The game could stand to direct new players a little bit better on power management, whether it is balanced or not. I was a bit more aware of the creeping issue here so I am nipping it in the butt before I end up with a flying space station like this but in hindsight rushing shields early in the game wasn't necessary even if it does make dealing with asteroids a lot less of an issue.
just a tip. built solar power asap. water still an issue and always buy it from trader. use 1 big power generator, when u dont need it, power off. use some batteries.
with regards to pod bays, I build a huge miner scavenger ship, and I had 10, and made sure most of my crew had mining and construction. The intent was to get all the resources as quickly as possible. You suggested there was no point in having more than two. But when I pass through a system on my way to somewhere, I can launch everything, and mine the whole system in just a few moments, and then quickly leave. The more time youre sitting around somewhere, you're burning fuel and water and oxygen the whole time. Lights on, AC on, food production on, so my approach was to rush through the areas. It seems to be working so far. I have plenty of supplies. But there is always that anxiety with what I think is an imbalance with the water. Like you mention, I like the struggle, but at times I think all I'm doing is running around just looking for water. I can never stop to just mildly build or scavenge ships. I'm always in a rush. I think they need to tweak the oxygen and water consumption.
A useful tip I found for ship size and expanding the hull is to expand rooms and the ship just 1 tile wide around existing rooms, then moving stuff accordingly and making it so every area is accessible via one walk way through it all. You can have a single walk way and multiple objects placed with their operation/working area overlapping with the main path, the crew can still use the walk way even when the device/tile is in use by a crew member
I had to laugh when I discovered I wasn't the only one on a mad dash for Energium. I'm on my first run through and my problems began when I went through an irradiated system and the power started going off all over the ship and the crew had to get into spacesuits because of the extreme heat. This lead to a cascade of problems that could have been avoided if I only knew the initial cause. Before I realised the cause of the problem, I built more 1st tier generators (since I am only at the beginning of the tech tree). I quickly ran out of Energium and had to start trading for it and getting utterly ripped off at every transaction. I can't wait to become a pirate (when I get turrets and shields) and get all my stuff back. Great game! 😁👍
Add their biological and technological distinction to your own! 😁 Glad you are enjoying the game as much as I am! I should get back to it soon, but so many games to play.. And now that summer is nearly over it means returning to content creation too. 😊
I just found and have been binge watching this series. My comment may be too late for you to see but I'll note it here anyway for future watchers. Aside from what others have pointed out, you should use the "if..." option for your industry as well so you always have 10 or 20 of everything on hand. Also, your 2nd "airlock" didn't work because it wasn't an airlock, it was a space suit locker.
I'd like to see another unmodded series, starting from the mining base. I think it's a bit early to be adding mods, as we players and the developers need to understand how the systems all work together to achieve balance. I have so many mods for Rimworld that, when a major update occurs, I have to wait for mod updates before I can enjoy it again (though they're trying to make things more backward compatible). That can take a month or more, and often mods will be abandoned. So, while I love mods, let's allow the game to cook awhile longer, at least until we can get Workshop access. I enjoy your content. Keep it coming. :-)
Thank you for sharing your experience, really enjoying this game as well, and I have also prioritized Energium collection since it killed me my first playthrough. Have you used the solar panels? In my current build, I was able to keep my ship from dying from energy loss by building two solar arrays right as a ran out of energy rods, but was in the process of mining energium. The two solar arrays ekked out just enough energy to process the energium into energy rods, after cutting power to the rest of the ship, and I redesigned my layout and prioritized energy rod creation (as well as water creation) within the settings on the machines. This game is so interesting, I'm really looking forward to what comes next. Keep up the good work and thank you.
You have too many generators. Since you have so many capacitors means you have a large reserve. You can keep power to a minimum and use the capacitor's reserves for your industry and let it drain. You can then add solar panels to charge the capacitors back up with free energy. It's so odd that I play this game with the music off and run your videos on my 2nd monitor and use the music from your videos and watching it at the same time. Can't wait for the next series.
