He's happy to get an enhanced drill in his first unknown signal but never uses it. Then he says he's learned how to use Build Planner and then proceeds to pull all the components out of the survival kit manually leaving everything still in his Build Planner. Going to be a bumpy start to the series but should be interesting once it gets going.
Nice start, I'm looking forward to this. As a suggestion to get the dock working correctly once in the water you could connect it to the base with two hinges and either build it out of flotation tanks and put grating on the top or something else that floats and blocks or grating on the top to walk on. You might be able to do something similar for the connector so it will be at the right height no matter where the tide is.
I have eagerly been awaiting this series since your prep video for it! I can say without a doubt episode one had left me buzzing for what is to come over the season. Industrial Overhaul gives SE a new twist that has brought me many, many hours (300+ with I.O) of fun since it released an its only getting better with each version. For me it adds a more intricate level of detail for those that want more from the base game. Although the start can be a grind, stick with it into the Automation era an you'll be laughing. For your Storage needs in early game until you get Aliminum there is a "Transport Container" that is added with I.O to help you through the early days. I know ill be sad till the notification bell rings for episode 2 but it'll be worth it! Best of luck with this season an I.O. Your doing a cracking job with some top quality SE Content
@Kanajashi I just found your channel from the "Escape Mars" Collab Series you you did! I really enjoyed that. I actually tried to use the "Industrial Overhaul" Mod once, but I was SOOO lost I just gave up on it! I know this series is over already, but I'm looking forward to binge-watching it and learning all about the IO mod and just having fun watching you and your shenanigan's! You've absolutely earned my SUB, not that you need any more at this point! Great series (I can tell already)! Shalom
Are you going to release this as a scenario? Similar to how Splitsie did for Survival Impossible. It would simplify everything for others to try out. This looks loads of fun!
If its not a scenario, do we have to start a blank system and manually spawn in the planet and then manually fill it with water? or are things easier now?
@@TheGenesis7000 We cant just load up this mod list and go play. The world file doesnt create a playable scenario, its just an asset that has to be manually spawned in creative mode to create a solar system that is playable. Last time I played with the water mod, I had to then go to the planet and creative mode make the water a specific elevation in the planet also.
@@dndhatcher If you follow the links and look closer in Kanajashi's workshop there is and was at the time of my original comment a world file for the Scenario.
Hey there. May I suggest a floating dock with a hinged ramp to accomodate the tide going in and out and always keep you at the level you need to be to board your vessel. Floating docks must be pinned in place with piles that go into the ground underwater and are tall enough to let the dock float up and sink down with the tide. This is how it is done in real life. Works great. Awesome to see the new season getting started! I am looking forward to many episodes. Fellow B.C. Canadian
I love how the first drop pod had an upgraded drill but Kanajashi never updated his hotbar so he never used the new drill >.< Kanajashi, if you middle mouse click on a connector it will pull the items for the build planner and take them off the planner. When you manualy pull the items it leaves them on the build planner so you no longer have an acurate list of what parts you need.
I want this game to be more Empyrion-like, taking its useful traits from there. For example, physics of water, edible plants, cut down trees, NPC fractions, animals and more. I want to see this world more alive, because now it remains lifeless. I hope Empyrion will do the same, taking such cool things from space engineers as building automation, a real logistics system, the ability to create mechanisms such as a mining station, etc.
This looks amazing!!! Request if I may though Kanajashi. You have kindly linked to the mod list but I wonder - do you have a simple list of the mod ID's in the order you suggest to load them in? I assume it will be in the mod list if you are using a private server rather than an sp game etc. It would save a lot of clicking and copying mod ids for those of us whoa re chomping at the bit to set up a server with this on :)
Very excited for the new season! I tried out Agaris at War the first time with the normal random drop pod and got swarmed pretty quickly by pirate drones and now I'm retrying with a more custom base location and I'm having a blast. This is going to a challenge for you with Industrial Overhaul.
