I'm currently going through your backlog (I'm watching the Ultimate Automation series atm), so forgive me if this idea is out of date. I wanted to suggest doing a series along the lines of "Dupe Resort" basically a set ratio of dupes were part of the rich elite and are joining the group to be pampered and cared for. The goal of the series is to setup a large section of the base that functions as The Resort, an area that has no work related machines or infrastructure, pipes and wires have to be hidden, the place has to be beautiful throughout, etc. A ratio (like 1/3rd or something) are to live exclusively there and enjoy the amenities, doing no work themselves. This creates some interesting restrictions on design, pushes towards automation without forcing it, and creates an incentive to grow your colony because you need a decent number of resort goers (it'd be lame to just have 1 or 2), plus a team to support them.
Brothgar: "I tend to play the game a little bit slower" Me, taking 100 cycles to get a not even a nearly workable environment Brothgar gets in less than 30 cycles: '-'
I usually wait 600 cycles before starting rockets... because I have to dig the whole map and vacuum all the gases out of it so I can set up industry.. but yeah.. he quick.
holy smokes you dig up your whole map and vacuum within 600 cycles? cycle 400 I usually have my base/water/farms/ranch/cooling just as I want it and maybe start focusing on the oil biome lol. Rockets? That's like 2k cycle territory =P -edit: as I look at my current 450 cycle game still finishing my industrial cooling loop and salt water steamer, and half of my farm section half done.
@@jtjc7705 aim for 24 dupes. Try to build obsidian ranch for early starving voles if playing ravaging hunger. Do the BARE minimum in industry and energy until you have 12 exosuits. After that it’s just full blast. If you have frozen core it takes longer for full energy. Since you can’t tap into magma biome for free energy/plastics. But it’s my default way of playing since I tap into every volcano to make a pool of magma to cool into igneous to produce sour gas boiler temperatures. That’s my end game lol. (And also the reason to vacuum the entire map)
@@MicroRevolution rockets in my opinion is mid game now as well. The fun exchange is that now you will be farming other planets but I see that as very risky. It will become very tedious and the time invested will be double than now.. since you have to micro manage so much. It’s become tedious.
I don't even think he wants to play this game anymore.. look how much it's changed.. I feel like late game in DLC will be just as boring as current version.. and what's worse it suffered for it. just my two cents.
@@michaelsotomayor5001 I think he said he’s taking a break and playing factorio for bit until the dlc came out Edit: I just checked his recent video he applied for the alpha but didn’t get accepted according to his comments
Correct me on this, but doesn't it also pull in p. oxygen and not convert the contents into clean oxygen? If that is the case, wouldn't it be reasonable to expect slimelung in those masks if they decide to keep that capability. That would be even worse if you mod in deadly diseases.
This opens the door for multi-player in which others can farm resources before you... ultimately leading to combat. Make it more 4x like, where developing is not just you vs the environment but also you vs the pressure of time from others.
It is only one map of approximately standard size. Sweep commands on the right of the first asteroid are visible in the darkness on the left of the others.
The only tips they like, are ones that go "Kaching!", when they fall into the jar. They, literally, ignore almost all constructive and unconstructive feedback. Trying to do a minecraft thing, by "doing whatever they want"... Failing to realize that it's US they are making the game for... They aren't paying their own bills. We are. :P Like a Chef that refuses to put salt in soup, because he doesn't like to have salt in soup. Even though every customer in the world eats soup with salt in it. No soup for you!
@@theluckyman1782 1) Limit the number of paths your dupes can take to get from point A to point B. 2) Limit the number of dupes & critters on your map. 3) Limit the number of items laying about on the map, use quantum piles. 4) Don't explore unless you have to. 5) Liquid and air temperature changes also causes slow down, so try to keep it limited to certain areas. There is more options but that's the main ones I use to keep the game going at a reasonable pace.
I hope each world runs on a separate CPU core, so you can theoretically have multi core bases. The only common requirement would be the item transporters
I feel this on a personal level 🤣 I have only reached a point of semi mid game and got oil once but the problems that came with that was enough for me to restart. Plus I like everything to be really neat and organized so I spend time building hella floors instead of placing stuff straight on the environment. EVERYTHING must have walls ceiling and floors. Wherever my dupes go 😏
hmmm, imagine if Klei added space station modules, then the ultimate end game goal would be to build a self sustainable space station base along with self sustainable ground bases also I agree, to me the oxygen mask system is a bit too overpowered/unbalanced currently, holds too much oxygen
These are my favourite of your videos. You, talking. Brothgar the man, not brothergar the cutscene over the top TH-cam character. Keep it up... Like this!
As far as i can see the dlc encourages/forces you to move to new asteroids to gain resources rather than you focus on producing a self sustaining base in the starting map.
Yup pretty much agree with everything. No more maps without tungsten, missing important geysers, not enough lime for steel, sending rockets very far away to bring back a handful of rare resources, waiting and more waiting, using high ammount of dupes just to make it go faster. Leaving astronaut dupes in a rocket for 100's of cycles cause getting them back in is a chore. Yup I'm really enjoying this dlc!
Hey Brothgar, I was really interested in your Automated Incubator design, so I built it myself, and then realized it doesn't need the Memory Toggle as is. It can be built similarly to the way you did, but just without that part, and it still works fine. You can even alter it a little to it make it even more compact, which lets incubators be built even closer together! :D
Some really great thoughts. I just got access to the DLC beta earlier today and played about 30 cycles on a map. I'm definitely seeing a lot of what you're pointing out for myself. Immediately upon starting up I was just completely enthralled by the new biome. It felt like a really gentle start to the game in terms of oxygen yet still really challenging in terms of managing critical resources like water and other consumables. I found myself exploring a lot more a lot sooner, which is really part of the magic of the game if you ask me. That sense of pulling back the veil as you dig further and further out. Even just 30 cycles into the DLC I am seeing some of the pain points plus some of my own. The lack of a tech tree queue is something I think the developers really need to address. Perhaps do it like Factorio where it's an option set when you generate the map and defaults to off. That way experienced players can turn it on and just rip into the tech at a pace they're more comfortable with. I will say I'm not a fan of the deodorizers requiring power now and how much heat they generate, though I can see how it balances out compared to the base game given how space is so cold now. That was always something that really bugged me, how space was 300+ degrees Celsius because of the meteors coming in hot. I found getting food production up and running really challenging compared to the base game simply because there's fewer seeds buried in the starting biome. Maybe I just got a bad RNG roll, though. Farming definitely is a skill I will invest in sooner on my next game. That bonus chance to get new seeds seems a lot more important now, which is good as it guides which order you should invest in skills a bit more than the base game. That's my thoughts on the DLC besides what you covered yourself. Love your content, by the by. Keep producing the good stuff!
