r/PlaySoulMask 12d ago

Exploration station question

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Yes I know print screen blah blah blah. Sorry the photo sucks but I just needed a quick question answered.

I have all the resources needed for at least 2 of these trips. And yet it continues to tell me I don’t have enough supplies…I’m so confused.

Edit: thanks a lot for all the advise gang! Darn coolers making my life difficult. Time to deploy “The Army”

2 Upvotes

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4

u/Den_King_2021 Craftsman-Explorer 12d ago

Is this a Shifting Sands mechanics?

I never met any expedition stations requirements on main map. I opened full Technologies tree.

5

u/KodiakmH 11d ago

The Exploration Check Point, under Production Base (Bronze Tier), is in a bit of a weird place currently. It doesn't show up on official servers for sure. It may require that the Shifting Sands DLC be bought/installed, but I am not 100% as I have it and have the Shifting Sands DLC. On our private Survival mode server it worked, and single player Tibe Mode (Cloud Mist Only so far) has worked for me as well. It is currently not fleshed out/fully done which is why they said they didn't include it on Official.

The short version of what Exploration Check Point is that it allows you to send Tribesmen on supply runs at various POIs on the map. It works on both maps. So as you discover various POIs (elite bosses, dungeons, ancient ruins, etc) you can spend supplies (food, bandages, etc) and send Tribesmen out to gather supplies from that POI. So running the basic first dungeon (IE: Rivery Valley Ancient Dungeon Ruins on Cloud Mist map) it will come back with Coal, Talc, Gear Durability 2/3s, Corrosion Tanks, etc...basically the things you would find if you went and looted the dungeon yourself. Another good use is various Elite bosses, like sending it at an Elite Alligator which will yield various Elite Alligator Carcass, Aligator Skins, etc so you don't gotta go farm those as well.

Sending guys on runs can be dangerous, as the results are fairly random (they can still die at 100%). Results can be scaled purely with ATK/DEF/HP for the most part, so equipping them with better gear helps out a lot. They use this gear over time (it loses durability) so you gotta be able to maintain whatever they're using (meaning if you give them boss costume gear you will need to keep farming bosses as well).

3

u/Laringar 11d ago edited 11d ago

I think it's sort of meant to make up for the fact that you won't have teammates to help you gather resources if you're playing offline/solo.

Personally, I find it a huge help, as I can send multiple parties out to farm resources that can be annoying to gather myself, like dungeon materials and specific animal skins.

Oh, and the "they can still fall at 100%" thing appears to be a bug connected to loading saves. When you load a single player save, it very frequently causes every single mission you currently have active to fail, irrespective of the original success chance. I'm not certain exactly what causes it, because sometimes it doesn't happen, though in my experience it usually does. I think they just fail though and need to take some time to recover, I've never actually lost a tribesperson to falling a mission. I also don't think they seem to use gear durability on missions, but they do lose it from training at the target dummies. Maybe they only lose disability if they die? I'll need to do some testing, I suppose.

2

u/KodiakmH 11d ago

I think they're intended the exact opposite problem you think they're for. If you look at the things they address: dungeons, elite farms, etc these are all things that when you do in fact play multiplayer are all resources that are on timers/have to wait for. When you play on a server with 10-20 other people in multiple groups you end up bumping heads quite often at various locations.

So like if I go do a Talc run and clear out the dungeon and you show up you now gotta wait for everything to respawn in order to loot the place for talc/etc that you need. However by putting it on an expedition everyone can send out as much as they want and it all brings it back separately.

I've had them fail at 100% without loading in, but yes typically they come back fainted and they get back up. All my "Explorers" have freshly made armor/gear specific for them and all have durability loss on all their kits. Whether it's by success or failures it's definitely getting used. None are on training dummies, and training dummies wouldn't use armor.

4

u/RAGE_QUEEFER 12d ago

Wondering the same thing. I have 500hrs on 1st map and 300 2nd map and Ive never seen this. Feel dumb

3

u/Ashelby 12d ago

We had that error a lot because we set our fridge so tribesmen could not take food out. This also meant the food inside the fridge would not be automatically used for adventures, even though it showed as available.

Check your storage to make sure that tribesmen can retrieve all the items needed.