Indeed so! Series 3 releasing in less than three hours now. Let's just say that I have done some substantial changes. Solar Panels seem quite nice, but very expensive in terms of space needed? And thank you so much for the nice feedback! It's an honour to hear that you turn the music in the game off to both watch and listen at the same time! 😃
:40 Crew guidelines. Everyone must have 3 weapons, 3 construction. Each crewman must have at least a 3 in one of the four ship operating skills. Resulting in all four skills being used simultaneously. After this build on 3's in the rest of the skills. I have also tried max 3's per crewman, but it is very difficult to roll and creates massive weaknesses. Fun times! :D It was 5 or 6 3's per crewman. I forget.
Yes assault rifles are better for human assaults because they don't charge at you. They will try to pick you off from long range if you have to charge into shotgun range.
My ship got destroyed by people that were setting everything on fire. Would somebody be so kind and give me a hint what I should I do, to keep people sane and not go ballistic on equipment?
Still the most interesting serries, I been watching many. I want to see another playthrough with storage next to industry. Could water storage and water purification in the same room with its own portal so workers move water minimal steps. ??? For example:
Thank you so much for the nice feedback! 😀 If I had made room for water storage in the industry room that would be a very good idea - but I think the small distance they have to go in the new series that I launched today should suffice. The ship I had in the "Season 2" series was *way* too big for the small crew of 5, and that's what toppled me over.
You can disassemble the lights.
Tips given by someone who has paid the price of his mistakes are invaluable, thanks for sharing dude
3:08 Caledorn, the game doesn't need better water & energium balance. Your ship does :) For a crew of five, You have too much of... everything.
Yep! Next series, starting tomorrow morning, with the things I have learned definitely proves that. 😁
The game could stand to direct new players a little bit better on power management, whether it is balanced or not.
I was a bit more aware of the creeping issue here so I am nipping it in the butt before I end up with a flying space station like this but in hindsight rushing shields early in the game wasn't necessary even if it does make dealing with asteroids a lot less of an issue.
to your water "problem"
groe your plants in a closed room, and with closed i mean space door. so you can collect water in there :)
just a tip. built solar power asap. water still an issue and always buy it from trader. use 1 big power generator, when u dont need it, power off. use some batteries.
each solar takes 2 tech blocks, how many can you spare in the very early game??
with regards to pod bays, I build a huge miner scavenger ship, and I had 10, and made sure most of my crew had mining and construction. The intent was to get all the resources as quickly as possible. You suggested there was no point in having more than two. But when I pass through a system on my way to somewhere, I can launch everything, and mine the whole system in just a few moments, and then quickly leave. The more time youre sitting around somewhere, you're burning fuel and water and oxygen the whole time. Lights on, AC on, food production on, so my approach was to rush through the areas. It seems to be working so far. I have plenty of supplies. But there is always that anxiety with what I think is an imbalance with the water. Like you mention, I like the struggle, but at times I think all I'm doing is running around just looking for water. I can never stop to just mildly build or scavenge ships. I'm always in a rush. I think they need to tweak the oxygen and water consumption.
In real space water is common.
A useful tip I found for ship size and expanding the hull is to expand rooms and the ship just 1 tile wide around existing rooms, then moving stuff accordingly and making it so every area is accessible via one walk way through it all. You can have a single walk way and multiple objects placed with their operation/working area overlapping with the main path, the crew can still use the walk way even when the device/tile is in use by a crew member
I died before leaving the first system twice... and this man got me to realize why... goddamn lights...
I had to laugh when I discovered I wasn't the only one on a mad dash for Energium. I'm on my first run through and my problems began when I went through an irradiated system and the power started going off all over the ship and the crew had to get into spacesuits because of the extreme heat. This lead to a cascade of problems that could have been avoided if I only knew the initial cause. Before I realised the cause of the problem, I built more 1st tier generators (since I am only at the beginning of the tech tree). I quickly ran out of Energium and had to start trading for it and getting utterly ripped off at every transaction. I can't wait to become a pirate (when I get turrets and shields) and get all my stuff back. Great game! 😁👍
Add their biological and technological distinction to your own! 😁
Glad you are enjoying the game as much as I am! I should get back to it soon, but so many games to play.. And now that summer is nearly over it means returning to content creation too. 😊
I just found and have been binge watching this series. My comment may be too late for you to see but I'll note it here anyway for future watchers. Aside from what others have pointed out, you should use the "if..." option for your industry as well so you always have 10 or 20 of everything on hand. Also, your 2nd "airlock" didn't work because it wasn't an airlock, it was a space suit locker.
