What is the gameplay guide for Starry Sky Planting and Animal Husbandry? Many friends may not be aware of this situation in the game. In fact, it is quite simple. In order to help you pass the game faster, the editor has compiled and shared relevant strategy tips for you as soon as you download it. Let’s take a look!
Planting plants, raising animals, and mining minerals. The three underlying logics should be the same, that is, scan → corresponding skill points → build corresponding buildings → production. Taking planting as an example, first click on the botany skill.
Then, build the corresponding building, such as a greenhouse, in the "Builder" of the outpost construction directory. At this time, many people will find that there are no greenhouses or animal breeding facilities. This is not a bug, but because you haven't scanned the corresponding creature on the planet where the outpost is located.
After clicking on Botany, after you scan the "Spiral Vine", if it is a plant that can be produced, "Outpost Production Allowed" will be displayed in the message. You can also see the output resources in the previous scan. It's "toxin"
At this time, something happened that made the farmers angry. This kind of planting was a bit perfunctory.
Click on the console at the entrance of the greenhouse, and you will see a page like this. The resources such as "metabolites" and "toxins" above are the output of the plants on your current planet. The words "need to scan" mean that you have to go again. Find a plant that produces a "metabolite" and scan it to produce it in the greenhouse. As shown in the picture, "Toxin" can currently be produced.
Then it's very simple. Connect the electricity, turn on the water, put a basket and start producing "toxins". The only comforting thing is that at least there are corresponding plant models in the greenhouse.
Put in a garden robot. Breeding animals is also the same as mining minerals. To put it bluntly, it means scanning the corresponding producer and extracting it. I originally thought that I could collect seeds, plant them, water them, remove insects, and use some genetic modification technology, but it seems I can only rely on mods.
The follow-up is to study commercial greenhouses and larger greenhouses, which are better understood as extraction terminals than greenhouses/breeding farms/mines.
Combined with the overall idea of the outpost, it is easier to understand.
Scan various planets to find the producers of various materials, build extraction terminals, transfer them to processing terminals or large warehouses, and finally take them out to be consumed or sold.
The playability is there, and finding the output of rare resources should be a more fulfilling thing. I can only say that there is indeed some gap with what I imagined before. I haven’t played Fallout 4 and Fallout 76, right? I don't know much about the system that was inherited.
Animals that can be farmed will be scanned with "non-lethal harvest"
The animals and plants that are "allowed to be produced in outposts" will have corresponding facilities built.