Can you confirm me if the game has this features: -- More way to cooling, aquatuner is very expensive, also require a lot of space and steam turbine to work without get overheat. -- Cooling in vacuum and space, if I need isolate something don't get overheat without a fluid medium. -- More plants and ways to get a greenhouse. I started play the game again a few weeks ago, and Sleet wheat is give me crazy. Is very hard handle with temperature for me. -- A door that can maintain isolated areas. I have more questions, but I think this is the most important for me, other I got answer watching you.
Have over 2k hours on main game and I'm really enjoying not having to concentrate making massive industry and dealing with that vs maintaining multiple small bases and figuring out priorities between them.
if they made is so that you had to actively cool your solar panels that were exposed to space to prevent them from overheating maybe that would pose the additional challenge you are looking for that you lost with the absence of the meteor threat (im ignoring the glass thing for now)... though the biome below it being super cold doesn't help my case also i wonder how this would effect shine bug reactors if it was a thing
I just noticed the info tab for radium. I was really confused by "It is necessary in some forms of food production." Then I realized that it's using the dirt info in its place.
I agree. While playing the DLC, I find that rather than rushing to do the same things and making the same kind of choices in slightly different ways the new style gives you a lot of choices on how to survive. One thing I decided to do was to just deal with all of the polluted oxygen in the starting biome, and the large negatives that comes with that decision, just to have an easy way to have easy breathability while I tend to some other things. As I'm playing I feel free to tackle different aspects of the game in my own way at my own pace rather than, for instance, rushing electrolyzers or rushing to find a natural gas geyser.
My 3000 cycle base with a 10kg/s sour gas boiler and 32 dupes and automation everywhere in the "normal" game runs vastly smoother in the last base game update they just released. I went from about ~10-15 fps max to usually having 30 fps almost always, unless I've got my insane plumbing overlay on.
To be fair, even in the current game space is very cold. It's just that most players "discover" the space biome early, maybe by accident, but that activates meteors. You don't need to break into it, just reveal a part of it. I usually don't bother. But sometimes I take advantage of that. I avoid going too close, keeping the space biome inactive, then when I have 32t of steel and a small army of builders, I go for a full bunker door cover as fast as possibile. That means very few meteor hit the surface and all the mafic rock, granite and most importantly regolith is cold. -30C cold. I mine it all and move it to a suitable place. That's tons of filtration medium stored. Then I setup the 'standard' hot regolith management, so that the two type of regolith (-30C and 300C) don't mix. If you activate space and don't do that, it gets hot really fast. Finally, the lack of meteor in alpha is intended to help test the rockets I believe. They don't plan to remove them. Edit: the masks works exactly the same as suits as far as the oxygen they carry. The amount the station holds is similar to the one one dock holds (200kg). I don't see any difference as far as the quantity of oxygen is involved. Also 75kg of polluted oxygen are not going to last a cycle. The problems with the station are: - it seems the don't allow dups with a mask go thru... that's not how checkpoints work. If a dup already has a mask the station should let them thru; - when dups remove the masks they are dropped and can't be used unless you manually assign them. The second one isn't much a deal. The first one is as there's no way around it. There's no mechanism in the game to detect if a dup has a mask. To deal with the current state is possible but cumbersome. Yet this is my strategy. The best place to deploy the mask station is right outside the barracks. You give every dup a mask for the rest of the day. They remove it at night. Yes a bit of oxygen is going to be released next to the cots which isn't a bad thing. You can do this early on with polluted oxygen. 75kg of pO2 is 20 hours of breathing, so it seems this might be the intended way to use the masks.
What do you think about teleporting to a second planetoid for free ? I feel like it takes away from space exploration and is kind of disjointed from the rest of the dlc, but I'm interested in your thoughts.
Currently there are 6 planets in total. Only the first two are connected with warp pipes and teleporters. Teleporters also have a 5 cycle cooldown. So you cant use it to rescue everyone fast. Teleporting to the second planet gives you a taste of exploring new planets. Landing on the third planet requires atleast two rockets to make it work, which takes some time
Funny how the beginning of the video is all about the lack of sulfur, when in my map, I teleported to an asteroid with 2 sulfur geysers, which I didn't know what to do with
Some more tests I think need performed; If a cockpit is deconstructed what happens to its contents, gases and all their temps? Dupes and critters inside could be lost to the void. The contents of storage containers vanishing not to be dropped?! Ahh!! Too many weird edge cases! Can a dupe wear an environment suit and a gas mask at the same time?
was added in most recent patch: Hotfix 442898 Clicking resource rows in the pinned resources panel will once again jump camera/selection to ores of that type
Regarding the Oxygen Mask Station breaking down when in a vacuum: Until the devs decide to program the machine to automatically shut down when oxygen levels drop down too low, a player would have to use some automation wiring to automatically shut down the machine (or cut power to it) whenever oxygen is absent (such as if another gas, like carbon dioxide, is present), and when gas pressure is too low. (This would probably require a gas element sensor, a gas pressure sensor, an AND gate, and a NOT gate.)
I was thinking just an atmo sensor that says to turn on if atmo is above 600g. Unless the masking station doesn't have an automation input then u can use a power shut off
I'm mostly curious if all the things made renewable via the old space program are still renewable in the new DLC? I enjoy the idea of renewable ressources, and the idea of finite ressources really gives me anxiety lol
The grubgrubs either need a different food or sulfur needs to be renewable easily. Which right now doesnt feel like it, it feels like a temporary solution to a permanent problem that has no alternate fix (that is, the plant growth thing)
From the figures on the rocket. You divide the total engine power by the rocket burden this gives you the speed and range of the rocket with the fuel you have. Obviously you can't go further than 2 tiles with the rocket power you have. Much like the base game it's all about power to weight or in this case burden. On a side note i got the base game and hadn't a clue about how to play lost many a colony until i found your channel. I've spent countless hours building and automating everything possible, and always you come up with new ways to approach problems the game throws at you. Keep up the good work so i can poach your designs for my own bases. Sorry this turned into an essay.
I haven't played the DLC yet. But one think I am looking forward to is the fact that with more planets, I can feel a bit more free to try experiments without having to worry about destroying my current base. e.g. If i want to try and build a sour gas boiler (but have never done so before), I can try it on a mostly empty planet, and don't have to worry about killing all the dupes in my main colony if I don't manage the heat or let too much sour gas into my base.
Wallpaper- does not add to or subtract from any insulation at all, made from one Reed fiber, and must be placed over drywall. Edit- only +1 decor at the tile location.
Do you think with how this new planet system works, Klei might look into creating a multiplayer version of the game ? Imagine playing multiplayer and having others ship you resources etc. Of course there would be no time control.
