orbital starship assembly station blueprints================   
                                     ======                                     
  [ Category: component ]                       planetary dreadnought           
        inert beam                              solar tanker                   
        inert superstructure                    solar carrier                   
        light starship power core         [ Category: ammunition ]             
        light ion engine                        dumbfire missile               
        solid-phase conduit                     inert metal kinetic penetrator 
        solid-phase hull plate            [ Category: module ]                 
        weaponry power bank                     mass driver turret             
        inert casing                            firestrike missile launcher     
        medium ion engine                       dumbfire missile launcher       
        cargo bay                               implosion well generator       
        solid alloy superstructure              ion cannon                     
        plastiform casing                       small laser turret             
        ceramic casing                          medium laser turret             
        accelerator magnet ring                 large laser turret             
        heavy ion engine                        gauss cannon                   
        heavy starship power core               gas harvesting module           
        reactive hull plating                   warp jump module               
        repulsion field generator               tractor beam module             
  [ Category: vehicle ]                         small fuel ramscoop             
        solar freighter                         large fuel ramscoop             
        planetary interdictor                   kinetic bombardment module     
        asteroid miner                          uplink communications array     
        planetary corvette                [ Category: product ]                 
        solar dropship                          mini starship fuel cell         
        construction ship                       small starship fuel cell       
        GD-44 'Flying Coffin' exoterra scout      medium starship fuel cell 
        planetary cruiser                       large starship fuel cell       
        planetary destroyer                     mega starship fuel cell         
                                     ======   

On the  western end of the west hallway was a shop.

inside phedyne starship construction platform      UO utility outlet
A utility store selling all kinds of assorted things a colonist might (never) need.


I requested a list and the shopkeeper happly obliged.

Code: [Select]
  ======                                     
                             utility outlet [1, 3]                             
                                     ======                                     
  [ harvesting tool ]                                                           
  -- trash collector                                          $100             
  -- ion-driven mineral collector                             $1250             
  -- q-osmose energy collector                                $1250             
  [ special weapon ]                                                           
  -- handheld aquifer driller                                 $250             
  [ armor ]                                                                     
  -- composite gloves                                         $1000             
  -- composite helmet                                         $1000             
  -- padded EVA suit                                          $1200             
  -- composite combat boots                                   $1500             
  -- composite armored pants                                  $2500             
  -- ceramic armored pants                                    $2800             
  -- composite torso armor                                    $5000             
  -- ceramic torso armor                                      $5600             
  [ component ]                                                                 
  -- colonial rifle kit                                       $360             
  [ ammunition ]                                                               
  -- weapon cell                                              $20               
  [ container ]                                                                 
  -- replacement crafting toolset                             $150             
  -- premium ration package                                   $250             
  [ product ]                                                                   
  -- small fuel cell                                          $25               
  -- medium fuel cell                                         $50               
  -- large fuel cell                                          $100             
                                                                               
  You have $5206 credits available.                                             
                                                                               
                                     ====== 

The padded EVA suit caught my eye quickly along with the junk collector. I quickly take a double check on all the harvesting tools I have with me before making the decision. I compared the  q-osmose energy collector with the hand-held energy device.

Code: [Select]
hand-held energy absorption unit (aka energy absorption unit, absorption unit, and unit)
A Smith & Romney absorption unit. This unit is capable of collecting low grade energy from the environment.

Durability: [||||||||||] [ 25/25 ]
Module capacity: 50/50
The hand-held energy absorption unit has no modules installed.
This tool can harvest solar kretherson, thermal kretherson, purestrain solar kretherson, dense thermal kretherson, intrinsic field kretherson.
This tool is currently configured to harvest thermal kretherson.
The hand-held energy absorption unit takes 5.0 seconds to harvest one unit of a resource and 10.0 seconds to perform a survey.

q-osmose energy collector (aka energy collector and collector)
A Smith & Romney absorption unit. This unit is capable of collecting low grade energy from the environment.