When you said "I'm using IO but not Easy Inventory", I thought your were crazy....and I know from experience. However, there is something new with IO that wasn't there before...the Quota List....that pretty much replaces Easy Inventory, and probably is a better solution, allowing you to use the stock build planner as well.
i would love to soee something like a big battleship as moving base and multiple "harbours" at the mining locations where you collect mined materials, if you need some new ones
This should be an interesting and sometime highly frustrating season to watch! I did look through the mod list and I see you're giving WeaponCore a shot. You'll need the Industrial Overhaul - Lock & Load Weaponcore mod to get the IO weapons compatible with it. Clockwork when he wrote the IO mod didn't account for WeaponCore at the time and said it was iffy out-of-the-box if it would work or not, with the late game lasers being most likely to not. He's since put out the Lock & Load mod. There may be more creative ways of getting sulfur by decomposition, but that may have been fixed. Look into the incinerator. ;) IO is like next level hard.
Throw solar power into the mix, and it can make sense. Hydrogen isn’t a power *source*, it’s a power *storage* medium, just like batteries. You use small amounts of power over longer periods of time to convert ice/water into hydrogen, which you can use, on demand, to produce the power you need when you need it. The way Space Engineers does it by default? Yeah, that breaks physics.
@@Vessekx They should increase the energy cost of running H2O2 Generators and then I could see this making a lot of sense. I wonder if anyone has a mod like that already.
I used an advanced hinge down to small grid then built a small line of medium cargo containers to get around the lack of cobalt on my save for storage, unsure it will work for you with IO but thought id mention just incase it is any help. Loving the first episode 👍🏼
you could also use that tower as a vantage point for gravel gun turrets to act as early defence and at some point you should build a helicarrior type craft that can both land on water and fly to get to more inland resources with a number of drones for mining
For your Build planner, shift+middle mouse: put into production Ctrl+middle mouse: pull out 10x keeps in planner Middle mouse: pulls out 1x removes from planner Ctrl+shift+middle mouse: put 10x into production
Will we get an ocean base at some point where he'll have vehicles that he takes over onto land when he needs? Having varieties of vehicles for getting out into things would be great.
progression is ok. all you really needed to do was use your boat to unlock it all by grinding down the blocks to a damaged state then rebuild them. looking forward to this series dude looks great
The proper name for your trimaran's outriggers is "ama," pronounced like "mama" without the leading 'm'. This looks like a fun season concept, and I'm looking forward to it! :D
Digi has a Ladder mod on the workshop that I am using on Survival Impossible. It even has a retractable ladder. You can build from them, so I imagine it would work well on your boat and also help with building up on land. I was able to nerd pole up to build my turbines.
Using build planner is a good idea, however there is an even more practical way of retrieving necessary items. Middle mouse button while looking at an inventory retrieves items, and shift mmb queues them up in assemblers.
The guys have gotten so used to Easy Inventory that they completely ignored that it has become a vanilla feature in the meantime. Splitsie also rigorously ignores the Alt-functions... xD
Have been eagerly awaiting this series. I tried to get some of the similar mods as you to work nicely and gave up XD should be a fun and informative watch.
It's a deep shame that industrial overhaul doesn't modify the build planner to recursively put component precursors to production like you can in factorio.
From the Industrial Overhaul steam page, Recommended World Settings : "Progression - Off (This is required, vanilla progression will break your ability to progress with this mod) " :-)
It is worth noting that you really can get a lot of energy from hydrogen, though yes, there are losses. If you have a source of electricity (your wind turbine), you can split water into Hydrogen and Oxygen. This could be used in a fuel-cell (battery with effectively infinite rechargeability but limited storage), or burn it n a hydrogen engine or thruster. also, Deuterium is hydrogen with a neutron - normally Hydrogen has none - and Tritium is hydrogen with 2 neutrons. Deuterium and Tritium are used as fuel in fusion processes, likr the Sun, and hypothetical fusion reactors - I assume therefore that Industrial Overhaul has these reactors. Keep up the good work!
