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Kind of annoyed that every new construction item that gets added needs plastic/refined metal I typically give up on my colonies before they really get enough plastic/metal to build any of it.
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# ? Jan 27, 2018 20:54 |
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# ? May 30, 2024 12:29 |
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I think this is finally the update meant to start laying ground work that encourages running with more than 4-5 dupes before researching everything. Very calculated stat growth tied to food and decor requirements and tasks gated by jobs (which are simple to change but takes time for your dupe to very carefully put on the correct hat) mean I am begging for new dupes for once because you can't have a couple researchers backed up by a couple dupes that are absolute blender-builder-farmers because the old stat growth meant jacks of all trades were a-ok.
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# ? Jan 27, 2018 22:26 |
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zedprime posted:I think this is finally the update meant to start laying ground work that encourages running with more than 4-5 dupes before researching everything. Very calculated stat growth tied to food and decor requirements and tasks gated by jobs (which are simple to change but takes time for your dupe to very carefully put on the correct hat) mean I am begging for new dupes for once because you can't have a couple researchers backed up by a couple dupes that are absolute blender-builder-farmers because the old stat growth meant jacks of all trades were a-ok.
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# ? Jan 27, 2018 22:39 |
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temple posted:Definitely, 9 dupes gives 1 of each job. And that's a minimum. Really? That blows.
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# ? Jan 28, 2018 00:11 |
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Switching jobs is easy enough that 9 jobs need 9 dupes is a little misleading, there's only a couple jobs with passive bonuses where you need one to be assigned to get. Like miner, architect, interior designer, you can and should switch into based on your outstanding projects (beside having otherwise jobless dupes pick up miner experience to have available for abysallite). I don't know that I like the micromanagement in this though. But dupe overall effectiveness is wayyyyyyyyyy down because skill growth is entirely a piece of jobs now that you will be far thirstier for dupe prints. I like it, its got a pushyness to the growth curve now where new dupes aren't outright penalties. I can't tell if there's something buggy going on or its bad modifier labeling with decor expectations but I'm getting even jobless dupes with a job based minimum positive decor requirement which is getting slightly rough on the stress front and is a look at the sort of rough edges in the preview.
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# ? Jan 28, 2018 00:22 |
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Yeah, switching jobs is the new meta but it doesn't feel like an improvement. Dupe speed is the current bottleneck in productivity. Dupes don't job steal when someone takes their specific job and they should. And I still can't deconstruct 2 cots!
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# ? Jan 28, 2018 00:42 |
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You may be able to switch into different jobs but at the same time there are times when you'll want more than one of any given job as well.
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# ? Jan 29, 2018 18:40 |
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Lorini posted:You may be able to switch into different jobs but at the same time there are times when you'll want more than one of any given job as well. truly. if assignable objects will sometimes become unremovable if you unassign them. If you can't deconstruction something, assign a person to it and then they will deconstruct it
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# ? Jan 29, 2018 19:34 |
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whoa. It's been a while since I checked into this game and this whole occupations thing changes up a LOT. Before jobs were handled exactly like Rimworld. Then again, I notice that my specialists tend to do their assigned job way the hell faster than generic "jobless" guys. Even just a dedicated digger will start chewing through the walls like crazy.
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# ? Feb 1, 2018 02:17 |
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Speedball posted:whoa. It's been a while since I checked into this game and this whole occupations thing changes up a LOT. Before jobs were handled exactly like Rimworld. Then again, I notice that my specialists tend to do their assigned job way the hell faster than generic "jobless" guys. Even just a dedicated digger will start chewing through the walls like crazy. I think they get the skill bonus as soon as they are assigned a job. So for mining it's +3 for just saying they are a miner.
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# ? Feb 1, 2018 02:49 |
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Having a dedicated gofer is actually nice, I appreciate someone who picks up all the poo poo that falls on the floor and stuffs it in lockers like he ought to. Looks like this update also includes conveyor belts and ways of moving materials around with automation rather than dupe delivery? That could be AMAZING. All the facilities that unceremoniously crap out stuff beneath them could have that shipped to the desired location without any assistance. FACTORIO TIME.
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# ? Feb 1, 2018 05:28 |
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I've been getting stuck on this, basically it takes too long to do anything even with several dedicated builders everything is so far away that by the time they get there they maybe build a ladder piece and that's it for the cycle, basically something simple like a few natural gas generators and pipes to get the carbon dioxide away from it takes 10-15 cycles by the time they are done heat/lack of algae has killed me. More Dupes doesn't seem to help as they have such a hard time getting anywhere, I put in fire poles and that helps but its not enough I've considered little sub bases but they still need food/get stressed out.
