This is a MAJOR let down!! [S3 E18] Occupy Mars: The Game



This is the eightteenth episode of my third season playthrough in Occupy Mars…. maybe I’ll finish it this time 🙂

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Thank you everyone I hope you enjoyed the video!! Much love!!

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[Occupy Mars: The Game]

Survive and colonize Mars in a highly technical, open-world sandbox game. Build and upgrade your base, discover new regions, conduct mining operations, retrieve water, generate oxygen, grow crops, and fix broken parts.

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Pick up Occupy Mars: The Game on Steam here:
https://store.steampowered.com/app/758690/Occupy_Mars_The_Game/

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#darkularity #letsplay #occupymars #survival

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7 thoughts on “This is a MAJOR let down!! [S3 E18] Occupy Mars: The Game”

  1. It looks like you placed the mine juuuust on the edge of the patch. Likely if in the middle and further away from your base the mining speed will be much higher. The type of ore is dictated by the scan colour. Dont give up. Hell try pulling down that mine and moving it by about its width towards your base. Check before building it, so ghost build, with the scanner on the vehicle before welding it.

    The patch is actually pretty small, but how they have done the 3d overlay makes the location of the patch actually pretty hard to judge. Which is how you ended up clipping the edge of the patch when building it.

    Thanks for the video btw keep up the good work.

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  2. Once you unlock heavy suits you will not need to worry about radiation. But nice job organizing the base looks good. I also strongly suggest while setting up miners that you learn to use your spectral scanner, that comes in very handy something I dont see you use at all. There are different resource types-red= iron, orange=silicon, silver=aluminum,black=calcium though i think I may be wrong with the last two.

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  3. Don't connect the Kilopower to the ECU that feeds into the batteries, but into the ECU that distributes the output from the batteries.
    The ECU will prioritise using power from the KiloPower instead of the batteries.
    (It may need to be in input 1 to be certain)

    Also, one KiloPower equals a little more than 4 Medium Solars. The Solars produce 42KW each, but only during the day, while the Kilopower is 24/7.

    Use your Hand scanner to determine the best position for the miner.

    Mining isn't very fast, but it works without you needing to do anything. Just pop by each miner every other 'day' to collect the resources.
    A 2000 unit mine isn't very large, though. I've seen them up to 7000…

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  4. just learned something today about the new update and its effects on the map. What was not there before is, if you tap M to open your map at your base, tap the radiation symbol and it will show you radiation affects on your base buildings. Too much and you get a fire break out ( a good way to know if you are good or not is color coding-green= good, yellow is OK but your buildings will take gradual damage and red= you're going to have a meltdown/fire). So what I did to be safe is , and it is dangerous, I moved my Kilopower stations out about 100m, though 200m was safe. I then ran those into ecu expansions, then since kilo does not run out I was not concerned about running batteries, so the ecu then ran to my base and other items outside (meteor defense, giant crusher, uranium centrifuge). now I didn't take the time to figure the safe distance so it may be closer than 200m BUT I figured I made a lot of cable and wanted to be safe since coming across mcbs (medium circuit boards) is a bit more tedious.

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  5. I am curious if you are planning on seeking out any additional mining locations? I am having a weird error with my game the radar in the rover directs me to a spot I see the underground shadow effect of the mineral but as I get closer to it sometime just on the edge it all just disappears. No shadow no radar indication just poof gone. Wondering if your game is doing the same. For me it usually happens in hilly locations. Happens a lot though.

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