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Curiosity patch is out. Playing today, if someone else doesn't post impressions I will.
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# ? May 31, 2018 14:33 |
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# ? May 29, 2024 07:14 |
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Wow that's some pretty drat good post release support.
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# ? May 31, 2018 19:45 |
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Sorry folks, got caught up in the new test build for Oxygen Not Included, I'll work on Surviving Mars tonight and tomorrow.
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# ? Jun 1, 2018 03:37 |
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OwlFancier posted:Wow that's some pretty drat good post release support. Yeah, I feel more and more comfortable with my statement that SM was a solid framework at release just needing some (serious) love. And it's getting that love in spades! Now all I really, really want right now is more cosmetic poo poo for the civilian buildings. I still think its hilarious they took 2.5 months to finally release a tutorial. Speedball posted:I'm only just now dipping my toes into this game but it seems like a nice set of plates to juggle as you expand. The map I usually go to is that one with the inaccessible crater in the middle...I'm guessing the only way to get in there is building a bigass tunnel? The default setting makes the tech tree only kinda-sorta randomized. Every tech has a "quadrant" it can be in, so some early techs will always be within the first handful of techs, some later ones down at the end which means you won't get that concrete liquification tech until you reach that last 1/4 of the tech tree. Of course there is an option to make the tech trees 100% randomized. And yeah, build tunnels. They're basically maintenance free/indestructible teleporters. If you want to expand a certain distance away the trick isn't to create a giant line of pipe/wire but to make a tunnel to expand your power/life support grids without having to deal with constant pipe/wire breaks. Lorini posted:Sorry folks, got caught up in the new test build for Oxygen Not Included, I'll work on Surviving Mars tonight and tomorrow. Hmm...play game with new space update, or play space game with new update...decisions.
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# ? Jun 1, 2018 04:03 |
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so the new content update hit today and we have more domes! I kind of like it. Bigger domes and smaller domes, the only downside being they can't support spires. Nice. Even more importantly, a UI upgrade with a bar on top (why wasn't that there before?) and graphs and charts. So much improvement.
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# ? Jun 1, 2018 04:59 |
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Speedball posted:so the new content update hit today and we have more domes! I kind of like it. Bigger domes and smaller domes, the only downside being they can't support spires. Nice. Yeah, the new UI is so very nice. It really is something that should have been there before, and had to be added via mods. Supposedly there are new dome shapes for larger sized domes, but being able to plop down the tiny dome real quick is rather nice. I really don't need a spire, can't afford one anyways, in the early days. And spires are less important with the tunnels.
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# ? Jun 1, 2018 05:14 |
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I haven't had a chance to play yet but reading over the patch notes- "...The smallest domes do not allow Spire construction..." is definitely going to mean I have to restart, right?
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# ? Jun 1, 2018 06:13 |
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frogge posted:I haven't had a chance to play yet but reading over the patch notes- "...The smallest domes do not allow Spire construction..." is definitely going to mean I have to restart, right? What do you mean? The Spires are unique and powerful buildings with dome-wide modifiers (or with the arcology: just a lot of high-comfort room) that helps you specialize your domes. The new super small domes (barrel and tiny little triangle) just can't have spires built in them, but the classic bubble still can.
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# ? Jun 1, 2018 06:22 |
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The barrel dome has more space in it than the basic starting dome but it doesn't support a spire either. You're trading more space for one less super-structure later on. Just tried my first game as the Church as a starter and jesus christ they have 0 research points from their sponsor, one rocket (that you have to refuel and send all the way back to Earth just to get humans around).... phew. But I guess with them all having the Religious trait means they're more resistant to sanity breaks. What the hell is "morale" and what does it do and why is it separate from comfort and sanity? There's no combat in this game, yet. Speedball fucked around with this message at 07:43 on Jun 1, 2018 |
# ? Jun 1, 2018 07:32 |
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I think it works as follows: if comfort goes high enough they'll breed, if sanity goes too low they do something stupid and if their morale stays too low they'll take a ship back to Earth but if it's high they'll work harder. Pretty sure having high or low comfort and sanity give bonus/malus to morale.
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# ? Jun 1, 2018 08:49 |
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Comfort is cozy the dome is: mainly how well they can sate their needs (shopping, checking out parks, partying, etc.). It's also the baby-making stat. Sanity is how well things are going. Disasters (like the constant howling of a dust storm), working outside, etc. work against Sanity and drain it, while sleeping restores it. The comfier the home, the more sanity is expended, while if things are going poorly and they have a cramped apartment sanity recharge will be a net loss. Morale is a mixture of these. I believe it's mainly brought up by comfort (if the surroundings are cozy it's easier to relax about things) while brought down by low sanity (Ugh, gently caress, I have to leave the dome in the middle of fimbulvinter to go work in the mushroom farm). If Comfort is too low you won't be getting any children. If Sanity is too low they have mental breaks which can give them a negative trait or commit suicide, which can hurt the sanity of others around them. If Morale is too low they leave the colony (if they're not Martianborn). Which means you can totally have a guy have a mental breakdown and then run back to earth, but not before leaving a child behind because the park bench with that fellow homeless chick was so comfy. They all kind of blend together and if you're boosting one you're generally boosting them all.
