Marvel at their collective peculiarity.Ĭollect your first musical instrument! Keep playing, even when everyone begs you to stop.Ĭollect 210 unique pieces of armour. Make wild assumptions about what it used to be.Īttract 10 unique tenants. When did this become your full time job?Ĭomplete a quest! Joke's on you, there isn't any XP in this game. It's like a teeny tiny protectorate.Ĭomplete 50 quests for your colonists. These guys sure do ask a lot of you don't they.Ĭomplete 10 quests for your colonists. You can then collect your dropped Upgrade Modules and repeat the process for all subsequent ship upgrades.Ĭomplete 25 quests for your colonists. Simply drop the Upgrade Modules out of your inventory at a safe distance, and then talk to Penguin Pete to upgrade your ship. However, throwing the Upgrade Modules out of the player's inventory will not remove the (?) quest marker. When the player has enough Upgrade Modules in their inventory, the (?) quest marker will display over Penguin Pete's head. When upgrading your ship, you must bring the necessary number of Upgrade Modules to Penguin Pete at the Outpost's Shipyard. ![]() Upgrade ship without consuming Upgrade Modules (works in 1.0.5).Add more Upgrades and Specializations, and add Professions.Balance the stats, classes, and techs depending on feedback.As long as the game doesn't crash, you shouldn't have this problem. This is a dev hack that prevents crashes from rendering the book impossible to open. If your Mysterious Book fails to open for some reason, type "spawnitem skillbookopen". If you would like to spawn in the Mysterious Book, type "spawnitem RPGskillbook". ![]()
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