If you want a charging rover early, you can use a hydrogen tank and a hydrogen engine, it's not very efficient with the changes you've made, but you don't have to replace the batteries.
This is actually one of very few real life usages of water electrolysis. It's essentially a form of battery. Second usage is getting rocket fuel if you don't have any other option. I just love realism mods! There is one for realistic* orbits as well. * although non-rotating planets makes non-equatorial orbits very weird and unrealistic to achieve.
the water Mod should have included a new type of Tank with it. a Buoyancy/Ballast Tank specific for boats, ships and Submarines. unlike the O2 and H2 tanks in vanilla, a Buoyancy Tank is little more than a Void space full of air that can if hooked to a conveyor system, be filled with water to sink on purpose and play Submarine. then pumped out to surface again.
You can use hydrogen as power storage. Wind power converts ice to hydrogen, and then burn the hydrogen somewhere else to generate power on-demand. Save batteries for backup power to jump-start the hydrogen engines.
I want to start a logistics game myself. So I am excited to see this play out. Curious, is there a way to nerf the conversion of water to h2 and o2? Then you could still use h2 for propulsion, but it would come at the cost of a lot of solar/wind power. Then it would be pointless to use as an electrical generation for o2h2 guns but you could still have fuel for h2 thrust or rover engines.
I think you might need to either risk your starter ship, or build something you can risk, and get some sulfur/aluminum. Though you might be able to trade with one of the friendly factions for them.
I've started IO on Agaris at War using this modlist and have just got to chemical refinery, but no sulfur on any of the Agaris maps that I can see? Is that right? You have to get to space before weapons?
@ Kanajashi Ive been looking at this world mod since you showed it off and have been considering trying it, but I was wondering if you think it would be good for going the salvage route instead of IO and mining?
First off I want to say that I am very excited for the new season butI think a bigger inventory wouldn't bother nobody. A small inventory just slows the gameplay down in my opinion.
nice, good to see a new seseon of your SE playstyle But i wonder, you use a basic drill, when you got a better one from those beacondrops... whats with that? xD
Yeah, he advises to turn off progression. Thou I got around the Aluminum plate thing by raiding Unknown signals for like forever to get the containers/Conveyors, lol. And I have found that Meteors are a great source of high end ore. On the other hand my Ice Lake home looks like a war zone with so many impact craters.
1st thing id do is put some makeshift wheels on the boat and move it to the iron till you can make a dedicated ground vehicle and then return the boat to the ocean. Only because that long run back and forth seems like it would get old. edit: Man I need Ep2 already seems like you only got to build a little before the ep was over.
The point of using hydrogen as a power source is not to break the laws of thermodynamics, but rather to store energy in the form of hydrogen. If you made the energy cost per unit hydrogen output from an H2O2 generator the same as the energy generated per unit hydrogen consumed by the combustion engine then you wouldn’t be breaking the laws of thermodynamics. You still need a source of power to generate hydrogen, but instead of storing power in batteries, you can store it as hydrogen in tanks.
So I'm trying to emulate this as somewhat close as I can save a few block and function differences. My question is though, after the linked specific load order, does everything else just follow the general advised load order or is it a moot point after the initial 10 mods are in that order? Also, there's several mods on your list that are also plug-ins.. do you use the plug-in versions or the mod versions in your game? Thanks for your time, I am really enjoying the series!
If you were to add mag-plates to the pontoons or to the back of the main body, you could then keep the rider attached to the base when not using the connector?
Use freight containers for storage....cargo containers take a while to get. Use conveyors to connect. All very manual until you get bauxite and gold needed for aluminium and advanced computers...
