Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Clanpot Shake
Aug 10, 2006
shake shake!

OwlFancier posted:

The upgrade is added on, you have to click the button at the top right when you select the vaporator, it costs about 2 polymer per, if you control and click it'll schedule them all for the upgrade.

:aaaaa: I have all of these upgrade techs and I haven't been using any of them!

Adbot
ADBOT LOVES YOU

OwlFancier
Aug 22, 2013

In-dome farms are better generally, yes. The benefit of the fungal farm is that it's out-dome which makes it a very good way of hoovering up stray workers, and it uses minimal water. Colonists eat far less than 1 food per day so you're definitely doing more than feed the workers at 5 food per day. I have 415 people and my consumption is listed as 64 units. The constant production also makes it immune to crop failure which makes it again well suited to being a labour soak.

CuddleCryptid
Jan 11, 2013

Things could be going better

OwlFancier posted:

In-dome farms are better generally, yes. The benefit of the fungal farm is that it's out-dome which makes it a very good way of hoovering up stray workers, and it uses minimal water. Colonists eat far less than 1 food per day so you're definitely doing more than feed the workers at 5 food per day. I have 415 people and my consumption is listed as 64 units.

Hmm putting them between domes would be good, to share pop. I'll give it a shot.

OwlFancier
Aug 22, 2013

DreamShipWrecked posted:

Hmm putting them between domes would be good, to share pop. I'll give it a shot.

That's exactly where I have mine:



It's also useful for the ark people because they suck balls at hydroponics, so if you get these and not farms, well, you're not starving at least.

(I really wish I could cement over that bit between domes honestly, it'd look really nice.

boner confessor
Apr 25, 2013

by R. Guyovich

as someone who also Agonizes Over Symmetry i appreciate this layout

OwlFancier
Aug 22, 2013

This game is very good for people who like making geometric patterns, it's also why I really like the oval domes, they fit perfectly with the basic domes.

Clanpot Shake
Aug 10, 2006
shake shake!

30+ hours in this game and I've never even seen the oval dome tech. Makes me wondering what else I haven't seen yet.

Demiurge4
Aug 10, 2011

For you guys talking about crops, I put together a spreadsheet to help me get an overview on how much each crop produces. I want to make a mod that rebalances some of it and I feel like the hydroponics farm should be able to supply enough oxygen for a basic dome to run independently, mostly for that future sci-fi feel.

If you take a look at corn and potatoes, corn produces 20 food for almost literally no other benefit. A lot of these choices are just plain *boring* and you're never incentivized to do anything but potatoes/corn and soybeans. I'm looking for some general thoughts on how to best do this so feel free to comment, I'm going to mess around with values over the next week and see what sticks.

OwlFancier
Aug 22, 2013

This is just such a good game with the way the systems interact. The choices of what domes to put down, the way labour and population are distributed between domes, the rules about working in and out of dome, shift patterns, all sorts of things are just so good when they interconnect. They work together to ensure almost everything in the game has a use.

I seriously think this might be the best drat Tropico I've ever played, and hell one of the best drat colony management games at that. If modders get on this and add a bunch more content to play with and insane late game dwarf fortressian megaprojects then this is going to probably be my vote for one of the best games I've ever played full stop.

Fans
Jun 27, 2013

A reptile dysfunction
Paradox are pretty good about releasing content for their games post launch and the Tropico team loved their expansion packs so I'm fairly sure we're due to see more official stuff too.

Michaellaneous
Oct 30, 2013

I just got this game, and I can see how some of the steam-reviewers wrote that this is a not deep and engaging game. If, you know, you have the attention span and foresight of an 8 year old.

I just got my first dome with apartments and farming down and got into rare metal mining, and it feels like I ain't even 10% of the way there.

boner confessor
Apr 25, 2013

by R. Guyovich

Fans posted:

Paradox are pretty good about releasing content for their games post launch and the Tropico team loved their expansion packs so I'm fairly sure we're due to see more official stuff too.

oh for sure, this is reminding me of how tropico 3 was a bit bare bones when it came out and by the time we get to tropico 4 modern times, there was almost too much poo poo to build

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.


Michaellaneous posted:

I just got this game, and I can see how some of the steam-reviewers wrote that this is a not deep and engaging game. If, you know, you have the attention span and foresight of an 8 year old.

I was reading those too, and then I read this thread, and now I think pretty much everyone else on the internet is a loving dipshit and I don't know why I keep caring about user reviews for games anymore at all.

gently caress them, I want this.

Clanpot Shake
Aug 10, 2006
shake shake!

OwlFancier posted:

This is just such a good game with the way the systems interact. The choices of what domes to put down, the way labour and population are distributed between domes, the rules about working in and out of dome, shift patterns, all sorts of things are just so good when they interconnect. They work together to ensure almost everything in the game has a use.

