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Author Topic: Let's Play Wayfar  (Read 4702 times)

00112

  • Bay Watcher
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Re: Let's Play Wayfar
« Reply #15 on: September 24, 2015, 08:33:18 pm »

CH 8: Blueprints and Data Chips (Part 1)

Despite not sleeping in that pre-fab house, my back still hurts when I wake up. A glance at the job board in my datapad shows that I have two more hours to myself before I need to return to work. What better way to spend that than to try to use the stuff that I found. I went to the tech locker and get out two blueprint chips in particular I want to use.

Code: [Select]
blueprint chip (aka blueprint, chip, and assault ammunition vest)
A small package of memory bearing detailed diagrams and assembly instructions for something.

Durability: [||||||||||] [ 10/10 ]
This chip contains a blueprint for assault ammunition vest.
This chip is designated to interface with the equipment crafting tool.

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

Durability: [||||||||||] [ 10/10 ]
This chip contains a blueprint for klobb machine pistol.
This chip is designated to interface with the equipment crafting tool.

I went back to the warehouse and get the equipment crafting tool to load them on it. When that's done, I viewed both of them on the tool.

Code: [Select]
klobb machine pistol
An old-style stubby machine-pistol with a small magazine and a thin wire stock. Chambered for system-standard 10x8mm caseless ammunition, it is a formidable sidearm for vehicle crews and security staff.

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

Requirements for klobb machine pistol
* Requires slugthrower mechanics x1 (0)            -- 30% of project quality
* Requires native lumber x1 (0)                    -- 15% of project quality
* Requires barrel x1 (0)                           -- 30% of project quality
* Requires solid-phase metal x3 (0)                -- 25% of project quality
Total complexity for this project: 25.0

assault jetpack
Two large low-impact fusion turbines are mounted on what appears to be a large backpack, which in turn rests on a set of foldable braces designed to be attached to the wearer's legs. Control arms for the device jut awkwardly out the side of the turbine housing.

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

Requirements for assault jetpack
* Requires weak power emitter x6 (0)               -- 50% of project quality
* Requires thermal kretherson x8 (0)               -- 25% of project quality
* Requires solid-phase metal x4 (0)                -- 25% of project quality
Total complexity for this project: 20.0

I looked up the least obvious ingredients on the two see if it's feasible for me to make the thing.

lookup slugthrower with datapad
slugthrower mechanics is crafted with equipment crafting tool.
slugthrower mechanics is crafted with automated equipment assembler.
Found 2 matches for slugthrower mechanics.[/b]

Code: [Select]
slugthrower mechanics
A set of metal components for a slugthrower. Breech, bolt, trigger group and everything.
Quality: 0

Requirements for slugthrower mechanics
* Requires inert metal x2 (0)                      -- 30% of project quality
* Requires solid-phase metal x2 (0)                -- 70% of project quality
Total complexity for this project: 20.0

barrel
A long and fairly thick metal tube with a set of parallel helical grooves on the inside, obviously a barrel for some kind of firearm or other ballistic weapon.
Quality: 0

Requirements for barrel
* Requires solid-phase metal x3 (0)                -- 100% of project quality
Total complexity for this project: 15.0

So I would need my mineral, organics, and my energy harvester back. Instead of getting back that cheap orgo-reaper, however, I looked up the next best thing for it.

Code: [Select]
slimfast organic collector
Standard issue survival gear, this machine harvests small amounts of organic matter.

Durability: [||||||||||] [ 25/25 ]
Module capacity: 50/50
The slimfast organic collector has no modules installed.
This tool can harvest native fiber, native lumber, adaptive-phase fiber, obscure lumber, native fungus, native berries, neuro-aligned fiber, plastiform fiber, ocean fiber, hydrocarbon sludge, mineral acids, fuming mineral acids, solid lumber, native tubers, nutri-brand stalks, protein tubers, biofuel grade stalks, phantom spider silk, silver spider silk.
This tool is not currently configured to harvest a specific resource.
The slimfast organic collector takes 3.0 seconds to harvest one unit of a resource and 8.0 seconds to perform a survey.

Requirements for slimfast organic collector
* Requires weak power emitter x1 (0)               -- 20% of project quality
* Requires slimfast intake x1 (0)                  -- 40% of project quality
* Requires solid-phase metal x4 (0)                -- 20% of project quality
* Requires inert casing x1 (0)                     -- 20% of project quality
Total complexity for this project: 30.0

I went back to the house to order a slimfast intake; I must got perfect timing because just after I placed in the order, it has arrived. Gathering the other stuff was almost too easy. I couldn't afford to buy more weak power emitter packs, so I buckled up and created one that time. With the organic collector, I was now ready to gather the required stuffs for the machine pistol. Instead of using the native lumber, I decided to go with obscure lumber for a higher quality finish.


Avery activates an equipment crafting tool.
Avery fiddles with an equipment crafting tool.
Avery watches an equipment crafting tool closely as it begins a production stage.
Avery fiddles with an equipment crafting tool.
Avery adjusts an equipment crafting tool.
Avery watches an equipment crafting tool closely as it begins a production stage.
Avery completes the klobb machine pistol project on the equipment crafting tool.
You receive the klobb machine pistol from the equipment crafting tool.
The klobb machine pistol you produced has a final quality of 62.


Code: [Select]
klobb machine pistol (aka machine and pistol)
An old-style stubby machine-pistol with a small magazine and a thin wire stock. Chambered for system-standard 10x8mm caseless ammunition, it is a formidable sidearm for vehicle crews and security staff.
1

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

In celebreation with getting an upgrade to my sidearm, it's time to get a better upgrade on my ammo. I put up the ammo and colonal rile back at the house and take a look at my ammo choices

Code: [Select]
magnum slug clip
A round metal clip containing standard triangular 12x39mm caseless slug rounds. In each of the rounds a wide round bullet is held in a brick of solid propellant and a solid primer compound is visible on the base of each round. These big slugs are intended for use in large sidearms and rifles.  The magnum slug clip contains 8/8 round(s).

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

Requirements for magnum slug clip
* Requires native fiber x2 (0)                     -- 30% of project quality
* Requires thermal kretherson x1 (1)               -- 20% of project quality
* Requires solid-phase metal x1 (0)                -- 50% of project quality
Total complexity for this project: 20.0

solid alloy slug clip
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 solid alloy slug clip contains 22/22 round(s).

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

Requirements for solid alloy slug clip
* Requires inert metal x2 (2)                      -- 25% of project quality
* Requires solid-phase alloy x1 (0)                -- 75% of project quality
Total complexity for this project: 12.0

heavy inert slug magazine
A heavy metal box containing large 11.4x42mm caseless rounds for heavy machine guns and large anti-materiel rifles. It comes with a funky mechanical auto-loader for speedily loading magazines of heavy weapons without a great deal of manual effort.  The heavy inert slug magazine contains 50/50 round(s).

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

Requirements for heavy inert slug magazine
* Requires inert metal x4 (2)                      -- 40% of project quality
* Requires explosive unit x1 (0)                   -- 40% of project quality
* Requires solid-phase metal x2 (0)                -- 20% of project quality
Total complexity for this project: 20.0

The magnum clip looked promising if I didn't have a machine-pistol.  The second best thing was the heavy inert slug magazine. I take a look at where I could make it.

lookup explosive with datapad
explosive unit is crafted with chemistry tool.
explosive unit is crafted with automated material processor.
explosive unit is crafted with automated industrial processor.
Found 3 matches for explosive unit.


So it can be made with a chemistry tool. I view that in the equipment tool and get the following:

Code: [Select]
chemistry tool
A confusing mass of tubes and liquid reservoirs used for the seperation and recombination of chemicals.

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

Requirements for chemistry tool
* Requires weak power emitter x2 (0)               -- 50% of project quality
* Requires solid-phase metal x4 (0)                -- 50% of project quality
Total complexity for this project: 25.0

With the chemistry tool done quickly, the explosive unit is this

Code: [Select]
explosive unit
A brick of putty-like plastique explosive, difficult to detonate without combined heat and pressure and also suitable for long-term storage due to addition of chemical stabilisers during production.
Quality: 0

Requirements for explosive unit
* Requires plastiform fiber x3 (0)                 -- 40% of project quality
* Requires thermal kretherson x4 (7)               -- 10% of project quality
* Requires mineral acids x2 (0)                    -- 50% of project quality
Total complexity for this project: 20.0

Mineral acids? Ughh, according to my manual readings for terrain details, those can be only be found in an acid pool, or a corrosive desert biome. Or I can get lucky and find a hidden stash of the stuff with exploring. Since I don't feel like burning from acid, I wielded my terrain surveyor and get to work. In my first area, a remote clearing, I've discovered two blueprint chips for a m141 extended cell mount and an economic center.

I only have one hour to discover a mineral acid pool before I have to return to work. I've already went further south from my home, passing a small jungle area. I didn't go further into another tundra, but I'm very close to it when I'm in a taga. From behind, I was pushed into a tree by a frosty muex. I wasn't hurt too bad, but now I regret leaving my old ammo back at the house. I limped away before it could charge at me again.

Minutes later, I encountered a polar dorg. While it wasn't aggressive right away, it was circling around me. Not to risk being attacked again, I booked it back to the forest and headed further on to the harsh desert. Thirty minutes til I have to go back to work.

My small treck within the forest included discoveries such as an encrypted comlink, a blueprint chip for a surface strike missile silo, and a q-locked weapon case. Nothing about secret resource stashes.

Fifteen minutes.

After I explored through the arid sands to discover a broken cup and a q-locked medical bay, I traveled back home to gather the materials I need for the solid alloy slug clip. If I didn't waste time on finding that secret acid stash, I would've been able to build an organics processor.

Speaking of the organics processor...no, I'll do it after work. Instead, I'll look at the infirmary.

Code: [Select]
infirmary
A building with stark-white sidings and bearing characteristic red-cross signs on the walls- obviously a medical center of some sort.

Durability: [||||||||||] [ 500/500 ]
Currently 0 occupants of a maximum 1.
Installed Modules: none. 100 module capacity remaining.
Up to 3 of this building can be controlled by a single owner.

Requirements for infirmary
* Requires simple structure base x1 (0)            -- 25% of project quality
* Requires inert beam x2 (0)                       -- 20% of project quality
* Requires inert siding x8 (0)                     -- 20% of project quality
* Requires structure power core x2 (0)             -- 35% of project quality
Total complexity for this project: 50.0

I went to work as fast as I could to at least get the structure power cores set up. Just as I began work on the second core, my datapad beeped. It was researching time. I took in a quick stock of all the things I've discovered in my inventory.

Code: [Select]
Ranged weapons:
  a klobb machine pistol [1.2kg]
Harvesting tools:
  an ion-driven mineral collector (wielded) [2.5kg]  a q-osmose energy collector [2.5kg]
  a slimfast organic collector [2.5kg]
Special weapons:
  a terrain surveyor [2.5kg]   
Armor:
  a padded EVA suit (worn) [2.8kg]
Tools:
  an equipment crafting tool [1.0kg]  a basic crafting tool [1.0kg]
  a chemistry tool [1.0kg]        a structure crafting tool [1.0kg]
Resources:
  two obscure lumbers [2.5kg]     lots of thermal krethersons [15.0kg]
  a native berries [250g]         a deliriant root [50g]       
  a native fiber [400g]         
Components:
  two structure power cores [200g]
Products:
  a colonial assembly datapad [100g]  three q-locked weapon cases [300g]
  three q-locked medical bays [300g]  a blueprint chip (m141 extended cell mount) [100g]
  a blueprint chip (economic center) [100g]  a blueprint chip (16T-BL main battle tank) [100g]
  a blueprint chip (corticosteroid injector module) [100g]  an encrypted comm-link [100g]
  a shrike casket [100g]          a blueprint chip (surface strike missile silo) [100g]
  a broken cup [100g]             a green orb [100g]           
[ Total Load: 38.0kg (max 759.5kg) Total items: 48/175 ]

I started researching and put my research results in a nice table that I'll show here.


Code: [Select]
Shrike Casket = Barbed Spear
q-locked weapon case #1= Sonic Projector
q-locked weapon case #2=Web Cutter
q-locked weapon case #3= Sonic Projector
q-locked medical bay =  E-med Broadbeam

In excitement, I wielded the broadbeam and tried to use it on myself, however it didn't work like that. Oh well, off to be shipped. While making shipping arrangements, my datapad beeped and gave a vocial reminder that I was close on finishing my contract from my selected background. Contract? I took a look and sure enough, here it was.

Code: [Select]
[ Avery's background : lab tech ]
You've contracted with a megacorp to finance your journey. Meet the research targets they've set and receive significant bonuses.
Difficulty: not easy

Victory Requirements:
[ You need [ 5 ] more successful artifact researches counting towards the research associate job before completing the lab tech background. ]
Research 25 off-world artifacts. [ incomplete ]

What would happen if I do complete the contract? I have so many unfinished things to do. There's that loan that needs to be repaid.

With everything for the infirmary in place, I looked for an appropriate place to put it. I decided to put it east of my home. Before I built it, I noticed a blueprint chip for a crusader revolver.

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

Durability: [||||||||||] [ 10/10 ]
This chip contains a blueprint for crusader revolver.
This chip is designated to interface with the advanced equipment workstation.