Dude make a crane line derrick for the ore. With three sets that change depth at the ends so your always scooping 3 different depths and it track back and for over the deposit but at each end lowers the depth over each pass.
should have had mag plates on either side of your pylons on the wave runner... lol.. i can see the tide moving your ship away from dock one day with out something like mag plates
half way in you talk about not knowing where the base should be and if it should be near ure iron. witch is a good idea. but. u alreaddy announced this is a WAter world with ships and stuff. sooo why not build a nice harbor base, and then along the coasts u can make small harbors for refulling and reccourse gathering :) i am curently downloading water mods, ive been thinking about it for awhile but now i think i know the right mods im testing it now. i havent been able to add any planets yet. im still pretty new hehe, btw nice with a new season, good way to start out my Bday before going to dinner :D
Cant you just package the mods into a file that automatically does the load order ? As in setup the file to do one after the other in a total end file that is basically a packaged one? That way it removes the peculiarities of haveing to do it in a specific order.
He's happy to get an enhanced drill in his first unknown signal but never uses it. Then he says he's learned how to use Build Planner and then proceeds to pull all the components out of the survival kit manually leaving everything still in his Build Planner. Going to be a bumpy start to the series but should be interesting once it gets going.
That's just how Kana rolls.
@@TheRogueWolf Lol
inr its so anoying apeshaly for a pro like me i might have 600+h in space engineers
It always feels like these comments are always quite mean to K. Chill out.
Instead of manually adjusting your dock, you should build it up to float and have slack hinges and let physics do your adjusting
This is a genius idea!
Second the "genius idea" comment !!
Maybe a ladder into the water out there also in case you fall off, course have to be far enough out so doesn't hit low tide
@@PeteLittle1970 Second the "Second the "genius idea" comment !!" comment!
Isn't that 2/3 of the process used to summon Klang? Pretty sure the 3rd step was adding "one more piston."
Should be interesting to see how this goes, looks fun. I think a floating dock might be high on the priority list =D
I thought the same thing about the floating dock. 🥳
On a hinge
@@GregNTech Would a piston work well, as it's only got to go up and down?
@@Stormcrow_1 maybe a piston would work. But I was thinking more about a few floating sections linked with hinges ( 0 torque, 0 brake torque).
Nice start, I'm looking forward to this. As a suggestion to get the dock working correctly once in the water you could connect it to the base with two hinges and either build it out of flotation tanks and put grating on the top or something else that floats and blocks or grating on the top to walk on. You might be able to do something similar for the connector so it will be at the right height no matter where the tide is.
I have eagerly been awaiting this series since your prep video for it! I can say without a doubt episode one had left me buzzing for what is to come over the season. Industrial Overhaul gives SE a new twist that has brought me many, many hours (300+ with I.O) of fun since it released an its only getting better with each version. For me it adds a more intricate level of detail for those that want more from the base game. Although the start can be a grind, stick with it into the Automation era an you'll be laughing. For your Storage needs in early game until you get Aliminum there is a "Transport Container" that is added with I.O to help you through the early days. I know ill be sad till the notification bell rings for episode 2 but it'll be worth it! Best of luck with this season an I.O. Your doing a cracking job with some top quality SE Content
@Kanajashi I just found your channel from the "Escape Mars" Collab Series you you did! I really enjoyed that. I actually tried to use the "Industrial Overhaul" Mod once, but I was SOOO lost I just gave up on it! I know this series is over already, but I'm looking forward to binge-watching it and learning all about the IO mod and just having fun watching you and your shenanigan's! You've absolutely earned my SUB, not that you need any more at this point! Great series (I can tell already)! Shalom
Are you going to release this as a scenario? Similar to how Splitsie did for Survival Impossible. It would simplify everything for others to try out. This looks loads of fun!
Seconding this! I would only add aerodynamic mod, myself. Have a nice little plane carrier in the water!
If its not a scenario, do we have to start a blank system and manually spawn in the planet and then manually fill it with water? or are things easier now?
If you follow the links in the description it will take you to the world file on the steam workshop
@@TheGenesis7000 We cant just load up this mod list and go play. The world file doesnt create a playable scenario, its just an asset that has to be manually spawned in creative mode to create a solar system that is playable. Last time I played with the water mod, I had to then go to the planet and creative mode make the water a specific elevation in the planet also.