Durability: [||||||||||] [ 25/25 ]
Module capacity: 50/50
The q-osmose energy collector has no modules installed.
This tool can harvest solar kretherson, thermal kretherson, purestrain solar kretherson, dense thermal kretherson, mineral acids, fuming mineral acids, radioactive kretherson, charged radioactive kretherson, intrinsic field kretherson.
This tool is not currently configured to harvest a specific resource.
The q-osmose energy collector takes 3.0 seconds to harvest one unit of a resource and 8.0 seconds to perform a survey.

The comparison was enough for me to exchange from the hand-held unit, but the shopkeep wouldn't let me sell the hand-held unit. In that case, I just brought the padded EVA suit and wear the padded suit after I remove my lab coat Before leaving, I took a quick look at the aquifer drill by examining it.

Code: [Select]
handheld aquifer driller (aka handheld, aquifer, and driller)
A hand-held drilling tool for digging boreholes to the aquifer of an area in order to bring water to the surface where there is none.

Durability: [||||||||||] [ 25/25 ]
Module capacity: 50/50
The handheld aquifer driller has no modules installed.

Sure, why not? I brought the drill too just in case.

Minutes after leaving the construction station and jumping back over to the frog subsector, I was making my way to one of the planet's moons. When I landed, I exited the ship to look at the surface with awe.



With my mineral collector, I took a moment to do a quick survey.

Avery begins surveying for resources with his ion-driven mineral collector.
Your ion-driven mineral collector has finished the survey:
Survey located presence of inert metal at this location.
Survey located presence of solid-phase metal at this location.
No responsive metal was found here.
Survey located presence of transuranic metal at this location.
Survey located presence of ceramic geode at this location.
No magneto-mineral was found here.
No nanite sheeting was found here.
No sand was found here.
No gems was found here.
No exotic gems was found here.
Survey located presence of monocrystals at this location.
Survey located presence of stellar corundum at this location.
No fullerene sheeting was found here.
No red sand was found here.
No black sand was found here.
No pink sand was found here.
Avery finishes surveying with his ion-driven mineral collector.


I know which moon I will come back to when I need some higher quality metals. I waste no time exploring this barren mesa and the moon itself. Minutes after I did start, I found a scrambled limited use crafting kit. My discovery there was an odd starship part that must've crashed landed here.

Now that's the valuable space junk I was looking for.

Looks like I'll be on this planet for a while finding these among other items. Mostly it will be to avoid that abandoned factory and the pirates that inhabit here.
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Let's Play Wayfar
« Reply #13 on: September 24, 2015, 10:55:40 am »

I'd like to see the Machine Pistol.  And creating our own spaceship is a worthy goal.

Glad to see my recommendation on the Colonial Rifle was useful.

I would like to see this character continue: Changing characters would be a bit jarring.

Tell us more about the Pirates and Other Players!

00112

  • Bay Watcher
    • View Profile
Re: Let's Play Wayfar
« Reply #14 on: September 24, 2015, 03:11:13 pm »

(I dunno how else I can cover the social aspect of the game. I've already referred to the colonist handbook on communications back on chapter five. I keep chatnet turned off so the screen won't get cluttered but it's a chatnet on away if I want to get social or use chatnet history to see what was missed. Combat is something that I want to get into detail with the pirates.)

CH 7: Warehouse: The Gathering

After I've settled in back home, I took in a quick inventory on how many things I've discovered back at Dyrion. Or at least I would if I wasn't carrying other things such as lumber, metals, and plants that filled the space. A building to store all of this in would be ideal like a warehouse.

Code: [Select]
small warehouse
A large square storage warehouse with doors for loading and unloading.

Durability: [||||||||||] [ 1000/1000 ]
Currently 0 occupants of a maximum 1.
Installed Modules: none. 100 module capacity remaining.

Requirements for small warehouse
* Requires inert beam x6 (6)                       -- 25% of project quality
* Requires inert siding x8 (4)                     -- 25% of project quality
* Requires light structure base x2 (2)             -- 30% of project quality
* Requires structure power core x1 (0)             -- 20% of project quality
Total complexity for this project: 40.0

stockpile warehouse
A bulky building, constructed with prefab sidings & acid resistant roofing. Generally, things are stored here.

Durability: [||||||||||] [ 500/500 ]
Currently 0 occupants of a maximum 1.
Installed Modules: none. 100 module capacity remaining.