I'd like to see another unmodded series, starting from the mining base. I think it's a bit early to be adding mods, as we players and the developers need to understand how the systems all work together to achieve balance. I have so many mods for Rimworld that, when a major update occurs, I have to wait for mod updates before I can enjoy it again (though they're trying to make things more backward compatible). That can take a month or more, and often mods will be abandoned. So, while I love mods, let's allow the game to cook awhile longer, at least until we can get Workshop access. I enjoy your content. Keep it coming. :-)
Thank you so much for your nice feedback! I went with no mods indeed, and new series out in less than 3 hours now 😃
Thank you for sharing your experience, really enjoying this game as well, and I have also prioritized Energium collection since it killed me my first playthrough. Have you used the solar panels? In my current build, I was able to keep my ship from dying from energy loss by building two solar arrays right as a ran out of energy rods, but was in the process of mining energium. The two solar arrays ekked out just enough energy to process the energium into energy rods, after cutting power to the rest of the ship, and I redesigned my layout and prioritized energy rod creation (as well as water creation) within the settings on the machines. This game is so interesting, I'm really looking forward to what comes next. Keep up the good work and thank you.
You have too many generators. Since you have so many capacitors means you have a large reserve. You can keep power to a minimum and use the capacitor's reserves for your industry and let it drain. You can then add solar panels to charge the capacitors back up with free energy. It's so odd that I play this game with the music off and run your videos on my 2nd monitor and use the music from your videos and watching it at the same time. Can't wait for the next series.
Indeed so! Series 3 releasing in less than three hours now. Let's just say that I have done some substantial changes.
Solar Panels seem quite nice, but very expensive in terms of space needed?
And thank you so much for the nice feedback! It's an honour to hear that you turn the music in the game off to both watch and listen at the same time! 😃
:40 Crew guidelines. Everyone must have 3 weapons, 3 construction. Each crewman must have at least a 3 in one of the four ship operating skills. Resulting in all four skills being used simultaneously. After this build on 3's in the rest of the skills. I have also tried max 3's per crewman, but it is very difficult to roll and creates massive weaknesses. Fun times! :D It was 5 or 6 3's per crewman. I forget.
the tip about not using airlocks is a good one.
i was getting annoyed at losing crew in seconds cus 2 aliens are camping the airlock door.
+1
Yes assault rifles are better for human assaults because they don't charge at you. They will try to pick you off from long range if you have to charge into shotgun range.
How do I rotate items?
My ship got destroyed by people that were setting everything on fire. Would somebody be so kind and give me a hint what I should I do, to keep people sane and not go ballistic on equipment?
Beer, I think.
That’s was great, thank you
I didn't get it all down at first, many ships before you get good at them.
Does your airlock work that way? Shouldn't it the other way around? I have mine with the arrow pointing into my industry area.
It works both ways, but having it the way you have it means less random roaming around in a space suit in the rest of the ship 😃
Still the most interesting serries, I been watching many. I want to see another playthrough with storage next to industry. Could water storage and water purification in the same room with its own portal so workers move water minimal steps. ??? For example:
Thank you so much for the nice feedback! 😀 If I had made room for water storage in the industry room that would be a very good idea - but I think the small distance they have to go in the new series that I launched today should suffice. The ship I had in the "Season 2" series was *way* too big for the small crew of 5, and that's what toppled me over.
only five crew members damn
Nice, thx
Played before now you need research everything
Hello Caledorn. how the hell are ya!?
I'm doing great, thanks! How about you? 😀