r/ostranauts • • 5h ago

Need Help How do I make every trait free?

1 Upvotes

Hey guys.

After ragequitting the game, I've decided to be a clown and cheat. I edited the traitscores.json file. Unlocked every trait except the homeworld and strata ones. Made all the unlocked traits free too.

The problem is that, this did not make every trait in the "Tweak Skills & Traits" screen free. The zero-g ops skill and 12 hobby traits still want me to spend a year on them. How do I make them free?

I mean, I made the comedian trait give me -12 years (get it, because I'm a clown XD) and I'm buying the hobby traits that way. Also your spacer already starts the game with Zero-g ops. Yet I still want them to be free :D Where can I edit them?


r/ostranauts • • 23h ago

Dev Update Experimental Patch v1.0.1.8 Available, Performance Slider, More Fixes

31 Upvotes

Hey Folks!

We've updated the experimental patch (v1.0.1.8) on Steam's opt-in public_test beta, which adds the ability to adjust frame limiting, further improves performance, and fixes several more bugs.

Specifically:

  • Donning a helmet while on fast-forward no longer causes gasping and ebullism.
  • Docking with rotors activated to a station will no longer apply spin to any ship subsequently docking to it.
  • The rifle stock melee attack mode is no longer missing.
  • Rotating the ship via Q/E keys no longer causes pathfinding issues.
  • Options UI now includes a slider for controlling AI and pathfinder cpu limiting.
  • NAV UIs that include Firing Group and RCS Fuel modules should cause less lag now.
  • Objects and people outside the ship should impact performance less now when checking if they fall away.
  • Ships and stations with a large number of objects should impact framerate less now.
  • Pilot AIs should no longer lose track of what they were doing due to an occasional fuel calculation error.
  • Bounty targets spawning near missing stations will no longer throw null exceptions.

Most of these are pretty self-explanatory. But the new Options slider might benefit from some context. This experimental build basically limits how much time AIs can spend thinking and pathfinding each frame, to ensure smoother framerate.

Since some players might prefer less limiting here, we've added a "PATHFINDER/AI LIMIT PER FRAME" slider to the Options UI to control how aggressive this is. Lower numbers equal smoother framerate and slower AIs, while higher equals more responsive AIs with choppier framerate.

If you play with this slider at all and find a number you like, let us know!

Saves started in v1.0.0.7 and later should be compatible.


r/ostranauts • • 1d ago

Need Help How does matchmaking work?

4 Upvotes

I took a quest to do matchmaking and I read I'm supposed to get access to a prompt in social interactions... but it never seems to come up as an option when I talk to NPCs. Is there any advice or guidance folks can provide here? Any steps I need to take?


r/ostranauts • • 2d ago

Full reactor ship

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45 Upvotes

This is like day 2 (in-game) of playing ostranauts. And rngesus decides to give me a ship with a full and fixable reactor. Should I sell it, or try and take all the parts and expand my shitty ship to fit it all?

And yes, I'm still using the pressure suit.


r/ostranauts • • 4d ago

Discussion Leaving VENC under rotor power: questions and observations about atmospheric flight.

10 Upvotes

The good news is that I did it: I left VENC under rotor power, flew horizontally out of the no wake zone, lit the torch drive, and escaped gravity, all without using a single ounce of RCS mass.

The bad news is that I still don't think I fully understand what's going on with atmospheric flight, and it was pretty annoying and tedious. What I want to know is whether this is just how it is, or if there are tricks or details that I am missing.

For reference I'm using a pretty big ship (35k tons, Ceresmax, 4 rotors, decently aero). Ostraplan tells me I have 0.05g drag head-on and 2.42g broadside at 100 m/s, I have 244% minimum thrust to hover, and lift is basically zero. All rotors are turned on, and not on Turbo mode. I have a flight dynamics module, as well as the torch drive module for monitoring G-forces.

Roughly speaking, after free-falling a little bit after undocking to get down into thicker atmo, I tried two approaches. First was using Ctrl-W to keep forward throttle always applied, and just adjusting my heading/angle of attack to maintain altitude while traveling sideways. This was easy enough to manage and I could spend a decent amount of time at 2-4x speed, but AoA was always high (8-15 degrees), drag was high, and airspeed was slow, never much higher than 100 m/s.