Requirements for stockpile warehouse
* Requires homebrew logical AI x1 (0)              -- 20% of project quality
* Requires inert wiring x4 (0)                     -- 10% of project quality
* Requires inert beam x6 (6)                       -- 20% of project quality
* Requires inert siding x8 (4)                     -- 20% of project quality
* Requires light structure base x2 (2)             -- 15% of project quality
* Requires structure power core x1 (1)             -- 15% of project quality
Total complexity for this project: 55.0

Since I'm going to be stuck on this planet for a while longer, I want the warehouse with the most storage and bulky sounds like more room than large. I take a stock of the homebrew logical AI  by referring to my colonial datapad.

lookup logical with datapad
homebrew logical AI is crafted with component crafting tool.
homebrew logical AI is crafted with automated electronics processor.
Found 2 matches for homebrew logical AI.

And the component crafting tool?

lookup crafting with datapad
equipment crafting tool is crafted with basic crafting tool.
equipment crafting tool is crafted with component crafting tool.
equipment crafting tool is crafted with pro-zone generalized R3D utility printer.
equipment crafting tool is crafted with carpentry tool.
structure crafting tool is crafted with basic crafting tool.
structure crafting tool is crafted with equipment crafting tool.
structure crafting tool is crafted with component crafting tool.
structure crafting tool is crafted with pro-zone generalized R3D utility printer.
structure crafting tool is crafted with pro-zone equipment R3D printer.
structure crafting tool is crafted with carpentry tool.
micro-bot crafting tool is crafted with basic crafting tool.
micro-bot crafting tool is crafted with equipment crafting tool.
micro-bot crafting tool is crafted with component crafting tool.
micro-bot crafting tool is crafted with pro-zone generalized R3D utility printer.
micro-bot crafting tool is crafted with pro-zone equipment R3D printer.
micro-bot crafting tool is crafted with carpentry tool.
defensive crafting tool is crafted with basic crafting tool.
defensive crafting tool is crafted with equipment crafting tool.
defensive crafting tool is crafted with component crafting tool.
defensive crafting tool is crafted with pro-zone generalized R3D utility printer.
defensive crafting tool is crafted with pro-zone equipment R3D printer.
defensive crafting tool is crafted with carpentry tool.
component crafting tool is crafted with equipment crafting tool.
basic crafting tool is crafted with equipment crafting tool.
pro-zone generalized R3D utility printer is crafted with pro-zone equipment R3D printer.
Found 25 matches for pro-zone generalized R3D utility printer.


(Underlining my emphasis)

Since the equipment crafting tool can be created using my basic tool, I viewed its requirements with a view command.

Code: [Select]
equipment crafting tool
Crafts armor, weaponry, and simple devices.

Durability: [||||||||||] [ 10/10 ]

Requirements for equipment crafting tool
* Requires weak power emitter x1 (0)               -- 50% of project quality
* Requires solid-phase metal x2 (0)                -- 50% of project quality
Total complexity for this project: 10.0

I didn't have to leave the house to get the materials when I already have them stored in containers. When the equipment tool was finished, I entered a command for it to show the component crafting tool.

Code: [Select]
component crafting tool
A basic crafting tool for creating simple products.

Durability: [||||||||||] [ 10/10 ]

Requirements for component crafting tool
* Requires weak power emitter x1 (0)               -- 50% of project quality
* Requires inert metal x2 (0)                      -- 50% of project quality
Total complexity for this project: 10.0

I can tell that I'm going to need to invest more on those weak power emitter packages. They are an energy gathering time savor.  Now that I have a component crafting tool, it's time to see what I need for the homebrew logical AI.

Code: [Select]
homebrew logical AI
This AI isn't too smart and has loads of annoying bugs, but as long as you keep it simple, it will understand your commands. Mostly.
Quality: 0

Requirements for homebrew logical AI
* Requires blank IC chip x1 (0)                    -- 50% of project quality
* Requires domestic maker AI x1 (0)                -- 50% of project quality
Total complexity for this project: 15.0

And the blank IC chip?

lookup IC with datapad
blank IC chip is crafted with electronics processor.
blank IC chip is crafted with automated electronics processor.
Found 2 matches for blank IC chip.