Good to know. I reached a point in the base game where the work/reward broke down for me. It was fun getting to a certain point, but then there didn’t seem like enough to do to justify the effort needed. Ex: building 500 million tons of asteroid protection. I think I’ll get this DLC and play again.
The most important question: will the QOL stuff be in the base game, without buying the DLC? Do we have to deconstruct and reconstruct every single modul in a rocket in the basegame? Will the "cell counter "mod"" be included in the basegame? Questions over questions
I can't be sure, but, if each asteroid is smaller I'm guessing that contributes heavily to the improved performance. Now all the pathing calculations aren't exploding exponentially as much and only one location needs to be rendered at a time. Assuming that's the case it's doubly brilliant since it also creates more entertaining interactions in the gameplay.
I have to counter your performance observations: I've got a 10 year old system 3.2GHz quad core 8GB system ram. The DLC alpha is using about 1½ - 1¾ times the amount of ram compared to the base game and I'm dipping to sub 30 fps after around cycle 35 (typically was not seeing sub 30 until cycle 200 - 300 with the base game).
@@maxim0953 umm I was countering "better performance" as my observations did not match Brothgar's : performance is much worse in the DLC for my system compared to the base game. There could be other people with anaemic systems thinking they will a get a perf boost, which may not happen for them.
Nothing on the fact that polluted oxygen makes you breath in more or that chlorine makes your skin irritated? I wonder what natural gas and sour gas will do to our dupes when they do not wear an exostuit :) Also, and I noticed in that video: I wonder if there are new painting and sculpture that can be done in the DLC.
Natural gas and sour gas are both irritating gases. Irritation slows down dupes in two ways: they stop to rub their eyes and it drops their athletics. Major irritation is currently -4 athletics, that combined with dupes taking damage from too hot areas makes oil biome really hostile
I hope it is a difficulty setting. No meters on standard. Small meteor storms on hard and hellfire for very hard. Sort of like you can adjust morale and diseases.
@@cactusman1771 these would be ideal. there are sooooo many resources now that we have multiple places to go to. that's not even counting all the volcanoes that spit out metals. we don't really "need" regolith either as sand is completely renewable. maybe as a rare event, i really love this new space system and i would dislike for it to be ruined by constant meteor storms.
I suspect one of the reasons for the many small asteroids is related to the performance. The original game was pretty much constrained to a single CPU, now you can have a bunch of smaller asteroids to farm out to different CPUs as they're largely independent. The inactive ones also can be completely removed from the audio and visual logic. Since all of them (seem to be)/are smaller, no dupes need to plan LONG routes or check tonnes of possible chores to work on. That it adds more variety and choices to a single game is almost a bonus ;)
I feel there should be an option to pipe oxy into mask station... then again i guess it wouldn't make much difference if i just drop oxy right on top of it when entire asteroid is fully pressuresed too.
Oh man, ive just gotten back into this game. Looking at getting the dlc. All i need now is brothgar to come back. No one else matches his energy and quality of videos.
I really hope different asteroids have different illumination, where far out asteroids make solar power nearly pointless so you need to look elsewhere for power generation.
heres a thought: a base entirely made of rockets, for space effieciency. It would have duplicant areas, ranching areas, possibly light industry, and would generally make a good way to keep as much stuff in the smallest possible area
It would be interesting how many of your cores are being used. Perhaps each asteroid is assigned its own core since the game never has to display more than one at a time.
@@Whistler-007 If you haven't found the comment, you can see the sweep commands of the first asteroid while he's zoomed out on the second (see: about 3:55 in video).
Sulphur should be produceable from Natural Gas. What I’d like to see is a Gas Separation Tower which takes in Sour Gas or Natural Gas and outputs Hydrogen, Sulphur, Water, and Petroleum in various ratios. Perhaps even add in a new plastic Cellulose which can be produced from Hydrogen & Water. This whole system would make Plastic much more available, and make it less mutually exclusive with Power
I really like that they removed meteor shower for mid game its more of annoyance, you need telescope but it get hit my super hot meteor it broke and overheat, vacuum has no heat transfer. And in late game what you do is basically looking at slideshow and plan your next build project.
I *LOVE* my 3000 cycle long term vanilla home asteroid games and the additional desert/ocean/volcano options to vary the play a bit. If that's changed I'd probably be pretty upset. The game has been "overwhelmingly positive" through it's life because of what it has become in it's current state. That said - this looks super fun! It's a DLC so I'm hoping it doesn't alter the base game too much but just gives another game mode option. It's such a different way to play from the hunker down and long-term strategy that I currently play. It'll add a way to just add some interesting variety.
in the current DLC alpha client is a checkbox in game options to turn off DLC features (of course this check box is disabled in the alpha - it tells you to uninstall DLC via steam's controls for the time being).
Keep up the good work, looking forward to trying the update. Have you checked if they changed any of the mechanics for your machines? Tweaks to heat capacity or material constants could make things break, or work better.
Would it not be cool if the warp piper out/ input could transfer electricity so you could connect your powergrid and have for example. 1 planet just for power produktion that distributes power to the othwr colonies. (Were u could have 1 for food and farms and others for living etc.) Thaughts?
A sour gas boiler that processes 10 Kg/s of petroleum produces as a byproduct 3.3 Kg/s of sulfur, which equals to 2000 Kg per cycle. Thanks to this DLC, natural gas processing now produce energy, oxygen and even food, all of them are completely renewable!!
@@raylenn4444 obvioulsy it requires some quite advanced infrastructure and a large energy cost to kickstart the system but once it starts working at full efficiency it's completely renewable. Unfortunately it cannot be built in the DLC due to the lack of fullerene in the maps.
@@raylenn4444 such project requires super coolant to boil the petroleum with the heat subtracted from the gas condensation zone. Hydrogen can be used, but boiling 10 Kg/s of petroleum with a gas is just ridiculous
I am really curious about performance! especially about the multiple worlds and everything - would love to see how it performs late game especially with your creations!
the last thing you said about the midgame hump is so very true. in the basegame, the midgame hump is the point where I start to lose interest and where I have just started a new colony plenty of times. in the dlc that's the point where I start new colonies and fly around a lot, which keeps things fresh. The further away you travel from your starting asteroid, the more hostile the conditions get and I've already had dupes die from underpreparing for colonization efforts. The DLC has a lot of bugs and some of them are annoying, but man is it fun to play.
Maybe the gas mask might be more useful for sending a dupe from a rocket to an uncolonisd planet since doing the checkpoint,pump and atmosuit dock takes a lot of space?
I hope they introduce the old engines into the DLC it would be a waste to shut off that precious liquid hydrogen plant, right? Speaking of which, is there a way to obtain isoresin and fullerene in the DLC or super coolant and insulation are unobtainable?
