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Fans
Jun 27, 2013

A reptile dysfunction

Herstory Begins Now posted:

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?

I’ve had this bug and it fuckin sucks

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Fans
Jun 27, 2013

A reptile dysfunction

Herstory Begins Now posted:

Subsurface heaters freezing is really annoying, unless there's some easy way to unfreeze them I'm not aware of?

They’ll only freeze if they lose power. Put them on their own battery and charge unit circuit and leave them off the main grid.

FractalSandwich
Apr 25, 2010
Man, the Dredgers were a walk in the park after getting Wildfire on my first run.

Arven
Sep 23, 2007
Does anyone know if difficulty has an effect on what breakthroughs you get?. My current run is a 300% difficulty Ark game, and my first 3 breakthroughs were oval domes, free doubled wind turbine output, resources that never run out. Three of the best breakthroughs (that I've never gotten all at once in any previous run) as the first three I get.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
AFAIK it's randomized based on your coordinate seed. Try the same location with an easier sponsor and see if you get the same ones.

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.
I've been thinking. It seems there's enough breakthroughs for two complete sets. It'd be cool if each time you got a breakthrough it gave you two mutually exclusive choices.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
So just to be clear, you can’t gently caress around with shifts to get people to work two jobs, right? I can’t have the polymer factory run a morning shift and the metal extractor run an evening shift with some of the same people.

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe

Pirate Radar posted:

So just to be clear, you can’t gently caress around with shifts to get people to work two jobs, right? I can’t have the polymer factory run a morning shift and the metal extractor run an evening shift with some of the same people.

I don't think so, I tried this and it was just drawing people from my 1st shifts to fill my 2nd shifts. It appears to be one job per colonist.

Wyld Karde
Mar 18, 2013

She's so ~dreamy~
Watching the devstream at the moment. Apparently connecting the domes was always intended but they didn't have time to implement it before release, so it's coming in a content patch sometime this spring.

Quick bullet points:

  • Technical (bugfix) patches. Apparently the Linux and MacOS versions are particularly bad.

  • Improved overview UI. More stats and useful information.

  • UI Streamlining. Making everything easier to get to.

  • Passages between domes.

  • Reduced micro. Making the people smarter about where they choose to live and work, maybe some drone tweaks.

  • Additional difficulty options. For those who feel like 535% difficulty wasn't high enough.

  • In-game tutorial. Apparently the devs felt the game was self explanatory enough. Feedback since launch has changed their minds.

  • Improved modding. Well, it's a Paradox game. Of course they're big on modding.

CuddleCryptid
Jan 11, 2013

Things could be going better

That does make me wonder if you can close the first shift on a factory and open the second to move them between the same building. It would be horrific to micro but it might be technically possible.

boner confessor
Apr 25, 2013

by R. Guyovich

DreamShipWrecked posted:

That does make me wonder if you can close the first shift on a factory and open the second to move them between the same building. It would be horrific to micro but it might be technically possible.

probably not, if only because larger colonist AI decisions seem to tick every sol so there may be some has_worked flag during the daily needs meeting behavior

deathbagel
Jun 10, 2008

So I started with Paradox as my sponsor and picked a fairly easy spot for a total difficulty in the upper 200s. I got the biodroid breakthrough and the drone printing for metal techs fairly early so I decided to go full robots.

It took a while to get going with 100 research to start, only one rocket and no money, but I got things going and just built the Mohole Mine to go fully self sufficient. I only have 84 robots and it's almost Sol 300. I still haven't gotten a mystery. I wonder if I broke something or do you have to have over a certain population before a mystery will start?

OwlFancier
Aug 22, 2013

Pirate Radar posted:

So just to be clear, you can’t gently caress around with shifts to get people to work two jobs, right? I can’t have the polymer factory run a morning shift and the metal extractor run an evening shift with some of the same people.

No, people work one eight hour shift per day.

