@@UberVike Yes, I would. Its very playable at present, and the only reservation I have had is the Contracts system... which the devs have told me will be completely revamped and much more user friendly. (The devs have been very proactive in listening to user feedback and addressing any issues/bugs, etc) I've already spent quite a few hours enjoying the game, and there's a lot of challenge, especially n building a large and productive factory. So yes, I definitely recommend at this point, and look forward to future improvements.
Your transports weren't coming in because you had no power to the spaceports. Apparently your batteries were not all connected to your base (you connected them at 25:43) so most of your stuff stopped working at night. When day hit, the power came back on from the solar panels, and so shipments resumed. I don't know why but for some reason it is not showing that "power missing" icon on the buildings anymore, so it makes it hard to notice when buildings are not powered.
21 minutes in. The urgent mission you think you declined.. you didn't. I checked, you clicked Accept. Edit: Also, you need to sort out your power issues before building more. Can't wait to try it tomorrow. :)
@@KatherineOfSky Just right of the 2 small landing pads, you have an unconnected power pole. The new stuff your building south of the 2 big landing thingies, is not powered at all. (still have 8 minutes left of the video, not sure if you catch it) (15 secs later you catch it lol)
@@KatherineOfSky I mean you refused a contract early on that stops the plot line of saving hopes station crew, I was just watching other tubers struggling with the human system early on and wondered why is your play through different I Hope this didn't sound like me attacking you, love your series and been a long time watcher
@@ah0mamy I have never seen any refugees arrive. i found one abandoned site with 2 dead people. However, i missed anything with actual people. If you talk to the people on the game discord server, you will see that all of them consider colonists a very late game project. As you see, we've needed SO MUCH science just to get to where we were.... and even more is needed to deal with colonists
@KatherineOfSky whoever said that colonists were late game was wrong. Colonists work in research labs and generate the science you need for mid to late game. The story introduces you to Colonists early in the game for a reason. They also improve production of factories so you don't need to build as many and therefore don't use as much cpu. I think they might even reduce cpu usage directly as well. you don't need as much cpu power to run it autonomously if a human does some of the work. You need tons of battery power to go through the night. It takes 1.5 large batteries each to run the expedition center and the flight controllers as they take 75 power and the large batteries provide 50. That's why you have power problems. Of your cpu ratio You have too many machines consuming power and not enough batteries producing it. For example at 32:41 you have -422 power. To fix that you would need an additional 9 large batteries to supply 450 power. You built too big too fast. Data center only adds 10 cpu so you really want to optimize with fewer machines instead of building more like in Factorio.
Here's an idea for the devs... use the original UI with lots of clicking... for the free version... and then have a bunch of quality of life UI upgrades, for the people who actually buy the game. LOL. Maybe make a game that plays the game for you, where you hire someone else to play the game, while you just enjoy watching them play the game? O.o =D
You *pick up* resources from the Moon's location (though not always). Like that carbon fiber you bought, that was unneeded, the cargo rover was headed to fetch it (the expedition screen explicitly says "Pick up resources", though it's one small line), and then you back-to-base'd it before it could get there; or the game bugged out somehow - to be fair, that's a possibility, given the behavior of the construction bots when there's regolith to pick up, that cargo rover that just vanished completely, or the uncancellable 4000 concrete contract. Another thing I've been baffled with is the priority system; how it feels like it's "separated", so even if you change priority on say landing pad stuff, those are always higher priority than other things. Same thing with those "pick up" tasks, somehow, those are higher priority than *building*. I like the game though, has a bit of a Frostpunk vibe with a larger "city/factory" footprint. But the bugs and UI, man, that's rough. Nothing a bit of code polish can't fix though! (PS: please fix the power system ❤. Also, there's a building to add CPU capacity if you need it)
yes, you can add CPU capacity, but I believe you need a fully functioning space colony with humans to take care of that... which we are nowhere near with the research and building. As far as the cargo things.. yes, it says "pick up", which ist he same sentence as it says to pick up items to deliver to contract bases. If they are using the same terms, it is confusing to the say the least.