@@brothgar for what i've seen there's a niobium asteroid(that also contain lots of lava so be careful)but i haven't seen any fullerene or resin. There is an asteroid also for them?
Really hope they can code the game so the different planetoids run on different cores (maybe dual core per map?). This could help the game scale up to multiple planets without dropping fps.
I can barely convince myself to pick up another dupe as each of them is carefully hand-picked to work under horrible slavery conditions yet somehow not die from starving or roasting. 16-24 dupes by cycle 300, zero dead.
it plays really well doesnt it, i went 200 cycles yesterday, my pc took it like a trooper it does feel totally new and unique, makes you feel like a noob again, theres a little too much water round the starting areas, makes any plans you have to a prefab a bit harder to implement but she plays like iv got a new PC, can honestly say cycle 200 with 10+ dupes and it runs like a fresh game. can it really be the asteroids were lagging us to hell
I can't wait for spaced out to be finished. I loved oxygen not included, though, I was a little bummed out by the game performance in early access. So this time I'm waiting for the actual finished game before buying it
i would like a way to play the original version without having to uninstall the spaced out dlc. i do like the dlc, but i like the different starting asteroids with the different traits. if they don't add different asteroids each time a new start is applied, then it will get old, fast.
Got Alpha today played for 2 hours and my problem is how little choice you have over energy in early game. Plug slug are the only option since on start you dont have wood or coal and as far as i saw you dont have any natural gas/hydrogene geysers. Also game seems a little too easy when it comes to water maybe i was lucky but i got very close to base poluted water vent and salt water vent. Maybe its intentional to make player exchange materials between bases but it would be nice to a little more choice over power in early game. PS I'm not native speaker i hope that what i wrote makes sense and its not full of mistakes.
The sugar engine looks like three rolls of Necco wafers. Klei should really look at the mods and the popularity of them. Buy the mods or hire the developers. I'm looking forward to the DLC too...
I'm really only interested in seeing the radiation update. Hopefully I can play the base game + radiation. I also don't see the enjoyment of managing duplicate tasks on several planets.
THANK YOUUUU finally some people are agreeing.. it makes the game even more of a time sink for the early game. I enjoy mid-late game builds much more.. Huge sour gas boilers 20-40 steam turbines running full capacity.. regolith melters.. volcano magma extractions.. ALL the fun stuff. but now you gotta play mini bases all over through a lengthy time.. seems complicated for no reason. I can't wait till these youtubers reach cycle 1,000 and see how the game should REALLY play.
its fun and I like it but I do have mixed feelings, not sure how I feel about the size of the biomes, I get why they did it, so the biomes are specialized on different meteors and each have a purpose but I have built bases that would not be able to fit in these maps due to their size, even the starting map feels too small to me but I still had fun in it, its weird but im probably gonna uninstall the dlc until its out of early access and wait to see where it goes, hopefully they add an option to do new small multi map or old school mega map
Uhm, regarding food, why would you waste time on that early food when it's capped at +3, you will be switching food type and unless the grub food has an advanced version you will be making the other foods instead, so the sulfur stuff is NEVER going to be an end game "problem".
I have mixed feeling on what I see so far versus the base game. Some of the new stuff looks fun but not a fan of the tiny asteroids. Maybe something between these and the base game size. I enjoy some of the engineering challenges and hope the later content on that end will be fun, since it seems to be lacking now. I'm hopeful an looking forward to trying the DLC.
I really hope the space biome gets a visual overhaul, it looks really bad with those backwalls
true
Agree
indeed
in space, nobody can hear you scream...
except for the person sitting next to you, please be considerate, nobody likes a screamer
Just to make it worse, there's also the baby crying across the aisle.
Ketsueki Kumori and some one eating food that smells really good and makes you hungry
@@progunerjie291 or food that smells really bad but you can't leave 🤢
Dexpression or someone eating chips or something crunchy and you can hear them eating really really loudly
@@progunerjie291 oh that would be the worst 😈😅
glad you brought up wall paper. was beginning to wonder who you were
I'm currently going through your backlog (I'm watching the Ultimate Automation series atm), so forgive me if this idea is out of date.
I wanted to suggest doing a series along the lines of "Dupe Resort" basically a set ratio of dupes were part of the rich elite and are joining the group to be pampered and cared for.
The goal of the series is to setup a large section of the base that functions as The Resort, an area that has no work related machines or infrastructure, pipes and wires have to be hidden, the place has to be beautiful throughout, etc.
A ratio (like 1/3rd or something) are to live exclusively there and enjoy the amenities, doing no work themselves.
This creates some interesting restrictions on design, pushes towards automation without forcing it, and creates an incentive to grow your colony because you need a decent number of resort goers (it'd be lame to just have 1 or 2), plus a team to support them.
Brothgar: "I tend to play the game a little bit slower"
Me, taking 100 cycles to get a not even a nearly workable environment Brothgar gets in less than 30 cycles: '-'
I usually wait 600 cycles before starting rockets...
because I have to dig the whole map and vacuum all the gases out of it so I can set up industry..
but yeah.. he quick.
holy smokes you dig up your whole map and vacuum within 600 cycles? cycle 400 I usually have my base/water/farms/ranch/cooling just as I want it and maybe start focusing on the oil biome lol. Rockets? That's like 2k cycle territory =P
-edit: as I look at my current 450 cycle game still finishing my industrial cooling loop and salt water steamer, and half of my farm section half done.
You guys are forgetting rockets are changed now. They are midgame
@@jtjc7705 aim for 24 dupes. Try to build obsidian ranch for early starving voles if playing ravaging hunger. Do the BARE minimum in industry and energy until you have 12 exosuits. After that it’s just full blast. If you have frozen core it takes longer for full energy. Since you can’t tap into magma biome for free energy/plastics. But it’s my default way of playing since I tap into every volcano to make a pool of magma to cool into igneous to produce sour gas boiler temperatures. That’s my end game lol. (And also the reason to vacuum the entire map)
@@MicroRevolution rockets in my opinion is mid game now as well. The fun exchange is that now you will be farming other planets but I see that as very risky. It will become very tedious and the time invested will be double than now.. since you have to micro manage so much. It’s become tedious.
Loving the play through, cant wait till it comes out to everyone.
Bad thing is you need to pay....
@@noname-eo1he I absolutely want to pay for this amount of love and work they put into the DLC!
@@Junaabee Just take my money, Klei!
With the asteroids this small Francis John will have everything excavated by cycle 50
Nah turn 50 he will just be cursing that single fossil tile that was missed, I think it would take till 60 for a full excavation.
I don't even think he wants to play this game anymore.. look how much it's changed.. I feel like late game in DLC will be just as boring as current version.. and what's worse it suffered for it. just my two cents.