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# ? Feb 2, 2018 14:49 |
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socialsecurity posted:I've been getting stuck on this, basically it takes too long to do anything even with several dedicated builders everything is so far away that by the time they get there they maybe build a ladder piece and that's it for the cycle, basically something simple like a few natural gas generators and pipes to get the carbon dioxide away from it takes 10-15 cycles by the time they are done heat/lack of algae has killed me. More Dupes doesn't seem to help as they have such a hard time getting anywhere, I put in fire poles and that helps but its not enough I've considered little sub bases but they still need food/get stressed out.
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# ? Feb 2, 2018 14:53 |
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Splicer posted:You need more gofers! That brings up my issue with the new job system, used to be you could force someone in a roll with decent learning and they would get good at it. Now you need good stats/right job interest/trait that doesn't directly counter the first 2 and that seems quite rare.
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# ? Feb 2, 2018 16:04 |
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this patch is funny. its the same game but everything feels weird. anything you do is better done in small chunks. diggers will dig before building and get stuck more. immunity stat is hidden/removed, germs don't die as fast starting food was reduced in kcal to weight promoting dupes spike stress brittle blossom is easier to grow but meal lice and blossoms get hit by 30° temp death around the same time. batteries (finally) lose power over time. atmo suits
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# ? Feb 2, 2018 16:17 |
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big patchquote:Just a quick note regarding priority: in addition to implementing Duplicant Jobs this update, we also tried to tackle some of the thorny issues of Priority. We felt it was a natural fit that Jobs also affect priority, but we haven’t been happy with the side effects. In particular, it was hard to understand, and now that we've added the ability to retain mastery it didn’t make much sense anymore, so we are going to backburner reviewing priorities for a later update.
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# ? Feb 2, 2018 19:41 |
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So, for machines that need to be loaded with materials, like coal for the coal generator, can we hook them up to that automated delivery system so a dupe throws coal into a tube and it gets used within the machine immediately?
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# ? Feb 3, 2018 03:30 |
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Speedball posted:So, for machines that need to be loaded with materials, like coal for the coal generator, can we hook them up to that automated delivery system so a dupe throws coal into a tube and it gets used within the machine immediately? Kinda, use the robot arm and it will function like a stationary dupe in terms of supplying. If you have belt, the output bin of the belt can be set to receive coal and the arm will receive the coal and feed it too.
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# ? Feb 3, 2018 03:38 |
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The occupational upgrade is herequote:New Jobs Board: Build a Jobs Board from the Stations Tab to unlock the new Job assignments tree!
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# ? Feb 8, 2018 20:30 |
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According to the experts on Discord, the Steam Turbine is impossible to make unless you’re in debug mode.
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# ? Feb 9, 2018 05:14 |
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Lorini posted:According to the experts on Discord, the Steam Turbine is impossible to make unless you’re in debug mode.
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# ? Feb 9, 2018 06:26 |
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From what I read steam turbine has more complicated conditions to run it and much lower output than in preview making it technically possible but not really worth it. It has to have 525+ K steam and with 3 kg higher pressure below it than above and takes 10kg/s of steam, cooling it to 450 K, producing 2000 W out of it. So you have to come up with a way to remove steam from the top(which is still too hot to just use a pump) and to reheat steam/boil lots of water at the bottom. Also you can't automate it well because all sensors break at that temperature. When compared with just needing to be submerged in hot steam and producing 8 kW forever you can guess why people complain. Pyromancer fucked around with this message at 08:50 on Feb 9, 2018 |
# ? Feb 9, 2018 08:46 |
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So when someone masters a job do they keep the skill bonus from that job forever?
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# ? Feb 9, 2018 19:30 |
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Speedball posted:So when someone masters a job do they keep the skill bonus from that job forever? Yes, currently. They keep the food/decor expectation of that tier also.
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# ? Feb 9, 2018 20:13 |
This game is approaching a level of complexity that lowers my fun, it feels. Research feels a lot slower (even with assigned scientists) and the dirt requirement for meal lice is a pain. I'm still enjoying it, for now.