When I was finished, I left it unlocked so people can use it. A sign would be nice there too if I knew how to remove it when or if I have to move the infirmary. I went back to the lab and researched the five odd space ship parts to be sold off.

My mouth almost dropped to the ground when they appraised the container to be worth 14 grand. Yes please take it so I can go ahead and repay my loan.

I went over back to the house to interface my survey tool with the terminal and get three grand. My timing didn't save me from waiting here as I have eight minutes to kill.

Eight minutes to make an advanced building structure tool and see what I can build from it

Code: [Select]
advanced structure tool
A crafting tool for creating advanced structures.

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

Requirements for advanced structure tool
* Requires weak power emitter x1 (0)               -- 50% of project quality
* Requires inert metal x2 (5)                      -- 50% of project quality
Total complexity for this project: 10.0

Code: [Select]
                                    ======                                     
  ====================advanced structure tool blueprints=====================   
                                     ======                                     
  [ Category: component ]                       large warehouse                 
        lumber siding                           nuclear enrichment plant       
        composite beam                    [ Category: container ]               
        composite siding                        fishbowl                       
  [ Category: automated harvester ]             small fishtank                 
        electromagnetic field collector         stylish fishtank               
  [ Category: building ]                        huge fishtank                   
        colonial ranch                    [ Category: product ]                 
        faction headquarters                    remote control button           
        fortified redoubt                       plastiform table               
        shelter bunker                          comfy couch                     
        organic processing plant                laser tripwires 

Seven minutes to build an organic processing plant by the factory.

Code: [Select]
organic processing plant
Resequences organic materials, removing impurities and improving quality.

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

Requirements for organic processing plant
* Requires simple structure base x2 (0)            -- 20% of project quality
* Requires inert beam x4 (8)                       -- 30% of project quality
* Requires inert siding x6 (0)                     -- 30% of project quality
* Requires structure power core x1 (0)             -- 20% of project quality
Total complexity for this project: 28.0

You proceed with the construction.
Avery adjusts an advanced structure tool.
Avery watches an advanced structure tool closely as it begins a production stage.
Avery fiddles with an advanced structure tool.
Avery adjusts an advanced structure tool.
Avery adjusts an advanced structure tool.
Avery completes the organic processing plant project on the advanced structure tool.
You have received 75 credits.
You produce the organic processing plant at fertile woods.
The organic processing plant you produced has a final quality of 42.


Your order of complex shuttle ticket has been delivered.

One minute to collect the ticket, ten minutes to arrive at central complex alpha to repay the loan.

You have successfully repaid $10000 of your $10000 loan.
You have repaid the entirety of your loan from complex banking on central complex alpha! Do consider using Complex Economic Solutions again!


I thought about the encypted comm-link and examined it to see what I can do with it.

Code: [Select]
encrypted comm-link (aka encrypted, comm-link, hackable artifact, and artifact)
This item is electronically protected. Hacking skills will be required to get its full value.

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

I still have some skill points left to learn the basics of hacking. First I must learn its prerequisites, Low-Data Interfacing and Matrix Coder. I am tempted to continue my studies, but I should save them in case I must learn something else in a pinch. While I went over to Infor-matics Matrix Devices, my datapad informed me that my order has arrived.

inside central complex alpha      I$ Infor-matics Matrix Devices [2, 4, 2]
An array of electronic matrix interfaces lines the shelves in this cramped, disorganized shop.


I didn't take too long here. I bought the very best of the very best hacking equipment and programs money could buy. After that, I have 5 grand, but never mind about money for now. I tested out my new corporate link on the encrypted comm-link by bringing up the hack menu on my link According to the link, the difficultly level of it is five, so I'll use a simple firewall apostate to hack it.

With a bit of concentration, I managed to effortlessly hack through.

Avery concentrates on his corporate indy-link.
[++] The firewall apostate injection payload disables one of the encrypted comm-link's firewalls. [1/4]
[++] The firewall apostate cores the self-repairing routines on one of the encrypted comm-link's firewalls. [2/4]
[++] The firewall apostate cores the self-repairing routines on one of the encrypted comm-link's firewalls. [3/4]
[++] The firewall apostate cores the self-repairing routines on one of the encrypted comm-link's firewalls. [4/4]
[ HACK SUCCESS ] Your firewall apostate has reduced the encrypted comm-link to helplessness.  Securing now...
You disable the last firewall and run the contents of the encrypted comm-link through a solon decoder algorithm.  You find valuable data inside.
You have received 109 credits.


The credits was a nice side touch to it, but what caught my attention was the valuable data. Dyrion moon has something valuable in one of those pirate bases I avoided last time I went there.  Or rather, something that they're hiding. If it's an artifact, I could easily make back the money I've spent on these hacking tools.

Before I do head there, I have to prepare. I went back to the junctionway and grabbed a shuttle ride back home.
Logged

00112

  • Bay Watcher
    • View Profile
Re: Let's Play Wayfar
« Reply #16 on: September 25, 2015, 06:48:05 am »

CH 8: Blueprints and Data Chips (Part 2)

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

Durability: [||||||||||] [ 10/10 ]
This chip contains a blueprint for crusader revolver.
This chip is designated to interface with the advanced equipment workstation.

With that name, I know it has to be good. With it being required to be crafted on an advanced equipment workstation, it has to be good.

Code: [Select]
advanced equipment workstation
A basic crafting tool for creating simple products.

Durability: [||||||||||] [ 10/10 ]
[[ advanced equipment workstation ]]
The tool is inactive.  Use list advanced equipment workstation to see available projects, and then craft <item> with advanced equipment workstation to start a project.
You can also improvise recipes on this tool, use 'IMPROVISE ON <TOOL NAME>' to see possible items made using non-standard methods.

Requirements for advanced equipment workstation
* Requires weak power emitter x2 (0)               -- 20% of project quality
* Requires industrial grade maker AI x1 (0)        -- 30% of project quality
* Requires solid-phase alloy x3 (0)                -- 30% of project quality
* Requires inert casing x3 (0)                     -- 20% of project quality
Total complexity for this project: 40.0

With a gun that could be so good, I have to take my time refining my materials and make a quality workstation. It's a shame I don't have a way to refine energy yet, but I hope the metal quality makes up for it. A part of me wants to learn how to do artisan quality work, but I don't even know if I need advanced weapon training to use the revolver.

I looked up the schematics for the industrial grade maker AI in the component crafting tool while the solid-phase metals are being refined.

Code: [Select]
industrial grade maker AI
This advanced piece of software can do any kind of assembly operations a colonist would ever want, from simple bricks to whole military complexes. It adapts easily to new blueprints, so it's potential is virtually limitless, given that it has access to the appropriate resources.
Quality: 0

Requirements for industrial grade maker AI
* Requires weak power emitter x1 (0)               -- 20% of project quality
* Requires limited read-rate qdisk x1 (0)          -- 20% of project quality
* Requires blank IC chip x2 (0)                    -- 20% of project quality
* Requires limited reception neodymium chip x2 (0) -- 20% of project quality
* Requires inert wiring x3 (0)

I decided to work on getting the basic stuff for the advanced equipment workstation and AI. First it's the refining, then the actual making. Because of the nearby scrapyards, I was able to find the two blank IC chips and two weak power emitters I need for the AI. Now I only needed two things:

Code: [Select]
limited read-rate qdisk
A glossy red disk of carbon-enriched fibers layered on top of each other, imbued with hundreds of layers of quasi-tachyonic data structures. It is human in design and bears mild resemblance to alien designs, perhaps hinting at inspiration from foreign technology and evidence of reverse-engineering.
Quality: 0

Requirements for limited read-rate qdisk
* Requires responsive metal x1 (0)                 -- 20% of project quality
* Requires electronics-grade silica x2 (0)         -- 20% of project quality
* Requires nanite sheeting x3 (0)                  -- 30% of project quality
* Requires rare earth metal x2 (0)                 -- 30% of project quality
Total complexity for this project: 30.0

limited reception neodymium chip

Quality: 0

Requirements for limited reception neodymium chip
* Requires electronics-grade silica x2 (0)         -- 25% of project quality
* Requires nanite sheeting x2 (0)                  -- 25% of project quality
* Requires rare earth metal x1 (0)                 -- 50% of project quality
Total complexity for this project: 20.0

Every thing went fine to the point where I found a source for magneto minerals. That is when I met Mittens, the ruiner. Mittens is a sting batz who wrecked my harvesting plans. At least it flew off from the mineral deposit chasing me. I guess it's about time to use those old inert slugs and test the kobb machine pistol out. When I came back the bat was gone, but for my troubles I discovered a blueprint chip for an automated fuel factory.

Code: [Select]
blueprint chip (aka blueprint, chip, automated fuel factory, fuel factory, fuel, and factory)
A small package of memory bearing detailed diagrams and assembly instructions for something.

Durability: [||||||||||] [ 10/10 ]
This chip contains a blueprint for automated fuel factory.
This chip is designated to interface with the advanced structure tool.

I did the following two things. One was to load this to my advanced structure tool. With this, I can kiss my fuel problems goodbye.

Code: [Select]
automated fuel factory

Durability: [||||||||||] [ 500/500 ]
Currently 0 occupants of a maximum 1.
Installed Modules: none. 100 module capacity remaining.
Up to 4 of this building can be controlled by a single owner.
This building can harvest solar kretherson, radioactive kretherson, thermal kretherson, charged radioactive kretherson, dense thermal kretherson, purestrain solar kretherson, intrinsic field kretherson.
This building is not currently configured to harvest a specific resource.
This building can produce large starship fuel cell, medium starship fuel cell, large fuel cell, small starship fuel cell, medium fuel cell.
This building is currently configured to produce medium fuel cell.

Requirements for automated fuel factory
* Requires responsive metal x4 (33)                -- 10% of project quality
* Requires inert beam x2 (0)                       -- 20% of project quality
* Requires nanite sheeting x4 (17)                 -- 10% of project quality
* Requires inert siding x4 (0)                     -- 20% of project quality
* Requires solid-phase alloy x6 (3)                -- 10% of project quality
* Requires light structure base x1 (0)             -- 15% of project quality
* Requires structure power core x2 (0)             -- 15% of project quality
Total complexity for this project: 50.0


And two, I tested my klobb machine-pistol on that bat. I am pleased to say that the test was a huge success. It did took a toil on me with the stamina. Aiming and firing was the easy part but to keep it steady to the target was difficult. That day, I learned that the pistol will expend four rounds for each shot.



Just when I gathered my breath, my datapad gave out a long rapid beep.

[Hazard Alert] The world boss Marklar the unpossible, a polar dorg has been spotted at unremarkable ice flat [X: 34 Y: 3 Z: 0]!  Complex scientists advise extreme caution in the vicinity.

Not phasing me, I went back to the factory and begin work on assembling the parts to the industrial grade maker AI.

Avery activates a component crafting tool.
Avery adjusts a component crafting tool.
Avery fiddles with a component crafting tool.
Avery adjusts a component crafting tool.
Avery adjusts a component crafting tool.
Avery adjusts a component crafting tool.
Avery completes the industrial grade maker AI project on the component crafting tool.
You receive the industrial grade maker AI from the component crafting tool.
The industrial grade maker AI you produced has a final quality of 81.


Eighty one isn't too bad. I decided to create the advanced structure tool over back at the laboratory.  My datapad gave a long beep indicating it was time to work, but I didn't care at the moment when I was close to finishing.

You proceed with the construction.
Avery adjusts an equipment crafting tool.
Avery watches an equipment crafting tool closely as it begins a production stage.
Avery adjusts an equipment crafting tool.
Avery watches an equipment crafting tool closely as it begins a production stage.
Avery adjusts an equipment crafting tool.
Avery completes the advanced equipment workstation project on the equipment crafting tool.
You produce the advanced equipment workstation at research lab.
The advanced equipment workstation you produced has a final quality of 69.


Ouch, sixty-nine. I didn't take long to cry over it as I load the revolver on the advanced equipment crafting tool. I then view its schematics to its fullest.

Code: [Select]
rusader revolver
A chunky revolver with an eight-round cylinder chambered for 12x39mm magnum slugs, the body of the weapon is mostly polished metal surfaces and the barrel is set into a thick block of solid alloy to balance the weapon and the sights are replaced with a holographic targeting block. A swanky piece of gear, if anything.

Durability: [||||||||||] [ 25/25 ]
Attacks: [1] magnum fire
Module capacity: 50/50
The crusader revolver has no modules installed.
It accepts magnum slug clip as ammunition.
It is unloaded.
It has 25 / 25 condition remaining.

Requirements for crusader revolver
* Requires slugthrower mechanics x2 (0)            -- 25% of project quality
* Requires responsive metal x1 (32)                -- 10% of project quality
* Requires barrel x1 (0)                           -- 20% of project quality
* Requires plastiform brick x1 (0)                 -- 15% of project quality
* Requires solid-phase metal x4 (33)               -- 25% of project quality
Total complexity for this project: 30.0

The best part of this is that I already have two fifths of the components with me. It will be creating the bullets for it that will be the most tedious, and that's only because I have to make sure everything component is high quality. Higher quality weapons are slow to wear and tear, but higher quality ammo do extra damage.