As a note, I have come to a realization regarding population control. I think the biggest thing for birth rates is actually infirmaries, because they lower the comfort threshold to a really low 55, normally it's 70.

But if you're like me, you think medical services are pretty key because what if people get injured, right?

Well, no, actually the only people who really should need medical services are hypochondriacs, people with chronic conditions and people working hard shifts. Because colonists get health back simply from sleeping. Hypochondriacs need to visit hospitals for sanity reasons and people who take regular health damage might need them, but everyone else should be fine. Also the gym of all buildings increases health by a whopping +10 per visit.

So, if you don't put hospitals everywhere you should see markedly lower birth rates. I'm going to demolish mine to see how it goes.

OwlFancier fucked around with this message at 18:14 on Mar 21, 2018

kaynorr
Dec 31, 2003

So I just figured out that drone hubs can convert their existing drones into drone prefabs, which you can then unpack at ANY OTHER DRONE HUB. This is a goddamn game changer.

deathbagel
Jun 10, 2008

kaynorr posted:

So I just figured out that drone hubs can convert their existing drones into drone prefabs, which you can then unpack at ANY OTHER DRONE HUB. This is a goddamn game changer.

But not on the rover, you have to reassign those still unless there is some other way I can't figure out.

double nine
Aug 8, 2013

you can also select a drone and simply right-click another drone hub if you want to reassign them and they're within walking distance.

uPen
Jan 25, 2010

Zu Rodina!

double nine posted:

you can also select a drone and simply right-click another drone hub if you want to reassign them and they're within walking distance.

This is essentially useless as you can't do more than 1 at a time and hubs support 100 drones each.

Mike the TV
Jan 14, 2008

Ninety-nine ninety-nine ninety-nine

Pillbug
How do I fix up my RC Explorer? I don't have an RC Rover.

Clanpot Shake
Aug 10, 2006
shake shake!

deathbagel posted:

But not on the rover, you have to reassign those still unless there is some other way I can't figure out.

If you double click to move the rover will abandon its drones if something else can take them over (and sometimes just orphans them). I do it all the time by mistake. Haven't found a good way to assign them back to the rover.

Communist Bear
Oct 7, 2008

Wyld Karde posted:

Watching the devstream at the moment. Apparently connecting the domes was always intended but they didn't have time to implement it before release, so it's coming in a content patch sometime this spring.

Quick bullet points:

  • Technical (bugfix) patches. Apparently the Linux and MacOS versions are particularly bad.

  • Improved overview UI. More stats and useful information.

  • UI Streamlining. Making everything easier to get to.

  • Passages between domes.

  • Reduced micro. Making the people smarter about where they choose to live and work, maybe some drone tweaks.

  • Additional difficulty options. For those who feel like 535% difficulty wasn't high enough.

  • In-game tutorial. Apparently the devs felt the game was self explanatory enough. Feedback since launch has changed their minds.

  • Improved modding. Well, it's a Paradox game. Of course they're big on modding.

That's good news and gives me alot of optimism. Sounds like this is a typical Paradox game situation - rushed out the door when it needs maybe another 6 months or so in the oven.

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe

Mike the TV posted:

How do I fix up my RC Explorer? I don't have an RC Rover.

You'll have to get drones to it one way or another. If you can't get an RC rover, you could build drone hubs out towards it. Or you could land a rocket next to it (loaded with a few drones of course), but then you'll have to figure out how to refuel it.

space uncle
Sep 17, 2006

"I don’t care if Biden beats Trump. I’m not offloading responsibility. If enough people feel similar to me, such as the large population of Muslim people in Dearborn, Michigan. Then he won’t"


Had to save scum after a meteor shower because I didn’t notice that one had destroyed my tunnel until about 5 days later when the water ran out. The destroyed tunnel model looks practically the same and the mess of floating icons from all the damage obscured it also.

