I like combining VE Recycling with highly polluted biomes like Regrowth: Wasteland and Outland: Toxic Forest. It’s fun to reclaim the polluted environment and build with the salvaged materials
So far my ideal way to deal with toxic wastepacks was to have my polluxkin eat them up. But that'd require a lot of colonists for a larger mechinator base. xD
i just leave them in some corner of the map lol. eventually i find alternatives but by 8 or so years my colonies always have some wasteland in one part of my map.
Once again, great walkthrough. On a personal note I would have liked to se a visual representation of the waste pack relationships. Like a "tech tree" of waste if you will.
I need to thank you for helping me find the reaserche option. Ive not been able to use this mod when I could not find the reaserch! Ive even looked for mention of some kind of bug that hides the reaserche of this one mod
This mod in the hands of a mechanitor run Perfect Everything even the to the Last minute detail turning Toxic wastepacks from the Mech chargers into Useful things even turning it into some useful Farming materials to Dirt fertile turning trash into useful materials Perfect
Your videos are seriously amazing! I sometimes dont even use the mods but watching your videos helps me decide if I would like it or not or shows me things I don't know with the mods I use!
I love this mod. It is somewhat of an investment but it finally gives you more ways to deal with your trash. Now we need a mod that allows us to open up to recieving wastepacks in exchange for some kind of reward in semi-regular intervals.
I'd accidentally polluted half my map before I downloaded this (a combination of not understanding the mechanics initially, taking 3 separate waste dump jobs and too much faith in pollution pumps), I now have to 2 Tier 2 andorids from Android tiers working in a cave sorting trash hooked up to a portable nuclear reactor, not sure its in the spirit of being green but it's solved my problem :-D
I'm currently going through dead man's switch but it's legitimately a nightmare to write a script for. It's just a *mess* of a mod though. Balance is all over the place, things are added to every possible category of gameplay but they're all wildly different in level of polish and how well they were actually implemented. I'm not sure if it's a case of 'it needs some work' or if it's what they were actually aiming for. I don't want to release a video bashing the hell out of it if they're still working on the balance etc and it comes off as mean spirited.
forgot to mention, cements from fortification industrial pretty cool mod, cement flagstone floor is white like the marble one, i can make embrasures and sum more advanced defences
Hey, I was wondering if you could go into what V.O.I.D. is all about? The faction? I've seen it as an endboss level thing but don't really understand it beyond 'overpowered enemy faction'.
You're not that far off with your understanding of it, haha. I'll be covering void eventually but it's a very long ways off, because the entire premise of the mod is that you're also using a bunch of other overpowered mods to make it 'work'. At which point you're pretty much killing any balance that base game or more intentionally designed mods include, so it becomes a bit of a self made problem... 'my game lacks content because the mods I use make most other content useless'.
Very sad that such an interesting and small mod that just adds some new mechanics was totally destroyed by a better, fast and more efficient feature from Anomaly - a hole.
I tend to have an electric recycler set to permanently turn wastepacks into chempacks, and chempacks into chemfuel. The trash then goes around a fire, and the biopacks into the animal pen.
I already didn't like this 10 years ago in Feed the Beast. Turn random stuff you don't need into a generic Scrap item, then turn that into RNG resources. The Workshop is full of mods that turn wastepacks into something useful, when the whole point is they are a danger you need to manage or get rid off
The problem is that it takes A LOT of pollution mismanagement to get to a point of it being a problem, which in turn already asking for you to have a lot of industry going to get that point, and if you already at that point you should know better than to let things get that out of hand. It is a maintenance mechanic, and unlike hunger and warmth, it doesn't scale up in difficulty and proportion to the number of pawns you are using. I totally get why the workshop is filled with it. Pollution is kind of the weakest mechanic in the DLC and being to convert it into usable stuff for non-Waster playthroughs is totally warranted, even if it is another case of "Vanilla" Expanded taking out the intentional inconveniences.
I'll be covering it, but that mod alone has more to go over than Biotech. So won't be giving any exact date on it because I already know how much work it'll be to get that video done.
I like combining VE Recycling with highly polluted biomes like Regrowth: Wasteland and Outland: Toxic Forest. It’s fun to reclaim the polluted environment and build with the salvaged materials
So far my ideal way to deal with toxic wastepacks was to have my polluxkin eat them up. But that'd require a lot of colonists for a larger mechinator base. xD
I prefer using Megatards from VE Waster animals. Those things can eat up to 20 toxic wastepacks and require 0 maintenance.
i just leave them in some corner of the map lol. eventually i find alternatives but by 8 or so years my colonies always have some wasteland in one part of my map.
Poluxkin: I'll take a toxic wastepack AND EAT IT
this mod seems really good, It makes playing the mechanitor start as anything other then a waster much better
Once again, great walkthrough. On a personal note I would have liked to se a visual representation of the waste pack relationships. Like a "tech tree" of waste if you will.