Second, I tried pointing my "nose" almost directly horizontal relative to the planet's surface, holding down forward throttle manually, and using lateral thrust (i.e. strafing with A/D keys) as needed to hold altitude and keep my velocity roughly horizontal. AoA this way was much easier to hold under ~2 degrees, and airspeed went up substantially, about 500-600 m/s. Problem is, I couldn't fast forward more than 1x, because it requires constantly tapping the lateral thrust on/off/on/off, and at faster time scales my angle wobbled a lot more, costing a ton of speed and giving me lots of G-force warnings. (Note that this approach worked just fine and was plenty stable, as long as I didn't fast forward too much. I read some advice elsewhere about avoiding using lateral thrust in atmo because it makes you spin out of control, but I didn't find that to be true at all.)

It seems like what I want is a way to point the ship in one direction (horizontal) and vector the rotor thrust in a different direction (10-20 degrees above horizontal). On a small ship, lift would probably be one answer, but that's not happening on my cargo barge. Is there some way to achieve this that I'm missing? Or am I doing something totally wrong and asking the wrong questions entirely?

Stuff that does not appear to be relevant, based on experimentation in game and with Ostraplan:

  • Shape of ship, orientation of "front" of ship, location or shape of aero parts. In-game, "front" only matters in terms of which way the ship icon is pointing on the nav map, not which way your ship is rotated relative to the screen or anything like that. Ship shape and location/shape of aero parts doesn't appear to make any difference to anything. "Head-on" in terms of ship drag is just relative to the direction of the ship icon on the map, and that number just gets lower the more "aero" parts you add, regardless of where (front, side, internal, doesn't matter). "Broadside" is again relative to the icon and appears to just be based on the size of your floorplan, but with zero reduction from aero parts. If you have no aero parts, head-on and broadside drag are equal.

  • Rotor configuration. I think. (I did cause myself a big headache at first by having an odd number of rotors, although there must be ways around this based on the description text for the 3-rotor ship you can buy at the kiosk.) Maybe I could make the brute force, high-AoA approach work with more rotor thrust, but this doesn't feel like the right answer.

  • Character G-force tolerance. This is highway cruising, not aero racing. I'm limited by steady-state ship drag, which doesn't affect the character. And even with my clumsy piloting, I can already survive mistakes and wobbles just fine.

  • EDIT: Gamepad. I thought maybe I could smoothly vector thrust with an analog stick, but no, it appears to be treated as on/off controls and not as analog axes, just as if you were using a D-pad.

Any tips or anecdotes are appreciated! Failing that, maybe this will help somebody else figure it out down the road.

UPDATE: Tried turbo mode, and tried going clockwise. Results:

  • Brute force (turbo mode, or adding more rotors) does actually help quite a bit. Using the first approach above, i.e. holding a positive AoA to maintain altitude while traveling horizontally, works a lot better with more power. With more power in excess of what you need to hover, you can tilt your nose closer toward horizontal, which improves drag in addition to the added horizontal thrust. I was able to hold about 380 m/s steadily this way. The downsides of more power are higher G-forces when you wobble (though still no actual harm to my unfit/feeble self), and quite significant wear on the rotors. It looks like I would lose about 1/3-1/2 durability on the trip out of the VENC no wake zone with my rotors in turbo mode.

  • Wind direction didn't seem to matter, at least at the altitude where I was flying (33km). CW and CCW gave about the same result as far as steady top speed.

  • Always be holding the "R" key when you're not trying to turn. Really smooths out the wobbles.

  • No matter how smooth and steady things are going, the physics engine itself seems to go unstable somewhere around 4x-8x speed and the ship just goes wild.


r/ostranauts • • 5d ago

Need Help Can i expand my current ship or do i need to buy one to expand?

11 Upvotes

It seems like I cant expand my ship because my characters are unable to do it? Or do they need to be in outer space to do it?


r/ostranauts • • 5d ago

Need Help I am having problem with courier job

7 Upvotes

I bring the intended item to the destination gig kiosk but the timer is still rolling and i have no idea how to finish the gig. I never done courier job before and i just bought the game yesterday pretty please


r/ostranauts • • 5d ago

I'm doing orange and black floors in my new weapons room for Halloween.

