WE NEED MORE WATER TO DO THIS! - The Crust Early Access Gameplay - 13
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- Опубликовано: 11 сен 2024
- THE CRUST EARLY ACCESS GAMEPLAY - Automate a lunar base as you become the savior of humanity exploring the future on the moon. Mine, craft, research, and trade resources with Earth in this gripping narrative basebuilder.
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Not sure if you noticed.
1: when you use multiple small drop pods it looks like it auto selects max capacity after first one.
2: when buying in bulk from the market it may be worth using the large drop pod because every time you order a full small, the market adjusts the price for the next drop pod and could wind up costing you more than you gain from using small drop pods
1) not really. It does sometimes set the dial to around the area for the same quantity as last pod, but you still have to click it, and that will change it anyways.
2) Good note, but intent bought a huge amount at once of anything just yet. If the adjustment it makes in price for the next one does actually equal substantially more, like well over $1000 more for that next pod, then yeah sure.
When buying and selling resources, clicking the arrow on buy will add one and on sell will subtract one. BUT, holding the ctrl key plus clicking adds 10 at a time and holding shift plus clicking adds 100 at a time. Much easier and often faster than using the slider if you want specific amounts.
Also, you don't a bed for each colonist. They will sleep in any available bed when they need it, so one bed will serve multiple people.
The LAZZZZEEERRRRR will not be denied!
Keep the belts turning!!!
im still partially convinced that you are meant to be buying the big amounts of resorces like steel, silicon and bricks for the laser gun, and focus on producing the advanced stuff
probably the best way to do the laser is to allocate resources to it each other day
When using the ore scanner, if you look carefully in the dark area you can sometimes see a very faint glow. This is a resource to be discovered.
Likewise when you do scan, you might notice the scanner extends further than what you have stated. While it will only reveal what is in the areas you have chosen, this extended part will make any resource nodes glow brightly, meaning you just need to scan again a little further out.
A similar message box to the one displaying the % of each element in a deposit when you mouse over an excavated and scanned one will show up when you mouse over an excavated but unscanned one saying something to the effect of "scan to learn it's composition".
That message also shows up if you mouse over a deposit that is unscanned AND unexcavated; easy way to see it is save before you scan, reload once you find a node then mouse over where you now know it is. Do with that what you will :)
Hy Charlie, I don't know if you know it, but when loading or unloading commodities in the contract/open market interface, you can use the Factorio-style loading system, holding down shift for the largest amounts, Alt and Ctrl for the next two smaller amounts ( shift is typically 100, but for insane amounts, it seems to scale up to 500 or even 1k). Hold the key, and click the arrow/angle bracket symbol to activate it.
I know. ;)
for the carbon fibre factory you can use a unground conveyor to belt it outside
I wonder if each room needs its own power panel?
Try using underground belts in and out of your base. So carbon fiber with no robot transportation. Mushroom farm does not need air so just water as well. Separate building with just the mushroom farm. I palm faced watching your video cause for some reason I thought I had to research splitters and have been using bulk storage as splitters....
I tried exactly that.
The problem with saving on oxygen generators is that the colonists need their gear that runs out of oxygen, so they need to take longer pauses to catch breath. For the same reason i placed hightech production inside pressurized rooms. Still, mushroom farms produce every 2 days organics, compared to 8 days on the Hydroponics Farm, so its definitely worth it.
@@isekaiexpress9450 I wont lie. I gave up after my 6 ish attempt. game is changing to fast / to many bugs for me. Colonists are way to bugged for now. I'll wait a year and try again.
I think you need to get the rover to scan like the ore scanner and mine the surface with mobile drilling rigs.
Game needs to implement drop shipping, so if you’re buying resources off the market to fulfill a contract, those go straight to customer.
The ice problem is that u only have 1 smelter well 2 now but u consume more water then u produce hook 1 up for each room that should fix it and as for the o² u might need 2 install those wall electric things in each room as well
Loved the episode! Also, quick question are you thinking of going back to Norland sometime, since the game released? Im quite enjoying playing it :)
Can only do so many games at a time, but yes that’s on my list for the future. Will be some time yet though.
Your missions are listed on the left, in addition to the laser, look at those to see what needs to be done mission wise
At this point in the episode, you have yet to realize you need more electricity points for the colonists.
Excuse me? That isn’t a problem. I can make 3 points, one for each room, and it would change nothing.
42:24 isn't going to work. I think you scrolled over a building earlier in the series called cargo something, that UNLOADS incoming supplies from cargo rovers. Not the explorer building. Also, I think there are still survivors on the main space station hub that crash landed, that haven't been rescued.
More crust videos please!! 59:13
Love your videos, keep up the great work!
Anyone know how to fix the "expedition center not researching problem"?
I am reasonably sure their their is in fact a max number for how many blocks you can que for mining
1:02:01 love the videos
More more more more videos
im having strange things happen with water. running out when plenty. maybe im missing something
I believe you can produce the advanced stuff on the surface.
Nanotubes and the like. Might help with the routing problem 🤷♂
I thought about that, and was weighing it. It’s not a bad idea
Try prioritizing the first ice melter on the splitter. I think it might not be getting enough ice.
It’s full of ice though?
@@CharliePryor Maybe I just misinterpreted the interface, or missed where it said it was full, but it looked like the ice was being consumed faster than it was going in looking at the bit of the belt I could see between the splitter and the machine. Either way, better safe than sorry.
MOREEEEE!! VIDEOS
Have you thought about adding more power to the living quarters. One line is not enough from the brief times I saw your mouse cursor move over things.
There’s no load limit to the plug, or the line in. I can add 5 of them, and it won’t change anything.
I think the ice smelter or whatever you call it is too far from the industrial idroponic farm .That shouldn't happen but that is the only explanation of the problem.
It's probably a stupid thing but I do remember that you did a similar thing for other resources before .
The entire structure is hooked up to the same resource pool. The water tank also gets water delivered to it, as does those plants. It just isn’t a high enough quantity output overall.
The whole system is work in progress. It isn’t don’t developing yet
Are you not using hauling bots?
😁
😮
For since the 200 would be more efficient give you 18000 for money is 400 for 50000credit because you get for half the money 16000 in a shorter time and only lose 2000 since
Firsteenth!!
You beat me 😂
You need to improve yourself. It is frustrating to watch.
I have to disagree. He has a great voice and a good sense of humor. I look forward to his videos, besides, no one is forcing you to watch.
I also disagree
I too disagree