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* AndYourRewardIsClothes: The base features you can build include a bed, sofa, and desk chair, which are entirely aesthetical and serve no practical purpose (the desk and/or table are at least required to build monitors on). Once you unlock the space trading rocket, you can buy variants of these items that let you customize their colors (the default ones are always blue). The most expensive items available for purchase are blueprints for 3x3 rooms, which are only useful for making cool base designs at this stage, as their high price coupled with when you get the trading rocket means you surely have a well-established base already.

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* AndYourRewardIsClothes: AndYourRewardIsClothes:
**
The base features you can build include a bed, sofa, and desk chair, which are entirely aesthetical and serve no practical purpose (the desk and/or table are at least required to build monitors on). Once you unlock the space trading rocket, you can buy variants of these items that let you customize their colors (the default ones are always blue). The most expensive items available for purchase are blueprints for 3x3 rooms, which are only useful for making cool base designs at this stage, as their high price coupled with when you get the trading rocket means you surely have a well-established base already.already.
** The trope became literal in the 1.102 update, which saw the introduction of spacesuits that you can equip on your Planet Crafter. These space suits are can usually be found while wreck-diving.
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* ActionSurvivor: The mysterious Ikhlas was ''not'' a planet crafter, they were the lone survivor of a shuttle crash and decided to do their best to survive and eventually build a rocket to get off the planet. They didn't have a multi-tool like you do, they had to build everything by hand, but they still managed to live at least five years on the planet, built multiple bunkers around the area, and were able to achieve something resembling comfort with a steady supply of food, water, and heat. Update 1.102 finally reveals the fate of Ikhlas- [[Spoiler:Through his determination, he has successfully built a escape platform against all odds and left the planet. Whether he successfully makes it back to Earth or to the nearest spaceport is another question, but it is very likely that he was successful.]]

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* ActionSurvivor: The mysterious Ikhlas was ''not'' a planet crafter, they were the lone survivor of a shuttle crash and decided to do their best to survive and eventually build a rocket to get off the planet. They didn't have a multi-tool like you do, they had to build everything by hand, but they still managed to live at least five years on the planet, built multiple bunkers around the area, and were able to achieve something resembling comfort with a steady supply of food, water, and heat. Update 1.102 finally reveals the fate of Ikhlas- [[Spoiler:Through [[spoiler:Through his determination, he has successfully built a escape platform against all odds and left the planet. Whether he successfully makes it back to Earth or to the nearest spaceport is another question, but it is very likely that he was successful.]]

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Updated information with the release of the 1.102 update


* ActionSurvivor: The mysterious Ikhlas was ''not'' a planet crafter, they were the lone survivor of a shuttle crash and decided to do their best to survive and eventually build a rocket to get off the planet. They didn't have a multi-tool like you do, they had to build everything by hand, but they still managed to live at least five years on the planet, built multiple bunkers around the area, and were able to achieve something resembling comfort with a steady supply of food, water, and heat. It's ambiguous what happened to Ikhlas in the end, but they were clearly very determined to survive no matter the odds.

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* ActionSurvivor: The mysterious Ikhlas was ''not'' a planet crafter, they were the lone survivor of a shuttle crash and decided to do their best to survive and eventually build a rocket to get off the planet. They didn't have a multi-tool like you do, they had to build everything by hand, but they still managed to live at least five years on the planet, built multiple bunkers around the area, and were able to achieve something resembling comfort with a steady supply of food, water, and heat. It's ambiguous what happened to Ikhlas in Update 1.102 finally reveals the end, fate of Ikhlas- [[Spoiler:Through his determination, he has successfully built a escape platform against all odds and left the planet. Whether he successfully makes it back to Earth or to the nearest spaceport is another question, but they were clearly it is very determined to survive no matter the odds.likely that he was successful.]]



* AwesomeButImpractical: The Rorao spacesuit. At first glance, it fetches an awesome 35000 Terra Tokens which makes it practically the most lucrative item to manufacture and sell if you can get manufacturing of these bad boys going. Then you get to the downsides- firstly, you must have already unlocked smart fabric blueprints via trading and at least have a steady stream of Fusion Energy Cells. Then there are the matter of the other ingredients- Magnetar Quartz, Quasar Quartz and Energy Multiplier fuses. There are only a limited number of the quartzes on your home map and more can only be attained by wreck-diving in the wrecks generated by the portal generator, and the fuses can only be attained by wreck-diving. And to top it all off, you need to put down an initial investment of 5000 Terra Tokens. And then as cherry on top, they cannot be automated and have to be manually crafted at the biolab. The amount of effort you have to go through to make one makes it not a worthy venture if you're looking for quick and easy Terra Tokens.