@@dndhatcher If you follow the links and look closer in Kanajashi's workshop there is and was at the time of my original comment a world file for the Scenario.
Hey there. May I suggest a floating dock with a hinged ramp to accomodate the tide going in and out and always keep you at the level you need to be to board your vessel. Floating docks must be pinned in place with piles that go into the ground underwater and are tall enough to let the dock float up and sink down with the tide. This is how it is done in real life. Works great. Awesome to see the new season getting started! I am looking forward to many episodes. Fellow B.C. Canadian
@Kanajashi thank you so much for including your load order and not leaving us to grind it out ourselves. It's REALLY freaking appreciated!
Could use a small magnetic plate to hold it in place against the dock. That way it wont float away and you won't scrape.
Great to ser a new season and I wish you the best of luck .. just one question though :) Why aren't you using your brand new drill?
"Drill dirt, punch trees" Story of my life.
I love how the first drop pod had an upgraded drill but Kanajashi never updated his hotbar so he never used the new drill >.<
Kanajashi, if you middle mouse click on a connector it will pull the items for the build planner and take them off the planner. When you manualy pull the items it leaves them on the build planner so you no longer have an acurate list of what parts you need.
I want this game to be more Empyrion-like, taking its useful traits from there. For example, physics of water, edible plants, cut down trees, NPC fractions, animals and more. I want to see this world more alive, because now it remains lifeless.
I hope Empyrion will do the same, taking such cool things from space engineers as building automation, a real logistics system, the ability to create mechanisms such as a mining station, etc.
Looks really cool! Looking forward to seeing all the ins and outs of refining and production with the mod.
This looks amazing!!! Request if I may though Kanajashi. You have kindly linked to the mod list but I wonder - do you have a simple list of the mod ID's in the order you suggest to load them in? I assume it will be in the mod list if you are using a private server rather than an sp game etc. It would save a lot of clicking and copying mod ids for those of us whoa re chomping at the bit to set up a server with this on :)
Very excited for the new season! I tried out Agaris at War the first time with the normal random drop pod and got swarmed pretty quickly by pirate drones and now I'm retrying with a more custom base location and I'm having a blast. This is going to a challenge for you with Industrial Overhaul.
When you said "I'm using IO but not Easy Inventory", I thought your were crazy....and I know from experience. However, there is something new with IO that wasn't there before...the Quota List....that pretty much replaces Easy Inventory, and probably is a better solution, allowing you to use the stock build planner as well.
i would love to soee something like a big battleship as moving base and multiple "harbours" at the mining locations where you collect mined materials, if you need some new ones
28:52 I was half expecting you to say: "An extruder... it extrudes."
This should be an interesting and sometime highly frustrating season to watch! I did look through the mod list and I see you're giving WeaponCore a shot. You'll need the Industrial Overhaul - Lock & Load Weaponcore mod to get the IO weapons compatible with it. Clockwork when he wrote the IO mod didn't account for WeaponCore at the time and said it was iffy out-of-the-box if it would work or not, with the late game lasers being most likely to not. He's since put out the Lock & Load mod. There may be more creative ways of getting sulfur by decomposition, but that may have been fixed. Look into the incinerator. ;) IO is like next level hard.
Looking forward to this season as well... Haven't been real enthused about the water mod but the IO mod looks really, really tempting...
Yeah, I'm somewhat unsure about the water mod, but real curious to see IO in action.
Also that planet is just beautiful.
I've thought about the thermodynamics of hydrogen motors too, it makes no sense unless there's some tiny amount of cold fusion going on in them.
Throw solar power into the mix, and it can make sense.
Hydrogen isn’t a power *source*, it’s a power *storage* medium, just like batteries. You use small amounts of power over longer periods of time to convert ice/water into hydrogen, which you can use, on demand, to produce the power you need when you need it.