Avery activates an advanced equipment workstation.
Avery adjusts an advanced equipment workstation.
Avery watches an advanced equipment workstation closely as it begins a production stage.
Avery fiddles with an advanced equipment workstation.
Avery fiddles with an advanced equipment workstation.
Avery adjusts an advanced equipment workstation.
Avery completes the crusader revolver project on the advanced equipment workstation.
You receive the crusader revolver from the advanced equipment workstation.
The crusader revolver you produced has a final quality of 78.


Code: [Select]
[ finished appraisal: crusader revolver ]
Crafter: Avery
It has a quality level of 78.
Allowed customizations: stamp, upgrade.
The crusader revolver has a base attack speed modifier of: -0.8 seconds.
The crusader revolver has a base damage modifier of 25 damage.
The crusader revolver has a base endurance modifier of 17% chance per attack.
The crusader revolver has a base to-hit modifier of 0.
The crusader revolver has a weight modifier of 0 grams.
The crusader revolver accepts up to 8 rounds of type magnum slug clip ammunition.

I am proud of my work today. So much so that I decided to take a break from researching and test it out. I reminded myself of the pistol's ammo.

Code: [Select]
magnum slug clip
A round metal clip containing standard triangular 12x39mm caseless slug rounds. In each of the rounds a wide round bullet is held in a brick of solid propellant and a solid primer compound is visible on the base of each round. These big slugs are intended for use in large sidearms and rifles.  The magnum slug clip contains 8/8 round(s).

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

Requirements for magnum slug clip
* Requires native fiber x2 (0)                     -- 30% of project quality
* Requires thermal kretherson x1 (0)               -- 20% of project quality
* Requires solid-phase metal x1 (22)               -- 50% of project quality
Total complexity for this project: 20.0

Only reason why it's easy and in low quality because I already have some of the material on hand and storage. It didn't take long to find a target to practice on, a muta-chicken.



I'd say that was a success.

Instead of getting the native fiber, I went to the sea and get some of that ocean fiber. While gathering, a reef shark swam by me. I fired first, but it didn't one kill it. It took three shots to kill it. Every shot took at least one fourth of my clarity being underwater; however, it didn't matter if I was underwater or on ground. I took a look at the ocean fiber

Code: [Select]
ocean fiber (aka fiber)
A strand of plant matter from an aquatic plant.
Quality: 39 (Max: 60)

I went to the tool and tried to craft some magnum, and I'm pleased that it will accept ocean fiber. While I returned at the home area to refine the ocean fiber, I received credits.

You receive income from the infirmary.
You have received 90 credits.


I know the infirmary don't have a store, so beats me how I earned money out of it other than other people using it. Instead of using straight of the harvest energy, I decided to go ahead and make that automated fuel plant. A batch of solid-phase alloys later, I was in the factory ordering a weak power emitter and building package. Both will come in twelve minutes.

I took the time to make more discoveries that were mostly q-locked cases and unlocked them, but I did find some schematics for armored gloves.

Code: [Select]
reactive armored gloves
Scales of impact-reactive metal alloys cover the upper surfaces of this set of armored gloves, each scale has some degree of freedom to move to give the gloves flexibility and as an additional way to dissipate impact energy. The alloy scales are capable of absorbing blunt impact as well as reduce stabbing or slashing impacts to blunt ones. The palms have a rubberised surface to provide added grip.

Durability: [||||||||||] [ 50/50 ]
The reactive armored gloves covers the hands slots.
Resists:
      laser:             (-20% resist)
      slug shell:        (53% resist)
      explosive:         (30% resist)
      impact:            (50% resist)
      sharp:             (55% resist)
Integrity: 50/50 Module capacity: 25/25
The reactive armored gloves is in perfect condition.

Requirements for reactive armored gloves
* Requires plastiform fiber x1 (27)                -- 10% of project quality
* Requires responsive metal x1 (31)                -- 20% of project quality
* Requires reactive armor plate x2 (0)             -- 50% of project quality
* Requires adaptive-phase fabric x1 (0)            -- 20% of project quality

This would be perfect if the EVA suit didn't cover the hands.

Code: [Select]
Q-locked medical bay # 1 = remote nanite injector
Q-locked medical bay # 2 = sawbones brand med-projector
Q-locked medical bay # 3 = e-med patch blaster
Q-locked medical bay # 4 = e-med broadbeam
Q-locked medical bay # 5 = remote nanite injector

Your order of building materials package has been delivered.
Your order of weak emitter package has been delivered.


I get the order and moved to the best place for the automated fuel to be in, a desert with thermal, purestrain solar, and intrinsic field kretherson in it. After building and locking it, I configure the fuel factory to build small fuel cells. Looks like that the building only process energy into fuel and manufacture the fuel cells.

Instead of going through the trouble of building an automated energy plant or something to refine it, I'll go up north and look for an abandoned one for me to dismantle. Instead of that however, I found an asteroid miner to hack into. With a difficultly of six, I figured the foundation eater chip would take care of the firewalls.

Avery concentrates on his corporate indy-link.
[++] Another of asteroid miner (wz-11863)'s firewalls goes down under a barrage of overload packets from the foundation eater chip. [1/10]
[++] Another of asteroid miner (wz-11863)'s firewalls goes down under a barrage of overload packets from the foundation eater chip. [2/10]
[++] The foundation eater chip injection payload disables one of asteroid miner (wz-11863)'s firewalls. [3/10]
[++] The foundation eater chip is relentless, overwhelming another firewall while asteroid miner (wz-11863) tries to cycle faster. [4/10]
[++] The foundation eater chip injection payload disables one of asteroid miner (wz-11863)'s firewalls. [5/10]
[++] The foundation eater chip cores the self-repairing routines on one of the asteroid miner (wz-11863)'s firewalls. [6/10]
[++] The foundation eater chip successfully circumvents one of asteroid miner (wz-11863)'s firewalls. [7/10]
[++] The foundation eater chip is relentless, overwhelming another firewall while asteroid miner (wz-11863) tries to cycle faster. [8/10]
[++] Another of asteroid miner (wz-11863)'s firewalls goes down under a barrage of overload packets from the foundation eater chip. [9/10]
[++] The foundation eater chip injection payload disables one of asteroid miner (wz-11863)'s firewalls. [10/10]
[ HACK SUCCESS ] Your foundation eater chip has reduced the asteroid miner (wz-11863) to helplessness.  Securing now...
You run a blitting routine on the last memory fragments of the authorization list.  You now have access.


With that hack came another job, the intrusion experience job. I considered taking the miner for a spin to mine some rare material and gas from the asteroids. Instead, I took the time to explore the area and memorized it to come back later and use it. An hour later, I returned back home. Being tired from all of that running around, I entered the lab and took a nap.
Logged

00112

  • Bay Watcher
    • View Profile
Re: Let's Play Wayfar
« Reply #17 on: September 25, 2015, 09:16:43 pm »

Ch 9: Requisition Report: AVERY-32-LT-FROG

I woke up to the pinging sound of my datapad notifying me I have received my welfare check. Without looking at it, I dismissed the alert and leaned up head up to the terminal. The terminal was reminding me that I have completed my contract and should report back to Central Complex. I dismissed that too and thought about everything I was going to do today or tonight depending on what time it was.

As if it was on cue, my datapad chirped at me with the current planet's time when my head felt a brief dooze passing by.

Your time and date implant pulses regularly: The time is Fri Aug 29 02:43:28 2220 (OOC - Server: Fri Sep 25 18:10:26 2015 EDT).  It is night.  The black disc of the new moon (alderamin moon) hangs like a hole in the night sky.  Temperature: warm (58 degrees F).

So basically I've overslept. While I'm at the lab now, I unlocked what I could from the q-locked cases. Failure after failure, I have managed to unlock them. Being the same stuff that I had seen before like the stun baton and the web cutter, I placed them in the weapon container. I thought about selling them or the excess small spaceship fuel cells the automated fuel plant was making, but even I didn't feel like it when I have just enough money to go out to the bar.

And yet, I don't even feel like going to the bar. What I do feel like doing is taking a walk and discover something. After I stepped outside the lab and look around, I found a blueprint chip for an integrity stabilizer module. I walked up north where the factory, organic processing plant, and warehouse was and found a green orb. Was that my third orb or my fifth? I don't know, I have lost count. I turned to the west and do a quick survey around the dark chase. I had a feeling there would be a fifth of a chance some kind of trader or a lost colonist will be passing by here; and I would do nothing.

I looked up at the sky knowing it was hopeless to see the new alderaminan moon. For old times sake, I took my time exploring the area, but I only had that feeling for a brief moment. I took an inventory of my ammunition and see the only ammo I had was for my klobb machine pistol. Making the magnum slug clips takes only fiber, thermal kretherson, and solid-phase metal.

Another exploration done, another discovery done with a blueprint for a corticosteroid injector module discovered. I'm no druggie, but I'm sure it will catch a fine price. I heard shuffling within the bushes, and I raised my revolver. I fired once to hear a weak croak of a mossback strangler and it crumpling to the ground. I noticed where the slug made its mark, its torso.

I admit it was fun watching that thing I used to fear die with just a bullet.

I sit on the floor and began crafting the bullets to free up some space in my issued sack. The quality that I was putting out wasn't what I want to be, but it'll be enough for what I'm about to do. It does give me a moment to put making some kind of refinery to refine thermal kretherson on my to do list.

Eight, sixteen, twenty-four, thirty-two. If I ever run out of them, I still have my klobb machine pistol. I took a trip over to the warehouse and put all the unwanted stuff but the bare essentials: my guns and ammo, the padded EVA suit, corporate indy-link, some ocean fiber, credit chip, and my basic crafting tool. Before leaving to my scout ship, I sat back down on the floor and improvised the ocean fibers into bandages.

If you hadn't guess by now report, I was heading over to back to Dyrion to follow up what I've heard from the com-link.

I ignored the lost scavenger and fired at the frosty muex killing it in one shot to the head. As I entered the ship, dawn broke. Seconds after I started a launch sequence, I put the ship on auto-pilot to Dyrion. Pulling up the landing window, my stomach growled. Too late to grab a bite to eat, but it would've been nice.

Before leaving out, I took out my datapad and pulled up the skill manual window. I hated interfacing with this, but what little choice did I have when time wasn't on my side. I became more aware with my surroundings and more tougher.  I learned the basics of first aid before I remembered the underlining basics of electronics. I can't exactly describe this memory other than my clarity to what I was about to do is related.

When I took another check at my inventory, I noticed I forgot to leave the weak emitter packages. I dropped them and pulled up the landing window. Out of the two facilities that the pirates, the United Pirates, could be hiding the artifact I'd figured it would be in the abandoned factory.

While walking inside the factory, I raised my hand up at a matrix with my credit chip in hand. Again, this was a reflexive impulse that I can't explain. When the impulse passed, I did take a quick moment to examine the matrix. I couldn't look at it longer and I walked away from it fast as I can as I realized its purpose.

I headed toward the eastern corridor and focused intensively on my corporate indy-link. There were two atmospheric regulation AIs, two easy data-dumb bells for me to break. After I hacked both of them using my weakest hacking program available, the alarms blared and I made my move quickly; I've already lost time spending it on hacking the first atmospheric regulator.

The first two guards were easy to dispatch when I shot them dead while they fumbled putting them on. The second pair on the assembly floor were the smarter pirates who managed to put their EVA suits on time. One of them had a hooked vibroknife and nicked me pretty bad with it. It took three bandages to completely patch that one up. Again, more time lost; by now, the rest of the pirates who hadn't died yet could be working to fix the AIs.

I left the assembly floor and headed to the southern area and encountered two more guards. I focused for a bit on one of the guards and landed a head shot on him. I didn't know exactly what happened to the other one other than he just stood there shocked. I killed him with another head shot.

On the second floor, I ran into discarded metals, hides, and roots. I improvised the metal into a machete in case I ever run out of ammo. Further down into a maintenance corridor, I saw a lone guy wandering around there. He looked at me like crazy and asked was I responsible for the malfunctions.

Not wanting to give him a chance to get cut by his vibrosword, I aimed and fired at his hands to disarm him. He panicked at first til he noticed that I was blocking the only way out. Barely holding on to the sword, he hacks into my arm. In return, I aimed and fired at his legs to stop him from fleeing so I can ask him about the artifact. That shot was enough to disable him because it killed him.

What happened after that between that killing and having a clear head was lost to me. But I know I didn't leave after that; I looked for others who would give me a second to speak to them about the artifact. How could I do so if I fired at them first? I can tell if they don't intend to talk to me, so I spoke with a bullet instead.

I do not know if I had found another pirate group or not after this one, but I know I've encountered three other pirates in a corridor. All three died either to a head shot, impact shot, or a lethal injury from my crusader revolver before they could even turn to look at me. I believed this was my clearest memory because I felt this cold sensation that I had killed them unprovoked other than a rumor of an artifact that nobody was giving me information on just like the rest.

When I was back at the ship, I launched back into orbit and thought about landing into the pirate base and resume my searching and killing. It took every willpower I had to set the auto-pilot back to the planet. It wasn't that I didn't want to die; I wanted to save the little sanity I had left. If only I could find an abandoned plant that refines energy, I probably wouldn't....no I wouldn't know what would happen other than I would have even more magnum slug clips to use.

I, Avery Grant, authorize Central Hope and any medical shrinks who read this to run a memory scan or any kind of fucking scan on myself to find more of what I couldn't get from the regular doctors. I can't make this up if I could. I was killing people for the sake of finding an artifact when I could be finding artifacts on the moon that I've landed earlier. If there's one thing to ask for, I want clemency and most of all, HELP. I'm supposed to be a lab-tech making money, not a cold blooded murder!