@@michaelsotomayor5001 I think he said he’s taking a break and playing factorio for bit until the dlc came out
Edit: I just checked his recent video he applied for the alpha but didn’t get accepted according to his comments
@@KevBotnik wow.. what a bad hit on the community..
@@michaelsotomayor5001 Yeah, that SUCKS.. You'd think they'd get the let's players in right away.
00:23
Brothgar:"My thought so far are very positive"
Turner: *Meh*
Do we believe the dup or the person controlling them?
Actually i feel like the oxygen mask was made for areas with high levels of slime lung or other types of disease.
disease is a joke now though, instead of being a danger its a minor inconvenience
Correct me on this, but doesn't it also pull in p. oxygen and not convert the contents into clean oxygen? If that is the case, wouldn't it be reasonable to expect slimelung in those masks if they decide to keep that capability. That would be even worse if you mod in deadly diseases.
@@leopoldo3884 there is a mod that makes em deadly.
@@ketsuekikumori9145 not unless you keep the mask machine in an enclosed environment, with the proper supply of oxygen or perhaps a liquid lock.
It's only so you can dig and build through areas with unbreathable gases quickly.. also exosuits..
This opens the door for multi-player in which others can farm resources before you... ultimately leading to combat. Make it more 4x like, where developing is not just you vs the environment but also you vs the pressure of time from others.
brothgar's electricity wire +10k : iam fine nb
my electricity wire 1001 : iam gonna explode
It is only one map of approximately standard size. Sweep commands on the right of the first asteroid are visible in the darkness on the left of the others.
Hopefully Klei will consider some of your tips 👍
The only tips they like, are ones that go "Kaching!", when they fall into the jar. They, literally, ignore almost all constructive and unconstructive feedback. Trying to do a minecraft thing, by "doing whatever they want"... Failing to realize that it's US they are making the game for... They aren't paying their own bills. We are. :P Like a Chef that refuses to put salt in soup, because he doesn't like to have salt in soup. Even though every customer in the world eats soup with salt in it. No soup for you!
I can never make it into mid game before I get bored or my computer decides to set itself on fire
:( Well maybe this will be different
@@brothgar what I need is just a computer better then rotten potato
@@theluckyman1782
1) Limit the number of paths your dupes can take to get from point A to point B.
2) Limit the number of dupes & critters on your map.
3) Limit the number of items laying about on the map, use quantum piles.
4) Don't explore unless you have to.
5) Liquid and air temperature changes also causes slow down, so try to keep it limited to certain areas.
There is more options but that's the main ones I use to keep the game going at a reasonable pace.
I hope each world runs on a separate CPU core, so you can theoretically have multi core bases.
The only common requirement would be the item transporters
I feel this on a personal level 🤣 I have only reached a point of semi mid game and got oil once but the problems that came with that was enough for me to restart. Plus I like everything to be really neat and organized so I spend time building hella floors instead of placing stuff straight on the environment. EVERYTHING must have walls ceiling and floors. Wherever my dupes go 😏
Thanks for the overview. Can't wait to play with glowing harmful substances.
Glowing dupes!
Fancy that😍
hmmm, imagine if Klei added space station modules, then the ultimate end game goal would be to build a self sustainable space station base along with self sustainable ground bases
also I agree, to me the oxygen mask system is a bit too overpowered/unbalanced currently, holds too much oxygen
These are my favourite of your videos. You, talking. Brothgar the man, not brothergar the cutscene over the top TH-cam character. Keep it up... Like this!
Can't agree more, I've been part of the testing and you are spot on this DLC has a lot to offer to all players new and old.
As far as i can see the dlc encourages/forces you to move to new asteroids to gain resources rather than you focus on producing a self sustaining base in the starting map.
you can still donit mind you,
but it takes some efforts...
I miss asteroids. All that free filtration medium.
Now you can ship rocks from other plamets and crush them. More labor, but not terrible
@@JfkNeedsWindWall Now you can sink 100% more time into the game.. and no real late game fun :D yay! lol
Imo, i think that this is better cause a large majority of slowdown comes from all that regolith rolling around. At least in my games.
That is true, and probably one of the larger causes of lag. But if they took them completely out that would be a shame to lose that mechanic.
@@0x0404 Yeah, i think so too. I guess some sort of a middle road would be the best.
Yup pretty much agree with everything. No more maps without tungsten, missing important geysers, not enough lime for steel, sending rockets very far away to bring back a handful of rare resources, waiting and more waiting, using high ammount of dupes just to make it go faster. Leaving astronaut dupes in a rocket for 100's of cycles cause getting them back in is a chore. Yup I'm really enjoying this dlc!
Hey Brothgar, I was really interested in your Automated Incubator design, so I built it myself, and then realized it doesn't need the Memory Toggle as is. It can be built similarly to the way you did, but just without that part, and it still works fine. You can even alter it a little to it make it even more compact, which lets incubators be built even closer together! :D
Some really great thoughts. I just got access to the DLC beta earlier today and played about 30 cycles on a map. I'm definitely seeing a lot of what you're pointing out for myself.
Immediately upon starting up I was just completely enthralled by the new biome. It felt like a really gentle start to the game in terms of oxygen yet still really challenging in terms of managing critical resources like water and other consumables. I found myself exploring a lot more a lot sooner, which is really part of the magic of the game if you ask me. That sense of pulling back the veil as you dig further and further out.
Even just 30 cycles into the DLC I am seeing some of the pain points plus some of my own. The lack of a tech tree queue is something I think the developers really need to address. Perhaps do it like Factorio where it's an option set when you generate the map and defaults to off. That way experienced players can turn it on and just rip into the tech at a pace they're more comfortable with.
I will say I'm not a fan of the deodorizers requiring power now and how much heat they generate, though I can see how it balances out compared to the base game given how space is so cold now. That was always something that really bugged me, how space was 300+ degrees Celsius because of the meteors coming in hot.
I found getting food production up and running really challenging compared to the base game simply because there's fewer seeds buried in the starting biome. Maybe I just got a bad RNG roll, though. Farming definitely is a skill I will invest in sooner on my next game. That bonus chance to get new seeds seems a lot more important now, which is good as it guides which order you should invest in skills a bit more than the base game.
That's my thoughts on the DLC besides what you covered yourself. Love your content, by the by. Keep producing the good stuff!
Can you confirm me if the game has this features:
-- More way to cooling, aquatuner is very expensive, also require a lot of space and steam turbine to work without get overheat.
-- Cooling in vacuum and space, if I need isolate something don't get overheat without a fluid medium.
-- More plants and ways to get a greenhouse. I started play the game again a few weeks ago, and Sleet wheat is give me crazy. Is very hard handle with temperature for me.