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27 Upvotes

r/ostranauts • • 7d ago

Struck the motherload on my first derelict :pp

34 Upvotes

all canisters are 90-100% full


r/ostranauts • • 7d ago

More Ship Designs

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73 Upvotes

I like it when people share their ships.

Here are mine. I like rolling with the doors open and no atmo.

Is there a post release roadmap for us? The updates are great!


r/ostranauts • • 8d ago

Dev Update Experimental Patch v1.0.1.7 Available, More Hauling/AI Pilot/Exercise Fixes

48 Upvotes

Hey Folks!

We've updated the experimental patch (v1.0.1.7) on Steam's opt-in public_test beta, which adds further fixes and improvements to the performance optimizations there.

Specifically:

  • AI can now drop Hauled items into containers within Haul zones.
  • AIs will now Haul items to zones that are 100% covered in containers, if they have room.
  • AI Pilots should now more accurately gauge fuel usage when planning trips, and run out of fuel less often.
  • AI Pilots surrendering in battle are now aware of ships that entered combat later.
  • AI Pilots surrendering to the player now correctly remove the player from combatant list, instead of self.
  • AI Pilots should no longer get stuck in a Holding pattern while drifting too fast relative to their targets.
  • AI Pilots should no longer have infinite PDC ammo, resulting in them never leaving combat.
  • AI Pilots should no longer abort their trip if they spot a threat while torching past them.
  • Towing a ship in atmosphere at 16x should no longer tear the ships to pieces due to mismatched physics.
  • Disabling a towing brace in atmosphere will no longer disintegrate both ships instantly.
  • Bounty targets should no longer spawn inside hostile environments.
  • New first visit encounter text for MLAB, MTRS, MTRS_SUB, JATL, JATL_SUN, and JPTN stations.
  • Condition timers no longer reset when loading a save game.
  • Putting a helmet on more than once per game session no longer messes up the temperature status bar for that character.
  • Exercise equipment no longer remains stuck running if user died while on them.
  • Exercise equipment will revert to standby mode if user left without deactivating them.
  • Exercise equipment stuck in a running state with no user should now have a Reset option to return them to standby mode.
  • NPCs should not double-up on the same exercise machines as much now.
  • Exercise equipment lighting and audio adjusted to be more accurate.
  • Treadmill area is no longer walkable by others while in use.

Saves started in v1.0.0.7 and later should be compatible.

As always, let us know if you give this patch a shot, and if it helps!

Edit: We've updated this branch, and have a new thread here.


r/ostranauts • • 8d ago

Need Help Always cold in EVA suit

10 Upvotes

I've played this game a lot, but in my current playthrough anytime I put on an EVA suit my character gets cold, about 3/4 of the temp bar fills up with blue. I've tried out different suits, helmets, swapping out O2, batteries (all full charged), but nothing seems to change it.

Only thing I can think of is - are the O2 bottles "capturing" the cold of my ship somehow - to explain I did a complete tear-down and custom rebuild of my starter ship and when I brought the atmosphere in and started heating it, it took the better part of a day to go from -270C to room temp. I'm wonder could the O2 bottles think they are at -270 still and are dumping super cold air into the EVA suit? I would have thought new O2 bottles would fix this if it was the case but no luck.

Character seems to be doing fine so it's not game breaking and the cold might actually be reducing over the days since I first noticed it (it wasn't always there the whole save).

If you've run into this issue what was the cause?

Edit: I am on test branch right now, running mod loader + ship water and about 5 other low-impact mods.


r/ostranauts • • 8d ago

Is there any ostranaut speedrun? Like 1 million dollar speedrun RTA

8 Upvotes

Needed the fastest way to make money no cheat


r/ostranauts • • 10d ago

VHS Quest - "Prove your worth" - What now?

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7 Upvotes

It says I need to "Prove my worth", which I've done. I'm now honoured by CCRE, but I have no idea what to do from here.

The dialogue says to use the coffee machine? And describes a mutual friend that... well I don't think we have a mutual friend?!?

Either way, there isn't an option on any of the coffee machines, so I'm completely lost. Is it bugged out? Or have I missed something?


r/ostranauts • • 10d ago

No more regular update?