@@KatherineOfSky Yeah, definitely agree that the UI looks nice but doesn't behave as nicely. Like, when you hovered the energy thingie in the top bar, I instantly noticed the 2nd electric network, but it's on the side, and if you don't glance at it at all (like someone afflicted with YTer's blindness), then. Thankfully you did notice the split afterward and fixed that (that was from deleting the old batteries at the start).
@@tiennou07 I definitely wouldn't call it "RU-vidr's blindness". I think most people wouldn't notice it. There's also no nice mouseover option like factorio to see lack of power, or a minimap to see bright blue electrical lines.
Sorry, that was a bit harsh. Comes from the frustration after so many sad Moon deliveries happening earlier (again, an UI problem, why would the game show juicy contracts you have *no way* to fulfill until you unlock and build the expedition center). I'll be sure to give the game a try when it comes out tomorrow, thanks for the discovery!
"I know for a fact we sent those resources!" No, sorry,, you miss-clicked the Aluminium and only sent the Components. 😢 That said, that interface is baaaad, and there's no surprise that miss-clicking happens.
@@KatherineOfSky I don't think you tried, at least not in this video. 🤷🏻♂️ The drop ship only listed Components, not Aluminum. The order said 0/59 Alu. This interface is confusing, yes.
Power. Your setup is completely broken. Your buildings almost completely stop working. Storage in this game is borked, between box storage, belts, and the two you have near expedition center. Just focusing on power for an episode might make everything better. Flight center and expeditionary centers don’t work without power so things don’t get delivered.
Nope. My storage and delivery works perfectly. My power is lacking at night, but that's because of lack of CPU, which I have spoken about consistently. Do you not listen? And the broken electrical line is easy to miss for anyone... there is no Factorio mouse over showing a lack of power, nor a convenient minimap with broken bright blue lines. Stop being insulting.
@@KatherineOfSky I’m saying the storage and delivery system within game. I don’t think the two surface stockpiles are actually counted with the other counts, plus the boxes you have materials in are being prioritized weirdly by the bots. I’m saying it’s an engine problem. You have materials sitting in boxes but the bots don’t grab them. As for power, ever since the 2nd episode you have constant power delivery problems to all your machines. I’ve not sure the game is calculating it correctly but even though it says your batteries are full the power isn’t being delivered constantly to your machines leading to production issues. It’s like rolling brownouts since ep 2. I’m not sure if you have to manually add up the actual power that the small batteries can actually output vs what your factory actually requires. It’s hard to estimate because I haven’t yet seen any actual numbers on power draw. Your flight centers have a 75 charge. How much power does that draw after it hits zero? Large batteries and small batteries have different amounts of power they are allowed to discharge so all your factories and furnaces should be drawing at different rates. The problem is there isn’t a screen you can pull to see generation vs discharge rates vs usage. Since the game doesn’t have a screen you might have to actually add it up manually or your machines simply won’t work at the standard rates throwing your production off kilter.
@@crackedcactus The issue with the power is that the batteries have a limited amount of discharge per minute. That's the main issue. And yes, ther batteries have different discharge rates, the large 5x as much as the small And yeah, the elevators don't seem to be accessible by the bots, even though they say they should be. However, they only hold a small amount of materials, so I am not terribly worried about that.
@@refreshinglyswedish that’s my issue with power generation. It’s not giving you the information of peak draw at night, not that you could really know with brown outs. In your game it said peak draw was something like 770ish power. If said batteries could only supply 25 then you need at least 36 large batteries to stably supply power at night, but that doesn’t take in things like the flight centers that seem to draw power when things land or take off on them. Or possibly the expedition center. How did it calculate peak? Did it calculate peak when there were machines sitting idle? It feels like you have to rush fuel construction to get to power plants just to keep the lights on. Honestly the biggest gripe I have seen with this game for me is how conveyors are bought with money and not produced. Instead of producing a bus it’s more like buying it with cash every time you have to change a layout. Likely half of the money from products is put back into conveyor construction.
@@crackedcactus She cut her wire between the medium battery and the main grid in the last episode while deconstructing the small battery. That is why the power is max at 40% during the day. The main problem is why power is not enough because of too many factories. But she can fix that by increasing the number of batteries too (with connection to the main grid).