What's the case for a basic dome? My last 2 plays have been India and never having to place one of those is really nice. Medium seems strictly better.

OwlFancier
Aug 22, 2013

It's way better put together i think than Tropico was though, cos Tropico 3/4 didn't have anything like this kind of mechanical depth and modern times was idiotic cos they just threw infinite money at you later on.

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe

Squiggle posted:

I was reading those too, and then I read this thread, and now I think pretty much everyone else on the internet is a loving dipshit and I don't know why I keep caring about user reviews for games anymore at all.

gently caress them, I want this.

I think that the game is plenty deep, it just doesn't do a lot of things that genre fans are used to. I think people are going in expecting Rimworld and getting mad instead of appreciating what's on offer. Once I figured out how to set up a proper logistics network I was pretty impressed. There's room for improvement in colonist management but overall it's a fairly robust simulation.

And yea caring about random dipshit reviews on Steam isn't healthy. I stopped reading them because I constantly see poo poo like people with hundreds to thousands of hours in a game giving a negative review, or giving reviews based solely on the devs latest tweet or some poo poo that has nothing to do with the game. Or just griping about DLC, like bitch I can see that there's DLC, IS THE GAME FUN YOU FUCKER?

Kibbles n Shits fucked around with this message at 23:48 on Mar 20, 2018

OwlFancier
Aug 22, 2013

Clanpot Shake posted:

What's the case for a basic dome? My last 2 plays have been India and never having to place one of those is really nice. Medium seems strictly better.

There's a tech that makes basic domes have slightly higher comfort, also if you're just setting up a mining outpost there's no real need to build bigger domes? Basic domes also only cost concrete to upkeep which makes them good if you're short on polymer. Additionally, if you put triboelectric scrubbers right up against the glass, they will clean the dome and the spire for you, helping significantly with upkeep, medium domes are too big for that. Only basic and oval (which aren't guaranteed) domes can be run for completely free.

Scrubbers honestly are an essential tech because if you daisy chain them through each other's effective area they completely nullify normal upkeep costs, because they clean each other. This is insanely important for dealing with spiralling upkeep costs later on. Only your big dome buildings will need paying for. Which is a good reason to put your factories and labs on the outer edge where the scrubbers can reach them, or in basic/oval domes!

OwlFancier fucked around with this message at 23:49 on Mar 20, 2018

boner confessor
Apr 25, 2013

by R. Guyovich

Clanpot Shake posted:

What's the case for a basic dome? My last 2 plays have been India and never having to place one of those is really nice. Medium seems strictly better.

remote mining outposts i guess, if you're setting up a central colony there's no point

OwlFancier
Aug 22, 2013

Another fun fact about oval domes is that their work radius is hexagonal though the dome itself is not, so the long sides have an extremely long work radius projecting from them.

Clanpot Shake
Aug 10, 2006
shake shake!

Ah see I got lucky and got the automatic extractor tech, so I didn't need domes just for mining. I've only seen the scrubber tech once, too. I don't know if it's fair to say something is an essential tech given the chance of never seeing it at all, it only at prohibitive expense. Not every option is available.

OwlFancier
Aug 22, 2013

Clanpot Shake posted:

Ah see I got lucky and got the automatic extractor tech, so I didn't need domes just for mining. I've only seen the scrubber tech once, too. I don't know if it's fair to say something is an essential tech given the chance of never seeing it at all, it only at prohibitive expense. Not every option is available.

The scrubber is a normal technology, though it can show up late in the tree. Automatic extractors, mind you, I didn't know existed... I think that really should be a basic option but at very low extraction rate with the breakthrough just making them much better.

Also paradox where the gently caress is my drive on the left option???

Halman
Feb 10, 2007

What's the...Rush?
I'm getting so mad at these idiot loser babies not moving to the nursery dome for idiot losers. The adults are fine moving around but these stupid kids just hang out clogging everything up while the nursery sits nearly empty.

ragzilla
Sep 9, 2005
don't ask me, i only work here


Halman posted:

I'm getting so mad at these idiot loser babies not moving to the nursery dome for idiot losers. The adults are fine moving around but these stupid kids just hang out clogging everything up while the nursery sits nearly empty.

Do you have a free adult slot in that dome? If not, it won’t be considered as a target for moves. Install an apartment block and block one slot (right click the last slot so it’s red).

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
I'd really like trains, to be honest. It'd be nice to set up supply routes on rails, which would also help with the poor pathfinding for the transport rover. Setting up a rare metal train from a distant mining outpost to the space elevator or food trains from a central farm area to the outlying regions would make logistics a lot more interesting.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

ragzilla posted:

Do you have a free adult slot in that dome? If not, it won’t be considered as a target for moves. Install an apartment block and block one slot (right click the last slot so it’s red).