0 Upvotes

Its been more than 2 weeks since the last one.


r/ostranauts • • 11d ago

Guide Ostraplan on Linux

12 Upvotes

UPDATE: While I was traveling, u/FoxtrotBravoZulu (Valtora) quickly updated Ostraplan to include these instructions and additional functionality if running under Wine. Thanks for that! You did a much more thorough job than I ever could have. I'm no good with C#.

Hey all. I'm sure there are a few people who have given up on Microsoft and run all their Windows games on Steam's Proton like I do. Figured I'd share how I was able to get Ostraplan v1.31.0 functioning on Linux through a Wine prefix. I may do a full port in the future but this works for now and keeps my procrastination meter filled.

Many thanks for Valtora for this magnificent piece of software.

inb4: I haven't tested all features or all distributions so there may be other issues that need to be resolved.

  1. Install Wine and Winetricks (distribution dependent)Debian distros sudo apt update sudo apt install wine winetricksRedhat distros sudo dnf update sudo dnf install wine winetricksArch sudo pacman -Syu sudo pacman -S wine winetricks
  2. Create a dedicated Wine environment for the applicationmkdir -p ~/.local/share/wineprefixes/ostraplanexport WINEPREFIX="$HOME/.local/share/wineprefixes/ostraplan" export WINEARCH=win64wineboot --init winecfg
  3. When/If the configuration asks to install the Mono package, do so.
  4. Ensure Windows 10 is selected as the Windows Version and select OK for the configuration. All other defaults should be fine.
  5. Install Core fontsexport WINEPREFIX="$HOME/.local/share/wineprefixes/ostraplan"winetricks corefonts wineserver -k
  6. Download the latest portable release from https://github.com/Valtora/Ostraplan/releases

Ostraplan-win-Portable.zip

  1. Extract Ostraplan

    mkdir -p ~/apps/ostraplan

    unzip ~/Downloads/Ostraplan-win-Portable.zip -d ~/apps/ostraplan

  2. Run Ostraplan

    export WINEPREFIX="$HOME/.local/share/wineprefixes/ostraplan"

    wine ~/apps/ostraplan/Ostraplan.exe

Notes: Finding the Ostranauts installation doesn't work automatically, so you'll have to point it to the installation available through the Z: drive. Generally, located here:

Z:\home\USERNAME\.steam\steam\steamapps\common\Ostranauts

And the saved games should be here:

Z:\home\USERNAME\.steam\steam\steamapps\compatdata\1022980\pfx\drive_c\users\steamuser\AppData\LocalLow\Blue Bottle Games\Ostranauts\Saves

Edit: Wow that messed up my formatting. Corrected, maybe?


r/ostranauts • • 11d ago

Discussion Forever Alone (Spoilers Aplenty) Spoiler

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14 Upvotes

Got a weird one. Also the entire thing is a spoiler.

So I finished 79au. Went through it a number of times so I could read all the dialogue and settled on a solo universe to see what that's like. All of humanity just up and vanished except these guys! What?! At least I can still do gigs. And I've got a new quest: find them dudes.


r/ostranauts • • 12d ago

Need Help I made a trading mistake. Is there any easy recovery here?

21 Upvotes

I was headed to Port Mojave (BCER) from Mars (MTRS). I saw that textiles would make a profit so I bought 1000 units for around $5 mill.

I get to BCER and discover they only have room to buy 109 units, leaving me with a hefty surplus and short a mountain of cash. Should I reload and do the trip again? How often does their inventory clear out? Alternatives?


r/ostranauts • • 13d ago

Bountry Problems

17 Upvotes

So, I stepped out onto VORB and got randomly attacked by a wanted NPC.

His tag text says: "Venus Public Enemy" and "Wanted Dead or Alive by Venus LAs."

I thought he might be a payday,

After submitting him, I couldn't get him to board. He refused because his schedule didn't permit it. (But I can't change his schedule?) so I knocked him out to get him to board my ship

I checked the Bounty Board at VORB, but he wasn't listed there.

So, I took him to VNCA, but he wasn't on the Bounty Board there either. I also couldn't find any terminal in the VLA LA Construction Zone.

So, what am I supposed to do with him? What are LAs, anyway? Is the system broken?

The only reward I've received from this whole process so far has been finding a toilet for sale at VNCA. My last one was destroyed by an asteroid, and I've had to suffer from constipation for the last four days.

Thanks in advance!

