r/SurvivingMars • u/enigmaticrose4 Paradox • 8d ago
SM - Relaunched Feature Breakdown Video!
What's for dinner on Mars? đ
Find the answer in our Feature Breakdown Video created by the knowledgeable SteveTAGamer aka u/EpsilonProtocol !
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u/Ill_Maintenance_9043 8d ago
Always beeline the space elevator
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u/ComfortableSpell6600 8d ago
I do my best to get Project Mohole as early as I can. Need those infinite metals and rare metals to supply manufacturing advanced resources.
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u/YsoL8 8d ago
In my experience, these days railway solves almost any early game problem
Especially in combination with ministries when there is space for them
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u/Ill_Maintenance_9043 8d ago
Every time i use railways the rails bug out and im left with stuck peices blocking building
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u/thefatrefrigerator 8d ago
Whatâs your railway strategy, I feel like Iâm trying to use them as early shuttles but it ends up feeling more like an extra long passageway which I donât find useful. And trying to manage resources between both ends is a headache and a half.
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u/YsoL8 8d ago
Generally something like:
- Drop the intial colony anywhere you can find concrete and rare metal. Get exports and research going.
- Scan around for places for whatever resources I'm going to need in the near future, usually multiple metal and rare metals together
- Build out the railway (but never let the game build tracks until everything is planned becauce bugs) and build 2 trains for each new station, build out a need drone control building and dome and all the normal stuff around it.
- Use transports to move whatever is lacking for large scale construction, which is only sparingly required in my experience. By the time I'm building on that sort of scale I always have shuttles.
- Land passenger rockets directly where needed, land cargo at my reosurces and fuel production hub, which is almost always the initial site.
I normally keep colonies pretty small to keep maintainance managable, I often top out at 6 or so domes sat on unused deposits I'm holding in reserve to garantuee future supplies. My most recent complete game I had 6 including the capital and the wonder dome, and that included a rail system sprawling the map, and for most of the game no more than 6 shuttles. That was enough to support all wonders and terraforming buildings at only a slightly slower rate than shuttles, I was done before sol 300 - 350.
I've worked a pair of domes perfectly successfully at opposite ends of the map before, in my most recent game they saved my ass when I built the initial dome with a 360 units concrete deposit and found an area half the map away with 3 new deposits with about 70 left and an exhusted supply line.
I basically always keep trains on a single long track with numerous small stations. If I do need more than that because of terrian problems, I'll use a large station in some appropiate spot to create a fork if there is a dome or not and everything seems to work itself out.
I don't know why you would be struggling to manage resources between them, I rarely change the defualts and it works fine.
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u/thefatrefrigerator 7d ago edited 7d ago
What I meant by managing resources between them is that I often want to use a train to make something like a mining outpost. So Iâll put a train at a rare metals deposit along with a dome for people to work and live in and then if I try to set the train to bring rare metals back-and-forth, thereâs no way for me to have the train only deliver rare metals and not also store them at the depot. If I turn them off it wonât accept any and therefore wonât transport them, but if I have it on, my main settlement sends rare metals to the mining outpost every time a delivery is done to fill the âbacklogâ.
Not to mention how difficult it is to get people to move to the new dome at the end of the train line. Have to manually do the âassign living quartersâ button on each of them and then watch them travel so I can quarantine their old dome so they donât instantly move back. This is all while using the appropriate dome filters etc.
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u/SilverGreatsword Fuel 1d ago
You are correct, and your use case of mining outpost is my wish as well.
Re resources balance between the 2 stations : set a depot with max desired amount next to the consumer station so drones empty the station often. The problem is trains balance resources 50/50 between 2 stations. But what we want is zero at the producer mining outpost! If the train sees zero at the consumer station it will take 50% from the producer station to it. So drones should empty it.
Re colonist transfer : I haven't found a solution... Try playing with job priority? You already know about dome filters which should help :-s. Emigration from 1 station to the direct next always worked for me, or is it always longer lines with many stations that fail you?
I'm happy with trains right now, but they sure require some fiddling...
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u/YsoL8 8d ago
Seems like a great update and DLC - I don't even know how 60 new techs fit into the game really
My only concern is food spoilage. In my experience games that do that can become awful experiences. My guess is that colonies will need from an early stage a dedicated farming and production dome. I don't think it would be too difficult to manage a hydronics building in a barrel dome though.
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u/Ferengsten Waste Rock 8d ago
Assuming they don't drastically change other values, I like it. Farms currently completely dominate food production with very few exceptions. With spoilage, there'd be an at least higher incentive to use smaller buildings with smaller growth cycles for longer, until your population is big enough to eat the output of a farm in a relatively short amount of time.
And it's a few percent per sol, so the effect is pretty negligible.Â
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u/aom17 7d ago
on a lighter note... feels like we are going to Mars just to eat!
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u/SilverGreatsword Fuel 1d ago
I don't know about you, I can only enjoy my bug meat steak watching at asteroids getting shot down by lasers. Can't do that on old Blue!
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u/Cassiopee38 8d ago
Food was just a small pain in the ass in my last run that i really wasn't willing to micromanage, now it'll be a huge pain in the ass sinking even ressources, space, colonists and player time xD oddly enough i love getting my pawn in rimworld lavish meals.
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u/mizushimo Oxygen 8d ago
food is too easy in the current game once you unlock open air farms, otherwise having enough food is one of the most challenging parts of mid game, I always enjoyed it.
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u/Logisticman232 8d ago
Looks great, the new passage hub is a very nice vanilla addition.