You just saved my life with this information, thank you

Dirk the Average posted:

I'd really like trains, to be honest. It'd be nice to set up supply routes on rails, which would also help with the poor pathfinding for the transport rover. Setting up a rare metal train from a distant mining outpost to the space elevator or food trains from a central farm area to the outlying regions would make logistics a lot more interesting.

Oh my god this, put trains in this game and the autism levels will spike so hard I will design the real life Mars rocket myself

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe
I love me some trains but what could they really do that shuttles don't?

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
If you have to ask, you can never understand.

Edit: ok serious response have them run on electricity and during duststorms.

DOCTOR ZIMBARDO
May 8, 2006
My map has some sort of loving geyser in it that spurts intermittently. What the gently caress? I only just noticed it, so I don't know if it's been going since I landed or what.

King Doom
Dec 1, 2004
I am on the Internet.

DOCTOR ZIMBARDO posted:

My map has some sort of loving geyser in it that spurts intermittently. What the gently caress? I only just noticed it, so I don't know if it's been going since I landed or what.

It puts harvestable surface polymers around it. I don't know if it's a continuous spawn or not but I've seen someone on youtube setting up a base next to it and I'm fairly sure they moused over a size 69 deposit for a second.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!

Kibbles n Shits posted:

I love me some trains but what could they really do that shuttles don't?

Also trains probably would not be able to go up and down cliffs, whereas shuttles would be able to service your sites on different vertical levels. You could also make it difficult for them to turn, especially if you go for a maglev theme.

IcePhoenix
Sep 18, 2005

Take me to your Shida

King Doom posted:

It puts harvestable surface polymers around it. I don't know if it's a continuous spawn or not but I've seen someone on youtube setting up a base next to it and I'm fairly sure they moused over a size 69 deposit for a second.

Nice

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Kibbles n Shits posted:

I love me some trains but what could they really do that shuttles don't?

If you've played factorio, the general idea there is bulk transport across long distances to depots. Shuttles carry only a small number of goods at a time, while trains could, in theory, carry hundreds of resources at once in exchange for not being as flexible in their destination.

Granted, surviving Mars is much more about smaller numbers of goods, so they would be less useful, but trains would help when trying to set up disconnected outposts, for instance.

OwlFancier
Aug 22, 2013

ragzilla posted:

Do you have a free adult slot in that dome? If not, it won’t be considered as a target for moves. Install an apartment block and block one slot (right click the last slot so it’s red).

This has an entertaining effect:



They're running in circles from dome to dome.

CuddleCryptid
Jan 11, 2013

Things could be going better

Today I almost subjected an old man to death by suffocation by watching him try to return to earth on the rocket and then lifting it right out in front of him. Dejectedly he returned to his life on the streets in the Food Den, only to almost run out of oxygen on his way there.

Split Pea Superman
Dec 16, 2010

by FactsAreUseless
Fun Shoe
If I had any talent at modding I'd really like to set up the transports as haulers. Something like the old Pharaoh/ Ceaser games where stockpiles are a building manned by agents, and you set them to fetch up to X amount of resource automatically, or simply have them accept only the desired resource from producers while forbidding it everywhere else that doesn't need it.

E: I mean they are actually haulers if this seems like a dumb post, but being able to say "keep this stockpile up to half full of metals, and go fetch more from over there if it drops below" is what I'd like. Using the tranports for anything other than a bulk move every now and then, and fetching surface metals is about all they're good for unless you want to do an absurd amount of micro managing. I'd rather drones be for in sector moving/ building, and then be able to have the transports automatically deal with the moving stuff between hubs.

Split Pea Superman fucked around with this message at 04:35 on Mar 21, 2018

Heffer
May 1, 2003

Maybe a heavy lifter that's a distant upgrade to the RC Transporter would be good. Instead of 45 units you can move 180 to any location, but only manually

Herstory Begins Now
Aug 5, 2003
SOME REALLY TEDIOUS DUMB SHIT THAT SUCKS ASS TO READ ->>
My rockets are fully fueled but won't launch for some reason? It's been stuck in the status: take-off in progress for like 10 days now?

boner confessor
Apr 25, 2013

by R. Guyovich
i had a rocket disappear on the way to mars, probably because i researched the tech that gives a 50% chance for flaws to disappear from colonists on the way to mars

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Fans posted:

Paradox are pretty good about releasing content for their games post launch and the Tropico team loved their expansion packs so I'm fairly sure we're due to see more official stuff too.

Paradox is already selling a season pass that contains two content packs and two full expansions so we have that much to expect as a minimum.

Adbot
ADBOT LOVES YOU

Herstory Begins Now
Aug 5, 2003
SOME REALLY TEDIOUS DUMB SHIT THAT SUCKS ASS TO READ ->>
Subsurface heaters freezing is really annoying, unless there's some easy way to unfreeze them I'm not aware of?

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply