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Nope just in need of maintenance
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# ? Jan 23, 2019 05:59 |
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# ? Jun 3, 2024 23:25 |
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Also my dome, pipes and cables keep spontaneously springing leaks. It's like there's a meteor shower but there's not. Is there some bug with invisible disasters? This is like my fourth game and the first time I've run into this e: Yeah my rocket can't land due to a dust storm apparently, but I have no dust storm timer. I did have one recently but I saw the timer hit 0 and disappear. Maybe it just bugged out and never stopped? Do dust storms also cause leaks and fractures at random or do I also have invisible neverending meteors? I haven't had any buildings taken out by direct hits so I guess probably not Anyway I guess this run is over, I can't keep up with the leaks appearing at random all over my life support network and my polymer production can't keep up with constant dome repairs, I have no money to send supply pods with more, and I can't land my rocket to pick up rare metals for more funding. Wafflecopper fucked around with this message at 06:22 on Jan 23, 2019 |
# ? Jan 23, 2019 06:11 |
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Are they turbines from before you got that tech? Someone was talking about a bug earlier where he had to rebuild every turbine built prior, but every one built after worked perfectly.
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# ? Jan 23, 2019 17:37 |
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Are you having dust devils maybe?
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# ? Jan 23, 2019 18:48 |
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Chaos Theory is stupid and hilarious. Alright lets start working up the tree to autonomous sensors, first tech is... Orbital Telescope. Huh. Cool. Okay well we have enough stuff laying around for a fast first dome maybe i can get Apartments....? No? Arcologies? Close enough.
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# ? Jan 23, 2019 20:29 |
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Just got my first Martianborn in a new run. Their name? Ace Uranus.
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# ? Jan 26, 2019 09:46 |
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Wafflecopper posted:Just got my first Martianborn in a new run. Their name? Ace Uranus. Niiiiiiice. My favorite was Beta Nova. Come on, she is the first child born on this planet and you name her BETA!? I mean, at least Nova means new so that worked, but Beta?
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# ? Jan 26, 2019 10:37 |
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You, a dullard, unimaginative: Oh no! My colony of 5,000 has 50% unemployment and homelessness! Everything is so full nobody can move to specialized domes because its so packed! Time to restart. Me, a brain genius, lustrous: Property ownership and also old age are now illegal. The homeless now have a place to live, and jobs to work in while they live there. the. problem. is. SOLVED.
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# ? Mar 14, 2019 06:59 |
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You know I did not expect this thread ever to get into Rimworld-level darkness...
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# ? Mar 20, 2019 21:59 |
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Soylent Green has been a rare breakthrough since launch. People have been making "kill off elderly for food" domes since the very beginning.
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# ? Mar 21, 2019 13:29 |
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Certainly the retirement and idiot farm dome is a staple. Can't break farms with your dumb idiot face can you?
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# ? Mar 23, 2019 07:21 |
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Alkydere posted:Soylent Green has been a rare breakthrough since launch. People have been making "kill off elderly for food" domes since the very beginning. "It is every citizen's final duty to go into the tanks, and become one with all the people."
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# ? Mar 23, 2019 07:36 |
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OwlFancier posted:Certainly the retirement and idiot farm dome is a staple. Can't break farms with your dumb idiot face can you? Seriously, the idiot trait is so bad and totally out of line with everything else. Like something that gave everyone else working on his shift a -10 or -20 penalty for cleaning up after him I'd understand but the whole "breaks the building they're working in" is just such an extreme effect.
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# ? Mar 23, 2019 08:32 |
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It's the Pauly Shore variable.
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# ? Mar 23, 2019 09:52 |
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Speedball posted:"It is every citizen's final duty to go into the tanks, and become one with all the people."