Attachments: 3 extracted memory banks.





Code: [Select]
kill zander
You are now targetting: Zander Dalton (moon pirate).
fire
Avery lines up a shot at Zander Dalton (moon pirate).
[ HIT ROLL        ]: clarity: [||||||||||||||||****] -4 (16 / 20)
[ DAMAGE ROLL ]: stamina: [|||||||||||||||*****] -5 (15 / 15)
Avery's slug impacts Zander Dalton (moon pirate)!
Zander Dalton (moon pirate) crumples to the ground, gasps out his last breath, and dies.
You have received 75 credits.
You did 87 slug shell damage to Zander Dalton (moon pirate) in the feet!
The crusader revolver expended 1 rounds of ammunition.  Remaining: [|||*      ] (3 left)
kill johann
You are now targetting: Johann Mccarthy (moon pirate).
fire
Avery lines up his magnum with Johann Mccarthy (moon pirate)
[ HIT ROLL        ]: clarity: [||||||||||||****    ] -4 (12 / 20)
[ DAMAGE ROLL ]: stamina: [||||||||||*****     ] -5 (10 / 15)
Avery lands a successful shot on Johann Mccarthy (moon pirate)!
Johann Mccarthy (moon pirate) crumples to the ground, gasps out his last breath, and dies.
You have received 75 credits.
You did 74 slug shell damage to Johann Mccarthy (moon pirate) in the head!
The crusader revolver expended 1 rounds of ammunition.  Remaining: [|*        ] (2 left)
kill dylan
You are now targetting: Dylan Chase (moon pirate).
fire
Avery lines up a shot at Dylan Chase (moon pirate).
[ HIT ROLL        ]: clarity: [||||||||****        ] -4 (8 / 20)
[ DAMAGE ROLL ]: stamina: [|||||*****          ] -5 (5 / 15)
Avery's slug impacts Dylan Chase (moon pirate)!
Dylan Chase (moon pirate) crumples to the ground, gasps out his last breath, and dies.
You have received 75 credits.
You did 59 slug shell damage to Dylan Chase (moon pirate) in the head!
The crusader revolver expended 1 rounds of ammunition.  Remaining: [*         ] (1 left)
clarity: [|||||||||||         ] (11 / 20) stamina: [|||||||||           ] (9 / 20)
reload
You rummage around, looking for ammo that fits your crusader revolver.
You load your crusader revolver from the magnum slug clip (7).


(The above spoiler is a way of me saying, I got nothin on how to explain combat. I was hitting a blank wall here, but I will revisit the topic when I found a way to explain it smoothly.)
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Let's Play Wayfar
« Reply #18 on: September 25, 2015, 10:50:58 pm »

Obviously, those Pirates looked at you funny, and deserved to die.

Looking for the artifact was just an excuse.

Being Pirates, wiping them out could also be explained as "Security Reasons".

00112

  • Bay Watcher
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Re: Let's Play Wayfar
« Reply #19 on: September 26, 2015, 05:18:52 am »

Ch 10: The Completion to an Aged Ending

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.

Hello there, my name is Avery and I was assigned to assist with building in this colony. Central loved my background as a fabricator even though it is misery on any earth.. I took the gig to get off of that factory.

Code: [Select]
  [ fabricator background ]                                                     
  +Awards 1 reroll points.                                                     
  You were a laborer in a world factory.                                       
  Difficulty: normal                                                           
  Victory condition:                                                           
  Craft 25 products of quality 70 or better.

With a quick scan around, I saw a man hanging around in the colony's starship complex. I noticed he looked lost the closer I came to him. The man, a lost explorer, clasped both of his hands together and begged me to lead him off to the desert. When I asked why, he told me it was to gather data there. I oblige him and walked over to the coordinates he gave me

The lost explorer [to Avery]: Thanks for the escort, pal!
[ You've discovered the 'escort agency' job. ]
You have received 375 credits.
The lost explorer pays you a sum of 375 credits for the safe journey.
The lost explorer heads off on private business.


Maybe I shouldn't be walking around the wilderness unarmed. Certainly this colony has some kind of storage room. I wasn't too far off when I found a stockpile warehouse by the colony's factory. All the way at the end,  there was a container labeled 'stuff'. After a quick glance inside, I took an crappy vibrosword and a cleaner lab-coat Looking and wearing a bloodstained one gave me the chills. No matter how much I'd wash it some of the stains wouldn't go away. It didn't help that there were four black bags with the words 'swag' around them in a corner; they were speckled with blood.

Avery starts pulling on his lab coat.
Avery finishes putting on his lab coat.
Avery goes for his crappy vibrosword.
Avery wields his crappy vibrosword.


Going outside, I quickly learned and know which end of the sword do I use with some practice slashes in the air. I spent more time practicing on the local wildlife til I ran into a chewed part of grass. That is a suretell sign of a muex near by. Sure enough, I ran into an angry one that charged rignt into me. I readied my self to slash as soon as it got close enough. Although I landed a hit, it didn't stop it; I was pushed on the ground being gored against the muex's horns. Not even another slash at it didn't stop it. My consciousness fades while feeling the wound bleeding into my lab-coat.

Code: [Select]
slash
Avery rears back for a vicious slash at a muex matron!
[ HIT ROLL        ]: stamina: [||||||||||||||||*] -1 (16 / 17) clarity: [||||||||||||||||*] -1 (16 / 17)
[ DAMAGE ROLL ]: aggression: [|||*****         ] -5 (3 / 15)
Avery's vicious slash slices a muex matron!
You did 26 sharp damage to muex matron in the feet!
The muex matron attacks Avery!
slash
Avery winds back for a powerful slash at a muex matron!
The muex matron lands a successful attack on Avery!
[IMPACT DAMAGE TAKEN!]: Health: [|*********          ] [ -11 1/24 ] (muex matron)
[ HIT ROLL        ]: stamina: [|||||||||||||||* ] -1 (15 / 17) clarity: [|||||||||||||||* ] -1 (15 / 17)
[ DAMAGE ROLL ]: aggression: [***              ] -3 (0 / 15)
Avery's vicious slash slices a muex matron!
You did 19 sharp damage to muex matron in the torso!
slash
You need a minimum of 1 aggression dice to execute this attack.
slash
You need a minimum of 1 aggression dice to execute this attack.
[BLEEDING DAMAGE TAKEN!]: Health: [*                   ] [ -1 0/24 ] (bleeding wounds)
Avery crumples to the ground, gasps out his last breath, and dies.
Your wounds stop bleeding.
YOU ARE DEAD.


You have received 50 credits.
[ You've discovered the 'school of hard knocks' job. ]


I woke up inside one of those pre-made pre-fab shelters. For one, it was extra clean; I'd say that it has been recently cleaned up. Before I could do any work, I must build my home that isn't a cheap piece of junk, say like a ranch.

Code: [Select]
colonial ranch
A vague attempt at an old-fashioned colonial ranch, 'wooden' siding panels and other outdated features are present on this quaint building. If anything, it's better than living in a cramped plastic prefab 'house'.

Durability: [||||||||||] [ 750/750 ]
Currently 0 occupants of a maximum 1.
Installed Modules: none. 100 module capacity remaining.
Up to 2 of this building can be controlled by a single owner.

Requirements for colonial ranch
* Requires native fiber x6 (0)                     -- 20% of project quality
* Requires native lumber x8 (0)                    -- 20% of project quality
* Requires lumber siding x5 (0)                    -- 20% of project quality
* Requires inert beam x4 (0)                       -- 10% of project quality
* Requires inert siding x2 (0)                     -- 10% of project quality
* Requires structure power core x1 (0)             -- 10% of project quality
* Requires light structure base x2 (0)             -- 10% of project quality
Total complexity for this project: 50.0

The ranch itself was easy to build when I follow a certain order: basic materials first, materials depending on those basic materials last. I'd say it took me a good ten to twenty minutes looking around at the general area. The weak emitter package inside a scout ship saved me most of the time building a power core for the building.

Speaking of building, I noticed that the factory was a bit too far from the starshp complex. I took the liberty to dismantle it and moved it right in the area where the factory was. When finished, I went inside to consider exactly how much I would need to build myself a miner. Despite the two refineries that the colony has along with the scout for space travel, the colony needed a means to access to the higher quality materials within the asteroids in space.

Code: [Select]
asteroid miner
A lop-sided, blocky starship. Central Complex's budget solution to exploiting the mineral resources in asteroids.

Durability: [||||||||||] [ 2500/2500 ]
Fuel tank: [||||||||||] [ 10000/10000 ]
Modules: nothing. 450 / 450 module capacity remaining.
The asteroid miner is unowned and can be claimed by a hacker.

Requirements for asteroid miner
* Requires solid-phase conduit x2 (0)              -- 10% of project quality
* Requires light starship power core x1 (0)        -- 15% of project quality
* Requires weaponry power bank x2 (0)              -- 10% of project quality
* Requires inert superstructure x1 (0)             -- 10% of project quality
* Requires thermal kretherson x5 (0)               -- 5% of project quality
* Requires solid-phase hull plate x4 (0)           -- 20% of project quality
* Requires light ion engine x1 (0)                 -- 20% of project quality
* Requires cargo bay x1 (0)                        -- 5% of project quality
* Requires adaptive-phase fiber x3 (0)             -- 5% of project quality
Total complexity for this project: 44.0

Here is when I did something different. I took the time to walk around and near the colony for any scrapyards that sells these parts. Why work harder when I can work smarter? Along with my search, I found an abandoned laboratory with a huge stash of blueprints. I wasn't able to remember them all other than that there's two economic centers blueprints. Within the container was a pulsar rifle that looked more promising than my vibrosword; however, the longer I looked at the rifle, the longer I get this uneasy feeling. I let it pass quickly by setting the rifle aside and leaving.

Not too far from the lab was an abandoned ranch. I entered and was greeted with two large shipping containers. I took in a look in one of them with the label, 'refreshments'.

Code: [Select]
'refreshments' 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.
1

Durability: [||||||||||] [ 50/50 ]
It is open.  It is capable of holding 500 kilograms.  It has room for 500 items.
Food:
  five high protein vita-slushs [500g]  four marathon travel rations [400g]
  an approved colonist ration [100g]  three crispy insect bitses [300g]
  lots of fruit blitzs [1.4kg]    eight fish burgers [6.4kg]   
  three fish2go nutrient cubeses [300g]  five yoogle fish chews [500g]
  seven fried muta-chicken meats [700g]
Drinks:
  lots of drinkable waters [1.4kg]
[ Total Load: 12.0kg (max 500.0kg) Total items: 64/500 ]

I will never go hungry again. I took a look at the other container to find a load of gems in it. I took both of them with me and continued the search for scrapyards. After finding at least two  that sold three of the parts, I returned back to the starship complex. All of the materals I carried for this ship was taking a toil on me. Hoping the tool has that feature like the ones in the factories do, I went to auto mode  with a craft miner on starship command and put a one solid-phase conduit. When it asked me for another piece, I typed in @abort. Then I manually add a solid-phase conduit to the starship assembly

Code: [Select]
Durability: [||||||||||] [ 10/10 ]
[[ starship assembly tool ]]
Current project: asteroid miner
* Requires solid-phase conduit x2 (0)              -- 10% of project quality
  -   solid-phase conduit               [ Quality: 61 ]     
  -   solid-phase conduit               [ Quality: 57 ]     
* Requires light starship power core x1 (0)        -- 15% of project quality
* Requires weaponry power bank x2 (0)              -- 10% of project quality
  -   weaponry power bank               [ Quality: 79 ]     
* Requires inert superstructure x1 (0)             -- 10% of project quality
  -   inert superstructure              [ Quality: 39 ]     
* Requires thermal kretherson x5 (6)               -- 5% of project quality
  -   thermal kretherson                [ Quality: 6 ]     
  -   thermal kretherson                [ Quality: 14 ]     
  -   thermal kretherson                [ Quality: 6 ]     
  -   thermal kretherson                [ Quality: 17 ]     
  -   thermal kretherson                [ Quality: 7 ]     
* Requires solid-phase hull plate x4 (0)           -- 20% of project quality
* Requires light ion engine x1 (0)                 -- 20% of project quality
  -   light ion engine                  [ Quality: 49 ]     
* Requires cargo bay x1 (0)                        -- 5% of project quality
* Requires adaptive-phase fiber x3 (0)             -- 5% of project quality
Total complexity for this project: 44.0

Almost done. Just needed another weaponry bank, a light starship power core, and some other things. I know I did the hull-plates last for some reason, but the reason escapes me. When I tried to craft the weaponry bank, the tool spat out an error about a project already open. I canceled the building order and the tool spat out theI managed to build a ship, although it' a bit on the bargain quality side.


Avery activates a starship assembly tool.
Avery fiddles with a starship assembly
Avery adjusts a starship assembly tool.
Avery fiddles with a starship assembly tool.
Avery watches a starship assembly tool closely as it begins a production stage.
Avery adjusts a starship assembly tool.
Avery completes the asteroid miner project on the starship assembly tool.
You have received 25 credits.
[ You've discovered the 'transport dealer' job. ]
You produce the asteroid miner (bk-33724) at launch area.
The asteroid miner (bk-33724) you produced has a final quality of 45.