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* AwesomeButImpractical: The Rorao spacesuit.spacesuit, introduced in Update 1.102. At first glance, it fetches an awesome 35000 Terra Tokens which makes it practically the most lucrative item to manufacture and sell if you can get manufacturing of these bad boys going. Then you get to the downsides- fine print- firstly, you must have already unlocked smart fabric blueprints via trading and at least have a steady stream of Fusion Energy Cells. Then there are the matter of the other ingredients- Magnetar Quartz, Quasar Quartz and Energy Multiplier fuses. There are only a limited number of the quartzes on your home map and more can only be attained by wreck-diving in the wrecks generated by the portal generator, and the fuses can only be attained by wreck-diving. And to top it all off, you need to put down an initial investment of 5000 Terra Tokens. And then as cherry on top, they cannot be automated and have to be manually crafted at the biolab. The amount of effort you have to go through to make one makes it not a worthy venture if you're looking for quick and easy Terra Tokens.



* DownerEnding: Surprisingly, two of the three endings. [[spoiler:The Sentinel Corp Ending implies that you're going back to jail to rot while the executives of Sentinel Corp decide whether to clear you off your crimes based on how much you deviated from their instructions (and it doesn't look good since you outright ignored their instructions to not contact anyone outside Sentinel Corp and made contact with Riley and another unknown Planet Crafter on a different planet); and The Wardens Gate ending which implies you are heading into uncertain doom as the Wardens Splinter Group do not have a destination in mind]]. The [[spoiler:Smugglers Ending]] also apparently used to end on a downer note as well, but Miju Games has rewritten it in the latest development version of the game so it ends on a more positive note.

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* DownerEnding: Surprisingly, two of the three endings. [[spoiler:The Sentinel Corp Ending implies that you're going back to jail to rot while the executives of Sentinel Corp decide whether to clear you off your crimes based on how much you deviated from their instructions (and it doesn't look good since you outright ignored their instructions to not contact anyone outside Sentinel Corp and made contact with Riley and another unknown Planet Crafter on a different planet); and The Wardens Gate ending which implies you are heading into uncertain doom as the Wardens Splinter Group do not have a destination in mind]]. The [[spoiler:Smugglers Ending]] also apparently used to end on a downer note as well, well (with you turned in to Sentinel Corp... after the smugglers made minced meat out of you), but Miju Games has rewritten it in the latest development version of the game so it ends on a more positive note.



* MultipleEndings: Upon release, the game offers three endings: [[spoiler: The Sentinel Corp ending, in which you successfully complete your mission and return to Earth, only to end up back in jail while Sentinel Corp decides whether to clear your charges based on how much of their instructions you ignored (and since you were in touch with Riley and at least one other Planet Crafter, it looks as if your chances are slim); the Wardens Gate ending, in which you unlock the hidden warpgate left behind by the splinter group of Wardens who escaped the planet, but the final message left for those who intend to follow them says that they too do not have a destination and the gate may lead to uncertain doom; and the Smugglers ending, in which Riley arranges for you to rendezvous with a group of smugglers he managed to contact, who will ferry you to somewhere Sentinel Corp has no extradition power in, but they too are untrustworthy and may turn you in to Sentinel Corp anyway. All three endings sounds just as bad. However Miju Games has at least rewritten the Smugglers ending so that the smugglers did keep their word and you end up safely as an outlaw in a part of the universe where Sentinel Corp has no extradition rights in.]]

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* MultipleEndings: Upon release, the game offers three endings: [[spoiler: The Sentinel Corp ending, in which you successfully complete your mission and return to Earth, only to end up back in jail while Sentinel Corp decides whether to clear your charges based on how much of their instructions you ignored (and since you were in touch with Riley and at least one other Planet Crafter, it looks as if your chances are slim); the Wardens Gate ending, in which you unlock the hidden warpgate left behind by the splinter group of Wardens who escaped the planet, but the final message left for those who intend to follow them says that they too do not have a destination and the gate may lead to uncertain doom; and the Smugglers ending, in which Riley arranges for you to rendezvous with a group of smugglers he managed to contact, who will ferry you to somewhere Sentinel Corp has no extradition power in, but they too are untrustworthy and may turn you in to Sentinel Corp anyway.anyway, after butchering you into minced meat. All three endings sounds just as bad. However Miju Games has at least rewritten the Smugglers ending so that the smugglers did keep their word and you end up safely as an outlaw in a part of the universe where Sentinel Corp has no extradition rights in.]]



* StuffBlowingUp: Update 1.102 is coined by Miju Games as '''The Explosive Update'''. The update adds smaller explosives apart from the one you get endgame that can be auto-manufactured and boulders that you must blow up as a puzzle mechanic, a well as new caves and wrecks that has them.



** Ikhlas' final journal entry is dated almost 20 years before your arrival, and since there's no sign of them being alive anymore, it's likely they died. But their final bunker is [[spoiler:located in a cave leading to a Warden settlement, so who knows what may have happened to them when they found the site.]]

