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I would suggest you properly prepare for each deployment to a tile. Usually there are enemies so maybe bring a scyther or tunneler and account for their added weight when trying to get back.
However I will give you the answer to your question directly, since it may not be 100% clear in my guide. You can leave your colony behind, and take your sole colonist on a caravan to get plasteel. It is a bit finicky, but with proper preparations, it is possible.
You should focus on mining all the steel out of your map with a tunneler first. You may need to get more tunnelers to facilitate steel mining from long range scanner (more to carry the steel than actually mine it).
Obviously, a concern with this is leaving your colony unprotected. You will need some luck and a walled in colony center, so you know where to put defenses, ideally with one or maybe two entrance points for raiders. Then leave large amounts of turrets and mechanoids to cover those entrances. If and when a raid comes, just take your combat mechs(leave them on dormant sleep so they stay in position) and draft them. They won't be able to move, but they will shoot much like turrets (aka you can't choose what they shoot at). That should cover you for the several days needed to mine out a scanned deposit.
For the actual caravan to the mining site: take as many tunnelers as you have. Charge any mechs to 100% before leaving just as a precaution. If you can afford the steel cost to drop pod there, then you will have far less prep to do. If you have a royal pawn, use the shuttle on the way back when needed.
Unfortunately... steel has and always will be more efficient to mine by deep drilling. If your map doesn't have a lot of rock to mine(i.e. mountainous or large hill), then your steel will be incredibly limited without deep drills. Caravanning for steel is incredibly inefficient, since it weighs so much. A single scan of steel will need 9-10 tunnelers to carry. Other ways to get steel include shredding mechanoids and smelting slag or gear. The latter is a bit easier, but both ways rely on raids for continuous slag supply.
There is one thing you can do when mining steel at a site though, and that is building a drop pod launcher there and sending the steel back in pods. It will make it possible to send back all the steel without caravan mass. However it costs steel (which is obviously mined on site), components(which can be obtained other ways), and chemfuel, which can also be manufactured on site, just build a refiner and make sure you can cut trees (bring an agrihand). You may have to do math on how many components to actually bring with you, but 10-15 should be enough, 6 for pod launcher, refiner, and wood gen, the rest to send back pods. If you want to pod your caravan back, then do the math.
Sorry for this being so hideously long, but hopefully you now know there is options.
imagine if they shipped steel by airplane ... or worse ... by SpaceX rockets
Plasteel, gold, silver, jade and uranium all make 'some' economical sense to ship with drop pod if you are capable of doing so but steel itself?
I dun the math, it costs you ~25% of the steel just to drop pod the stuff based on the drop pod steel costs and it's like an easy ~500 to ~600 steel as an upfront cost just to get this venture project going. It'll be even harder and more expensive if you also have to ship the chemfuel if the worksite doesn't have a proper biome that you can convert biomatter into chemfuel but luckily if you have enough of it at home it's not that big of a deal.
Still
P.S
I honestly would love to see tunnelers deep drill without the deep drill. That would be amazingly cool too see and would make them a superb mechanoid.
Another exemple, when you draw your mechanitor and mechas you cant send them togheter around them map, first you need send your mechanitor and after your mechs, this or put your mechs on guard mode. The last week the fabricator couldnt prepare meals or lifters move corposes to smelt. I think fix tunneler will be next step, maybe nerf their minendrill speed and improve them for deep drilling, or maybe the solutions that i proposed on the first coment i dont know.
Having said that, i think its very good dlc, good price, and good content, good art Congratulations.
Also, it's pretty easy to send your mechanoids with your mechanitor on the map. You can pop them into escort mode, as one option, the other is that anything on work mode can also be selected for the caravan. You can't select mechs on recharge or dormant though. One advantage to selecting mechs in Work mode is that you don't need to send the mechanitor for those caravans, as long as you have at least 1 human colonist in the caravan. This is good if you have multiple colonists, as you can keep your mechanitor at home to control combat mechs for base defense, and send some one else to handle the trading.
Yes i know, "It was pretty clearly stated in the blog posts for the DLC. It's in part for balance reasons, but also the tunneler has giant claws for tearing through metal, not an appropriate tool for using human made machinery" but for me the most organic think is that tunnelers could be able to mine without deep drill cause they have giant claws... For exemple, when you unlock deep drills, your tunnelers gain the ability to mine like deep drill without deep drill.
Yeah they are great on mountain bases but short of that they are kinda lackluster. They did get beefed recently so haven't checked them out for combat yet but from a utilitarian perspective ... they're not that great if you're on a flat or small hills map.
Deep drilling should definitely be part of their job imho. What else am I going to use them for? They cost 3 bandwidth too which is 3x a normal working mechanoids. They better be deep drilling for that cost.
Maybe set a deep tunnel location marker so it can be automatic instead of needing constant player interaction.
It would work just like deep drilling, requires scanners to find depos other wise he just returns rock chunks. Still a chance of insects. all that jaz. just doesnt require a deep drill and only the tunneler can do this job.
This way the tunneler gets to actually do its job on flat maps (the map all pros play on btw), and it can be balanced independently of the deep drill.
It will become a self powered deep drill. As befitting of a dedicated mining bot.