According to my briefing on this colony, it should have an auto fuel plant. It took me one look into the plant's hopper to see that whoever set this up to manufacture small starship fuel cells wasn't thinking big enough. I set the factory to make medium fuel cells; no need to exhaust the energy supply that quick. I went and grabbed a small score of them and put them in the container with the gems; however, Central would not accept the package. It was something about not being the orginal owner.

But should I be for finding an abandoned shipping crate though guys? They wouldn't budge from the redtape, so I had to build a shipping container for myself, dump the gems and power cells out of the abandoned container, and put them inside there.

$21750 credits total for the package. Hearing that put me at full ease. I don't have to worry about running out of credits from buying materials for a while now, but the feeling put me on edge too as I began thinking about guns. I kept reminding myself that bladed weapons are better.

I went back over to the ranch and go to sleep in that new sleep module at the master bedroom. Under 10 seconds, I fell asleep.

inside colonial ranch
 The master bedroom, or rather, the only bedroom- A single extra-large boro-rejuvinate sleep module and some pretty pictures on the walls.


[ You are assigned a bed in the colonial ranch and head for it... ]
You snooze for a while.
Zzzzzzz...
Zzzzzzz...
You turn over in the bed.
Zzzzzzz...
You turn over in the bed.
[ After a refreshing 30s sleep period, you are awakened and informed that your sleep rental has expired.


Thirty second rental? I'd would say that was too short if my back was aching. Not only my back wasn't aching, but my whole body felt radiant. It was as if I was ready to take on this colony and clear every possible violation they had. I do not know how lucky did the previous owner had to be for central to miss inspecting this, but I'm here now to fix the problems the fastest way I could.
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Let's Play Wayfar
« Reply #20 on: September 26, 2015, 12:56:07 pm »

Nice entry on the benefits of switching characters.

00112

  • Bay Watcher
    • View Profile
Re: Let's Play Wayfar
« Reply #21 on: September 27, 2015, 11:37:56 am »

(Thanks. I should've set aside about the actual rerolling process, but I forgot to. Maybe another time.)

Ch 11:  A Primer of Setting Up A Basic Colony

What makes a colony a colony? It isn't the stacks of refineries, the huddle of pre-fab structures, houses, or ranches, or stores that will rarely see a spacer customer. Nope, what makes a colony a colony is one of these:

Code: [Select]
sector center
A large, gray building characterized by blocky, brutalist architecture. A distinct lack of windows and smooth, rounded edges and corners lead to a bureaucratic appearance. The building acts as the head of affairs in tourism and citizenship, giving colonists a path towards citizenship.

Durability: [||||||||||] [ 2500/2500 ]
Currently 0 occupants of a maximum 1.
Installed Modules: none. 100 module capacity remaining.
Up to 5 of this building can be controlled by a single owner.

Requirements for sector center
* Requires simple structure base x2 (0)            -- 30% of project quality
* Requires inert beam x10 (0)                      -- 30% of project quality
* Requires inert siding x8 (0)                     -- 20% of project quality
* Requires structure power core x4 (0)             -- 20% of project quality
Total complexity for this project: 85.0

Without it, a 'colony' is just a mess of buildings or a person's personal commune home that nobody will bother to apply citizenship in. It's also the easiest way to fail the colony inspection. I may have been a factory worker, but I'm no ignorant worker either when it comes to buildings.

Remembering the weak emitter packages over at the scout ship, I went to work on the structure power cores after placing an order for two building kits in the factory. While gathering up the lumber for the simple structure base and waiting on the packages to arrive, I thought on where I should put it.

I took this moment to recall every building that the previous owner had owned in the 'colony' and made a mental map. The farthest building was the automated fuel factory by two. Other than that, planning where to build it shouldn't cause me too much grief. To save myself the trouble, I've built the center one plot away from the fuel factory.

You proceed with the construction.
Avery fiddles with a structure crafting tool.
Avery fiddles with a structure crafting tool.
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.
[ Improvisation ] You receive 3 skillpoints.
Avery completes the sector center project on the structure crafting tool.
[ You've earned the 'center of attention' award! ]
You receive 250 skillpoints.
You have received 2500 credits.
You have received 75 credits.
You produce the sector center at obscure waste.
The sector center you produced has a final quality of 50.


As soon as you have built the center, colonists will start flocking over to be citizens. There's also this nice hefty 2500 credit bonus for making one for the first time, so there's literally no reason not to do it unless you want to be a recluse. Speaking of citizens flocking here, here's one now.

A new colonist-employee has arrived from the sector center: Halle Bryan (civilian).
Halle Bryan (civilian) goes for her enforcer bat.
Halle Bryan (civilian) wields her enforcer bat.
Halle Bryan (civilian) walks off to the southeast.


What all the things you can do at the sector center? Other than take up jobs and labor for more credits, you can look and see how much the colony is making in taxes and subsidies. There's even organizing the citizens or commercial building rights at the colony. And then there's linking stockpile warehouses to the center from the governors office.

Guess what what I can't do from here?  If it isn't possible to link a sector warehouse to a center, then it is built too far from it. Reluctantly, I dismantled the center and rebuilt it right by the warehouse; this also means that I have to move the auto fuel factory somewhere near the colony's boundaries. To smoothly do this, I had to give a look at the sectormap.



See that number five on the cyan square? That's where the sector center is. I have a total of around forty-nine squares to move this auto fuel plant to. The maximum number of buildings that a square can support are five. But before I can even start on that, I have to package and ship the fuel cells. And let me say, selling bulk starship fuel cells is a fine business of itself but I'm a more of a hands on guy.

Maybe my memory is rusty, but just maybe an automated fuel center doesn't count toward being one of the colony's buildings. The same goes for a starship complex that is built right by the factory. To confirm my suspicions, I decided to build a cantina right by the fuel processor and call it The Fuel Up because why not?

The sectormap didn't register it there? Okay, I'll build it by the infirmary. If it doesn't register there, then I know I have some catching up to do.

Code: [Select]
         ======                                     
                                 Building List                                 
                                     ======                                     
  Colony buildings:                                                             
  The factory                                                                   
      -Location: fertile woods [4,37]                                           
      -Credit income: $0                                                       
  The organic processing plant                                                 
      -Location: fertile woods [4,37]                                           
      -Credit income: $0                                                       
  The sector center                                                             
      -Location: fertile woods [4,37]                                           
      -Credit income: $350                                                     
  The laboratory                                                               
      -Location: green brake [4,36]                                             
      -Credit income: $0                                                       
  The refinery                                                                 
      -Location: green brake [4,36]                                             
      -Credit income: $0                                                       
  The infirmary                                                                 
      -Location: lush wood [5,36]                                               
      -Credit income: $0                                                       
  The cantina                                                                   
      -Location: lush wood [5,36]                                               
      -Credit income: $50                                                       
                                                                               
  Total credit income from colony buildings: $400                               
                                     ======                                     

Looks like that fuel factory was too far from the colony. Looks like I have to move it to see if the building would count. With some surveying from my energy collector, I found a spot that's right by the infirmary. Although the buildings list didn't list the fuel factory, the events window from the governor office recognized it

events
Today 02:04 - New citizen employee arrived, Grayson Duran (civilian). source: Grayson Duran (civilian).
Today 02:10 - New citizen employee arrived, Anaya Sanford (civilian). source: Anaya Sanford (civilian).
Today 02:15 - New citizen employee arrived, Halle Morton (civilian). source: Halle Morton (civilian).
Today 02:26 - New citizen employee arrived, Arely Harmon (civilian). source: Arely Harmon (civilian).
Today 02:47 - cantina was constructed at lush wood (5,36)by Avery. source: cantina.
Today 02:51 - automated fuel factory was constructed at lush wood (5,36)by Avery. source: automated fuel factory


Although its tedious, building while using the events and buildings tab of the governor's office comes in handy if you want to know if a building registered to the colony or not. A little fun fact, you now that square with the number eight in it? Turns out that there's seven pre-fab houses there that aren't abandoned; and there' s unabandoned buildings that's just taking up valuable space. Then again, I figured this place wasn't originally a colony when there's a laboratory by a pre-fab house there. Once again, I found myself having to remove the sector center to find a location for the colony proper;

But then I wouldn't be taking advantage of the fact that I can own at least five of these things. For me to be able to tell and report in detail how to make a colony, I have to make one from scratch. What better way to do this than making a desert colony who's main export is energy? To make it easy somewhat, I took a walk in the desert for any abandoned buildings out in the middle of the desert and claim them for their parts.  It's a good thing I've learned crude planning so I wouldn't lose anything from dismantling buildings.

Ever since I found that food stash inside an abandoned house, I made myself a rule not to dismantle houses without looking inside. This house was no exception why I got that rule in place as I ran into lockers upon lockers of stuff. I gave myself some time to explore the area so I can memorize where this house was to pick up all the stuff. I need all the space I can get for building materials from abandoned ones. The thing that is the most hassle for me to build are power cores. Here I am glad that I've built some shipping containers to carry the excess building materials.

After dismantling some abandoned buildings, I traveled back home before walking around in the desert for the best spot to build the sector center. When I found a place to build one in, say like an oasis, I went ahead and build it and entered to check the amount of buildings there was around it.



Perfect. A complete clean slate for me to build. Before leaving here, I took the time to explore and memorize this sector center's location. While exploring, I took notes on what I should build.

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 (0)              -- 20% of project quality
* Requires inert wiring x4 (0)                     -- 10% of project quality
* Requires inert beam x6 (0)                       -- 20% of project quality
* Requires inert siding x8 (10)                    -- 20% of project quality
* Requires light structure base x2 (2)             -- 15% of project quality
* Requires structure power core x1 (7)             -- 15% of project quality
Total complexity for this project: 55.0

I built this across the sector center in the same plot of land. After I did, I went over back to the sector center to confirm that the sector map recognized it. I take another moment to see all the available resources around the area back at the governor's office. 

Code: [Select]
            ======                                     
                         Resource Availability Listing                         
                                     ======                                     
  Stockpile at x14 y26.                                                         
  Resources available within two tiles:                                         
  RESOURCE                        - RELATIVE AVAILBILITY (ARBITARY UNITS)       
  Thermal krethersons             - 1210                                       
  Solid-phase metals              - 720                                         
  Responsive metals               - 360                                         
  Native lumbers                  - 290                                         
  Native fibers                   - 270                                         
  Purestrain solar krethersons    - 240                                         
  Inert metals                    - 226                                         
  Nanite sheetings                - 192                                         
  Unpurified waters               - 136                                         
  Protein tubers                  - 130                                         
  Hydrocarbon sludges             - 115                                         
  Biofuel grade stalks            - 80                                         
  Nutri-brand stalks              - 80                                         
  Plastiform fibers               - 70                                         
  Intrinsic field krethersons     - 64                                         
  Gems                            - 46                                         
  Deliriant roots                 - 40                                         
  Sedative stems                  - 40                                         
  Stimulant leaves                - 40                                         
  Native berries                  - 40                                         
  Obscure lumbers                 - 30                                         
  Charged radioactive krethersons - 25                                         
  Adaptive-phase fibers           - 20                                         
  Magneto-minerals                - 15                                         
  Phantom spider silks            - 8                                           
  Neuro-aligned fibers            - 8                                           
                                                                               
  Stockpile warehouse - Linked Facility                                         
  Resources available within two tiles of Stockpile warehouse:                 
                                     ======                 

For entertainment value, I built a race track and a cantina south of the sector center. I doubled checked to see if the buildings list have and both has a combined income of one-hundred and twenty five credits. Next I done some prospecting and find the best spot for the automated mining plant. I went to the plot of land with the gems. After I've built it however, I've discovered that it can only harvest    solid-phase metal , responsive metal, inert metal, or sand. For now, I configured the plant to harvest any that it could.

Just in case of visitors, I've built a hostel north of the sector center. While it didn't bring any income, I'm certain it has raised the colony's economic value. Last but not least, I've build a trash compactor on the bottom side of the sector to raise that industrial value; or at least it would if it does. My only best bet now is to build a factory.

But that didn't raise the industrial value either, and it didn't show under events; however, I took a walk outside and double checked that the factory was within the sector's limits. Burnt and tired from walking around in the desert in a lab coat, I pulled up the colony and buildings status and the sectormap one last time before I returned back home. My dribbling in this holo-copy of the map was the only way I had to mark which row was what.

Last recorded civic bonus of the surrounding buildings: 8.
Last recorded crime bonus of the surrounding buildings: 5.
Last recorded economic bonus of the surrounding buildings: 2.
Last recorded recreational bonus of the surrounding buildings: 6.
Last recorded industrial bonus of the surrounding buildings: 0.
This sector center's population is 5 of a supportable maximum of 5.


