Unfortunately I'm helping out with a production at the moment so haven't had as much chance to play games as usual, so missed the ideas board, though as I said I think at the moment the only real issue is finding different biome types sinse every biome will produce all materials for that land type sooner or later.

Beware the grue!

Dark.
----- Original Message ----- From: "Darren Harris" <darren_g_har...@btinternet.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Monday, March 24, 2014 1:07 PM
Subject: Re: [Audyssey] Wayfar Mud


Oh I posted it on their *ideas board I assume you've worked out how to use
that?

-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: 21 March 2014 19:10
To: Gamers Discussion list
Subject: Re: [Audyssey] Wayfar Mud

Hi Darren.

Nope, missed your map idea, but as I said I'm farily certain where it is
possible to look at nearest biome of a given type we won't have a problem.

As to skills, every background you complete bumps your skills up to 100 to
the point you can learn all the skills, which is good, I think that is
eventually the point.

All the best,
Dark.
----- Original Message -----
From: "Darren Harris" <darren_g_har...@btinternet.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Friday, March 21, 2014 3:16 PM
Subject: Re: [Audyssey] Wayfar Mud


Dark did you see my idea on their ideas board when it comes to maps?

Yeah am doing the ranger background now. am a little disappointed that we
lose our skills when we reroll but I got most of them back now. does your
max skill points go up by 100 each reroll?

-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: 21 March 2014 11:27
To: Gamers Discussion list
Subject: Re: [Audyssey] Wayfar Mud

Well travis, an interesting fact is that every square of a biome will have
all resources possible in that biome sooner or later because they change
over time.

I know this because I setup a  georadioactive plant in some radioactive
planes, but initially it didn't get any resources to extract, however
later
it was chock full of thermal and radioactive krethasans, so while
exploring
is helpful you will find what your looking for eventually.

Regarding skills, another considderation is your background and what your
trying to do, sinse if your  a botanist say you will be doing lots of
exploring, so will get extra skill points for having exploration skills,
likewise I actually got loads of skillpoints when I  bought the crafting
skills first when playing the retiree background which obviously meant
lots
of buildings.

The only slight weerd thing with the skills is that some of them it's not
clear what they actually do, for example off world operations I've not
worked out at all though I believe it has something to do with robots,
this
is an area where the games help could be improved, though working things
out
for yourself is always a good plan, and at least you can  try all the
skills
out as you complete different backgrounds.

Beware the grue!

Dark.
----- Original Message -----
From: "Travis Siegel" <tsie...@lothlorien.nfbcal.org>
To: <gamers@audyssey.org>
Sent: Thursday, March 20, 2014 11:38 AM
Subject: Re: [Audyssey] Wayfar Mud


For those playing wayfare, since there was some discussion here earlier
about what resources show up on a scan, I've discovered that you can
pretty much tell what is present just from the descriptions. I.E.
scattered clumps of fist-sized crystals mean ceramic geode, and there's
other descriptions that indicate other extractable resources.
Also, it does help to explore (though it takes forever) and discover,
because I found a few extractable resources via discover that weren't
initially in the room description.
I'm a like Dark in the playing here, I much prefer to be left alone to
explore, and do my own thing, but if anyone really wants to contact me on
game, I'm wired, and my settlement is on MC-1954, though I won't say
where, since I have heavy turret guns active on all my building plots,
and

I'd hate to have folks get blasted away when trying to pay a friendly
visit. :)
Anyway, I like the job system, though it's difficult (most of the time)
to

determine what you should be doing to complete the jobs, it's still fun
to

try to figure it all out. I strongly recomend everyone who plays, grab a
piece of real estate for yourself, and build your first shelter as soon
as

you can, since with each thing you do on the mud, it opens up more
options

for you.

Skills are a bit of a crap shoot at first, until you get the hang of
things, but I recomend basic medical first aid, then don't train anything
else in that skill group, because this will help you tend your wounds if
you get any while building your settlement.  Then, learn the whole
survival group, as these will let you carry more things, and generally
survive the rigors of colonizing better.
Once you're done with those, learn the whole exploration group, since
this

permits additional jobs, and helps you find useful materials for building
your settlement and other items.
After that, primative assembly is helpful, because it gives you bonuses
when building items (and there's a *lot* of items to build).
Then, on primative weapons, only the knows which end hurts people is
necessary, unless you actually want to engauge in pvp (which I'm trying
hard to avoid), and on the science skillset, you'll want to get lab
operation and research focus.
With those skills, (and you can learn them in whatever order you need
them) you will have everything you need to get through the first phase of
colonization, and work through to the point when you can reroll and get
more skillsets and more skill points.  These skills will take all of the
initial 2500 points you get, but in my opinion provide the most benefit
on

planet, at least for starting out.  I didn't select ranger as Dark did,
but you can still get the job to kill 75 little critters, and make money
doing it. :)
I had less than 300 dollars when I landed on planet, and now I'm up to
nearly 6K, and it's all from discoveries,  building, and job completion.
I'm still trying to figure out the whole civilian population thing,
though

I know it's related to kinds/number of buildings in your settlement,
though defenses don't seem to add to either your jobs, civilian
population, or money earned, but I'd rather have them than not.
There are tons of crafting tools (basic, structure, advanced structure,
component, ...) you get the idea.  Each one builds different things, and
you're likely to need something from each one before you're done with
your

settlement.
One word of warning. I've not figured out how (if it's even possible) to
stop resource extraction (they call it harvesting) so don't do what I
did,

and begin harvesting plant fiber while in the ocean without some sort of
method of breathing.  I drowned, and had to respawn and start my
processing all over again.  It seems that when you harvest items, the
harvester will continue running either until the item runs out, or your
inventory is full.  I've found it useful to keep my inventory mostly
full,

especially when woking in ocean realms, as I still don't have breathing
aparatus, so that I don't spend inordinately long times harvesting ocean
realms.  Trust me, it's not fun to know you're dying, and can't do a
thing

about it.
The harvesters can be configured to only get one kind of resource if you
need it bad enough, but generally I just let them harvest what they can
find, as it adds to my stockpiles. Build yourself a warehouse, and store
your overflow in the warehouse containers, and if you build some
extraction plants then you can automate the whole process of extracting
items from the ground.  It's a lot of fun, and with some practice (and a
lot of aliases) you can get the most out of your building tools and have
a

blast doing it.
Hope this helps some.


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