My name is Alice, and I do a lot of things. Specifically, I make videos and tutorials for some of the games I enjoy the most (Ark Survival Ascended/Evolved, Space Engineers, 7 Days to die, etc). I am currently studying game design, so I often don't have a lot of time to do RU-vid. However, I try my best to get videos out with a focus on the quality of each one. Either way, don't be afraid to comment or ask questions, come with suggestions or whatever it might be. Every comment is appriciated!
Thanks to all of those who have supported me for so long, and for all the newcomers... Welcome! It means a lot to me that all of you have taken time to visit my little channel :3
hydrogen generator is just... not good for regular play. the sheer amount of hydrogen it eats means if you use it to generate power, you'll only be using that power to charge your drills to get more ice to get more hydrogen to burn to charge your drills to get more ice etc etc
The hydrogen engine sound in a ship sounds so fucking good, and the block is killer too so I incorporate it as much as I can on small grid designs despite it's size
12:10 This is a good tutorial but why did you turn off the Radar if it's meant to detect enemies? Does it need to reset? If so, how do I turn it off and back on automatically after the drone takes off? Also why do you need a thruster? You didn't tell us EDIT: I found out how to loop the Beacon to make it launch but that's not what I want, how do I automatically make it launch when it detects an enemy? FINAL UPDATE: The Defense block saved me, you place it on the Outpost ,set it to detect Enemies, pick whatever Subsystems, Setup Action as a Timer Block to Start and finally have the Timer Block turn the Beacon OFF then choose the Beacon again and set another for ON. Boom, automated drone deployment!
The best energy system is clearly hydrogen due to performance and consumption, but nevertheless the reactor is useful as a backup, it has always been considered that it is imperative to have the 4 types of energy either in bases or ships, batteries, hydrogen panels and reactor , good video, greetings
The wind turbine is actually relatively easy to scale *up to 5 turbines* Build a tower, (more than 7 high, say 10) Put a wind turbine on top On the one but highest block, attach a block on each outward facing side (i.e. 4 blocks total) These blocks then function as mounts for other (horizontally mounted) turbines. Now you have 5 turbines in optimal position (each turbine does NOT see the others, nor the mast). Of course, scaling further requires another mast.
this kind of setup works for automatic lighting at night too, but the issue i found at the time is that my lights kept going on and off when all my batteries get full, instead i tied my hydrogen engines to my batteries stored power precentage, but not sure if the lights flickering on and off has been fixed with the solar panels once all batteries are charged. the solar panels would go from 100% power output to 0% on and off on and off, while the sun was there. anyone else got this issue before? My work around for the exterior lights going on and off, was to tie the event block on the rotor attached to the solar panel, turning it into a sun dial, setting the lights to go on when it reaches the night angle on the rotor, and off when it reaches the morning angle. For storms, i used a wind turbine as a storm detector as the power output goes to 130% so i put the event block to trigger lights and back up power in the event of a storm, then off when the turbine is at its usual power contribution. hope this helps anyone who experiances the lights flickering issue once all batteries are charged at 100% and your solars start wondering if they generate power or not every second
Hydrogen engines are almost always my early game power source, but literally every base and long range transport I make has one or two as emergency backup power for a beacon or life support.
When discussing the difference between Hydrogen and Uranium fuel sources I'm surprised you didn't mention the addition of upgrades to the refinery for Uranium.
Yeah, probably should have. But I wanted both the refinery and O2 gen to be stock configuration, given that there would be a lot more cost calculation to take into account for aaaaall variants and then their output.
If you play a space pirate, you can usually get away with not having to mine. I intercepted a freighter that had a bunch of large reactors and small reactors and a jump drive. The ship was probably 10 times larger than mine but I’m pretty sure I have enough resources to build a base on a moon or large asteroid now as a refueling station for my interceptor.
I agree the battery is great, but at the same time i believe it deserves an honorable mention since it doesn't produce power, but is more of an electric sucking mosquito that'll keep draining your power if you don't manage it.
If im using solar as a primary power source ive already fucked up most of the time. Ive got some solar farms on my current base but the Nuclear and Hydrogen Gens are soooooo much more efficient space wise. My solar farm is exclusively for looks
i feel like we are getting closer to fully autonomous AI drones in SE. i am just WAITING for someone to eventually figure out how to make a drone "Grey Goo" of sorts that colonizes all the planets and strips them of resources
battery in the rating of power sources.... the battery stores but does not generate electricity. Moreover, a battery is mandatory in any other power circuit simply due to the fact that energy production and consumption may vary over time.
It feels worth mentioning that nobody would *ever* put Uranium ore into a refinery that didn't have four Yield Modules attached - so realistically, you'd get 20kg of ingots from 1000kg of ore, rather than 10.
Hello! During the years i also lost majority of my designs due to windows crashing, and appdata folder resetting, and due to introduction of new mechanics into the game like the pcu limitation system
Fortunately the latest patch makes this not needed; just turn off the damage. But, if you want the damage on, I like to do a conveyor tower, armored, with a welder at top and decoy above that - just use armor to affix it in place, leave the welder on by default and keep the parts for the decoy.
i wonder if you can set up the action broadcast and the chat broadcast so you have to tune in to the frequencey to see the messages sent...Like a docking computer or a specific station frequency for that stations automated messages and systems.
one of those tricks i wouldn't have ever found because i actually want the massive arrays! SE is one of those games that doesn't really have enough to need proper big builds unless you intentionally spread things out.