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# ? Mar 23, 2019 12:58 |
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I don't mind the idiot trait so much anymore since they lowered the chances of it occurring in the pool of applicants and for martian-born colonists in the first couple patches. It's still pretty annoying, but at least it's manageable to keep them contained in farm domes where they can't break anything aside from a market or something. Actually, I kinda like that it encourages you to make changes in your game-play to accommodate them and keep them from wrecking anything valuable.
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# ? Mar 23, 2019 19:16 |
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Just started this game, and there's a few things I don't get. Is it possible to send out colonists more than a short distance from domes to mine resources? Or am I supposed to just build new domes by every deposit? Also, what's the deal with repairing stuff that isn't close to a drone hub? Am I supposed to just be manually sending transports/commanders around every so often to do the work?
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# ? Apr 7, 2019 01:49 |
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Eschatos posted:Just started this game, and there's a few things I don't get. Is it possible to send out colonists more than a short distance from domes to mine resources? Or am I supposed to just build new domes by every deposit? Also, what's the deal with repairing stuff that isn't close to a drone hub? Am I supposed to just be manually sending transports/commanders around every so often to do the work? In general, you want everything to be within range of at least one drone hub, and have resource depots in the places where they overlap so they can keep each other supplied. You only have to use manual repairs for emergencies and occasional weird edge cases.
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# ? Apr 7, 2019 02:44 |
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Next question: How do I prioritize buildings so people will actually work there consistently? I've been trying to set all my engineers to work in the machine parts/electronics factories since I need those the most, but setting the building priority to require engineers just means that no one else will work there while the engineers divide themselves among every single building they could possibly work at.
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# ? Apr 9, 2019 05:12 |
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Eschatos posted:Just started this game, and there's a few things I don't get. Is it possible to send out colonists more than a short distance from domes to mine resources? Or am I supposed to just build new domes by every deposit? Also, what's the deal with repairing stuff that isn't close to a drone hub? Am I supposed to just be manually sending transports/commanders around every so often to do the work? --Nope! The outline surrounding the dome when you place it is the limit colonists can "travel." There's a method to the madness of building 3-4 small domes near an easy cluster of resources, teching up to larger domes, and building those larger domes--with their larger radii--in more intelligent places when you've scanned/deep scanned the entire map. --If something's outside the radius of a Hub or commander it's screwed. Commanders are really useful for extending your range in this way to allow you to get that drone hub up. Until you get shuttle tech, you're either sprawling around on that initial build site, or building wholly self-sufficient splatterings of domes. Once you do get shuttle tech, however, the ability to support isolated drone hubs (built by commanders) with single small wind turbines allows you to explode all over the map. Eschatos posted:Next question: How do I prioritize buildings so people will actually work there consistently? I've been trying to set all my engineers to work in the machine parts/electronics factories since I need those the most, but setting the building priority to require engineers just means that no one else will work there while the engineers divide themselves among every single building they could possibly work at. Relentlessly fire everyone who isn't working where they should be, until they're working where they should be, and reject specialists for service buildings. Also just accept that any broad social change is gonna take a couple Sols for your colonists to implement.
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# ? Apr 9, 2019 06:18 |
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Green Planet DLC Steam store page is up. Make Mars habitable and build a second home for humanity in Surviving Mars: Green Planet. Terraforming Terraform Mars and make the hostile planet habitable for humanity. Each decision you make while managing your colony can affect the Terraforming Parameters, which include the Atmosphere, Temperature, Water, and Vegetation, and ideally brings them closer to habitable levels. Monitor your progress on a planetary scale with the Planetary Overview UI. Green Mars Seed the surface of Mars with various lichen, grass, shrubs, or trees and watch as they begin to turn the Red Planet green. Low maintenance plants like Lichen can improve the soil quality to help more complex plants grow while Trees produce high seed yields for your colony to harvest. Be sure to monitor your soil quality levels to keep your plants healthy and growing. Special Projects Take on seven challenging Special Projects like melting the polar caps, capturing ice asteroids, launching a space mirror, and more to begin shifting the Terraforming Parameters. Be careful, these projects will have a lasting impact on the planet and can trigger natural disasters! 7 New Wonders of Mars Construct seven new buildings that can help you terraform the planet or capitalize on the changes. Use the GHG factory to release greenhouse gasses into the atmosphere, the Forestation Plant to boost vegetation production, the Water Pump to fill lake bed, and more. Climate Calamities Terraforming a planet can have unexpected consequences. If you release too many greenhouse gasses into the atmosphere you can trigger acid rain which reduces soil quality, or if an asteroid slams into the planet it will cause a Marsquake that can disrupt your colony’s production. No price or date details as of yet. Edit: And here's the announcement trailer: https://www.youtube.com/watch?v=p-E0w5xL8uA Wyld Karde fucked around with this message at 16:45 on Apr 9, 2019 |
# ? Apr 9, 2019 15:29 |
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Seems a lot more ambitious than their last update, which is probably why it's taking so long to complete.
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# ? Apr 9, 2019 17:08 |
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This looks hella sweet.
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# ? Apr 9, 2019 17:26 |
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If it provides something for you to use your industrial/logistical base on after beating your mystery beyond building for building's sake, then I'm sooooooooooo 110% locked-in down for this. If it does not then I'm merely 100% down for it because this is the only city builder I've really enjoyed since Tropico 3 and Simcity 4 before that (and the Caesar 3/Pharaoh before that) and more game is more game. I really wish there were an outlet for your ag-dome complexes and deep storages full of mohole metals and machine parts, though
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# ? Apr 9, 2019 17:30 |
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Willie Tomg posted:
I had tried that, at least firing non specialists and force switching specialists to working at the factory. Then after five days the specialists would quit and I'd be left with a near empty factory.
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# ? Apr 9, 2019 17:33 |
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gently caress, that makes me pretty hyped. Enacting my KSR fantasies is all I want from this game.
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# ? Apr 9, 2019 17:44 |
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Eschatos posted:I had tried that, at least firing non specialists and force switching specialists to working at the factory. Then after five days the specialists would quit and I'd be left with a near empty factory. possibly a tedious question, but: Are you also setting the factory to max priority with everything else at "normal" priority? Also, are you overbuilding and having lots of empty job slots all over? Even massaging the priority system, the colonists' tendency is to make sure every building has at least some marginal staffing for all open shifts, so you might have to make hard choices to turn off whatever's drawing those engineers away or setting your rare metals mine to a lower priority than the factory or what have you, while also manually firing engineers, and then maybe you have some geologists working shifts in your factories. It's a little fussy and fiddly, and even in the best case scenario it's tough to get priorities working--I have had SUCH GRIEF trying to get child-only education domes to remain child-only education domes beyond 5 sols before everyone matured into adult failchildren who refuse to move out of the dome--but in your first handful of domes there's little enough going on that you can afford to split your attention to at least keep a little staffing. Regardless, you're still going to be starved for engineers to be sure between all the factory types. The early and midgame pinch for engineers is by far your biggest inducement to tunnel into the Social tree to get Martian Universities (and the tech that makes martianborn graduate twice as fast), while also ensuring your colonists have enough comfort levels to make enough babies to supplement your trickle of Earther engineer specialists (and the grudging nonspecialized Earthers who fill whatever slots in your Universities).
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# ? Apr 9, 2019 17:56 |
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Uh, the priority tooltip says that only matters for drones and power. Is that not actually true?
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# ? Apr 9, 2019 21:06 |
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Utterly anecdotally I've noticed it also applies to workers. It might be confirmation bias, but it gets me through those early game doldrums where every engineer is sacred, and the midgame pinch where you cannot afford to have your reclamation spire less than 100% staffed at all times in your farming dome.
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# ? Apr 9, 2019 21:21 |
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Have they added blueprints or the ability to copy paste domes with interior structures pre-built? That's my biggest hangup on playing the game again; repetitively filling up domes is a pain when I'm stamping out the same amenities and housing over and over again.