The way Space Engineers does it by default? Yeah, that breaks physics.
@@Vessekx They should increase the energy cost of running H2O2 Generators and then I could see this making a lot of sense. I wonder if anyone has a mod like that already.
@@dyadica7151 It`s in his modlist; "No more free energy"
Every time I start getting bored with this game you come along and make it interesting again.
I used an advanced hinge down to small grid then built a small line of medium cargo containers to get around the lack of cobalt on my save for storage, unsure it will work for you with IO but thought id mention just incase it is any help.
Loving the first episode 👍🏼
So great to see a series with Industrial Overhaul! Cant wait to follow.
Nice season setup, I'm gonna tell myself my comment just before yours on the 'No more free energy' mod on the workshop gave you the idea xD
you could also use that tower as a vantage point for gravel gun turrets to act as early defence and at some point you should build a helicarrior type craft that can both land on water and fly to get to more inland resources with a number of drones for mining
For your Build planner,
shift+middle mouse: put into production
Ctrl+middle mouse: pull out 10x keeps in planner
Middle mouse: pulls out 1x removes from planner
Ctrl+shift+middle mouse: put 10x into production
Will we get an ocean base at some point where he'll have vehicles that he takes over onto land when he needs? Having varieties of vehicles for getting out into things would be great.
Oh man, this would be perfect with some hovercrafts!
Yea he could build a large grid ship which is a scaled up version of the ships used in Normandy
Hmm I wonder if you've considered releasing a world file for your starts.
Its on my workshop! link in the description
progression is ok. all you really needed to do was use your boat to unlock it all by grinding down the blocks to a damaged state then rebuild them. looking forward to this series dude looks great
The Waverider?, are you going to be a legend?
The proper name for your trimaran's outriggers is "ama," pronounced like "mama" without the leading 'm'. This looks like a fun season concept, and I'm looking forward to it! :D
I'm excited to see how this goes! Just binged on what I missed on season three and loved it!
Digi has a Ladder mod on the workshop that I am using on Survival Impossible. It even has a retractable ladder. You can build from them, so I imagine it would work well on your boat and also help with building up on land. I was able to nerd pole up to build my turbines.
Will Kanajashi build a Submarine? Can't wait to see what this series offers!
I use the grinder tool to remove the stones on the ground so i can pick up my ores.
Using build planner is a good idea, however there is an even more practical way of retrieving necessary items. Middle mouse button while looking at an inventory retrieves items, and shift mmb queues them up in assemblers.
The guys have gotten so used to Easy Inventory that they completely ignored that it has become a vanilla feature in the meantime. Splitsie also rigorously ignores the Alt-functions... xD
My mistake, MMB-functions. Alt-MMB is just one of those
Glad to see you back and I am excited to see what unfolds this season
Have been eagerly awaiting this series. I tried to get some of the similar mods as you to work nicely and gave up XD should be a fun and informative watch.
It's a deep shame that industrial overhaul doesn't modify the build planner to recursively put component precursors to production like you can in factorio.
From the Industrial Overhaul steam page, Recommended World Settings
:
"Progression - Off (This is required, vanilla progression will break your ability to progress with this mod)
" :-)
You should use one of those automated mining scripts to get far away ores. Both SCAM and PAM work for different use cases.
It is worth noting that you really can get a lot of energy from hydrogen, though yes, there are losses. If you have a source of electricity (your wind turbine), you can split water into Hydrogen and Oxygen. This could be used in a fuel-cell (battery with effectively infinite rechargeability but limited storage), or burn it n a hydrogen engine or thruster. also, Deuterium is hydrogen with a neutron - normally Hydrogen has none - and Tritium is hydrogen with 2 neutrons. Deuterium and Tritium are used as fuel in fusion processes, likr the Sun, and hypothetical fusion reactors - I assume therefore that Industrial Overhaul has these reactors.
Keep up the good work!
