Just dig it man! You can use vents for water then ice machines for ice and snow, specially good for bon bon trees and for the new anti co2 plant, that said bon bon trees seem a bit too weak for me.
If you're not adverse to it, you can get a mod from the steam workshop that will make mining yield a full 100% of resources from whatever tile you dig up.
Used to be mine too, the only thing I can advise you is to accept loss and only focus on things from near to mid future most things are quite flexibly fixed in the far future. Compulsive hoarding is an issue in this game though
10:56 - Chilly surroundings is absolutely bugged. I simply will not accept that it's normal behavior for dupes to get the debuff in as high as 27 °C. And I *WILL NOT* put 9 kDTU emitters all across a normal map, just so I could get rid of chilly surroundings and soggy feet, the athletics penalty is irrelevant if you use gyms. Besides, I think the dupes going out of their way to visit a heater to get a 0.2 cycle buff creates a higher downtime than if you just let them suffer the debuff as-is, because low athletics dupes will take a longer time to make the detour, and with 20+ athletics dupes it just stops mattering, because 20 is the cap, so 23-5 is still 18, extremely close to that cap, so a detour to a heater is a waste of time with them too, just in a different way. So yea, this entire feature is a throwaway in its current implementation. Klei managed to add yet another layer of tedium to the game, 100% frustration, 0% fun.
Space heaters are also now warming stations. Trying to use one just to set up a peppernut farm on a normal map basically wrecked dupe productivity for multiple cycles until it hit a point where it was turned off most of the time. There seems to be no way to forbid them from using it for that purpose. Yay.
@@GCFungus (beginner here) I feel like it's hard to produce power on the Ceres asteroid (no coal, and wood seems precious for wood heaters), and when dupes are in the base they won't have atmo suits and still be cold On top of that the coats don't need oxygen supply So idk, looks like a cheap way to keep them kind of warm Thanks for your videos btw, they helped me out so much, the VODs did too, it's really valuable to be able to see how you deal with specific problems on the fly
In theory yes, but it's quite a long way down and the pips will die from cold. But in theory you could wild plant some plume squashes earlier, but it's 16 per bammoth!
One bammoth is ~22000 kcal of meat which is 28000 kcal BBQ. Around cycle 95 you can always "handly evolve" it into meat.
Ice is my biggest enemy. I cannot dig them. Because digging will lose 50% of mass. That was a lot. And it brother me.
Just dig it man! You can use vents for water then ice machines for ice and snow, specially good for bon bon trees and for the new anti co2 plant, that said bon bon trees seem a bit too weak for me.
If you're not adverse to it, you can get a mod from the steam workshop that will make mining yield a full 100% of resources from whatever tile you dig up.
Used to be mine too, the only thing I can advise you is to accept loss and only focus on things from near to mid future most things are quite flexibly fixed in the far future. Compulsive hoarding is an issue in this game though
right click on your minions to slap them. 150% bonus to all attributes but minus 5 health.
Sounds very abusive!
10:56 - Chilly surroundings is absolutely bugged. I simply will not accept that it's normal behavior for dupes to get the debuff in as high as 27 °C. And I *WILL NOT* put 9 kDTU emitters all across a normal map, just so I could get rid of chilly surroundings and soggy feet, the athletics penalty is irrelevant if you use gyms.
Besides, I think the dupes going out of their way to visit a heater to get a 0.2 cycle buff creates a higher downtime than if you just let them suffer the debuff as-is, because low athletics dupes will take a longer time to make the detour, and with 20+ athletics dupes it just stops mattering, because 20 is the cap, so 23-5 is still 18, extremely close to that cap, so a detour to a heater is a waste of time with them too, just in a different way. So yea, this entire feature is a throwaway in its current implementation.
Klei managed to add yet another layer of tedium to the game, 100% frustration, 0% fun.
Thank god we at least have modders...?
Space heaters are also now warming stations. Trying to use one just to set up a peppernut farm on a normal map basically wrecked dupe productivity for multiple cycles until it hit a point where it was turned off most of the time. There seems to be no way to forbid them from using it for that purpose. Yay.
Imagine a challenge run where you can only have oil from tallow from the new seal critter. Savage!
Tallow sour gas boiler XD
Maybe some sort of winter coats from sheering wild bamoths or something might help with the chilly surroundings and -5 athletics right?
Yes it should but then once you've got reed fiber, why not just make atmo suits?
@@GCFungus (beginner here) I feel like it's hard to produce power on the Ceres asteroid (no coal, and wood seems precious for wood heaters), and when dupes are in the base they won't have atmo suits and still be cold
On top of that the coats don't need oxygen supply
So idk, looks like a cheap way to keep them kind of warm
Thanks for your videos btw, they helped me out so much, the VODs did too, it's really valuable to be able to see how you deal with specific problems on the fly
Can’t you just dig down all the way to get a pip for natural plants? There was one for my game at least
In theory yes, but it's quite a long way down and the pips will die from cold. But in theory you could wild plant some plume squashes earlier, but it's 16 per bammoth!
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