              ======                                     
                                 Building List                                 
                                     ======                                     
  Colony buildings:                                                             
  The sector center                                                             
      -Location: desolate basin [14,26]                                         
      -Credit income: $350                                                     
  The hostel                                                                   
      -Location: wavering dust bowl [14,27]                                     
      -Credit income: $0                                                       
  The racetrack                                                                 
      -Location: arid flats [14,25]                                             
      -Credit income: $75                                                       
  The cantina                                                                   
      -Location: arid flats [14,25]                                             
      -Credit income: $50                                                       
                                                                               
  Total credit income from colony buildings: $475                               
                                     ======                                     

Code: [Select]
Loading sector map...
                                     ======                                     
                              Sector Building Map                               
                                     ======                                     
  .... 1........                                                               
  ..............                                                               
   1.......... 1                                                               
  ............ 2                                                               
   1.......... 2                                                               
  ............XX                                                               
  ............Xx                                                               
   1............                                                               

First  Numbered Row: Factory, Auto Mining Plant, Trash Compactor                 
Second Numbered Row : Rec Dome
Third Numbered Row: Hostel, Sector Center, Stock Pile

I'll fix the other colony center's link to the stockpile warehouse  after I get some sleep in the old fashioned way. Since I don't quite feel like walking back out in the desert, I'm sleeping inside this governor's office.

And then it hit me. The factory at the other colony near home was likely recognized because it's on the plot or near the sector center. Another quick thing for me to do before retiring for the day. I dismantled and rebuild the factory, and I went back in the governor's office to confirm my suspicions from events.

Today 11:11 - factory was constructed at desolate basin (14,26) by Avery. source: factory.

Another check at the colony status shows that the factory does give a industrial value of two. This also means that I have to move the trash compactor as well and move it to the west of the sector center where there's an empty desert plot of land. Once again, the events tab within the holo terminal detected the construction, and it gives off an industrial value of... well I'm going to let the last and current colony status speak for themselves here. I'm going to take a long shower back at the ranch along with a fine nap; I have stuff to fix at the first colony tomorrow.


Last recorded civic bonus of the surrounding buildings: 8.
Last recorded crime bonus of the surrounding buildings: 6.
Last recorded economic bonus of the surrounding buildings: 2.
Last recorded recreational bonus of the surrounding buildings: 6.
Last recorded industrial bonus of the surrounding buildings: 2.
This sector center's population is 5 of a supportable maximum of 5.

Last recorded civic bonus of the surrounding buildings: 9.
Last recorded crime bonus of the surrounding buildings: 7.
Last recorded economic bonus of the surrounding buildings: 2.
Last recorded recreational bonus of the surrounding buildings: 6.
Last recorded industrial bonus of the surrounding buildings: 3.
This sector center's population is 5 of a supportable maximum of 5
Logged

00112

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Re: Let's Play Wayfar
« Reply #22 on: September 27, 2015, 05:45:39 pm »

Ch 12: Broken Links and Building Up Value

Before I can start on the tour of making money, I have to fix this:

Code: [Select]
link
                                     ======                                     
                          Economic Building Link List                           
                                     ======                                     
  Linked economic colony buildings:                                             
                                                                               
  Stockpile warehouse - Linked Facility at fertile woods [4,37]                 
                                     ======                                     
col
This sector center has no linked stockpile warehouse, colonists cannot harvest until one exists.

Holoterminals have their moments and this is one of them. A possible solution is to rebuild the stockpile warehouse; and it is the one that I'm going to try. Before dismantling it, I build another smaller warehouse near it to put up all the stuff from the stockpile warehouse up.

When I made it to the stockpile warehouse, I passed by the mineral, organics, and parts warehouse containers; there were nothing much of value inside. While I approached the last container with the blood stained black swag bags, I felt uneasy but it was manageable. Curiosity got the best of me and I looked inside each of the bags.

Code: [Select]
pirate swag bag
A grubby elasti-weave sack containing various items the former owner has stolen. 'SWAG' has been conspicuously written on the sack in bold black poorly-written script.

Durability: [||||||||||] [ 10/10 ]
It is open.  It is capable of holding 20 kilograms.  It has room for 100 items.
Armor:
  a sniper's armored gloves [500g]
Modules:
  an integrity stabiliser module [400g]
Products:
  a patched AI storage cube [100g]  a blueprint chip (nano-plating integrity booster module) [100g]
[ Total Load: 1.1kg (max 20.0kg) Total items: 4/100 ]

pirate swag bag
A grubby elasti-weave sack containing various items the former owner has stolen. 'SWAG' has been conspicuously written on the sack in bold black poorly-written script.

Durability: [||||||||||] [ 10/10 ]
It is open.  It is capable of holding 20 kilograms.  It has room for 100 items.
Armor:
  a berserker's face shield [500g]
Components:
  an explosive unit [100g]     
Products:
  a vendor trash [100g]         
[ Total Load: 700g (max 20.0kg) Total items: 3/100 ]

pirate swag bag
A grubby elasti-weave sack containing various items the former owner has stolen. 'SWAG' has been conspicuously written on the sack in bold black poorly-written script.

Durability: [||||||||||] [ 10/10 ]
It is open.  It is capable of holding 20 kilograms.  It has room for 100 items.
Food:
  an approved colonist ration [100g]
Resources:
  a biofuel grade stalks [500g]
Components:
  an explosive unit [100g]     
[ Total Load: 700g (max 20.0kg) Total items: 3/100 ]

I took the ration out of the third bag and ate it. With  a full stomach, I opened the last container and what I saw inside made my uneasiness worse. The lab coat that I was wearing was less bloodier and torn than the one in the container. What made my uneasiness go up the roof was the sight of the guns and ammo. I touched one of them with some kind of special inactive cross-hair only for me to jerk my hand back when I heard a heavy gunshot. Noticing the ammo right beside them in a neat pile didn't help one bit.

Obviously the last owner of this stuff was a fellow colonist who's a gun freak that collects gadgets and blueprint chips. I'm surprised that he left his colonial data pad and complex shuttle tickets here.

Taking a mental note to review the data in that pad, I started to transfer the stuff from the warehouse container to another shipping container that I was carrying. While carrying the wild hides and meats out,  I have a sudden urge to go hunting. Not today though, I have more things to build and set up like reestablishing the link between the sector center and this stockpile warehouse.

At the small warehouse, most of my time were spent dumping containers and stuffing them into the warehouse's container. I would organize them if I was in the mood too. I didn't feel that much uneasy dumping the guns and ammo, but I felt something else; I couldn't describe it in words other than I can feel them.

An hour later, I dismantled and rebuild the stockpile warehouse at the same place. When done, I entered the sector center to see if the link has been reestablished.
Code: [Select]
link
                                     ======                                     
                          Economic Building Link List                           
                                     ======                                     
  Linked economic colony buildings:                                             
                                                                               
  Stockpile warehouse - Linked Facility at fertile woods [4,37]                 
                                     ======                                     
col
This sector center currently has no gathering order, would you like to set one?
[ Enter 'yes' or 'no': ]

The good news is that it has been reestablished with a proper link. The bad news?

Code: [Select]
                                 ======                                     
                                 Building List                                 
                                     ======                                     
  Colony buildings:                                                             
  The factory                                                                   
      -Location: fertile woods [4,37]                                           
      -Credit income: $0                                                       
  The organic processing plant                                                 
      -Location: fertile woods [4,37]                                           
      -Credit income: $0                                                       
  The sector center                                                             
      -Location: fertile woods [4,37]                                           
      -Credit income: $0                                                       
  The laboratory                                                               
      -Location: green brake [4,36]                                             
      -Credit income: $0                                                       
  The refinery                                                                 
      -Location: green brake [4,36]                                             
      -Credit income: $0                                                       
  The infirmary                                                                 
      -Location: lush wood [5,36]                                               
      -Credit income: $0                                                       
  The cantina                                                                   
      -Location: lush wood [5,36]                                               
      -Credit income: $0                                                       
                                                                               
  Total credit income from colony buildings: $0                                 
                                     ======     

Okay holoterminal. I'll dismantle the colony center and the stockpile and see how that goes. I don't even know how I can describe this other than its not true: I know the sector center and the cantina bring some money in. First I will rebuild the colony center and then I'll rebuild the stockpile warehouse. Same place, different order.

When I did that, only one thing changed, but at least the complete stockpile link is still there.
Code: [Select]
                                  ======                                     
                                 Building List                                 
                                     ======                                     
  Colony buildings:                                                             
  The factory                                                                   
      -Location: fertile woods [4,37]                                           
      -Credit income: $0                                                       
  The organic processing plant                                                 
      -Location: fertile woods [4,37]                                           
      -Credit income: $0                                                       
  The sector center                                                             
      -Location: fertile woods [4,37]                                           
      -Credit income: $350                                                     
  The laboratory                                                               
      -Location: green brake [4,36]                                             
      -Credit income: $0                                                       
  The refinery                                                                 
      -Location: green brake [4,36]                                             
      -Credit income: $0                                                       
  The infirmary                                                                 
      -Location: lush wood [5,36]                                               
      -Credit income: $0                                                       
  The cantina                                                                   
      -Location: lush wood [5,36]                                               
      -Credit income: $0                                                       
                                                                               
  Total credit income from colony buildings: $350                               
                                     ======   

The problem with the holoterminal's interface with the buildings were more clear when I went to the colony tab.

Last recorded civic bonus of the surrounding buildings: 0.
Last recorded crime bonus of the surrounding buildings: 0.
Last recorded economic bonus of the surrounding buildings: 0.
Last recorded recreational bonus of the surrounding buildings: 0.
Last recorded industrial bonus of the surrounding buildings: 0.
This sector center's population is 1 of a supportable maximum of 4.


I have two choices here. Wait a bit and hope the holoterminal will update itself or rebuild every building in the sector to get the thing to update manually. I don't want to do any more moving, and there are some things, like workstations, that can't be moved or dragged out of buildings. Plus, I can't afford to wait now.

More than likely, I'm going have to rebuild everything but the factory and laboratory; both have workstations that are tedious to build. The organic processing plant gives out no bonuses; the refinery gives one industrial point; the infirmary gives out an income of ninety credits, two civic points, and a recreational point; a cantina gives two recreational and one civic point along with a fifty credit income; and an automated fuel factory gives nothing.

I have to build another factory and laboratory to see if they have any effects; to save some time, I brought some building packages. Thirteen minutes later when the packages arrived, I built a factory which gave an industrial bonus of two and a crime bonus of one and a laboratory which gave an industrial bonus of two only.

The last thing I've built before retiring was a holo-theater which has an income of seventy-five, two recreational points, and one civic point. Tomorrow is where my real work begins as a fabricator; having most of the the buildings being low-quality amateur finish does not sit well for me, but neither does having the sector center's holo-terminal go haywire.
Logged

EuchreJack

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Re: Let's Play Wayfar
« Reply #23 on: September 27, 2015, 11:02:22 pm »

I'm both excited and confused by the new stuff with the colony.  Hope you get the bugs worked out.

00112

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Re: Let's Play Wayfar
« Reply #24 on: September 28, 2015, 06:17:44 am »

(Short morning update)

Ch 13: Mining Opportunities

Coming back from abandoned houses, on the desert, I've found two scrambled crafting kits. I learned basic lab operations just enough to operate the terminal. I left the kits there and went back to work. I got the foundation down, now its time to add the means to make the money.

Code: [Select]
A bulky monolith of pipes, wires and mechanical components with the sole purpose of pulling minerals from the ground without human intervention.

Durability: [||||||||||] [ 500/500 ]
Currently 0 occupants of a maximum 1.
Installed Modules: none. 100 module capacity remaining.
Up to 4 of this building can be controlled by a single owner.
This building can harvest inert metal, solid-phase metal, responsive metal, sand.
This building is not currently configured to harvest a specific resource.

Requirements for automated mining plant
* Requires industrial coordinator AI x1 (0)        -- 15% of project quality
* Requires inert metal x10 (0)                     -- 10% of project quality
* Requires inert beam x4 (12)                      -- 20% of project quality
* Requires inert siding x4 (3)                     -- 20% of project quality
* Requires solid-phase alloy x8 (0)                -- 10% of project quality
* Requires light structure base x1 (0)             -- 10% of project quality
* Requires structure power core x2 (0)             -- 15% of project quality
Total complexity for this project: 65.0

I'll buy the industrial coordinator AI, the weak emitter, and the solid alloy package, but its about time I make my own inert beams and sidings. All I would need to wait for the packages are a few trips and back to the furnace. It's irritating that the quality of the beams and siding are almost good enough, but not quite there. To give an example, here's one of the automated mining plants I've built on the first sector:

You proceed with the construction.
Avery watches a structure crafting tool closely as it begins a production stage.
Avery adjusts a structure crafting tool.
Avery watches a structure crafting tool closely as it begins a production stage.
Avery fiddles with a structure crafting tool.
Avery adjusts a structure crafting tool.
[ Better Materials ] You receive 2 skillpoints.
Avery completes the automated mining plant project on the structure crafting tool.
You produce the automated mining plant at obscure waste.
The automated mining plant you produced has a final quality of 68.


I was two points away. Two points away from passing! Before leaving, I locked it and configure the mine to mine anything it could.

I went over to the desert colony and check on recent events from the governor's office.

Today 13:51 - Davian Carter (civilian) has died, killed by dusky prowler. source: corpse of the flutter drag.
Today 13:51 - New citizen employee arrived, Xiomara Owens (civilian). source: inert metal.
Today 14:01 - Xiomara Owens (civilian) has died, killed by dusky prowler. source: inert metal.
Today 14:02 - New citizen employee arrived, Kyron Clarke (tourist). source: Kyron Clarke (tourist).
Today 16:23 - harvested 46 units of gems. source: sector center.