Yeahh, I think the central complex sells those. I can make an electronics processor later. First I have to buy the ticket and the domestic maker AI from central. After I made my order, I examined the terminal to see that it will come in eleven minutes. Ha! I guess I can kill some time getting the materials for the warehouse til then.

As I was making inert wiring for the warehouse, I get this notification.

Your order of complex shuttle ticket has been delivered.
Your order of domestic maker AI has been delivered.


Before I collect my order, I placed in another order for building packages and weak emitters in the factory. Or at least I would've ordered the weak emitters if I had brought one building package instead of two. This is the right time to sell off that junk container back at the lab before heading off to central.

You authorize the sale of the 'Junk' shipping container...
You have received 1317 credits.


I collected my order and used the ticket. Upon arrival at central, I walked around searching for a store that would sell the blank IC chip. It didn't take long to see that the station didn't sell it; however I did sign a short labor contact with the complex-alpha factorium by their hangar for a bit of credits. While heading back to the shuttle, I get the notification that my building packages have arrived.

I took a glance at what I would need for the electronics processor

Code: [Select]
Requirements for electronics processor
* Requires weak power emitter x1 (0)               -- 25% of project quality
* Requires inert metal x4 (8)                      -- 25% of project quality
* Requires solid-phase metal x2 (0)                -- 25% of project quality
* Requires inert casing x1 (0)                     -- 25% of project quality
Total complexity for this project: 20.0

I guess I can make a quick run around the area for some more inert and solid-phase metals. The processor will be in the factory. With the electronics processor active, I can look and see what I need for that IC chip.

Code: [Select]
blank IC chip
This prefabricated Integrated Circuit chip can be molded into an unlimited number of electrical circuits to be used for any kind of logical operations.
Quality: 0

Requirements for blank IC chip
* Requires neuro-aligned fiber x2 (1)              -- 25% of project quality
* Requires electronics-grade silica x2 (0)         -- 75% of project quality
Total complexity for this project: 15.0

Electronics-grade silica?

lookup silica with datapad
electronics-grade silica is crafted with material processor.
electronics-grade silica is crafted with automated material processor.
Found 2 matches for electronics-grade silica.


UGH!

Code: [Select]
material processor
A basic crafting tool for creating simple products.

Durability: [||||||||||] [ 10/10 ]
[[ material processor ]]
The tool is inactive.  Use list material processor to see available projects, and then craft <item> with material processor to start a project.

Requirements for material processor
* Requires weak power emitter x3 (0)               -- 30% of project quality
* Requires solid-phase metal x4 (0)                -- 30% of project quality
* Requires inert casing x4 (0)                     -- 40% of project quality
Total complexity for this project: 20.0

I took this time to buy a weak power emitter package and gather up more solid-phase metal to be processed back at the refinery. The harvesters do okay work in gathering quality materials, but if I want to be certain to get the high quality stuff, I have to process my gatherings in a refinery. Consequently,  I need to build an organic processing plant for the fibers and something to plant my seeds in. Then I need a way to make my own starship fuel for my new scout ship. I gave the order to my datapad:

lookup starship fuel with datapad
mini starship fuel cell is crafted with starship assembly tool.
mini starship fuel cell is crafted with orbital starship assembly station.
mini starship fuel cell is crafted with automated starship assembler.
small starship fuel cell is crafted with starship assembly tool.
small starship fuel cell is crafted with orbital starship assembly station.
small starship fuel cell is crafted with automated starship assembler.
medium starship fuel cell is crafted with starship assembly tool.
medium starship fuel cell is crafted with orbital starship assembly station.
medium starship fuel cell is crafted with automated starship assembler.
large starship fuel cell is crafted with starship assembly tool.
large starship fuel cell is crafted with orbital starship assembly station.
large starship fuel cell is crafted with automated starship assembler.
mega starship fuel cell is crafted with starship assembly tool.
mega starship fuel cell is crafted with orbital starship assembly station.
mega starship fuel cell is crafted with automated starship assembler.
Found 15 matches for mega starship fuel cell.


And the automated starship assembler?

lookup automated with datapad
automated mining plant is crafted with structure crafting tool.
automated material processor is crafted with engineering tool.
automated starship assembler is crafted with engineering tool.
automated electronics processor is crafted with engineering tool.
automated industrial processor is crafted with engineering tool.
Found 5 matches for automated industrial processor.


