To start crafting them, players must use Science Points to perform research tasks. Although certain structures, like the wood collecter, are free to start with, players will want better buildings as soon as possible. Players will need to build structures that help them advance the colony, but the only way to move forward and increase survival chances is to have a large amount of the right resources. Stocking up on materials like wood, plastic, and food is essential when starting Surviving the Aftermath. Related: How to Farm Better in Surviving Mars (The Smart Way) All the problems players face can quickly become overwhelming if there isn't a focus on certain materials and advancements early in the game. Players will also need to defend their colony against raiders and bandits or pay them off with resources. There are long, harsh winters, nuclear fallouts, and pandemics, along with a few other deadly events. Surviving Mars was a gem compared to this.Catastrophes in Surviving the Aftermath are environmental disasters that periodically occur. And I played a lot of similar games in my time. Thank you for that insight on some of the code. The Devs understand there is a problem, but cannot or chose not to fix it. Originally posted by gbfanipfw:Water is broken in this game and I gave a ton of feedback on it. So, I always have a large water tower for 2 ranches, and always build another water tower after those at the sauna or toilets (even if I destroy the ones there) so that during a bad heat wave, my farms/ranches will have enough water to survive a long heat wave. All clean water will fill first, then water towers in order they were built. To add insult, they refill in the reverse order. The colonists will drink a little from the clean water, but unfortunately, the majority of the water will come from the last built water tower, and it is the first to run dry. So, if you have 2 large water towers on your farms, and they were built last, then those will run dry your water balance goes negative. Water will always come out of the last water tower you build, and then the next, and so on. The water towers are on the wrong side of the code. This will ensure once you start using the water towers for buildings/farms, you will likely never run out of clean water during a heat wave if you have a positive balance before and after the wave. You only need 3 large clean water storage containers (sometimes I do 4 because I am OCD). Water is broken in this game and I gave a ton of feedback on it. by needing 4 different resources to be able to produce components - something which may sound horrible, but once you solve the water situation, you may perhaps also be like: "And is that all about this game?", if you were perhaps hoping for a bit more than just as if a creative sandbox city builder. And in terms of a "survival city sim", at least some challenge there about it in mid-game, where it could be a lot tougher e.g. Once that is achieved, I can then easily plop an entire pharmaceutical district, and so on. in my current full-release colony of some 200, I still heat with firewood and no auto-extractors yet, as I am putting components (including from trade) into electricity production and for the larger water producers. a greenhouse for biofuel is running at full capacity, that would be somewhat stupid, wouldn't it?īut yeah, the demand for water seems quite high. Or on the other hand, when people would be dying of thirst while e.g. Like, if there would be a water shortage in local municipality, it would seem reasonable to turn off the water for some industry first. I usually try to have a positive balance of some 100 water, so increase of population and ranch animals is buffered even with a catastrophe around the corner.Īnother thing is what is taking all the water. during a heat wave, then it is more of a supply issue, and just removing the storages will probably cause thirst quickly during the next wave. Well, if the water storages run out quickly e.g.
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