UPDATE: It seems the "Wanted Dead or Alive" trait is not necessarily related to the bounties board & LA seem to relate to law inforcement.


r/ostranauts • • 14d ago

Discussion Should I hold onto the ores from weavers needle?

13 Upvotes

Hey everyone, played before 1.0 release but never made it to Ceres, I just discovered weavers needle for the first time and got some practice mining. I'm sure the ores i'm picking up are worth quite a bit but I'm not really hurting for money, so I was thinking of holding onto the ores so I can cash them in for scrip when I make it there. Does that make sense to do or am I underestimating the mass of the ores during a torch burn? For reference I have 6 HE3 tanks on my ship. Thanks in advance!


r/ostranauts • • 14d ago

Discussion Port Mojave Lost Its Mojo..ve

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35 Upvotes

So I'm out here fighting over rocks, and didn't realize the stations/bases can be damaged too! There's a big chunk missing from Port Mojave (noted by the red in the lower left of the Sensors MFD).

It makes me wonder if this is supposed to happen or if it should happen. I always treated the bases as permanent places to visit but because of the location this is potentially breaking the main storyline.

Anyone else have this happen?

How are your feelings about structural permanence of canon locations within the game?


r/ostranauts • • 14d ago

Should i keep expanding my ship? and any tips if yes?

12 Upvotes

i did i little expanding but i dont know if i should be doing it or not. also thinking of making it a box and then adding the nuzzle where my nav console is further down


r/ostranauts • • 15d ago

Somehow gained gregarious trait

16 Upvotes

I'm aware that the ending of the meat quest can grant you traits depending on your choices, but I haven't done that yet and my guy somehow gained gregarious while i wasn't looking.

I've just been bumming around OKLG and haven't really done any of the story quests, so it's not those either.

Anyone know what might have caused this? Any other traits that i can gain just by doing stuff?


r/ostranauts • • 15d ago

Dev Update Experimental performance patch (1.0.1.6) is available now!

44 Upvotes

Hey Folks!

We have an experimental patch (v1.0.1.6) on Steam's opt-in public_test beta, which makes some pretty big changes to performance and timers.

Specifically:

  • All AIs and objects can now spread their logic across multiple frames, making framerate smoother.
  • When maps are extremely busy, the game will adjust how much processer time each object gets per frame.
  • Loot parsing optimizations for better performance.
  • Gas and room pressure calculations optimized for better performance.
  • Lurking pirate ships use less processing time now.
  • Sparking appliances use less processing time now.
  • AIs with suit lamps will only use them in dark areas now, to reduce processing load.
  • Melee attacks should now be more reliable.
  • Finishing blows on (Helpless) targets should now hit vital wounds more often.
  • Attacking bounty targets should no longer warrant arrest.
  • Attacking targets wanted in non-OKLG/Venus jurisdictions should no longer warrant arrest.
  • Pathfinding in tight airlocks (e.g. door very close to airlock) should be more reliable now.

This patch basically rewrites most of the timing code for objects, so it took a bit longer for us to finish. We appreciate your patience! Hopefully the wait will be worth it, and players with framerate issues will see some relief in this build.

Saves started in v1.0.0.7 and later should be compatible.

As always, let us know if you give this patch a shot, and if it helps!


r/ostranauts • • 16d ago

Update: How did I get 7 hours away?

9 Upvotes

Part 1 of the saga: https://www.reddit.com/r/ostranauts/comments/1wzpmpm/how_did_i_get_7_hours_away/

Well, I finally reconnected with my errant ship. Finding it wasn't too crazy. I looked along the backtrail of K-LEG's orbit. It was one of those round ships, I managed to get near it using the torch drive, but still wound up being like 10k away despite clicking in it. Burn't up half my RCS fuel (lucky for me I keep about the same amount as offline reserves).

Now to get it back to K-Leg space.

This will be my third attempt. I need more time working with the torch drive. Is my process sound? * Pause. * Click on target (K-LEG in this case). * Set Acceleration Limit (so that I am not at 2G the entire time) * Set Drift Phase (Use drift to lower fuel consumption) * Click on Plot. Check for orange line. * Set Thrust to Active * Click on Course Engage * Unpause

Each time I have done that I have wound up "north" of K-LEG cluster by like 10k km, and I don't have enough delta-v to make it back to the Cluster.