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# ? Apr 9, 2019 22:24 |
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I hope you can make Green Planet optional in a given playthrough, just in case you don't want terraforming as the endgame to your Mars tale. I really like all the content it offers, though. Maybe I'll have more reason to build external decoration if there's more stuff happening outside. I also hope this provides more reason to keep playing past the mystery. That's usually when I feel "done" with a run -- there's a lot of late-game content I've barely messed with for that reason.
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# ? Apr 9, 2019 22:53 |
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Couldn't you just not do it? Like, it's just more content. Nobody is making you build the wonders that are the current endgame.
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# ? Apr 9, 2019 23:43 |
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Welp, may have had my game ended by a resource shortage spiral. A food shortage coincided with water and concrete deposits running out. So now I"m trying to prevent mass starvation while working on producing everything I need to not have crops fail. Every dollar i make from exports is going to rockets full of food.
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# ? Apr 10, 2019 17:01 |
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If everyone is dead you don't need to feed them.
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# ? Apr 10, 2019 17:47 |
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Eschatos posted:Welp, may have had my game ended by a resource shortage spiral. A food shortage coincided with water and concrete deposits running out. So now I"m trying to prevent mass starvation while working on producing everything I need to not have crops fail. Every dollar i make from exports is going to rockets full of food. https://www.youtube.com/watch?v=9C4uTEEOJlM&t=11s It took me like 3-4 tries to get colonies working by something other than either accident, or taking the space program start. Not including the times I learned the hard way to not waste like 6 hours taking random events on random landing sites (gently caress you Metatron, you could at least wait until the cold wave is over!!)
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# ? Apr 11, 2019 09:10 |
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My name idea: Marsaly Inept
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# ? Apr 11, 2019 09:39 |
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I must admit, I did not expect this DLC to involve penguin farming.
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# ? Apr 11, 2019 16:07 |
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Willie Tomg posted:https://www.youtube.com/watch?v=9C4uTEEOJlM&t=11s Managed to finally recover, only took until Sol 120. Now the problem is more figuring out where to put the legions of children that are popping up. Not sure why people are happy enough to gently caress but unhappy enough to have a suicide every few sols. Are the more advanced endgame questlines better than just "load a shitload of resources into periodic rockets?"
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# ? Apr 11, 2019 17:55 |
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Wyld Karde posted:Green Mar Stuff Sad bit about IRL Mar colonization effort is that Mars can't be terraformed, like ever.
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# ? Apr 11, 2019 18:31 |
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# ? Jun 3, 2024 23:25 |
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Eschatos posted:Managed to finally recover, only took until Sol 120. Now the problem is more figuring out where to put the legions of children that are popping up. Not sure why people are happy enough to gently caress but unhappy enough to have a suicide every few sols. Are the more advanced endgame questlines better than just "load a shitload of resources into periodic rockets?" Congrats! There are a few things it could be but it sounds like homelessness issues (the people with residences are cozy enough to pop out kids, but the people who aren't in residences can't take it anymore and off themselves). The answer is expand, expand, expand. I've tried a few different ways of setting up dedicated nursery domes, and the kids migrate quickly enough, but then even with filters there's not enough of an inducement for the grownups to move out so they just get sick and miserable in their helldome, doing nothing. It sounds like you drew The Boringest Mystery, so the good news is its all better from there--even the easy ones generally make you Do Something other than sacrifice a landing pad and some inconvenient electronics/machine parts although Ganymede Rice is a great reward so that's nice. I really wish there was more to do in the game by the time the mystery gets wrapped up and you're casually throwing down quartets of megadomes, though. That's what I'm looking forward to most, in the next expansion. Just gimme a cool thing to throw 4000 metal and 8000 polymers at with my 3000 drones.
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# ? Apr 11, 2019 18:46 |