-- A door that can maintain isolated areas.
I have more questions, but I think this is the most important for me, other I got answer watching you.
Have over 2k hours on main game and I'm really enjoying not having to concentrate making massive industry and dealing with that vs maintaining multiple small bases and figuring out priorities between them.
if they made is so that you had to actively cool your solar panels that were exposed to space to prevent them from overheating maybe that would pose the additional challenge you are looking for that you lost with the absence of the meteor threat (im ignoring the glass thing for now)... though the biome below it being super cold doesn't help my case
also i wonder how this would effect shine bug reactors if it was a thing
I just noticed the info tab for radium. I was really confused by "It is necessary in some forms of food production." Then I realized that it's using the dirt info in its place.
It's not wrong though. Supposedly there's a Microwave equivalent that uses radiation to pop the kernels
Sulphur finally being useful is awesome
I agree. While playing the DLC, I find that rather than rushing to do the same things and making the same kind of choices in slightly different ways the new style gives you a lot of choices on how to survive. One thing I decided to do was to just deal with all of the polluted oxygen in the starting biome, and the large negatives that comes with that decision, just to have an easy way to have easy breathability while I tend to some other things. As I'm playing I feel free to tackle different aspects of the game in my own way at my own pace rather than, for instance, rushing electrolyzers or rushing to find a natural gas geyser.
My 3000 cycle base with a 10kg/s sour gas boiler and 32 dupes and automation everywhere in the "normal" game runs vastly smoother in the last base game update they just released. I went from about ~10-15 fps max to usually having 30 fps almost always, unless I've got my insane plumbing overlay on.
good to hear that it impacted the base game as well.
I look forward to a mod where you can build a giant star-base that's in orbit of a planet :D
To be fair, even in the current game space is very cold.
It's just that most players "discover" the space biome early, maybe by accident, but that activates meteors. You don't need to break into it, just reveal a part of it.
I usually don't bother. But sometimes I take advantage of that. I avoid going too close, keeping the space biome inactive, then when I have 32t of steel and a small army of builders, I go for a full bunker door cover as fast as possibile. That means very few meteor hit the surface and all the mafic rock, granite and most importantly regolith is cold. -30C cold. I mine it all and move it to a suitable place. That's tons of filtration medium stored.
Then I setup the 'standard' hot regolith management, so that the two type of regolith (-30C and 300C) don't mix.
If you activate space and don't do that, it gets hot really fast.
Finally, the lack of meteor in alpha is intended to help test the rockets I believe. They don't plan to remove them.
Edit:
the masks works exactly the same as suits as far as the oxygen they carry. The amount the station holds is similar to the one one dock holds (200kg). I don't see any difference as far as the quantity of oxygen is involved. Also 75kg of polluted oxygen are not going to last a cycle.
The problems with the station are:
- it seems the don't allow dups with a mask go thru... that's not how checkpoints work. If a dup already has a mask the station should let them thru;
- when dups remove the masks they are dropped and can't be used unless you manually assign them.
The second one isn't much a deal. The first one is as there's no way around it. There's no mechanism in the game to detect if a dup has a mask.
To deal with the current state is possible but cumbersome. Yet this is my strategy.
The best place to deploy the mask station is right outside the barracks. You give every dup a mask for the rest of the day. They remove it at night. Yes a bit of oxygen is going to be released next to the cots which isn't a bad thing.
You can do this early on with polluted oxygen. 75kg of pO2 is 20 hours of breathing, so it seems this might be the intended way to use the masks.
What do you think about teleporting to a second planetoid for free ? I feel like it takes away from space exploration and is kind of disjointed from the rest of the dlc, but I'm interested in your thoughts.
Currently there are 6 planets in total. Only the first two are connected with warp pipes and teleporters. Teleporters also have a 5 cycle cooldown. So you cant use it to rescue everyone fast. Teleporting to the second planet gives you a taste of exploring new planets. Landing on the third planet requires atleast two rockets to make it work, which takes some time
oh, forgot about the cloud saves... are they preparing for a mobile launch? like make ur base, check on it on ur phone?
I don't think so.
Funny how the beginning of the video is all about the lack of sulfur, when in my map, I teleported to an asteroid with 2 sulfur geysers, which I didn't know what to do with
Siiiii, Yesss finally a new video
Some more tests I think need performed; If a cockpit is deconstructed what happens to its contents, gases and all their temps? Dupes and critters inside could be lost to the void. The contents of storage containers vanishing not to be dropped?! Ahh!! Too many weird edge cases!
Can a dupe wear an environment suit and a gas mask at the same time?
The ability to click a resource in the resource menu and find some in the item form seems to be missing
was added in most recent patch:
Hotfix 442898
Clicking resource rows in the pinned resources panel will once again jump camera/selection to ores of that type
Regarding the Oxygen Mask Station breaking down when in a vacuum:
Until the devs decide to program the machine to automatically shut down when oxygen levels drop down too low, a player would have to use some automation wiring to automatically shut down the machine (or cut power to it) whenever oxygen is absent (such as if another gas, like carbon dioxide, is present), and when gas pressure is too low. (This would probably require a gas element sensor, a gas pressure sensor, an AND gate, and a NOT gate.)
I was thinking just an atmo sensor that says to turn on if atmo is above 600g. Unless the masking station doesn't have an automation input then u can use a power shut off
I'm mostly curious if all the things made renewable via the old space program are still renewable in the new DLC? I enjoy the idea of renewable ressources, and the idea of finite ressources really gives me anxiety lol
yeah, it's just frustrating when you're limited by ressources...
@@dustinmetzger2519 well... you can start by specialising your asteroids on the poroduction of certain ressources based on what they have...
The grubgrubs either need a different food or sulfur needs to be renewable easily. Which right now doesnt feel like it, it feels like a temporary solution to a permanent problem that has no alternate fix (that is, the plant growth thing)
Love the playthrough
I got the 1k like
From the figures on the rocket. You divide the total engine power by the rocket burden this gives you the speed and range of the rocket with the fuel you have. Obviously you can't go further than 2 tiles with the rocket power you have. Much like the base game it's all about power to weight or in this case burden. On a side note i got the base game and hadn't a clue about how to play lost many a colony until i found your channel. I've spent countless hours building and automating everything possible, and always you come up with new ways to approach problems the game throws at you. Keep up the good work so i can poach your designs for my own bases. Sorry this turned into an essay.
I haven't played the DLC yet. But one think I am looking forward to is the fact that with more planets, I can feel a bit more free to try experiments without having to worry about destroying my current base.
e.g. If i want to try and build a sour gas boiler (but have never done so before), I can try it on a mostly empty planet, and don't have to worry about killing all the dupes in my main colony if I don't manage the heat or let too much sour gas into my base.
