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Shouldn't they change the settlement algorithms and raiding parties and caravans and even the map itself to handle this? I mean the Iguana's and the cactuses are clearly a bug. And the rest is erm... Yeah... borderline at best? Let's not even go into questions like "how can there even be fertile soil when it's so hot".
Everything you observed is correct except for:
Not true.
At least double thick stone walls will help to insulate the base buildings and as long as you ventilate between rooms you can be much more economical with coolers. Be sure to create airlock chambers at every entrance and exit to ensure a hermetically sealed base. Food is never an issue, since that'swhat hydroponics are for.
Use the comms whether or not the trade caravan can survive long enough to trade. More often than not, if they can enter your base safely, then they'll survive, trade and who cares what happens when they leave. Build more than one orbital beacon too to promote more instances of a tradeship visit.
I enjoy this challenge and all you have to do to 'win' is to build the spaceship and leave, but then again, this game isn't about winning ;)
Normal starting option? I've never encountered deserts with temps that high unless I manually changed some settings before starting a new colony...
The new one had 6 coolers I believe (about 1 cooler per 4 tiles) and still couldn't freeze during heatwaves. As you can see, except for the coolers everything is connected to other (cooled) rooms OR is double walled + airlock.
Maybe I would need to see a screenshot of a freezer or a base that can remain cool during these insane heatwaves. I mean you are probably right, I just do not know how.
Oh food is definately an issue. EDIT: I made a big mistake, you do not need hydro therefor food is not an issue. You'll were right!
They don't even come. You can't even summon them with the comms: https://i.imgur.com/Ww4261z.jpg and this is always the case. ALWAYS.
But IF the game would allow it, they would die before arriving at your base unless they have a VERY lucky spawn they may JUST make it.
I think I rather start in a normal biome. Because a 20ish degrees biome desert = joke and the really hot ones break the game.
wall - wall - indoor air gap / hallway - wall - ROOM - wall - indoor air gap / hallway - wall - wall
And possibly with even more "indoor air gap / hallway" as required? Still weird that this works because technically the air-gaps in between must also be cooled so in the end you just need more cooling and the area becomes bigger (because of the airgaps/hallways). This would not work in real life (would only slow it down but would require more cooling overall) but perhaps it works ingame.
But how to funnel the hot air out of the room (and not into the hallways) then?
This is the basis behind insulation. The whole point of insulating pathways and airlocks in this context is to slow down heat gain not to speed up heat loss.
Also of note larger structures have smaller relative surface areas compared to smaller structures and so can retain heat better meaning once they have been cooled/heated they remain so for longer. An example would be the difference between a chicken and a turkey. The turkey takes longer to cook and longer to thaw and longer to freeze because of its porportionaly smaller surface area.
That being said double thick walls are weird in this game and while you do have the concept down you should look up some youtube vids on it as it basically always acts as an external connecting wall but has less heat loss. So double thick pillars and walls in well insulated bases act as leaks.