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# ? Jun 1, 2018 09:51 |
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Morale also normalises over a longer period than comfort and sanity, which change much more frequently. If your morale gets low it takes a while to stabilise I've found.
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# ? Jun 1, 2018 12:50 |
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I eschewed Fungal Farms at first, but now that I see that they produce food in a steady trickle per-sol rather than a big harvest every few sols they're not so bad after all. Might be nice to have one so it's not feast-and-famine during the first few seasons waiting for my farms to make stuff.
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# ? Jun 1, 2018 17:09 |
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Yes, fungal farms are good because they pay off immediately and constantly, which makes them more valuable on maps where you might not have secure water and oxygen supplies.
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# ? Jun 1, 2018 18:50 |
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Secure oxygen supplies?
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# ? Jun 1, 2018 19:27 |
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Oh, I thought the original small start domes were affected.
frogge fucked around with this message at 21:14 on Jun 1, 2018 |
# ? Jun 1, 2018 21:11 |
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frogge posted:Oh, I thought the small starter domes were affected. oh no, there are now a bunch of new starter domes. including the tiny dome, which is handy as a motherfucker if you just want to mine a remote deposit. it's half the size of the 'normal' small dome
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# ? Jun 1, 2018 21:14 |
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boner confessor posted:oh no, there are now a bunch of new starter domes. including the tiny dome, which is handy as a motherfucker if you just want to mine a remote deposit. it's half the size of the 'normal' small dome Yup, there's just enough room to put a hydroponics tower in the center as a quasi-spire. Or just shove a clinic or grocer or anything else that fits in a 3-hex triangle.
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# ? Jun 1, 2018 21:40 |
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Man, how'd you like to spend the rest of your days in a micro dome. I guess I'd start with one just to house a Research Lab to kickstart my science progress. But then I'd build a bigger dome and connect to it so my poor nerds have somewhere to go. Or maybe it could be a holding tank for Loners. Or a retirement dome for oldies (slightly more dignified than an ice floe).
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# ? Jun 1, 2018 21:41 |
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I wish it was possible to make branching passages or to connect them to the wall without having to take up a hex for each one.
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# ? Jun 1, 2018 21:54 |
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duffmensch posted:I wish it was possible to make branching passages or to connect them to the wall without having to take up a hex for each one. I feel like the new micro dome could kind of be used as a hub, if a bit big. I haven’t played much since tunnels, do the number of domes someone has to travel affect anything, or is it just a linear distance?
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# ? Jun 1, 2018 21:57 |
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Anime Store Adventure posted:I feel like the new micro dome could kind of be used as a hub, if a bit big. I haven’t played much since tunnels, do the number of domes someone has to travel affect anything, or is it just a linear distance? I think it's mainly linear distance, but I also know that you lose 10 service comfort for having to commute to other domes for luxuries (or 10 points of work efficiency for commuting to/from work)
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# ? Jun 1, 2018 22:00 |
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WithoutTheFezOn posted:Secure oxygen supplies? Dust storms knock out your moxies. Or do normal farms not use oxygen? Anime Store Adventure posted:I feel like the new micro dome could kind of be used as a hub, if a bit big. I haven’t played much since tunnels, do the number of domes someone has to travel affect anything, or is it just a linear distance? Alkydere posted:I think it's mainly linear distance, but I also know that you lose 10 service comfort for having to commute to other domes for luxuries (or 10 points of work efficiency for commuting to/from work) Do people even travel through multiple domes? I thought they'd only go to neighbouring ones. The new domes do seem like they would tile very well, they have regular polygonal footprints so you can make a big ring of barrel domes that lock together. OwlFancier fucked around with this message at 22:13 on Jun 1, 2018 |
# ? Jun 1, 2018 22:10 |
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OwlFancier posted:Or do normal farms not use oxygen? IIRC, normal farms produce oxygen; fungal farms use oxygen.
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# ? Jun 1, 2018 22:15 |
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Ahh that'd be it.
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# ? Jun 1, 2018 22:18 |
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Mechanical Ape posted:IIRC, normal farms produce oxygen; fungal farms use oxygen. Yup. Hydroponics and Farm plots always produce a small bit of oxygen (and having a few set to oxygen producing crops is a very good thing when playing on a dust-storm map)
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# ? Jun 1, 2018 22:20 |
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I don't like fungal farms because as an out of dome building they'll have a sanity hit unless the worker is Martian born and you have the right tech (which is later in the tree by default). Also their production does not improve with any of the farming techs and it is hard to keep people fed with them as their output doesn't scale well to match your colony growth. Their good points just do not outweigh their drawbacks in my opinion, which is a shame because the base idea is a good trade off.