It's good to see the new season starting can't wait to see what you do
If you want a charging rover early, you can use a hydrogen tank and a hydrogen engine, it's not very efficient with the changes you've made, but you don't have to replace the batteries.
This is actually one of very few real life usages of water electrolysis. It's essentially a form of battery. Second usage is getting rocket fuel if you don't have any other option.
I just love realism mods! There is one for realistic* orbits as well.
* although non-rotating planets makes non-equatorial orbits very weird and unrealistic to achieve.
4:08 4:28 4:29 4:30 4:31
?
the water Mod should have included a new type of Tank with it.
a Buoyancy/Ballast Tank specific for boats, ships and Submarines.
unlike the O2 and H2 tanks in vanilla, a Buoyancy Tank is little more than a Void space full of air that can if hooked to a conveyor system, be filled with water to sink on purpose and play Submarine. then pumped out to surface again.
You can use hydrogen as power storage. Wind power converts ice to hydrogen, and then burn the hydrogen somewhere else to generate power on-demand. Save batteries for backup power to jump-start the hydrogen engines.
Woo season 4!!!
Played around with IO a bit. Its fun.
I want to start a logistics game myself. So I am excited to see this play out. Curious, is there a way to nerf the conversion of water to h2 and o2? Then you could still use h2 for propulsion, but it would come at the cost of a lot of solar/wind power. Then it would be pointless to use as an electrical generation for o2h2 guns but you could still have fuel for h2 thrust or rover engines.
I think you might need to either risk your starter ship, or build something you can risk, and get some sulfur/aluminum. Though you might be able to trade with one of the friendly factions for them.
I've started IO on Agaris at War using this modlist and have just got to chemical refinery, but no sulfur on any of the Agaris maps that I can see? Is that right? You have to get to space before weapons?
I subbed Industrial Overhaul when it first came out. In the instructions it said to turn off progression.
Ok. I had no idea the survival kit could process iron ore. This is a game changer for me for early starts *anywhere*
Unfortunately, thats industrial overhauls im pretty sure
Unless more ores is being very annoying and not letting me process ores
@ Kanajashi Ive been looking at this world mod since you showed it off and have been considering trying it, but I was wondering if you think it would be good for going the salvage route instead of IO and mining?
First off I want to say that I am very excited for the new season butI think a bigger inventory wouldn't bother nobody. A small inventory just slows the gameplay down in my opinion.
nice, good to see a new seseon of your SE playstyle
But i wonder, you use a basic drill, when you got a better one from those beacondrops... whats with that? xD
Yeah, he advises to turn off progression. Thou I got around the Aluminum plate thing by raiding Unknown signals for like forever to get the containers/Conveyors, lol. And I have found that Meteors are a great source of high end ore. On the other hand my Ice Lake home looks like a war zone with so many impact craters.
A floating base might be an appropriate base. Maybe The Kana Valdeze? lol
1st thing id do is put some makeshift wheels on the boat and move it to the iron till you can make a dedicated ground vehicle and then return the boat to the ocean. Only because that long run back and forth seems like it would get old.
edit: Man I need Ep2 already seems like you only got to build a little before the ep was over.
How about using hinges and/or pistons to make a forklift that could be use to dock and secure your ship with magplates to keep it locked in place?
The point of using hydrogen as a power source is not to break the laws of thermodynamics, but rather to store energy in the form of hydrogen. If you made the energy cost per unit hydrogen output from an H2O2 generator the same as the energy generated per unit hydrogen consumed by the combustion engine then you wouldn’t be breaking the laws of thermodynamics. You still need a source of power to generate hydrogen, but instead of storing power in batteries, you can store it as hydrogen in tanks.
So I'm trying to emulate this as somewhat close as I can save a few block and function differences. My question is though, after the linked specific load order, does everything else just follow the general advised load order or is it a moot point after the initial 10 mods are in that order? Also, there's several mods on your list that are also plug-ins.. do you use the plug-in versions or the mod versions in your game? Thanks for your time, I am really enjoying the series!