Pro tip, dig all uranium then drop it into a vaccum room so when radiation update comes you are all ready :v
Wallpaper- does not add to or subtract from any insulation at all, made from one Reed fiber, and must be placed over drywall.
Edit- only +1 decor at the tile location.
Do you think with how this new planet system works, Klei might look into creating a multiplayer version of the game ? Imagine playing multiplayer and having others ship you resources etc. Of course there would be no time control.
Good to know. I reached a point in the base game where the work/reward broke down for me. It was fun getting to a certain point, but then there didn’t seem like enough to do to justify the effort needed. Ex: building 500 million tons of asteroid protection. I think I’ll get this DLC and play again.
The most important question:
will the QOL stuff be in the base game, without buying the DLC?
Do we have to deconstruct and reconstruct every single modul in a rocket in the basegame?
Will the "cell counter "mod"" be included in the basegame?
Questions over questions
I think the main thing with Frames, is all the different bases aren't rendering the other bases which might help
I think there could be more challenges for survival, like wild hostile critters, big critters, bit hives, etc
There are some hostile critters so they might go further with this at some point.
I can't be sure, but, if each asteroid is smaller I'm guessing that contributes heavily to the improved performance. Now all the pathing calculations aren't exploding exponentially as much and only one location needs to be rendered at a time. Assuming that's the case it's doubly brilliant since it also creates more entertaining interactions in the gameplay.
I have to counter your performance observations: I've got a 10 year old system 3.2GHz quad core 8GB system ram. The DLC alpha is using about 1½ - 1¾ times the amount of ram compared to the base game and I'm dipping to sub 30 fps after around cycle 35 (typically was not seeing sub 30 until cycle 200 - 300 with the base game).
@@maxim0953 umm I was countering "better performance" as my observations did not match Brothgar's : performance is much worse in the DLC for my system compared to the base game. There could be other people with anaemic systems thinking they will a get a perf boost, which may not happen for them.
Nothing on the fact that polluted oxygen makes you breath in more or that chlorine makes your skin irritated? I wonder what natural gas and sour gas will do to our dupes when they do not wear an exostuit :)
Also, and I noticed in that video: I wonder if there are new painting and sculpture that can be done in the DLC.
Natural gas and sour gas are both irritating gases. Irritation slows down dupes in two ways: they stop to rub their eyes and it drops their athletics. Major irritation is currently -4 athletics, that combined with dupes taking damage from too hot areas makes oil biome really hostile
@@jannefock9337 Great, Flatulent dupes will now irritate others around them :)
@@ulruc it also works against themselves if they work in the same spot for longer
@@jannefock9337 In that scenario it should increase their atletics since they will want to move out of the area :)
One thing I'm curious about: what happened to the meteor showers? Will they be on other planets? Or is that as a mechanic gone altogether now?
i hope so, was quite weird that asteroids where being pelted by meteors....
I hope it is a difficulty setting. No meters on standard. Small meteor storms on hard and hellfire for very hard. Sort of like you can adjust morale and diseases.
My guess is that they will show up on harder maps or planetoids.
@@cactusman1771
these would be ideal.
there are sooooo many resources now that we have multiple places to go to. that's not even counting all the volcanoes that spit out metals.
we don't really "need" regolith either as sand is completely renewable.
maybe as a rare event, i really love this new space system and i would dislike for it to be ruined by constant meteor storms.
I suspect one of the reasons for the many small asteroids is related to the performance.
The original game was pretty much constrained to a single CPU, now you can have a bunch of smaller asteroids to farm out to different CPUs as they're largely independent. The inactive ones also can be completely removed from the audio and visual logic. Since all of them (seem to be)/are smaller, no dupes need to plan LONG routes or check tonnes of possible chores to work on.
That it adds more variety and choices to a single game is almost a bonus ;)
I feel there should be an option to pipe oxy into mask station...
then again i guess it wouldn't make much difference if i just drop oxy right on top of it when entire asteroid is fully pressuresed too.
Oh man, ive just gotten back into this game. Looking at getting the dlc. All i need now is brothgar to come back. No one else matches his energy and quality of videos.
I really hope different asteroids have different illumination, where far out asteroids make solar power nearly pointless so you need to look elsewhere for power generation.
heres a thought: a base entirely made of rockets, for space effieciency. It would have duplicant areas, ranching areas, possibly light industry, and would generally make a good way to keep as much stuff in the smallest possible area
It would be interesting how many of your cores are being used. Perhaps each asteroid is assigned its own core since the game never has to display more than one at a time.
The others are just hidden from view. They are rendered side by side
@@jannefock9337 could you link your source please?
@@Whistler-007 If you haven't found the comment, you can see the sweep commands of the first asteroid while he's zoomed out on the second (see: about 3:55 in video).
Sulphur should be produceable from Natural Gas. What I’d like to see is a Gas Separation Tower which takes in Sour Gas or Natural Gas and outputs Hydrogen, Sulphur, Water, and Petroleum in various ratios. Perhaps even add in a new plastic Cellulose which can be produced from Hydrogen & Water. This whole system would make Plastic much more available, and make it less mutually exclusive with Power
I really like that they removed meteor shower for mid game its more of annoyance, you need telescope but it get hit my super hot meteor it broke and overheat, vacuum has no heat transfer.
And in late game what you do is basically looking at slideshow and plan your next build project.
I *LOVE* my 3000 cycle long term vanilla home asteroid games and the additional desert/ocean/volcano options to vary the play a bit. If that's changed I'd probably be pretty upset. The game has been "overwhelmingly positive" through it's life because of what it has become in it's current state.
That said - this looks super fun! It's a DLC so I'm hoping it doesn't alter the base game too much but just gives another game mode option. It's such a different way to play from the hunker down and long-term strategy that I currently play. It'll add a way to just add some interesting variety.
in the current DLC alpha client is a checkbox in game options to turn off DLC features (of course this check box is disabled in the alpha - it tells you to uninstall DLC via steam's controls for the time being).
Keep up the good work, looking forward to trying the update. Have you checked if they changed any of the mechanics for your machines? Tweaks to heat capacity or material constants could make things break, or work better.
Not that I'm aware of, but there are so many details I can't possibly track them all down.
If you click on the rocket on the base view I think I saw you could change the rocket's name...
Would it not be cool if the warp piper out/ input could transfer electricity so you could connect your powergrid and have for example. 1 planet just for power produktion that distributes power to the othwr colonies. (Were u could have 1 for food and farms and others for living etc.) Thaughts?
One question is do you feed the sweetles sulfur, then feed the grubgrubs the sugar? Which one eats more per calorie produced?