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** Ikhlas' final journal entry is dated almost 20 years before your arrival, and since there's no sign of them being alive anymore, it's likely they died. But their final bunker is [[spoiler:located in a cave leading to a Warden settlement, so who knows what may have happened to them when they found the site.]] Then completely subverted in the final Base added in the 1.102 update- [[spoiler: Ikhlas located a good and fertile spot in the Highlands, and after spending a year in the area, finally left the planet with a handmade rocket. However whether he successfully makes it back to Earth or a nearby space station is left ambiguous.]]
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* AwesomeButImpractical: The Rorao spacesuit. At first glance, it fetches an awesome 35000 Terra Tokens which makes it practically the most lucrative item to manufacture and sell if you can get manufacturing of these bad boys going. Then you get to the downsides- firstly, you must have already unlocked smart fabric blueprints via trading and at least have a steady stream of Fusion Energy Cells. Then there are the matter of the other ingredients- Magnetar Quartz, Quasar Quartz and Energy Multiplier fuses. There are only a limited number of the quartzes on your home map and more can only be attained by wreck-diving in the wrecks generated by the portal generator, and the fuses can only be attained by wreck-diving. And to top it all off, you need to put down an initial investment of 5000 Terra Tokens. And then as cherry on top, they cannot be automated and have to be manually crafted at the biolab. The amount of effort you have to go through to make one makes it not a worthy venture if you're looking for quick and easy Terra Tokens.
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


* MultipleEndings: Upon release, the game offers three endings: [[spoiler: The Sentinel Corp ending, in which you successfully complete your mission and return to Earth, only to end up back in jail while Sentinel Corp decides whether to clear your charges based on how much of their instructions you ignored (and since you were in touch with Riley and at least one other Planet Crafter, it looks as if your chances are slim); the Wardens Gate ending, in which you unlock the hidden warpgate left behind by the splinter group of Wardens who escaped the planet, but the final message left for those who intend to follow them says that they too do not have a destination and the gate may lead to uncertain doom; and the Smugglers ending, in which Riley arranges for you to rendezvous with a group of smugglers he managed to contact, who will ferry you to somewhere Sentinel Corp has no extradition power in, but they too are untrustworthy and may turn you in to Sentinel Corp anyway. All three endings sounds just as bad. However Miju Games has at least rewritten the Smugglers ending so that the smugglers did keep their word and you end up a outlaw in a part of the universe where Sentinel Corp has no extradition rights in.]]

to:

* MultipleEndings: Upon release, the game offers three endings: [[spoiler: The Sentinel Corp ending, in which you successfully complete your mission and return to Earth, only to end up back in jail while Sentinel Corp decides whether to clear your charges based on how much of their instructions you ignored (and since you were in touch with Riley and at least one other Planet Crafter, it looks as if your chances are slim); the Wardens Gate ending, in which you unlock the hidden warpgate left behind by the splinter group of Wardens who escaped the planet, but the final message left for those who intend to follow them says that they too do not have a destination and the gate may lead to uncertain doom; and the Smugglers ending, in which Riley arranges for you to rendezvous with a group of smugglers he managed to contact, who will ferry you to somewhere Sentinel Corp has no extradition power in, but they too are untrustworthy and may turn you in to Sentinel Corp anyway. All three endings sounds just as bad. However Miju Games has at least rewritten the Smugglers ending so that the smugglers did keep their word and you end up a safely as an outlaw in a part of the universe where Sentinel Corp has no extradition rights in.]]
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None


* DownerEnding: Surprisingly, two of the three endings. [[spoiler:The Sentinel Corp Ending implies that you're going back to jail to rot while the executives of Sentinel Corp decide whether to clear you off your crimes based on how much you deviated from their instructions (and it doesn't look good since you outright ignored their instructions and made contact with Riley and another unknown Planet Crafter on a different planet); and The Wardens Gate ending which implies you are heading into uncertain doom as the Wardens Splinter Group do not have a destination in mind]]. The [[spoiler:Smugglers Ending]] also apparently used to end on a downer note as well, but Miju Games has rewritten it in the latest development version of the game so it ends on a more positive note.

to:

* DownerEnding: Surprisingly, two of the three endings. [[spoiler:The Sentinel Corp Ending implies that you're going back to jail to rot while the executives of Sentinel Corp decide whether to clear you off your crimes based on how much you deviated from their instructions (and it doesn't look good since you outright ignored their instructions to not contact anyone outside Sentinel Corp and made contact with Riley and another unknown Planet Crafter on a different planet); and The Wardens Gate ending which implies you are heading into uncertain doom as the Wardens Splinter Group do not have a destination in mind]]. The [[spoiler:Smugglers Ending]] also apparently used to end on a downer note as well, but Miju Games has rewritten it in the latest development version of the game so it ends on a more positive note.

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