also the last encounter you showed (the logistic facility) theres another explosive barrel that explodes if not disarmed! which is near the assembler location above the small ladder thing (you get a notification in chat about it)
Its a real shame that the bio research station wasn't infested with sabroids as you went deeper into the station/ asteroid, feels like a missed opportunity to not have them in space/asteroids
@@johnathan651 They would probably have to write a whole new set of code for how creatures spawn, since the existing spawn process seems to based on planets, Though if they do, then they could definitely have that. Maybe you could have special creative only blocks that turn into an NPC when a player gets close?
The Prototech Warship also has a self destruct mechanic. Event controllers monitor block integrity and detonate a warhead near the rear of the ship ensuring whatever Prototech block was there gets destroyed. I like the update, but it was a real bastardly thing to add self destruction to the encounters. I mean we are already risking losing our ship because everything has railguns and assault turrets along with competition by other players, but to add that as well. Seems pretty devious to me.
It is an aggressive way to design encounters, but the logic is probably that you can always end up back at base and just rebuild. For such fancy blocks, there needs to be a risk of failure, and the solution can't always be to bring a heavy armor gun brick
just like the old Space Pirates ships on SE older days (or maybe still?), they also have warhead self destruct if you tried to take control of the ship and the mechanism is a simple thruster shooting at the warhead so soon after you take control and dampeners are active (the ship goes linear, not erratic like today's AI ships) then boom!
@@zeihnwise4000 They still have the self-destruct warhead! they activated by one-way triggering of a sensor in certain areas. Most of those ships simply start a countdown on the warheads, instead of placing them near thrusters.
the first encounter you showed can also contain the large refinery and small gyros!!! aswell as Large thruster + small thruster! i think every single signal of that type has a random amount of these blocks! but atleast 1 large and a couple smalls ALWAYS. Edit: most of the encounters you showed actually are random, because ive had completely different things than you did.
Huh, that is weird. I never found anything else and even checked the game files. In there, there are only two variants. But if there is more variation, then thats great!
It should be Monday, Xbox certification usually takes 3-7days. Keen dropped the ball on this one as they released the update to MS the DAY OF contact release. They usually release it to MS for cert a few days before that way everyone gets it the same time/day.
It should be Monday, Xbox certification usually takes 3-7days. Keen dropped the ball on this one as they released the update to MS the DAY OF contact release. They usually release it to MS for cert a few days before that way everyone gets it the same time/day.
After alot of deaths, i can say that i have "permanently borrowed" the listening post and its substations, now going to upgade them and make them a personalised blueprint
Are there any non-combat ways to get the new prototech stuff? Like using economy or completely abandoned encounters with no hostile blocks? I’m not a fan of combat…
The question I have now is how are planetary encounters by comparison? Are they worth doing? Can they give blocks or frames? Do they even warrant an in depth guide or are there too many too simple and only worth an overview?
i found a SPRT stronghold that had an assault cannon turret, gatling turret and interior turret guarding it and inside was a prototech Frame, which is pretty nice. Overall it seems like most planetary encounters can have prototech components, just no blocks, but they are also FAR easier to deal with in my experience. then again, i havent found many space pirate outposts yet, so maybe theres more rare ones that will kick your ass but have some nice loot in 'em
You can safely grind down warheads that are counting down. It's just damage that will set them off. It's also possible that the self destruct sequences don't arm the warhead - rather, they might count down and then arm + detonate in one action sequence
First signal is in space, surrounded by pirate drones. It was the facility but it was a wreck compared to this video. What a waste! Ship got destroyed just flying by lol quick load!
Hey I play on PS5 and I came across one of these encounters, but there was a despawn timer, unfortunately I was not able to get anything from it due to literally EVERYTHING despawning, I have no clue how to increase to time of despawn. If anyone can help me out, it would be awesome
idk if its the same on PS5, im on PC. The despawn is 2 hours, but if you get access to the large/small grids that have prototech blocks on them you can click on a big red "Claim grid" button that will stop it from despawning at all, but only if you have enough PCU for it. Make sure to claim the small ones aswell, as they are a separate grid from the main vessel/outpost... i lost a small jumpdrive because of this mistake ;(
-enable global encounter on your world settings? also random encounter too -there's option slider for how much it will spawn at once, max 2 at once, 1 by default -loading into your world you'll find orange signal which usually few hundreds Km away at minimum, so jump drives are necessary -these signals stays long, around 1-2 hours iirc, and the next spawn usually available immediately after you clear the 1st one (make sure to grind all signal emitting blocks) -these also eats your PCU so make sure to clean up debris and/or raise PCU limit of ur world edit: apparently this update just out for PC at this moment? so need to wait bit longer for consoles
@@dheck1522 then ask the Keen themselves...whether they enabled the settings on their end or not yet. Would be nice if you were being specific from the start
@@TheHomelessMan404 Correctish. The despawn timer for the encounter sits on 2 hours. I'm unsure whether or not that timer activates the moment it spawns in, or the moment it renders in (when you see it). But you can speed up the respawn process by either destroying or claiming everything belonging to the encounter. Otherwise just wait for the despawn timer.
Completely random but I have to ruin something really nice. The likes counter currently shows 369. I have to ruin it for the sake of support. Please forgive me.
Honestly, making a small ship capable of ferrying around the blocks is probably neccessary, just cut all blocks around the prototech block and yoink it with the ship and then you can decide what to do with it after the fact
Have to cut it out and use merge blocks. You can build them, but you can't craft prototech frames. Those have to be found and other prototech components have to be crafted in the prototech assembler. If you play with mods I recommend "Advanced Welding - Detatching and reattaching blocks!" it adds a weld pad block which you apply to any disconnected block of your choice and the block you want to apply the detached block too. you then line them up and push them together and they weld in place. it also allows you to detach blocks from all surrounding blocks without damaging it. works really well with the "Improved Engineering mod" aka Grabby hands, but keep in mind you probably can't manipulate large grid blocks with this except in space.
@@jamestaylor9887 so basicly if you find the assembler then you are basicly golden to build every other prototech as long as you find the non-craftable components??
@@wiccanen Sorta, in order to craft most of the components i believe you need prototech scrap which i believe can be found like other prototech components, but you also get it from grinding down prototech blocks. similar to how you get scrap metal from power cells when you grind those down. Zero legion put out a video yesterday that goes over every block and he gives a more in-depth explanation.