Stationeers Mars: LP Final
Time to end Mars Closing thoughts... Sanitation is on its way and I didnt want to have this playthrough continue past sanitation so that I can mess with that on a playthrough where water recommendation will be extremely useful. The playthrough started with only using 10 max power generators... 4 Solars, 2 wind turbines, 2 stirling engines, 1 solid fuel generator (Using only solid fuel ingots, not coal or charcoal), and 1 gas fuel generator. From all that it powers a functional base and filtering atmospherics as well as 4 deep miner outposts. Pretty sweet deal... although I ran out of time to get an actual thermal control system... I dont think that would be extremely difficult since the stirlings are actually capable of keeping up with the power need as I bring hot gas from the outposts back to be processed. Hopefully this playthrough can at least show how managing power is possible... and while I took some shortcuts in the beginning to hilarious results... overall the base grew and became pretty functional. Included with this save is essentially an alcohol fuel mixer to use in the gfg and furnace. It also includes a trading building for being able to interrogate and keep an eye out on the 5 trader slots. I may do a few things offline so that it may include signs or other things... but ultimately I would say this has been a success. Steam Workshop for the save: https://steamcommunity.com/sharedfile... Chapters 0:00 Intro 0:45 Redone Time to Empty 3:20 Pressurized hangar trading 11:00 Automating a Hangar Airlock 20:20 Meal Break 22:00 Resuming the Hangar Airlock 32:00 The main Logic 49:45 Testing the Hangar with a new trader 1:02:00 Wrapping up 1:19:30 Outtro

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