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# ? Feb 10, 2018 07:12 |
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I agree. Solutions can take more time and energy than problems. Like germs in clean water or air isn't worth cleaning. By the time you get the water clean, everyone is sick anyway. Prevention is way too important. There are too many things that can spoil a colony that I avoid all together or wait for research to come up with rube goldberg machine to deal with it. edit: And cool tech is gated too deep in research/tech. Atmo suits are cool but by the time you can use them, you have already dealt with many of the problems they solve. So, they become niche. Tubes are cool but by the time you get plastic, how much benefit are tubes anymore? You already conquered the hardest parts of the world to make plastic. temple fucked around with this message at 10:33 on Feb 10, 2018 |
# ? Feb 10, 2018 08:39 |
I'm at work so I can't take a screenshot at the moment. I finally found a steam geyser but it's behind a bunch of slimelung that I can't go around. My plan in is build an airlock, manual generator and battery, then three wash basins, an algae distiller, and two lockers. Those two lockers will only contain slime and algae, and whatever items in the area that are infected. The water output of the distiller will go below this area, into an open area that I won't be using anyway. Will this be enough to prevent a slimelung infection in the base? I'm on a big time limit as I'm low on dirt and water for food.
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# ? Feb 10, 2018 15:43 |
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That seems completely excessive to me, the biggest thing is to make sure your dupes don't hang out breathing the polluted oxygen for multiple days at a time. They don't immediately get sick. You can watch the immunity numbers go down and just prevent the weak ones from going back in until they recover. Though, I don't know how this works with the new job system, I haven't played since they implemented that (I guess maybe only one or two people can dig? That's annoying.)
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# ? Feb 10, 2018 15:47 |
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Everyone can dig although job restrictions are placed on high hardness items like diamond and abbyslyite
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# ? Feb 10, 2018 15:57 |
I had a slimelung spiral once, that I barely pulled out of. I don't want to take any chances, especially considering how often dupes just ignore wash basins even when they're at the highest priority.
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# ? Feb 10, 2018 16:20 |
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They ignore wash basins if they're occupied by another dupe instead of waiting in a queue. Get a scrubber near your slime lockers; that'll resolve outgassing of slimelung polluted oxygen as a start. And one to the entrance of the slime biome to act as an air barrier.
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# ? Feb 10, 2018 21:48 |
I've seen them walk by a row of three basins that aren't in use and go about their business, spreading filth everywhere. One guy even pissed in my new water reservoir, forcing me to research tepidizers and burn the germs out, eventually. How does everyone else to about setting up bases and such? What do you try to have setup by Cycle X so you don't have to worry about it later?
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# ? Feb 11, 2018 07:49 |
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Admiral Joeslop posted:I've seen them walk by a row of three basins that aren't in use and go about their business, spreading filth everywhere. My base timings are screwed up due to the new update. So far its: Bathroom Research room Beds Kitchen Water pump Mealwood farm Heavy wire bus Coal generators Hydrogen generators Air setup with electrolyzers Medbay Then everything else, each major area getting its own transformer/battery setup for circuits Research room, kitchen, air setup are their own circuits, for example. This base is pretty new but its coming along well. Just need to finish the medbay, some geysers and blossom farming.
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# ? Feb 11, 2018 08:47 |
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Does it make a difference whether batteries are before or after transformers? How do you guys set up airlocks? And, what about transitions to the 2nd zone? eg Starting -> Chlorine -> Polluted?
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# ? Feb 11, 2018 15:55 |
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Batteries before transformer can send power anywhere. After will power the circuit they are on.
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# ? Feb 11, 2018 16:20 |
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Do you folks solve water placement issues before developing your base or after? ie before the 30th cycle.
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# ? Feb 11, 2018 16:31 |
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Airlocks, I don't bother with them. I move everything dirty away from the main colony and use pressurized O2 to block. Biomes, any biome to the top right or top left because it makes building a heavy-wire bus easy. Slime, put a deoderizer and basins outside of the main door. Caustic (red), multiple doors and high ceilings to trap gasses. Water, drop it below the main walkway (below the printing pod). Gradually dig out lower. Make sure to block it off though, with tiles and a door. Don't want junk or pee in it. I usually make a granite reservoir after a while. Here's a bunch of proper airlocks https://www.youtube.com/watch?v=5BTVaa6cSc4
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# ? Feb 11, 2018 17:07 |
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oh that carbon dioxide airlock is good as hell
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# ? Feb 11, 2018 23:15 |
Hooked up a couple water sieves to my bathroom output. Polluted water from sinks/toilets/showers, into the sieves, down to the water supply. Except the water was full of food poisoning still and now my water supply is completely infected. Is there a way to look up your seed? I liked this map and want to try again.
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# ? Feb 15, 2018 03:40 |
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# ? May 30, 2024 12:29 |
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Its at the bottom of the pause menu
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# ? Feb 15, 2018 04:25 |