Good suggestion, will keep it in mind for other mods that have a 'journey' for resources
I need to thank you for helping me find the reaserche option. Ive not been able to use this mod when I could not find the reaserch! Ive even looked for mention of some kind of bug that hides the reaserche of this one mod
This mod in the hands of a mechanitor run Perfect Everything even the to the Last minute detail
turning Toxic wastepacks from the Mech chargers into Useful things even turning it into some useful Farming materials to Dirt fertile
turning trash into useful materials Perfect
Your videos are seriously amazing! I sometimes dont even use the mods but watching your videos helps me decide if I would like it or not or shows me things I don't know with the mods I use!
I love this mod. It is somewhat of an investment but it finally gives you more ways to deal with your trash.
Now we need a mod that allows us to open up to recieving wastepacks in exchange for some kind of reward in semi-regular intervals.
I'd accidentally polluted half my map before I downloaded this (a combination of not understanding the mechanics initially, taking 3 separate waste dump jobs and too much faith in pollution pumps), I now have to 2 Tier 2 andorids from Android tiers working in a cave sorting trash hooked up to a portable nuclear reactor, not sure its in the spirit of being green but it's solved my problem :-D
Vanilla expanded mods in general are very good, but they need to do something with the VE research tab because OT looks a little bit clumped
Its worse when you have a small screen because it is almost impossible to find it even with the smallest UI
You make high quality stuff man. Thanks.
I'd really like to see you go over some of AOBA's mods, namely his fortification mods or Dead Man's Switch. Regardless, great video as usual.
I'm currently going through dead man's switch but it's legitimately a nightmare to write a script for. It's just a *mess* of a mod though. Balance is all over the place, things are added to every possible category of gameplay but they're all wildly different in level of polish and how well they were actually implemented. I'm not sure if it's a case of 'it needs some work' or if it's what they were actually aiming for. I don't want to release a video bashing the hell out of it if they're still working on the balance etc and it comes off as mean spirited.
i think ill have a use for trashbricks, assuming i can turn them into cement this mod is a fine addition for my mechanitor playtrough
forgot to mention, cements from fortification industrial
pretty cool mod, cement flagstone floor is white like the marble one, i can make embrasures and sum more advanced defences
@@yanlucasdf once you go concrete. you cant go back. its just so useful as a building material
Hey, I was wondering if you could go into what V.O.I.D. is all about? The faction? I've seen it as an endboss level thing but don't really understand it beyond 'overpowered enemy faction'.
You're not that far off with your understanding of it, haha. I'll be covering void eventually but it's a very long ways off, because the entire premise of the mod is that you're also using a bunch of other overpowered mods to make it 'work'. At which point you're pretty much killing any balance that base game or more intentionally designed mods include, so it becomes a bit of a self made problem... 'my game lacks content because the mods I use make most other content useless'.
They're your friends!
This is as complicated as what that one environmental activist girl told me about recycling on a date before I left her the bill.
Very sad that such an interesting and small mod that just adds some new mechanics was totally destroyed by a better, fast and more efficient feature from Anomaly - a hole.
You can have the best of both worlds. Fill the hole with unstable chempacks and light a match, deals with a fleshy infestation pretty quickly.
I tend to have an electric recycler set to permanently turn wastepacks into chempacks, and chempacks into chemfuel. The trash then goes around a fire, and the biopacks into the animal pen.
Trash walls (and other objects!) produce tox gas when hit ;)
Can't wait to see a pawn have a tantrum because their trash wall bedroom is ugly, only to make themselves pass out in toxic fumes.
*dons Airwire* Back to the old Solo Mechanitor run once more...
Glitter tech classic, liberators
I already didn't like this 10 years ago in Feed the Beast.
Turn random stuff you don't need into a generic Scrap item, then turn that into RNG resources.
The Workshop is full of mods that turn wastepacks into something useful, when the whole point is they are a danger you need to manage or get rid off
The problem is that it takes A LOT of pollution mismanagement to get to a point of it being a problem, which in turn already asking for you to have a lot of industry going to get that point, and if you already at that point you should know better than to let things get that out of hand. It is a maintenance mechanic, and unlike hunger and warmth, it doesn't scale up in difficulty and proportion to the number of pawns you are using.
I totally get why the workshop is filled with it. Pollution is kind of the weakest mechanic in the DLC and being to convert it into usable stuff for non-Waster playthroughs is totally warranted, even if it is another case of "Vanilla" Expanded taking out the intentional inconveniences.
And by recycling them they're a danger you're managing... Surely?
nice
PLEASE do SOS2! New version for 1.5 just dropped!
I'll be covering it, but that mod alone has more to go over than Biotech. So won't be giving any exact date on it because I already know how much work it'll be to get that video done.
pirates?