Considering that tunnels are far more critical infrastructure items than pipes/cables it would have been nice to get a warning. Theyre also the only building in the entire game that can’t break so I figured it might be safe from a meteor swarm. I even had enough resources and time to rebuild it before too many suicides, but my drone pathing malfunctioned and the wrong set of drones tried to deliver materials. So I said gently caress it and reloaded, then did a crash research program to get lasers. The meteors in the parallel universe landed nowhere near my base so my lasers were useless. Oh well.

Game is still awesome, I was so proud of myself for surviving that shower until I realized I had been fatally wounded the entire time and just didn’t know it.

Mike the TV
Jan 14, 2008

Ninety-nine ninety-nine ninety-nine

Pillbug

Kibbles n Shits posted:

You'll have to get drones to it one way or another. If you can't get an RC rover, you could build drone hubs out towards it. Or you could land a rocket next to it (loaded with a few drones of course), but then you'll have to figure out how to refuel it.

I went back to my a previous save, not too far back. I have my almost-broken RC Explorer sitting immediately next to my drone hub and drones are sitting idle next to it. Does it have to be actually broken for them to care? Maybe I need to just have to wander in circles in my drone hub range?

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe

Mike the TV posted:

I went back to my a previous save, not too far back. I have my almost-broken RC Explorer sitting immediately next to my drone hub and drones are sitting idle next to it. Does it have to be actually broken for them to care? Maybe I need to just have to wander in circles in my drone hub range?

I've never drones care about a rover that wasn't broken. I don't think there's any sort of maintenance factor, I think they break by event only? I could be wrong.

Mike the TV
Jan 14, 2008

Ninety-nine ninety-nine ninety-nine

Pillbug

Kibbles n Shits posted:

I've never drones care about a rover that wasn't broken. I don't think there's any sort of maintenance factor, I think they break by event only? I could be wrong.

It's gotten gradually more orange, and broke on the way to a kinda-far away anomaly. I might try keeping it underneath rockets until it malfunctions again, this time within repair range.

boner confessor
Apr 25, 2013

by R. Guyovich

WMain00 posted:

That's good news and gives me alot of optimism. Sounds like this is a typical Paradox game situation - rushed out the door when it needs maybe another 6 months or so in the oven.

plenty of games get released without intended content because they have to meet a release date

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
You sure it didn't get run over by a dust devil? They incapacitate any rovers they hit until they get fixed. Usually my 2nd rocket carries a 2nd drone rover to fix the first one in case it happens.

Michaellaneous
Oct 30, 2013

The Free Earth Radio is pretty amazing, but the first radio, that plays nothing but southern music is pretty god drat magical as well.

That being said, I am not 100% on how stockpiles work, and when drones decide to move what. How do I cover a lot of ground early anyway?

Anime Store Adventure
May 6, 2009


I even have the bonus radio station from the deluxe edition or whatever and can safely say that they all 100% own. If I had to rate, Mars radio is the weakest, fave is either Quantum Sonics or Red Frontier.

There’s also a workshop mod for a lofi hip hop/vaporwave/whatever station that makes decent ambient music, if you’re into that.

boner confessor
Apr 25, 2013

by R. Guyovich

Michaellaneous posted:

That being said, I am not 100% on how stockpiles work, and when drones decide to move what. How do I cover a lot of ground early anyway?

drones will attempt to balance goods between stockpiles which accept them. you can click a generic stockpile to forbid specific goods from being placed there. so, don't put too many stockpiles around or your drones will be doing warehouse work all the time

you don't really want to cover a lot of ground early unless you have a good reason. since creation/destruction of stockpiles is free and nearly instant, if you want to move a bunch of stuff within drone range without using the cargo hauler then you can create a stockpile on the edge of your territory, fill it up, then destroy it to create temporary stockpiles which will call drones to move the goods elsewhere. otherwise drones will attempt to keep the level of mats in your edge pile the same as your central pile, since there's no stockpile prioritization

placement of your early domes is important, but really only for vital for rare metals - concrete and water can be extracted without workers, and you can feed your early need for metal for a long while with just a rover mining surface deposits

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Quantum Sonics gets pretty repetitive real fast I feel. Though the country music with the Chinese guy was pretty awesome. All of the playlists are pretty cool but too short, I just wish there was a "randomize all" optoin.