Before I could lookup the engineering tool, my mineral harvester gave a loud ping; I ran out of room. I went straight to the refinery and reset the furnace. After the furnace gave a loud hiss, I added all forty-eight solid-phase metal into the furnace.* I went ahead with the processing within the furnace. As it process them, I went outside to get inert-metals and shape them into inert casings.

*Note: The command to do this is madd solid-phase metal on furnace.

While I was gathering energy near the house, something happened.

A cloaked mini-node is destroyed.

Should I be worried? The last thing I want to happen is some guys from central coming down here and make me pay for that. Originally that was an enforcement dispatch relay, but for some reason somebody exchanged it. Anyway after getting everything for the material processor, I went back into the factory and let the equipment tool do its work.

To make the electronics-grade silica on the material processor I'd need the following:

Code: [Select]
electronics-grade silica
Silicon purified from silicion dioxide in sand, when processed and doped with ions this silica can become the basis of a microchip or even a nanochip if nanites are involved.
Quality: 0

Requirements for electronics-grade silica
* Requires sand x2 (0)                             -- 80% of project quality
* Requires any energy x2 (2)                       -- 20% of project quality
Total complexity for this project: 12.0

Sand and energy. Two easy things I can easily get. I'm living in a forest that's partially surrounded by a desert! I have no trouble creating a small batch of these.  With the silica in hand, I can make the blank IC chip that only needed two things, electronics-grade silica and neuro-aligned fiber; and with the IC chip, I can finally make the homebrew AI that only needed two things, the blank IC chip I made eariler and the domestic maker AI that I've ordered from central.

With all the required workstations, tools and materials made and gathered, do I now have what I need for the stockpile warehouse?

Code: [Select]
stockpile warehouse
A bulky building, constructed with prefab sidings & acid resistant roofing. Generally, things are stored here.

Durability: [||||||||||] [ 500/500 ]
Currently 0 occupants of a maximum 1.
Installed Modules: none. 100 module capacity remaining.

Requirements for stockpile warehouse
* Requires homebrew logical AI x1 (1)              -- 20% of project quality
* Requires inert wiring x4 (7)                     -- 10% of project quality
* Requires inert beam x6 (6)                       -- 20% of project quality
* Requires inert siding x8 (8)                     -- 20% of project quality
* Requires light structure base x2 (2)             -- 15% of project quality
* Requires structure power core x1 (1)             -- 15% of project quality
Total complexity for this project: 55.0

Finally. I'm way late on doing my researching job, but I'm getting this done for my back's sake. I decide to build this by the factory.

You proceed with the construction.
The trees and shrubs rustle in the breeze.
Avery adjusts a structure crafting tool.
Avery watches a structure crafting tool closely as it begins a production stage.
Avery watches a structure crafting tool closely as it begins a production stage.
Avery fiddles with a structure crafting tool.
Avery watches a structure crafting tool closely as it begins a production stage.
Avery completes the stockpile warehouse project on the structure crafting tool.
You have received 75 credits.
You produce the stockpile warehouse at fertile woods.
The stockpile warehouse you produced has a final quality of 55.


And I get seventy-five credits for all of my troubles. Seventy-five credits? I do not know how central is affording to pay peanuts to build stuff, but I don't like it one bit. I entered the warehouse and went further north where I label the container stuff.

Then, I put all of my things, in the stuff container. As I dumped all the things there, I noticed I got a stack of unpurified water. I didn't remember gathering up water or picking up any ice, but whatever. If it's not being used, it's going in there. I removed my reaper as well to get the terriain surveyor. Of course I get my inert slug clips back too. I made sure to lock the warehouse behind me and went back to the house to get the artifacts I'll be researching today.

I went back to the laboratory and took a quick inventory on what I currently have.

