What is your preference for my 2025 Project ( search thread for "Poll 2025" to see details)

  • GAME 1 - Hex Academy

    Votes: 1,333 10.1%
  • GAME 2 - Arcane Academy: Goblin Uprising

    Votes: 2,125 16.1%
  • GAME 3 - Sexbot Rebellion

    Votes: 1,348 10.2%
  • GAME 4 - Dairy Dynasty

    Votes: 1,260 9.6%
  • GAME 5 - Space Journey X Continued

    Votes: 4,680 35.5%
  • Any above OK with me

    Votes: 2,193 16.6%
  • Something else

    Votes: 236 1.8%

  • Total voters
    13,175

Geist34

Newbie
Aug 1, 2021
49
9
107
Ok I have search this forum and maybe I'm missing something but I CANNOT find a way to do the biolab mission. No matter what I do, the infiltrator bot cannot be taken out of stasis when I try. I take it out and try to leave only to be told to put it back in storage first. I looked at the hints in game and the walkthrough and I still cannot find out why I can't seem to do it. WTF am I doing wrong here?
 

Evangelion-01

Devoted Member
Apr 12, 2018
11,623
7,959
906
Ok I have search this forum and maybe I'm missing something but I CANNOT find a way to do the biolab mission. No matter what I do, the infiltrator bot cannot be taken out of stasis when I try. I take it out and try to leave only to be told to put it back in storage first. I looked at the hints in game and the walkthrough and I still cannot find out why I can't seem to do it. WTF am I doing wrong here?
You need to finish Nhime'S mission first to aquire the first bot shell as far as I recall
 

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,855
5,453
703
Ok I have search this forum and maybe I'm missing something but I CANNOT find a way to do the biolab mission. No matter what I do, the infiltrator bot cannot be taken out of stasis when I try. I take it out and try to leave only to be told to put it back in storage first. I looked at the hints in game and the walkthrough and I still cannot find out why I can't seem to do it. WTF am I doing wrong here?
The infiltrator bot needs to be in any of the lab cells (little stoirage dots in the lab GUI on the left) not packaged in cargo.
that might be the cause.
 

CaptainBipto

Well-Known Member
Sep 20, 2018
1,440
1,437
326
Ok I have search this forum and maybe I'm missing something but I CANNOT find a way to do the biolab mission. No matter what I do, the infiltrator bot cannot be taken out of stasis when I try. I take it out and try to leave only to be told to put it back in storage first. I looked at the hints in game and the walkthrough and I still cannot find out why I can't seem to do it. WTF am I doing wrong here?
Not being able to leave the bot screen like that is actually normal operation. You need to click on one of the storage blocks in the bot lab screen and store your Infiltrator.

For that quest:
You need to have your ship parked right next to the biolab.
You need to have the bot with the infiltrator stored in your bot lab, NOT packed up for shipping.
You need to have your ship right next to the biolab and then go to sleep.

Once you go to sleep and wake up the next day, the mission result should show up automatically after you go through your crew's daily activities.

PS: If you press Q on your keyboard it will bring up your active missions and each objective should have a Hint button that you can click on that says what you need to do for a particular mission.
 

mass effect

Newbie
Feb 26, 2022
22
25
113
Ok I have search this forum and maybe I'm missing something but I CANNOT find a way to do the biolab mission. No matter what I do, the infiltrator bot cannot be taken out of stasis when I try. I take it out and try to leave only to be told to put it back in storage first. I looked at the hints in game and the walkthrough and I still cannot find out why I can't seem to do it. WTF am I doing wrong here?
Also, one of the reasons you can't unbox the bot is that the allowed number of items it could have in the lab is full.
 
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Geist34

Newbie
Aug 1, 2021
49
9
107
Also, one of the reasons you can't unbox the bot is that the allowed number of items it could have in the lab is full.
I'll try do checking that although at this point I might just give up since I already spent twenty minutes trying to figure it out and and failed to do so.
 

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,855
5,453
703
I'll try do checking that although at this point I might just give up since I already spent twenty minutes trying to figure it out and and failed to do so.
As I am always trying to find out from a game design perspective how one might get stuck inbetween the user guidance "rails" I have in the game I would be interested to have a look at your save file.

So if you know where to find the Renpy save files you can post it here.
If possible a save on the nightly DAY X screen so I can import it for analysis.
 
Last edited:
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Geist34

Newbie
Aug 1, 2021
49
9
107
As I am always trying to find out from a game design perspective how one might get stuck inbetween the user guidance "rails" I have in the game I would be interested to have a look at your save file.

So if you know where to find the Renpy save files you can post it here.
If possible a save on the nightly DAY X screen so I can import it for analysis.
So it has just dawned on me that I may just be really stupid. When I started a new game, I was presented with an option to pick which day I wanted to start on. I just picked one at random and I'm starting to wonder if I broke everything by doing that. I will try and upload my save later today so you can check but right now I'm going to assume it is an Error: Id10t. If that is the case then I apologize in advance for wasting your time.
 

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,855
5,453
703
So it has just dawned on me that I may just be really stupid. When I started a new game, I was presented with an option to pick which day I wanted to start on. I just picked one at random and I'm starting to wonder if I broke everything by doing that. I will try and upload my save later today so you can check but right now I'm going to assume it is an Error: Id10t. If that is the case then I apologize in advance for wasting your time.
Selecting a starting day should initialize the game correctly including some quests pre-completed to reflect the progress state of that day (approximately).
So selecting a start point cannot break anything I would say.