Forty-six? Good thing I came in time to impose a stock limit to fifty. I'll wait one more day before collecting the fifty gems. I didn't have to move far to build this plant; the minerals; there's pools of them right outside the colony center. The quality rating that was given to it however was even worse than the last. To get my mind off of these dismal results, I strapped on my mineral harvester and harvest some gems.

If you see the following on any plot of land: do as I did and jump in on harvesting it. It means that gems are in the area. Gems that are valuable and catch a pretty amount if the markets are right.

Small glittering stones amongst the ground material catch your eye.

I guess now would be a good time to refer to the material guide book I've found. I pull up the list of chapters in the material guidebook and read page 1 on the material guidebook

Quote from: Page 1:Forenote
This document serves as a reference for those wishing to study materials both commonplace and rare and the uses of these materials, there are many cases where one material may be substituted for another potentially higher-quality material or an alternative material which may be easier to procure. This document also states where each material can be discovered and harvested.

Okay that was a short chapter. On to chapter two.

Quote from: Page 2: Metals
Page 2: Metals.
Common metals such as Inert or Solid-phase metal are near omni-present on planetary crust, lunar surfaces and asteroids and are used in all manner of constructions and more valuable strains of these metals can be harvested from especially rich asteroids, Responsive metals are less commonly found but are present in all the same environments. Rare-earth metals must be refined from minerals that bear them- namely the Magneto-mineral classes. Transuranic metals are found mostly in lunar surfaces and asteroids but can also be found through thorough exploration and discovery in deserts and mountainous areas.

After I was done clearing my mind with mining gems, it was time to get to work by building one of these in either my forest or desert colony.

Code: [Select]
economic center
A large dome-shaped structure peaked by an elaborate array of communication equipment. Large vehicle docks lead into the dome, presumably to facilitate large material transfers on-site. A solar buoy system can be seen on a micro-shuttle pad about half-way up the dome's side, ready to ferry small parcels along the automated express shipping routes.

Durability: [||||||||||] [ 1500/1500 ]
Currently 0 occupants of a maximum 1.
Installed Modules: none. 100 module capacity remaining.
Up to 1 of this building can be controlled by a single owner.

Requirements for economic center
* Requires composite beam x4 (0)                   -- 20% of project quality
* Requires medium structure base x1 (0)            -- 25% of project quality
* Requires composite siding x6 (0)                 -- 20% of project quality
* Requires inert beam x3 (11)                      -- 10% of project quality
* Requires inert siding x3 (0)                     -- 10% of project quality
* Requires structure power core x2 (0)             -- 15% of project quality
Total complexity for this project: 50.0

I worked from the bottom and crafted the structure power cores first. When I was working on the composite siding,  I groaned at the mention of plastiform fiber.

This or anything related to fiber is what I'm looking for. As much as I hate going to the jungle

A few fibrous plants grow here.

While I was crafting the composite beams, where I was passing my quality grades, I've received a notification that my fabricating contract was half way done. Already? Well that's one way for me to get distracted; however, another way is to caught something from the jungle.

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

In minutes, the lung aches subsided as I fabricated the last of the required parts. One quick trip to the desert colony later I began work.

Avery watches an advanced structure tool closely as it begins a production stage.
Avery watches an advanced structure tool closely as it begins a production stage.
Avery watches an advanced structure tool closely as it begins a production stage.
Avery adjusts an advanced structure tool.
Avery watches an advanced structure tool closely as it begins a production stage.
[ Crude Planning ] You receive 2 skillpoints.
[ Better Materials ] You receive 2 skillpoints.
Avery completes the economic center project on the advanced structure tool.
You produce the economic center at infertile wasteland.
The economic center you produced has a final quality of 73.


I barely passed, but I passed. I made a quick trip to the sector center where I discovered just how much the economic grants. Three civic points and one recreational points are nothing to sneeze at, but for something that's the economic center, I expected it to raise economic value to the colony. Just to clear space out of my inventory, I crafted a composite siding. Right when I did that, my colony datapad beeped in a high and low tone.

Avery activates an advanced structure tool.
Avery watches an advanced structure tool closely as it begins a production stage.
Avery adjusts an advanced structure tool.
Avery fiddles with an advanced structure tool.
Avery watches an advanced structure tool closely as it begins a production stage.
Avery fiddles with an advanced structure tool.
[ Improvisation ] You receive 2 skillpoints.
[ Better Materials ] You receive 2 skillpoints.
Avery completes the composite siding project on the advanced structure tool.
You receive the composite siding from the advanced structure tool.
[ You've earned the 'fabricator' award! ]
You receive 5 skillpoints.
The composite siding you produced has a final quality of 76.


I guess this is it. I've done some good in getting a colony to be compliant with any kind of possible inspections that a Central Hopes rep will throw at it and establishing another one out in the desert. The only question now is not where to; that part is already obvious—but when? I guess I can go back to the warehouse and organize everything there before going back.

It feels good looking and watching citizens of a colony using the stuff that I've built. Times like this makes the long grueling time of gathering components and refining them worth it.. Minutes or an hour later back at the forest colony, I was entering the small warehouse when I keep hearing a high pitched beep. I dug into the warehouse container and found two colonial datapads. One was off and inactive, but the other one was beeping like crazy.

I looked at the screen and immediately something was off. This one was blinking my name on the screen with a red blinking notification notice with an exclamation point under it. I tapped the screen and a number pad appeared. I don't remember using or having this one, but if I did put a password on it it would've been my pin number from my bank account.

The datapad sent a powerful jolt of electricity up thorough my fingertips. Imagine touching a part of a hot knife on your hands. Okay, now imagine that plus having freezing cold water being poured on your back at the same time. I tried throwing the datapad back into the warehouse container, but my reflexes was no match for a computer's. Before I was knocked out cold from it, I felt my time and date implant being overloaded, freezing my body in place.
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EuchreJack

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Re: Let's Play Wayfar
« Reply #25 on: September 28, 2015, 09:43:11 am »

Nice transition into a new character!  What actually happens when a character completes their mission?

00112

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Re: Let's Play Wayfar
« Reply #26 on: September 29, 2015, 07:09:08 am »

(Something something same person, but memory loss/manipulation. I admit it's getting harder for me to integrate the reroll mechanic and skill point max increase every time backgrounds are completed into the story.)

Ch 14:The Unlucky Green Thumb

My name is Avery and I have the worst luck when it comes to finding new stuff.

Code: [Select]
[ Avery's background : botanist ]
You were a keen gardener, with a love for plants (and certain plant products). However- you yearned for more, something new.
Difficulty: moderate

Victory Requirements:
[ You need [ 5 ] more successful botanical discoveries counting towards the flora catalog job before completing the botanist background. ]
Discover 15 undocumented botanical specimens. [ incomplete ]

My contract with Central Hope is almost done, but I can't for the life of me find the last five undiscovered plants. It has been weeks since I've made a proper discovery and a month since I've nearly explored the forest in full. Failure after failure, I build pods and plant the few discoveries I've managed to get a seed sample of. I've built one of them near a laboratory and my home.

Code: [Select]
agriculture pod
A chunky, beige biopod looped with tubes carrying nutrients and minerals.

Durability: [||||||||||] [ 500/500 ]
Currently 0 occupants of a maximum 1.
Power: [||        ] [10 / 50 ]
Installed Modules: none. 100 module capacity remaining.
Up to 10 of this building can be controlled by a single owner.

Requirements for agriculture pod
* Requires weak power emitter x2 (0)               -- 40% of project quality
* Requires native lumber x2 (1)                    -- 20% of project quality
* Requires inert metal x10 (0)                     -- 40% of project quality
Total complexity for this project: 18.0

It just has enough juice for one seed. Better make it count.

Current farming yield multiplier: 0.9
[||        ] [ 2/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.8
[|||       ] [ 3/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.7
[||||      ] [ 4/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.8
[|||||     ] [ 5/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.7
[||||||    ] [ 6/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.6
[|||||||   ] [ 7/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.5
[||||||||  ] [ 8/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.4
[||||||||| ] [ 9/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.3
[||||||||||] [ 10/10 ] You continue farming with an agriculture pod.

A 'botanical discovery' native fiber seeds is destroyed.
You received zero native fiber.


I'm unlucky in that too.

At least the colony is friendly towards me. Maybe a bit too friendly. Some keep suggesting that I should visit that other colony by the desert or that new grocery store that will be coming soon. As much as I am an outdoors person, I hate the heat. I will take up on visiting the grocery store to sell those native berries I've found near a tundra.   To get my mind out of this luck slump I have now, I did something I thought I'll do willingly: build.

Code: [Select]
Requirements for low-tech lumber yard
* Requires weak power emitter x1 (0)               -- 15% of project quality
* Requires industrial coordinator AI x1 (0)        -- 15% of project quality
* Requires simple structure base x1 (0)            -- 15% of project quality
* Requires inert metal x8 (0)                      -- 15% of project quality
* Requires native lumber x4 (1)                    -- 15% of project quality
* Requires solid-phase metal x10 (0)               -- 10% of project quality
* Requires domestic maker AI x1 (0)                -- 15% of project quality
Total complexity for this project: 50.0

The lumber-yard is south of the sector center where it can harvest native, adaptive-phase and neuro-aligned fiber along with native lumber. I'm okay when it comes to building things, but it isn't something I enjoy doing. The colonists over at the forest colony love me when I do build something though. But I can't take breaks forever; my datapad sorely reminded me of that when it's time to work. At least I've done one half of the work by exploring most of the forest, but there are some spots that I need to explore just in case there's happen to be that reclusive plant discovery there or even better one where I can get a seed sample.

While exploring, you found the blueprint chip (insulated EVA suit)

Yeah that would be good if I wanted to go out in space. Guess I can pull it up after I finished loading it up on the equipment crafting tool.

Code: [Select]
insulated EVA suit
A bulky variant of the EVA suit, bearing comically padded limbs and a huge visor, all constructed from hugely electrically and thermally insulative and reflective materials to protect the user from incredibly hot (or cold) environments with enough atmosphere to pose a temperature hazard.

Durability: [||||||||||] [ 50/50 ]
The insulated EVA suit covers the head, torso, hands, legs, feet slots.
Resists:
      burning:           (75% resist)
      plasma:            (65% resist)
      void:              (100% resist)
      electric:          (55% resist)
      cold:              (80% resist)
Integrity: 50/50 Module capacity: 25/25
The insulated EVA suit is in perfect condition.

Requirements for insulated EVA suit
* Requires padded EVA suit x1 (0)                  -- 10% of project quality
* Requires plastiform brick x2 (0)                 -- 15% of project quality
* Requires nanite sheeting x3 (1)                  -- 15% of project quality
* Requires plastiform mesh x2 (0)                  -- 10% of project quality
* Requires rare earth metal x2 (0)                 -- 10% of project quality
* Requires nano-cor wafer x3 (0)                   -- 25% of project quality
* Requires adaptive-phase fabric x3 (0)            -- 15% of project quality
Total complexity for this project: 65.0


You have made a new botanical discovery!
The central complex has classified your discovery as natevim.
The natevim is a native fungus.
You manage to extract a seed sample of botanical discovery, it is a variety of deliriant root.
You have received 100 credits.
Avery has discovered a botanical discovery in this area!


That's a good start. There are some food ingredients that use fungi, but the delirant root seed sample is something.

Avery starts a careful survey of the area.
[ Sightseer ] You receive 2 skillpoints.
[ Developing Observation ] You receive 2 skillpoints.
[ Terrain Details ] You receive 2 skillpoints.
[ Unpaid Cartographer ] You receive 2 skillpoints.
Avery has discovered a q-locked weapon case in this area!


A q-locked what? Just military surplus I assume.

Avery starts a careful survey of the area.
Avery has discovered a q-locked medical bay in this area!


The same, but with medical supplies for pharmacists and doctors.

Avery starts a careful survey of the area.
[ Developing Observation ] You receive 2 skillpoints.
[ Terrain Details ] You receive 2 skillpoints.
[ Unpaid Cartographer ] You receive 2 skillpoints.
You have made a new botanical discovery!
The central complex has classified your discovery as ilogo.
The ilogo is a stimulant leaf.
You have received 100 credits.
Avery has discovered a botanical discovery in this area!


Stimulant leaf? Hmm, I can't think on top of my head what it's used for at the moment.

Avery starts a careful survey of the area.
Avery has discovered a green orb in this area!


Didn't I just sold five of these things? This only reminds me of this picture when I've looked it up at the colonial data pad, under help to see what I can do with them.

Code: [Select]
Help on Orbs:
----------------------------------
HOW TO IDENTIFY ORBS
.................____
............,dP9CGG88@b,
.........,IP''YICCG888@@b,
.........dIi...,IICGG8888@b
........dCIIiciIICCGG8888@@b
________GCCIIIICCCGGG8888@@@__________________
........GGCCCCCCCGGG88888@@@
........GGGGCCCGGGG88888@@@@///
........Y8GGGGGG8888888@@@@P/////
.........Y88888888888@@@@@P///////
.........`Y8888888@@@@@@@P'//////
............`@@@@@@@@@P'///////
....................////////

YUP THAT'S AN ORB IF I HAVE EVER SEEN ONE! AND NOW YOU KNOW THE SECRET

Avery starts a careful survey of the area.
[ Sightseer ] You receive 2 skillpoints.
[ Developing Observation ] You receive 2 skillpoints.
[ Unpaid Cartographer ] You receive 2 skillpoints.
Avery has discovered a q-locked medical bay in this area!