Code: [Select]
Ranged weapons:
  a colonial rifle (wielded) [2.4kg]
Special weapons:
  a terrain surveyor (wielded) [2.5kg]
Armor:
  a padded EVA suit (worn) [2.8kg]
Ammunition:
  a score of inert slug clips [7.0kg]
Products:
  a colonial assembly datapad [100g]  two scrambled limited use crafting kits [200g]
  three odd starship parts [300g]
[ Total Load: 15.3kg (max 759.5kg) Total items: 29/175 ]

Then I began the research. First, I research the odd spaceship parts on the terminal. I came up with a mysterious plasma emitter, a mysterious nuclear electron emitter, and an alien fission motor. I took the time to examine and consider every one of them.

Code: [Select]
mysterious plasma emitter (aka mysterious, plasma, emitter, and engine)
The mysterious plasma emitter appears to be some kind of stellar propulsion device powered by some kind of plasma technology. With a little jury-rigging and mechanical know-how you could probably hook it up to a starship yourself, but it may also be worth a fair amount of money to collectors or researchers.

Durability: [||||||||||] [ 10/10 ]
This module can be installed on a starship chassis.
This module will take up 1370 module capacity when installed.
This module would be tough to install on something, and tough to uninstall from something.

[ finished appraisal: mysterious plasma emitter ]
Crafter: Avery
It has a quality level of 102.
Allowed customizations: stamp, engrave.
The mysterious plasma emitter has a nominal thrust output and standard power usage of 51000kN and kW respectively.
The mysterious plasma emitter has a standard fuel consumption rate of 193 arbitary units.

mysterious nuclear electron emitter (aka mysterious, nuclear, electron, emitter, power core, and core)
The mysterious nuclear electron emitter appears to be some kind of energy emission device or power core powered by some kind of nuclear technology. With a little jury-rigging and mechanical know-how you could probably hook it up to a starship yourself, but it may also be worth a fair amount of money to collectors or researchers.

Durability: [||||||||||] [ 10/10 ]
This module can be installed on a starship chassis.
This module will take up 530 module capacity when installed.
This module would be tough to install on something, and tough to uninstall from something.

[ finished appraisal: mysterious nuclear electron emitter ]
Crafter: Avery
It has a quality level of 112.
Allowed customizations: stamp, engrave.
The mysterious nuclear electron emitter has a standard power output of 22100kW.

alien fission motor (aka alien, fission, motor, and engine)
The alien fission motor appears to be some kind of stellar propulsion device powered by some kind of fission technology. With a little jury-rigging and mechanical know-how you could probably hook it up to a starship yourself, but it may also be worth a fair amount of money to collectors or researchers.

Durability: [||||||||||] [ 10/10 ]
This module can be installed on a starship chassis.
This module will take up 70 module capacity when installed.
This module would be tough to install on something, and tough to uninstall from something.

[ finished appraisal: alien fission motor ]
Crafter: Avery
It has a quality level of 88.
Allowed customizations: stamp, engrave.
The alien fission motor has a nominal thrust output and standard power usage of 6450kN and kW respectively.
The alien fission motor has a standard fuel consumption rate of 21 arbitary units.

I placed the three ailen parts in the artifact container and get it appraised to be sold. In total, I received 4697 credits for my troubles. That's nearly half what I owed from that loan. So close, yet so far. Next is the limited use crafting kits for the terminal to unscramble.

After the terminal managed to unscramble them, my datapad gave a pinging notification that I've completed a part of my job. However, I didn't get any skill points. When I looked up why, I saw that that I have reached my skill point limit. The two crafting kits that were unscrambled were an ensemble crafting kit (composite) and a suit crafting kit (OT). I gave the command to give me a list of things that I can craft with them.

Code: [Select]
        ======                                     
  ===============ensemble crafting kit (composite) blueprints================   
                                     ======                                     
  [ Category: armor ]                           composite gloves               
        composite combat boots                  composite helmet               
        composite armored pants                 composite torso armor           
                                     ======

======                                     
  =====================suit crafting kit (OT) blueprints=====================   
                                     ======                                     
  [ Category: armor ]                     [ Category: module ]                 
        omni-med suit                           omni-patch module               
                                     ======

I was given an interesting choice here. Should I save and spend the 9800 credits to get the composite kit or should I make it myself. I still have a 10k loan that's biting me and I intend to repay that ASAP. Regardless, I had a long day today and I have tomorrow to make up my mind.
Logged
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