Surviving Mars Curiosity Update #9 - Trigon Domes!

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I start a new base in Surviving Mars Curiosity Update to explore the Last War Mystery. I choose SpaceY as sponsor and Inventor for commander profile.

In this episode:

I continue to build out the giant city of light and now we have new trigon domes and barrel domes and diamond domes as well as a in game info bar now. There is also the command center which has graphs for just about everything in your colony. There is also a 5 part tutorial now. I'm going for a completely biorobotic colony.

This is part of a playlist:

Join the GrindThisGame Discord channel if you want to chat with me and other gamers:

Mods Used:

Autoexplore (disabled due to performance)
AutoGatherTransport (disabled due to performance)
Better Zoom Distance (30k)
Info Bar
Mod Config
Unlimited Scanning
Weyland Yutani Logo

My Settings (325% Difficulty):

Mission Sponsor: SpaceY
Commander Profile: Inventor
Mystery: The Last War
Map Coordinates: 10N 159W
Game Rules: Inflation

Game description from the developer:

Surviving Mars is a sci-fi settlement builder all about colonizing Mars and surviving the process. Choose a space agency for resources and financial support before determining a location for your colony. Build domes and infrastructure, research new possibilities and utilize drones to unlock more elaborate ways to shape and expand your settlement.

There will be challenges to overcome. Execute your strategy and improve your colony’s chances of survival while unlocking the mysteries of this alien world. Are you ready? Mars is waiting for you.

Curiosity Update Notes:

New Features:

Five-part Tutorial - Comprehensive tutorial separated into five thematic sections, introducing the core gameplay concepts in the different stages of Surviving Mars.

New Domes - Curiosity introduces five new Dome types. These are entirely new models with new shapes, functionality and costs. With one exception, they do not require new techs to be researched. The smallest dome do not allow Spire construction

Infobar – Provides general overview of all the resources of the colony, including research progress

Command Center - The Command Center is a handy new UI toolset that provides historical data for the colony and the ability to inspect and manage multiple buildings, colonists or vehicles without selecting them individually. It has been developed as part of our effort to reduce the micromanagement and to provide a more informative overview interface for certain gameplay aspects. The Command Center currently offers five different tools: Graphs, Buildings, Domes, Colonists, and Transportation.

Important changes and fixes:
- New Game Rule: "Endless Supply" - the first Universal Depot you place will automatically fill with resources each Sol.

- Removed "Request maintenance" button and related functionality

- Vehicle pin icons now indicate battery level

- Added "Home dome" to colonists infopanel

- Updated Mouse pointer/cursor texts for Rovers, drones, and colonists

- Added rollover about colonists to Resource Overview

- Added stored food in service buildings to Resource Overview

- Added ticks to completed mysteries in pre-game menu

- Clicking on the HUD pause button toggles between pause and last used game speed

- More detailed cursor messages when trying (and failing) to place passages and ramps

- Fix for "Reassign all" button to no longer reassign uncontrollable drones (dead, disabled, embarked, rogue)

- Added new photo mode filter, "Orton" - dreamy and saturated

- Added frame rate cap in options

- Fix for reborn colonists (Project Phoenix) to keep their traits, including their specialization

- Fix for biorobots specialization to allow college education

- Ctrl-click on drone prefab buttons converts five drones at a time

- Fix for colonists to properly select new home when current residence is turned off

- Fix for Psychologist commander profile to properly provide 5 Sanity boost

- Added Simplified Chinese language

Mysteries:
- Added check to avoid spawning an anomaly inside dome

- Black Cubes: Fix for some remaining single Black Cubes, now properly collected

- Spheres: Fix for wrong positioning of sound sources when Spheres make cold areas

Passages and related issues:
- Fix for Passages and Ramps to return resources when demolished

- Tweaks to job selection logic in the presence of Passages

- Updated dome warning/error messages to work better in the presence of passages

- Fix for Passages to light up only if at least one of the connected domes has power

- Fix for a bug where colonists became suspended in the air and walk in place
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Can you make the info bar bigger so you can hover without hitting he screen edge?

ClanHawkins
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oh boy another video please keep these videos are coming !!!!

MrJaybut
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whenever I play surviving mars I cant see deposits without clicking on a explorer building a dome, eg: rare metal, concrete, water and metal deposits.

If you have any idea how to fix this ples comment below, it may seem obvious to some but im a scrub so ples help

Peter-usop
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Both Your last episodes just slipped into My feed. Youtube must have some kind of bug?

From the previous videos- I wasn't attempting to back seat game, when I mentioned using tunnels instead of long utility logistical lines. My professional job involves supply and logistics. Cost vs. Value vs. Time kinda stuff is wnd nature.

You are Your own Gamer- It is Your $$ that You spent on it. Game on, as You see fit.

If You get time, check out Yuzral channel. He did some science on Moisture Vaps. It is actually more efficient to cram Vaporators into tight groupings, despite the loss in productivity.
(I think He was trying to completely convert away from ground sources).
You can fit 60 (ish) Vaporators into the small space of about 2 mega domes. Where as the same amount of Vaps spread out could cover 6-10 mega domes of space.
It gave Me some ideas.

These new dome styles have a lot of potential. Especially with passages.

Using a Mega Tri for Homes, with the small inner triangles for Grocer, Dinner, Infirmary. Housing along the outer rim.
Passage to the Barrels filled with all the Casinos, Bars, and such.

Making kinda Resdential, Shopping, Industrial Districts.
If people lose some productivity when a job is in another Dome- service productivity is an acceptable loss, to Me.

The shapes of the domes fit a useful concept.

A Mega Tri, passaged to a couple of linked Barrels at Max Range of the 1st Passage, allows for a lot of inner space between the domes for Out Dome Buildings (Fusion, Fungal, Drone Fabs, Polymers, etc)
Maybe a medium Tri Dome for Farms linked on the otherside.

Like using 1 inner wedge for Tunnel Links to various support domes and just pack Residents in a Mega Tri?

The configurations are gonna be fun to play with. I think this is the Devs idea for these Dome styles?

The Round Domes just never seem to fit well with Passages in a real useful manner.

Maybe a Mega Round at the Center with Tris and Barrels on a perimeter for Districts would work?

There is much to science out of These new options. Gotta Go :-)

madisonjameson