Is it normal that the Nightly Builds have no Tools?

Discussion in 'Starbound FAQs, Q&A, and General Help' started by WingedSpear, Feb 21, 2016.

  1. WingedSpear

    WingedSpear Big Damn Hero

    I just downloaded the nightly build because i wanted to try the Survival mode, but, i had like 3 Skills already unlocked (double jump, dash, morphball), which i am not happy, is more fun progressing thru the game unlocking those slowly, and the MAIN ISSUE, i have no Tools, i cant dig, or do anything else, i though i would have to explore the map and see if they added a tool around, but no, nothing, and i did everything in the ship.

    This is intended? i know nightly mean only for Test, but didnt know the test was so limited, i mean, if i fall in a hole i cant even go out because i cant beam back, and i dont have blocks that i could use as stairs, i barely managed to go out with some lucky ropes i found in a box.
     
  2. BillMcD

    BillMcD Void-Bound Voyager

    Nightly has a lot of bugs. Like literally everything breaks in the nightly. That happens a lot. Losing things like that is not intended, but it happens because nightly builds are not QA tested. Hence the difference between stable, unstable, and nightly builds.
     
  3. Littleman88

    Littleman88 Big Damn Hero

    Actually, I think being handed those movement skills right away will enhance the game's exploration and combat interactivity tenfold. Now monster encounters and environments can be designed/coded to generate with the player having those abilities in mind. Right now, CF technically can't rely on everyone having those skills in, say, stable, even though nearly everyone takes them. And besides, technically someone could get lucky enough to find three tech cards on their starter world within 5 minutes of beaming down. It's not really progression so much as a matter of chance.

    There's a better way to show progression - modifying those skills among others - but just having the basic functionality at the on-set of a character's creation won't break the game or the sense of progression.
     
  4. Mackinz

    Mackinz The Waste of Time

    Yes. Chucklefish is in the middle of redesigning the tutorial missions, and the new one is how your Matter Manipulator is enabled. It's not a simple reboot AI > enable Matter Manipulator anymore.
     
    pop-yotheweird likes this.
  5. Nefer007

    Nefer007 Phantasmal Quasar

    Then does that mean that the only functionality comes from Admin Mode, and/or hacking in Drills to mine with?
     
  6. WingedSpear

    WingedSpear Big Damn Hero

    That explain it, and ya have sense, i guess i have to try the unstable then, how is it? does it have the Survival mode?
    To be honest, they giving out the most useful skills from the beggining bother me a lot, because yes, dash and double jump always were the best skills in SB, besides the flying bubble which was too OP...thats why it was removed, now i have nothing to look forward anymore, in the first releases of Koala, it was pretty fun playing with my friends and finishing the Skills parkour dungeons, because it was exiting what you were going to find as reward, and if we already had it, we could just trade them. If you start with them, the only thing to look forward is: Have more damage weapons, cosmetic items (including building ones) and finish the story line, and in a voxel exploration game, the last thing you want to do is finish the story line since you should be busy exploring and finding the skills you want.
     
  7. Dunto

    Dunto Guest

    Pretty much this.

    Nightly is the bleeding edge version of the game. Expect save corruption, being required to use admin mode, and possibly having to temporarily mod it so it will run.
    That's Nightly. If you don't wish to deal with any of that, you can always wait on Unstable, which will have the new stuff when they're about to push a patch to Stable (but only then).
     
  8. lazarus78

    lazarus78 The Waste of Time

  9. Littleman88

    Littleman88 Big Damn Hero

    Eh... nah. Finishing the story is finishing the story. The voxel (heh) world doesn't just disappear when you beat it.

    And skills? Skill modifiers. There's basic dash, then there's leaving fire in your wake dash, turning it from a dodge to also an attack.

    You're thinking too basic, too small. Providing the basic functionality from the get go WILL improve game play over all. Adding additional functionality to these initially provided abilities will be what you're looking for. Right now, you get the skill, and that's it. You have it. But if you can modify the skill, you'll always have something that's useful as a baseline, but its modifications might have practical uses in given situations, or perhaps you just find one preferable.

    I for one would prefer if Chucklefish kept dash, double jump and roller ball as immediately available so that they're given wriggle room in enemy design mechanics and dungeon design, because right now those three trivialize a lot.
     
  10. M_Sipher

    M_Sipher Oxygen Tank

    Also, it's pretty clear a major part of the "play" is "build and explore", so they want you to have a healthy amount of mobility and suchlike early on to not stymie the people more keen on taking their time and building rather than trying to fastlane the story to "endgame".

    Give 'em enough to work with early, open them up to possibilities to improve on their own time.
     
    Tatterdemalion likes this.
  11. Mahonws

    Mahonws Void-Bound Voyager

    I can't repair my ship even with the 20 core fragments. Anyone else having the problem? And if so, how do I fix it?
     
  12. lazarus78

    lazarus78 The Waste of Time

    Spawn in shipT3 and consume it. That will bump your ship up with FTL and whatnot.
     

Share This Page