A sour gas boiler that processes 10 Kg/s of petroleum produces as a byproduct 3.3 Kg/s of sulfur, which equals to 2000 Kg per cycle. Thanks to this DLC, natural gas processing now produce energy, oxygen and even food, all of them are completely renewable!!
aside from metals.
@@raylenn4444 obvioulsy it requires some quite advanced infrastructure and a large energy cost to kickstart the system but once it starts working at full efficiency it's completely renewable. Unfortunately it cannot be built in the DLC due to the lack of fullerene in the maps.
@@matteocdt5214 actually... i believe you CAN build it,
it just requires som tweakings tho...
@@raylenn4444 such project requires super coolant to boil the petroleum with the heat subtracted from the gas condensation zone. Hydrogen can be used, but boiling 10 Kg/s of petroleum with a gas is just ridiculous
@@matteocdt5214 what about using volcanoes instead?
Woah! That oassie map you showed is COOL!
Sarcastic pun not intended
How is power getting into the cockpit batteries? can you feed the rocket platform power or something?
I am really curious about performance! especially about the multiple worlds and everything - would love to see how it performs late game especially with your creations!
I've noticed a performance boost too ( even with the cheaty stuff I do)
the last thing you said about the midgame hump is so very true. in the basegame, the midgame hump is the point where I start to lose interest and where I have just started a new colony plenty of times. in the dlc that's the point where I start new colonies and fly around a lot, which keeps things fresh. The further away you travel from your starting asteroid, the more hostile the conditions get and I've already had dupes die from underpreparing for colonization efforts. The DLC has a lot of bugs and some of them are annoying, but man is it fun to play.
Brothgar: currently Polluted Mud when heated up turns into polluted oxygen
Meaning tons of Polluted Oxygen
Needs a new video on the now-released DLC :( :)
Maybe the gas mask might be more useful for sending a dupe from a rocket to an uncolonisd planet since doing the checkpoint,pump and atmosuit dock takes a lot of space?
I hope they introduce the old engines into the DLC it would be a waste to shut off that precious liquid hydrogen plant, right? Speaking of which, is there a way to obtain isoresin and fullerene in the DLC or super coolant and insulation are unobtainable?
Yes there is a way to get them. You need to travel out into space further then I currently am to get that stuff.
@@brothgar for what i've seen there's a niobium asteroid(that also contain lots of lava so be careful)but i haven't seen any fullerene or resin. There is an asteroid also for them?
sulfur can be produced in massive quantitys if you supercool sour gas turns it into solid methane and sulfur
@Brothgar, If I just got the alpha-- or beta now I guess and want to keep my save when it comes out on early access will I be able to?
Really hope they can code the game so the different planetoids run on different cores (maybe dual core per map?). This could help the game scale up to multiple planets without dropping fps.
Wallpaper IS amazing!
i cant hold myself back when it comes to dupe count, as i always end up with like 5 dead dupes and 40 others by cycle 100
I can barely convince myself to pick up another dupe as each of them is carefully hand-picked to work under horrible slavery conditions yet somehow not die from starving or roasting.
16-24 dupes by cycle 300, zero dead.
@@MrJedi515 Ah, I'm at 356 and only just recently got my 12th dupe.
Clearly, I'm slow. :P
it plays really well doesnt it, i went 200 cycles yesterday, my pc took it like a trooper it does feel totally new and unique, makes you feel like a noob again, theres a little too much water round the starting areas, makes any plans you have to a prefab a bit harder to implement but she plays like iv got a new PC, can honestly say cycle 200 with 10+ dupes and it runs like a fresh game. can it really be the asteroids were lagging us to hell
Am I wrong or the starting planet doesnt have oil biomes?
I can't wait for spaced out to be finished. I loved oxygen not included, though, I was a little bummed out by the game performance in early access. So this time I'm waiting for the actual finished game before buying it
cold is the new hot, also cant wait for nuclear reactors
i would like a way to play the original version without having to uninstall the spaced out dlc. i do like the dlc, but i like the different starting asteroids with the different traits. if they don't add different asteroids each time a new start is applied, then it will get old, fast.
Got Alpha today played for 2 hours and my problem is how little choice you have over energy in early game.
Plug slug are the only option since on start you dont have wood or coal and as far as i saw you dont have any natural gas/hydrogene geysers. Also game seems a little too easy when it comes to water maybe i was lucky but i got very close to base poluted water vent and salt water vent. Maybe its intentional to make player exchange materials between bases but it would be nice to a little more choice over power in early game.
PS I'm not native speaker i hope that what i wrote makes sense and its not full of mistakes.
Yeah My guess with that water is, that's intentional. I believe the current version of the game is designed to be an easy map.
The sugar engine looks like three rolls of Necco wafers.
Klei should really look at the mods and the popularity of them. Buy the mods or hire the developers. I'm looking forward to the DLC too...
Maybe let the Slugs eat Radium and produce lots of power
which makes them radiate too
I'm really only interested in seeing the radiation update. Hopefully I can play the base game + radiation. I also don't see the enjoyment of managing duplicate tasks on several planets.
THANK YOUUUU
finally some people are agreeing.. it makes the game even more of a time sink for the early game. I enjoy mid-late game builds much more.. Huge sour gas boilers 20-40 steam turbines running full capacity.. regolith melters.. volcano magma extractions.. ALL the fun stuff. but now you gotta play mini bases all over through a lengthy time.. seems complicated for no reason. I can't wait till these youtubers reach cycle 1,000 and see how the game should REALLY play.
I also got in the alpha...my rover randomly started working again with a fully depleted battery...should I be worried?
its fun and I like it but I do have mixed feelings, not sure how I feel about the size of the biomes, I get why they did it, so the biomes are specialized on different meteors and each have a purpose but I have built bases that would not be able to fit in these maps due to their size, even the starting map feels too small to me but I still had fun in it, its weird but im probably gonna uninstall the dlc until its out of early access and wait to see where it goes, hopefully they add an option to do new small multi map or old school mega map
dont sour gas refinement make sulfur? Or was it something else? Late game production though
yes they do
Uhm, regarding food, why would you waste time on that early food when it's capped at +3, you will be switching food type and unless the grub food has an advanced version you will be making the other foods instead, so the sulfur stuff is NEVER going to be an end game "problem".
i ONLY want to know if they have better performance or is it just a lag feast?
it optimises the game further.
he said so and i tested it'
It's freaking amazing !
inside the rocket is as studio apartment with pets.
I have mixed feeling on what I see so far versus the base game. Some of the new stuff looks fun but not a fan of the tiny asteroids. Maybe something between these and the base game size. I enjoy some of the engineering challenges and hope the later content on that end will be fun, since it seems to be lacking now. I'm hopeful an looking forward to trying the DLC.