TLDR: You might not find a specific quest because it is already completed.

In any case, if you happen to locate your save I'll have a look.
 

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,855
5,453
703
do you think they ever will be implemented? or useful?
I was thinking about a simple system:
- you can stack existing cannons (on defense module) and shields (on shield module)
- depending on how many and good ones you have equipped attacks on your base will be deflected
- if you have none stuff gets stolen
- sometimes shields or cannons get destroyed
would open a slight maintenance management task and a possibility to use all the gear you find
 

Evangelion-01

Devoted Member
Apr 12, 2018
11,623
7,959
906
I was thinking about a simple system:
- you can stack existing cannons (on defense module) and shields (on shield module)
- depending on how many and good ones you have equipped attacks on your base will be deflected
- if you have none stuff gets stolen
- sometimes shields or cannons get destroyed
would open a slight maintenance management task and a possibility to use all the gear you find
But this would make you stuck with Volorian gear (Launcher, Canon and shield) since any better technology is unique.
Wouldn't want to install unique items on the assumption it get's destroyed afterall.
limiting the destruction of equipment to situations where your base defence got actually ovehelmed in a raid maybe, but if the player can't improve defences in time it would likely still prevent people on useing any unique stuff.
Seems tricky in that regard... certainly a money sinker in late game if you have to buy Volrian Cannons from Bellit and Launchers and shields from the Volorians themselfes to improve base defences

EDIT:
Here a bit of an ambitious idea... what if MC, Nhime and Khelara could repair damaged turrets IF they remain in the base for a few days and their Tech skill is high enough?
 
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NoiVul

Member
Feb 24, 2023
136
166
167
I was thinking about a simple system:
I think you should limit equipping things to the ship itself, since there's already a lot of clicking, choosing, transferring, thinking, searching, buying, etc. It's fun, but its also time consuming.
Furthermore, there's already a resource which exists in abundance, and doesn't have enough applications. Money. The base could be the money sink.
Furthermore, 'attacks on the base' don't sound that fun. A sensible person would keep their base as secret as possible, and relocate it, if it ever actually gets attacked.
So I'd prefer a base that is purely beneficial, and not a liability. How that's implemented would be whatever you want.
 

EroKala

Newbie
Jul 18, 2019
86
35
203
I'm unsure what the pain point on Base Attacks should be, but one easy money sink could be power for the shield and ammo/power for the defense guns, and the player would see it as a cash reserve they need to occasionally fill every so often.

Ooh, idea. What if the base had some sort of resource or cash generating system (that a player would choose if it's on or not) and without enough defenses, the base gets raided by pirates/competition and any saved up amount of that resource gets stolen. Not the stuff in the actual warehouse (since that's a players long term storage for valuable items), but something that's outside the warehouse. That way, a player is incentivized to come back to base every so often in order to both collect cash/resource, and restock the defense supplies.
(and depending on how many upgrade options there are, that might change the income ratio to time and/or how often the defenses need refilling).
And if a player doesn't want to engage in this system, then they can simply choose to not have a passive income from the base, and thus not need defenses.
side note, this would also possibly allow for this feature to not be connected to story progression, since a player can choose to engage in it at any time after the base is acquired, or not. So a game started on day 1 or day 300 [I don't remember the actual end-of-game day from the start options] could in theory not have any of this passive income and base defense mechanic,

I had the idea of relocating the bot arcade to the base, but the arcade is technically accessible earlier than the base, and it already has its own risk mechanics in the form of bot wear and tear, and possible runaways.

But I'm getting excited without knowing how difficult this idea might be to implement at such a late stage in game development, so use what you want YV.
 
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yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,855
5,453
703
I'm unsure what the pain point on Base Attacks should be, but one easy money sink could be power for the shield and ammo/power for the defense guns, and the player would see it as a cash reserve they need to occasionally fill every so often.

Ooh, idea. What if the base had some sort of resource or cash generating system (that a player would choose if it's on or not) and without enough defenses, the base gets raided by pirates/competition and any saved up amount of that resource gets stolen. Not the stuff in the actual warehouse (since that's a players long term storage for valuable items), but something that's outside the warehouse. That way, a player is incentivized to come back to base every so often in order to both collect cash/resource, and restock the defense supplies.
(and depending on how many upgrade options there are, that might change the income ratio to time and/or how often the defenses need refilling).
And if a player doesn't want to engage in this system, then they can simply choose to not have a passive income from the base, and thus not need defenses.
side note, this would also possibly allow for this feature to not be connected to story progression, since a player can choose to engage in it at any time after the base is acquired, or not. So a game started on day 1 or day 300 [I don't remember the actual end-of-game day from the start options] could in theory not have any of this passive income and base defense mechanic,

I had the idea of relocating the bot arcade to the base, but the arcade is technically accessible earlier than the base, and it already has its own risk mechanics in the form of bot wear and tear, and possible runaways.

But I'm getting excited without knowing how difficult this idea might be to implement at such a late stage in game development, so use what you want YV.
that's a quite good idea with the resource gathering.
That's also an illusion of time that has passed when you visit the base again after a few days and some commodities have accumulated and maybe some wear has occurred in your equipment. I'll have to think about that feature. I think priority for version 2.3 are the surface missions and the away missions using the RPG system that is introduced now with version 2.2..
 
4.20 star(s) 159 Votes