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# ? Jun 2, 2018 02:43 |
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OwlFancier posted:Do people even travel through multiple domes? I thought they'd only go to neighbouring ones. Near as I can tell, they do not. I've found the interdome connections to be largely useless. In the early game, it can be nice to have a central hub for a casino or bar before you can afford to place them in more spots, but later on it's just not that helpful.
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# ? Jun 2, 2018 05:11 |
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Ooh, Biorobots count as Martianborn. Nice. If I ever have a glut of Electronics to spare I think I know what I'm making.
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# ? Jun 2, 2018 06:24 |
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HiKaizer posted:I don't like fungal farms because as an out of dome building they'll have a sanity hit unless the worker is Martian born and you have the right tech (which is later in the tree by default). Also their production does not improve with any of the farming techs and it is hard to keep people fed with them as their output doesn't scale well to match your colony growth. Their good points just do not outweigh their drawbacks in my opinion, which is a shame because the base idea is a good trade off.
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# ? Jun 2, 2018 07:59 |
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Dirk the Average posted:Near as I can tell, they do not. I've found the interdome connections to be largely useless. In the early game, it can be nice to have a central hub for a casino or bar before you can afford to place them in more spots, but later on it's just not that helpful. On the other hand I found growing a giant inter-connected city the easiest thing ever since once you get medium domes that gives you a whole bunch of excess space to fill up since you don't need to worry about putting a casino or spacebar or exercise field in every dome.
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# ? Jun 2, 2018 08:29 |
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Picked this up again after the latest patch. Definitely injected some new life into the game. Now it feels about 80% complete instead of the 60% complete it was at launch. The new domes are pretty nice, though the dome link system is kind of useless. Early on it's ok for being able to spread the need-meeting buildings out across a couple of domes, but each terminus eating an in-dome hex and the tubing being a blocker a pretty stiff price to pay. Once you go up to medium+ domes it's less of a problem, but by the time you're in the big domes you've got space to spare and don't really have as much need to interconnect. Mods still make life better in this game though. Automated anomaly scanning and resource harvesting mods are must haves. No more missing out on free science and metal cause I didn't click thingies.
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# ? Jun 5, 2018 15:14 |
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It's worth noting that if you have a large building slot in the dome, you can still fit three small buildings in there and a tunnel end, you just lose the central single tile you would normally put a park in.
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# ? Jun 11, 2018 17:00 |
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Verloc posted:Picked this up again after the latest patch. Definitely injected some new life into the game. Now it feels about 80% complete instead of the 60% complete it was at launch. The new domes are pretty nice, though the dome link system is kind of useless. Early on it's ok for being able to spread the need-meeting buildings out across a couple of domes, but each terminus eating an in-dome hex and the tubing being a blocker a pretty stiff price to pay. Once you go up to medium+ domes it's less of a problem, but by the time you're in the big domes you've got space to spare and don't really have as much need to interconnect. yeah the game was designed to where each dome would be independent, people just got antsy not being able to link them and this only matters in the early game before you can build domes large enough to contain every building i've found that three barrel domes arranged around a regular small dome to act as a central hub for the spacebar/casino/gym is more than enough space to last through the early phase of the game until you start unlocking big domes agreed that they keep patching in good content, game feels more complete now and once they release the first expansion it should be a full game. my only real gripe now is that the resource counter can't handle distinct grids, if you don't put everything on one big megagrid then you'll never know how much power and water you have making the toolbar useless. i've been in the habit recently of putting a fuel plant on a vaporator, putting two large solar panels down to power them, and just leaving that near my spaceport as a place-and-forget fuel generator with minimal maintenance required
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# ? Jun 11, 2018 18:08 |
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OwlFancier posted:It's worth noting that if you have a large building slot in the dome, you can still fit three small buildings in there and a tunnel end, you just lose the central single tile you would normally put a park in. Yeah, my only complaint is that tunnels are a bit fiddly when I want to connect to a specific spot through some other equipment. Too bad there's no "turn it back into a prefab" option for deconstructing certain buildings. That ought to be a Breakthrough Tech.
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# ? Jun 11, 2018 19:57 |
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They just released a new, free DLC out called the Mysteries Resupply Pack. Three new mysteries for the end-game.
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# ? Jun 12, 2018 18:23 |
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So... that's now a thing, apparently.
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# ? Jun 14, 2018 08:04 |
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With all this free content I'm going to be disappointed if the first DLC isn't something really substantial.
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# ? Jun 14, 2018 11:01 |
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Wyld Karde posted:
Just when I thought I was done...
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# ? Jun 14, 2018 11:05 |
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# ? May 29, 2024 07:14 |
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Wyld Karde posted:
Haemimont's lead designer just gave me Reddit Silver and implied he'd been waiting for this to be discovered. I found an easter egg, folks! If you want to visit the Mars llamas for yourself, head to 4N, 134E and zoom in on sector D4.
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# ? Jun 14, 2018 15:34 |