I have no words for this.

Avery starts a careful survey of the area.
Avery has discovered a q-locked weapon case in this area!


Or this.

Avery starts a careful survey of the area.
Avery has discovered a green orb in this area!


Again?

Avery starts a careful survey of the area.
[ Sightseer ] You receive 2 skillpoints.
[ Developing Observation ] You receive 2 skillpoints.
Avery has discovered a q-locked medical bay in this area!

Avery starts a careful survey of the area.
[ Unpaid Cartographer ] You receive 2 skillpoints.
Avery has discovered a q-locked weapon case in this area!


If I see another q-locked case...

Avery starts a careful survey of the area.
[ Terrain Details ] You receive 2 skillpoints.
Avery has discovered a green orb in this area!


OH WOW ANOTHER GREEN ORB!

Avery starts a careful survey of the area.
[ Sightseer ] You receive 2 skillpoints.
[ Developing Observation ] You receive 2 skillpoints.
[ Unpaid Cartographer ] You receive 2 skillpoints.
Avery has discovered a green orb in this area!


… …

Avery starts a careful survey of the area.
You have made a new botanical discovery!
The central complex has classified your discovery as hiweki.
The hiweki is a plastiform fiber.
You have received 100 credits.
Avery has discovered a botanical discovery in this area!


Two more discoveries. Two more!

Avery starts a careful survey of the area.
[ Sightseer ] You receive 2 skillpoints.
[ Developing Observation ] You receive 2 skillpoints.
[ Unpaid Cartographer ] You receive 2 skillpoints.
Avery has discovered a green orb in this area!


Just to make a point on how cheap they are to sell, I'm going to put all of them in a box and sell it. I bet it'll worth under two grand.

Avery starts a careful survey of the area.
[ Terrain Details ] You receive 2 skillpoints.
Avery has discovered a blueprint chip (ingalls missile) in this area!


Code: [Select]
blueprint chip (ingalls missile)
A small package of memory bearing detailed diagrams and assembly instructions for something.

Durability: [||||||||||] [ 10/10 ]
This chip contains a blueprint for ingalls missile.
This chip is designated to interface with the advanced equipment workstation.

I guess it's something for the lab?

Avery starts a careful survey of the area.
[ Sightseer ] You receive 2 skillpoints.
[ Developing Observation ] You receive 2 skillpoints.
[ Terrain Details ] You receive 2 skillpoints.
[ Unpaid Cartographer ] You receive 2 skillpoints.
Avery has discovered a green orb in this area!


I have no words. Just none.

Avery starts a careful survey of the area.
[ Sightseer ] You receive 2 skillpoints.
[ Developing Observation ] You receive 2 skillpoints.
[ Terrain Details ] You receive 2 skillpoints.
[ Unpaid Cartographer ] You receive 2 skillpoints.
Avery has discovered a green orb in this area


Nope, nothing.

Avery starts a careful survey of the area.
Avery has discovered a blueprint chip (aer-141 prototype) in this area!


A prototype of what exactly? I need the lab's advanced equipment station to know.

Avery starts a careful survey of the area.
You have made a new botanical discovery!
The central complex has classified your discovery as oheq.
The oheq is a neuro-aligned fiber.
You have received 100 credits.
Avery has discovered a botanical discovery in this area!


One more. One more. ONE MORE.

Avery starts a careful survey of the area.
[ Developing Observation ] You receive 2 skillpoints.
[ Terrain Details ] You receive 2 skillpoints.
[ Unpaid Cartographer ] You receive 2 skillpoints.
Avery has discovered a green orb in this area!


ONE MORE PLANT.

Avery starts a careful survey of the area.
[ Sightseer ] You receive 2 skillpoints.
You have made a new botanical discovery!
The central complex has classified your discovery as gusuqike.
The gusuqike is an adaptive-phase fiber.
You have received 100 credits.
[ You've earned the 'flora catalog' award! ]
You receive 50 skillpoints.
You have received 500 credits.
[ You can earn the 'flora catalog' award again in 2 hours. ]
Avery has discovered a botanical discovery in this area!


DONE. DONE. DONE.

Code: [Select]
[ Avery's background : botanist ]
You were a keen gardener, with a love for plants (and certain plant products). However- you yearned for more, something new.
Difficulty: moderate

Victory Requirements:
Discover 15 undocumented botanical specimens. [ complete! ]

Here is the last count of every 'product' I've discovered.

Code: [Select]
a colonist's handbook [100g]    a colonial assembly datapad [100g]
  a material guidebook [100g]     a complex shuttle ticket [100g]
  a wooden fishing rig [100g]     lots of q-locked medical bays [1.4kg]
  a score of q-locked weapon cases [2.0kg]  lots of green orbs [1.5kg]   
  two encrypted beacons [200g]    two indecipherable q-disks [200g]
  a shrike casket [100g]          a scrambled limited use crafting kit [100g]
  a corrupted AI module [100g]    a blueprint chip (corticosteroid injector module) [100g]
  a blueprint chip (reflex stimulator module) [100g]  a blueprint chip (holoscreen tv) [100g]
  a ruined medigun barrel [100g]  an encoded AI module [100g]   
  a small starship fuel cell [100g]  a blueprint chip (ingalls missile) [100g]
  a blueprint chip (aer-141 prototype) [100g]

I love my plants, but fifteen was way too much for my luck. Now if I can just grow some samples from one of my discoveries to present to central, things might be looking up after all. First I have to fuel it with fuel.

You start farming with an agriculture pod.
Current farming yield multiplier: 0.9
[||        ] [ 2/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 1.0
[|||       ] [ 3/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.9
[||||      ] [ 4/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.8
[|||||     ] [ 5/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.7
[||||||    ] [ 6/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.8
[|||||||   ] [ 7/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.7
[||||||||  ] [ 8/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.8
[||||||||| ] [ 9/10 ] You continue farming with an agriculture pod.
Current farming yield multiplier: 0.7
[||||||||||] [ 10/10 ] You continue farming with an agriculture pod.
A 'botanical discovery' deliriant root seeds is destroyed.
You manage to extract one further seeds from the fully grown 'botanical plant.


All I see from the pod was two more deliriant roots. No seeds here (even though the pod said there's seeds), but the quality of the original is so good.

Code: [Select]
deliriant root
The root of an exotic plant with hallucinogetic properties.
This is 'ujorupusa', a unique botanical discovery.  It was found on the planet FROG-1322 at the leafy growth.
1
Quality: 112 (Max: 75)

The other two? Not so much.

Code: [Select]
deliriant root
The root of an exotic plant with hallucinogetic properties. The pod farming was grown from a 'botanical variety.

Quality: 9 (Max: 75)

deliriant root
The root of an exotic plant with hallucinogetic properties. The pod farming was grown from a 'botanical variety.

Quality: 11 (Max: 75)

As promised, I've sold all the green orbs in one shipping box for a little over one grand.

You authorize the sale of the 'ORBS ORBS' shipping container...
You have received 1080 credits.
[ You sold ''ORBS ORBS' shipping container' for 1080 credits. ]


And most of the blueprints chips are loaded back at the lab.

Code: [Select]
aer-141 prototype
An unissued prototype model of an enhanced m141 laser rifle, the standard capacitors have been replaced with low-bleed supercapacitors and the beam optics have been vastly improved with tougher mounts and higher-quality synthetic ruby lenses. A valuable piece of equipment, if anything.

Durability: [||||||||||] [ 25/25 ]
Attacks: [1] m141 laser blast
Skill required: Self Defense Training
Module capacity: 50/50
The aer-141 prototype has no modules installed.
It accepts weapon cell as ammunition.
It is unloaded.
It has 25 / 25 condition remaining.

Requirements for aer-141 prototype
* Requires m141 assault rifle x1 (0)               -- 30% of project quality
* Requires monocrystals x2 (0)                     -- 20% of project quality
* Requires precision beam focusing unit x1 (0)     -- 40% of project quality
* Requires high-grade wiring x2 (0)                -- 10% of project quality
Total complexity for this project: 45.0

ingalls missile
  The ingalls missile contains 1/1 rocket(s).

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

Requirements for ingalls missile
* Requires responsive metal x1 (0)                 -- 30% of project quality
* Requires small fuel cell x1 (0)                  -- 20% of project quality
* Requires inert metal x2 (0)                      -- 20% of project quality
* Requires explosive unit x1 (0)                   -- 30% of project quality
Total complexity for this project: 25.0

Excuse me, but I'm going to take a long shower and nap and then work on my presentation. It feels good to finally be done. Hopefully I'll be finally recognized in the botanist society.

When I entered the ranch, there was some guy sitting inside. I didn't know how he got in, but he didn't give me any time to think about that.

“Mr. Grant,” he said, “we need you back in Central Complex immediately.”

“But I have a presentation to prepare to the-”

“It's an urgent emergency that needs your unique skill sets.”

“But I'm just a botanist! You got the wrong man!”

“Not according to your implant.” The man took out some kind of small mini gun and added, “I'm sorry it has to be like this.”

And then...and then...I have no idea, but I'm still getting paid for completing my contract right?
Logged

Jiharo

  • Bay Watcher
  • Adequate Lurker
    • View Profile
Re: Let's Play Wayfar
« Reply #27 on: September 29, 2015, 07:40:43 am »

Today 13:51 - Davian Carter (civilian) has died, killed by dusky prowler. source: corpse of the flutter drag.
Today 13:51 - New citizen employee arrived, Xiomara Owens (civilian). source: inert metal.
Today 14:01 - Xiomara Owens (civilian) has died, killed by dusky prowler. source: inert metal.
What does "source: inanimate item" mean?
Logged
All your goblin bone bolts, suddenly rising up in vengeance...
I wonder ... is it smart amunition or dumb amunition?

00112

  • Bay Watcher
    • View Profile
Re: Let's Play Wayfar
« Reply #28 on: September 29, 2015, 09:11:43 pm »

(Uhh, I got nothing here other than it's a decoy! (Really, I don't know why inmate objects and corpses are informing colony centers when a colonist has died or build something.) )

Epilogue: Shadows of the Past

I am Avery Grant, and I do not know who I am any more.

I've been a colonial governor of two growing colonies, a botanist, a lab technician, and a fabricator.

I've also been, and still am, a cold calculating murder.

But who I am now is a jumbled bank of memories without much concision.

Code: [Select]
                   ======                                     
                                     Skills                                     
                                     ======                                     
  Available skill points: 38              -    Self Defense Training           
  exploration                             -    Land Warrior                     
  -    Sightseer                          science                               
  -    Developing Observation             -    Lab Operation                   
  innate background skills                survival                             
  -    Keen Eye                           -    Heavy Tan                       
  medicine                                -    I Work Out                       
  -    First Aid                          -    Situational Awareness           
  primitive assembly                      -    Tough Guy                       
  -    Improvisation                      tech operation                       
  -    Crude Planning                     -    Basic Shiftscreen Operation     
  primitive weapons                       -    Tech Practice                   
  -    Advanced Slashing and Shooting     tech weapons                         
  -    Knows Which End Hurts People       -    Power Operation                 
                                     ======     


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.


The last thing I saw before being ejected to walk out of the liner was my supposed background from all of this.

Code: [Select]
[ Avery's background : ranger ]
Employed by a farming mega-corp, you are familiar with basic weapons.
Difficulty: normal

Victory Requirements:
[ You need [ 100] more wildlife kills before completing ranger background. ]
Defeat 100 wildlife on the surface of a planet. [ incomplete ]

I know that's a lie. There was no way Central Hopes have any intention to let me out in the wild when I wanted to escape.

And yet when I exited out of the liner, I was greeted by a woman with a golden credit chip. Upon a closer look, it was the same lady who had gave me my first welfare check. “Way to go champ, you earned it,” she said, “Not many people establish more than one colony or finish the program in full.”

The chip was worth ten times that first check she gave me, and she knew more than what she appeared to. Before I could talk to her, she was gone.

As I walked over to the mall lobby, a scientist ran up to me. He hugged me while sliding some kind of chip into one of my duster's pockets. “Forgive us,” he whispered before running off. Upon close inspection it was an unmarked logic chip that I have or find somebody to hack through.

More cryptic shit I see. First I was in another program that I didn't know I was in and now this? Passing by the link-up terminal, I patiently waited in line for the colony dispatch terminal to go back to where everything started for the perfect place to hunt.

At least this time, I'll be able to retire comfortably after this. I do have two colonies I can live in.

That is if my hands will ever be clean again, and after my conscious is clear of guilt.
 
(This is the end of my basic playthrough with a dash of advanced features of Wayfar. I could play with the last unlocked background, but that one is way harder than it appears and I not much of a pvp player. The other unlocked background is welllllll doable, but it'll be like stealing a bank across the street of a police station or in broad daylight; so much so that I'm going have to create a new character with a retracted name to pull it off. I might do so wayyy later just to see how viable it is to do so with an edutainment flair.

I encourage liberal use of help or even chatnet with chatnet on to chat with the players with questions. I try to answer any questions you have, but even my knowledge is limited to the help files and my recent experiences with the game. The best place to ask is in game as I am as useful as a tomato cross-refering a book. There is a (likely) chance I've missed something too.

And for those who are curious of the unlocked backgrounds I'm talking about here they are:

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