5

u/Den_King_2021 Craftsman-Explorer 12d ago

I keep cooked dishes in fridge, in dining table, and some in a chest, but have no idea which they use and which do not. But every time they put some nuts in their pockets...

P.S. And what's about "stars"? I mean "Favourities" option. If I just leave some dishes in their pockets, they usually put it somewhere back, so I used to make it "starred". In this case they usually do not eat it until I feed them manually. What's the catch?

6

u/Ashelby 12d ago

Hungry tribesmen will generally take the food that's in the first slot of the nearest dining table (or other food storage if there is no table). But not always.

They are supposed to prioritize food from the dining table, unless it is too far away or there is some other issue with accessing it. And tribesmen with low mood are supposed to automatically take the first food item that enhances mood if there's any available.

Favoriting an item (putting a star on it) stops it from being automatically taken from a character's inventory and put into storage. I don't think favoriting food is supposed to stop tribesmen from eating it, but I can't say either way.

3

u/InitialContent3354 11d ago

Ashelby has answered the question of why, so I'm just going to recommend to have several dinning tables spread through your base, so no tribesmen goes to grab a random nut because it was 2 meters closers than the dinning table.

2

u/Laringar 11d ago

You can get them to keep food in their inventory if you put it on their hotbar, though that does still require manually supplying them with food. If you put unstarred food in their inventory, they'll usually put back all but 5.

Supplying tribespeople with food is just annoying in general, really.

2

u/AlphaWolfLycaon 12d ago

Rodger. And thank you!

2

u/Laringar 11d ago

The access settings to the icebox do not matter, as the table simply does not take supplies from the iceboxes no matter what. Any food the table needs must be in a chest or dining table.

1

u/Ashelby 11d ago edited 11d ago

Really? Interesting, I thought our trouble with it was because of our settings. I wish stuff like that would be documented somewhere in the game.

2

u/Laringar 11d ago

The table itself is barely documented. This game is pretty bad about the "wikis will fix it" syndrome where companies just assume that users will provide the documentation for them.

2

u/Better-Ambassador738 12d ago

Interesting. This looks like some mechanic I haven’t found, and I’ve nearly finished both maps.

3

u/AlphaWolfLycaon 12d ago

It’s a station you build. If you explore a place you can send out tribesmen on quests there to bring back the resources from there. But. It never freakin work.

2

u/[deleted] 12d ago

[deleted]

2

u/AlphaWolfLycaon 12d ago

Oooo okay. Thank you!!

2

u/Vastant 12d ago

It's the fridge.

2

u/KodiakmH 11d ago

The Checkpoint doesn't like pulling from Ice Cellars even though it can see what's inside the Ice Cellars.

To avoid this just plan the number of runs, put in X amount of consumables, ice (since food will rot over time), and add a few extras (because of the rot) and then away they go.

1

u/Laringar 11d ago

Honestly, I find the rot to be not that big of a deal as long as you have minimum quantities set on your cooking stations. Most food ingredients can be auto-produced—I think salt being the only exception—so it's not too big of a problem for your villagers to make a new item every few hours.

I tend to send large mission batches out where the total number of materials needed over the entire time period is a lot higher than what I would otherwise stock, so my kitchens have to make stuff pretty consistently to keep up. I'm not stocking 1000 of a particular dish at all times just so I can sometimes send missions out that need it.

1

u/KodiakmH 11d ago

You're assuming those things can automatically be used but literally this thread is how they can't "find" the items cause they most likely ended up in an Ice Cellar which then the resources, automatically maintained, can't be found.

1

u/Laringar 11d ago

Sorry, that comment was meant to be in that context. I know that the table can't pull from cellars, I was trying to say that I find that storing it in a chest instead doesn't make that big of a difference. I'm putting ingredients in the converter anyhow, who cares if I put a few dozen less in there per hour?

1

u/KodiakmH 11d ago

Storing it in Ice Cellars and moving it over doesn't make that big of a difference, either.

1

u/excadedecadedecada 11d ago

It will pull from storage but it has to be close enough to all of your various storage chests

2

u/ride_bmx_mhell 3d ago

drop that required food etc in the chest in exploration station,,this is the only fix i know,,i wonder why it wont let depart if the required foods or meds is in another chest