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe
I wish the founder stage was shorter or not present. It's trivially easy to care for 12 people anyways (barring a major catastrophe). I hate having nothing to do for 10 sols because further progression depends on bringing in more colonists.

boner confessor
Apr 25, 2013

by R. Guyovich

Kibbles n Shits posted:

I wish the founder stage was shorter or not present. It's trivially easy to care for 12 people anyways (barring a major catastrophe). I hate having nothing to do for 10 sols because further progression depends on bringing in more colonists.

i've never had to wait out the whole 10 sols before someone pops out a kid, but i always build an infirmary in my first dome to give the founders something to do

it does feel a bit awkward though, like it's part of some thematic arc - or playtesting revealed it as necessary so that new players don't import three dozen colonists off the bat to starve

Mike the TV
Jan 14, 2008

Ninety-nine ninety-nine ninety-nine

Pillbug

metasynthetic posted:

You sure it didn't get run over by a dust devil? They incapacitate any rovers they hit until they get fixed. Usually my 2nd rocket carries a 2nd drone rover to fix the first one in case it happens.

That must have been it, thanks!

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe
I always build an infirmary too but I usually don't notice an appreciable birth rate until I move them out of their tiny, crowded work camps and into bigger domes with more amenities. Thinking of just not building an infirmary in small domes TBH, especially since I don't even use heavy work load.

Demiurge4
Aug 10, 2011

Trying to minmax my next church game.

I'm thinking 4 geologists, 3 scientists, 1 botanist, 2 engineers, 1 medic, 1 untrained. The idea is to get a rare metals running immediately and use the infirmary to get babies popping out asap, while running the grocer and infirmary on the second shift so only 2 people can't satisfy shopping and the arcology gives maximum comfort for more births. The first rocket after the initial landing would bring 20 polymers for the first dome + arcology as well as a prefab machine parts. With such an early factory I wouldn't need to ever import parts and I might even be able to swing a second passenger rocket before another supply run for electronics if I get lucky on researching the polymer factory.

double nine
Aug 8, 2013

what do you build in the first dome, other than a diner and food production? Research, rare/ metal extractor outside, a factory, or nothing?

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe

double nine posted:

what do you build in the first dome, other than a diner and food production? Research, rare/ metal extractor outside, a factory, or nothing?

I try to do at least a machine parts factory since they are pretty critical to keeping power and water flowing, unless I have an awesome rare metals deposit and can afford to import them. Getting the early research lab is pretty nice if you can swing it.

boner confessor
Apr 25, 2013

by R. Guyovich

double nine posted:

what do you build in the first dome, other than a diner and food production? Research, rare/ metal extractor outside, a factory, or nothing?

depends on local conditions and resources but i generally try to build a cluster of domes to cover basic self sufficiency. priority tier ranking would be

life support and basic needs > machine parts > polymers (since at this point i've got fuel production up) > rare metals > research > electronics > metals

and that can generally fit into three basic domes with room to spare for what have you, by this point surface metal is getting scarce and one of the larger dome types is close to being researched

Kibbles n Shits posted:

I always build an infirmary too but I usually don't notice an appreciable birth rate

same, but you only need the one kid to eliminate founder time

boner confessor fucked around with this message at 22:47 on Mar 21, 2018

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Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe

boner confessor posted:

same, but you only need the one kid to eliminate founder time

Oh! I didn't realize having a kid did that. Now I know what you mean. I guess that's just another thing the game doesn't communicate very clearly, or I just missed it altogether.

I've been playing this game for the past 3 or 4 days and I'm still learning new things about it every time.

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