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Players that are used to acquiring carbon nanotubes from Shrieker nests, may find it more challenging to acquire this resource in Saltu, but valid strategies include using the 3D printer or taming a Broodmother Shrieker
Quite harder now.
It's more difficult this time around, as Flin points out, but you can still use the 3D Printer, or find Carbon Nanotubes during expeditions.
Just finished the trade scenario on Saltu; didn't find that fuel was that easy to obtain, even though my best crafter was working nearly non-stop making fuel from poop. I sent out only two expeditions -- both were total busts, and I didn't want to waste any more fuel trying again.
Just finished the trade scenario on Saltu; didn't find that fuel was that easy to obtain, even though my best crafter was working nearly non-stop making fuel from poop. I sent out only two expeditions -- both were total busts, and I didn't want to waste any more fuel trying again. [/quote]
The BEST way to make fuel is to ferment all the Bug Meat. I had 12 fermenting barrels going at all times and with "forever" selected on them and I had LOTS of fuel!
Also, even though the region doesn't have the Bug Nests, you will get attacked by Bugs and they will have between 1-4 Queens in the attack! So I just Tamed 4 Queens over time and they pooped out LOTS of Carbon Nanotubes. This, along with printing it with the above method, was enough to make my entire base walled in Carbon and to place a Solar Roof on it!
Happy Surviving Ya'll!
I had fuel issues my first couple of tries as well, until I realized a trade costs 50 fuel every time, same goes for hiring workers. Your trading pod takes off, goodbye 50 fuel. Thus, I focused on fewer, more lucrative trade deals and made sure to buy back the 50 fuel I spend in the same deal, if possible. I also skipped diesel generators for over a year, only got some solar panels and wind turbines and made sure to keep consumption low - focusing mainly on freezers, to keep my trade goods from rotting. Researched the graphene panel asap as well as the less fuel intense expeditions, only took one for 30 fuel (I got an expedition notification and was in a rush to build the balloon because I had no fabrics or leather anywhere close), the rest after the research for 15 each. Also kept one sim to focus on salvaging, which was my highest fuel income early on. I haven't even started creating fuel from dung until very recently, around year 2, day 35 or so because I want to sell it - though I did create fuel from oil for a while as I had so much grain, but still only after a year. Haven't had any trouble this time.
Might have been a bit lucky as I went without heatwaves the first year around and didn't have to use an AC, which requires a lot of energy. Only now, in my second dry season did I get one and had to set up two diesel generators to keep the energy up at night (will build a 2nd battery though) but I now have 600+ fuel and 800+ manure to produce it from as well as two sims on production anyway so no issues there.
Yeah, fuel is very important in the trade scenario. Remember that when launching your balloon too. If you happen to have fuel fermentation then it's no big deal, otherwise you might want a pet Noth or two, no need to keep breeding them, just replace from the wild as needed. Put manure fuel on the workbench list before the grain fuel so it stays topped up while saving labor: ranch>workbench vs. farm>oil>fuel.
Problem is finding them.