Seeing liquid water in this game will always be wild to me
If you can't you should make some sort of cave/cove bass that would be interesting
If you were to add mag-plates to the pontoons or to the back of the main body, you could then keep the rider attached to the base when not using the connector?
Try using passenger seats storage on your base to start with if you can build those
Use freight containers for storage....cargo containers take a while to get. Use conveyors to connect. All very manual until you get bauxite and gold needed for aluminium and advanced computers...
0:56 ah the Kopash. What a beautiful ship
Oh, no. The Khopesh is that one's much smaller sister. That's an Indrastra class destroyer.
@@pariahdevalis wait what?
@@Cooldude-ko7ps Khopesh is only about 1/3 the mass of the Indrastra he was riding in on this season.
Is there a modlist for S4 somewhere? The workshop link has the scenario, but that doesn't seem to have a modlist to pick and choose from.
Is there any way to stop the water from moving up/down ? Id like to play with those mods but the up/down movement is making me sea sick...
Dude make a crane line derrick for the ore. With three sets that change depth at the ends so your always scooping 3 different depths and it track back and for over the deposit but at each end lowers the depth over each pass.
You can nerdpole up using the sloped pieces I think 2 left 2 right and on.
Dosen't leaving the engines on in the boat burn fuel?
Looking forward to this series to learn more stuff.
Ahem, --- " THINK " Hmnn where can I get rechargable batteries ... perhaps those "Green" notices will give you an idea?
Uuuuuh we are gona enjoy this for quite some time to come.
Dig the mod pack, would be a lot neater if you had a few other folks to play with you and banter with though.
it would be nice to see him a mobile amphibious base that can traverse land and sea as well as dig n produce all his needs without other ships
been waiting for this since your last vid dropped, and you never disappoint :) awesome vid Kanajashi :D I eagerly await episode 2 :D
Hi @Kanajashi , Can you maybe post a Modlist? Would like to see what you have done to yourself :D
Could you release this mod set on the workshop? I'd love to play this scenario like splitzie's survival impossible series.
Been waiting for this!!!! Exciting.
Thanks.
thank you for the world file this came needs importable mod lists
would be nice to have a video on how to load up these mods for the noobs ;D
This is a really cool setup!
Gravel early isn't useful but later it can be turned into concrete . Save iron and make a concrete base.
That will be the plan for the future bases! This starting platform will have to use armor blocks until I can get concrete production online.
its been so long im so excited
should have had mag plates on either side of your pylons on the wave runner... lol.. i can see the tide moving your ship away from dock one day with out something like mag plates
For reference, deuterium is a form of hydrogen. That may well be your early game hydrogen tank.
I know you just started but an idea for something to do is to have to send materials to space to get back ships and other things
half way in you talk about not knowing where the base should be and if it should be near ure iron. witch is a good idea. but. u alreaddy announced this is a WAter world with ships and stuff. sooo why not build a nice harbor base, and then along the coasts u can make small harbors for refulling and reccourse gathering :) i am curently downloading water mods, ive been thinking about it for awhile but now i think i know the right mods im testing it now. i havent been able to add any planets yet. im still pretty new hehe, btw nice with a new season, good way to start out my Bday before going to dinner :D
6:08 that wasn’t really a hot drop. A hot drop would be the ship rushing down and dropping its cargo while moving.
Eeee new season 👍
Hunt the unknown signals for their lithium power cells. Trust me! xD
Cant you just package the mods into a file that automatically does the load order ? As in setup the file to do one after the other in a total end file that is basically a packaged one? That way it removes the peculiarities of haveing to do it in a specific order.
...you should make like an oil rig styled base that would be interesting
So for your starter boat
On the side of the boat put the new maglock of the landing gear
SO YOU DON'T SCRATCH YOUR NEW/Starter BOAT
your going to love it, these mods are so fun!
Is the lithium a mod because I don’t have that on mine with the industrial stuff?