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Arglebargle III posted:Heard this game is very shallow c/d? What does c/d mean? Thanks.
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# ? May 27, 2019 18:14 |
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# ? May 31, 2024 16:29 |
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Mayveena posted:What does c/d mean? Thanks. confirm/deny
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# ? May 27, 2019 18:20 |
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I'm having problems with my drones sitting idle when where are jobs to do once I expand beyond the first couple of hubs. I'm trying to build a dome to exploit from nearby deposits but despite the fact that there are enough polymers scattered around my base, they sit doing nothing. I can order them to go and get it and drop it at the dome no problem but they won't think of it themselves. I'm also having similar problems with my water extractor breaking down for lack of machine parts even though there's more than enough to go around. e: Ah poo poo, I think I get why. I've got quite a few depots and none of them are going over the desired quantity of 3 so stuff isn't getting moved to the far out depots. I'll review my storage to see what really needs to go where and failing that, micro until I'm swimming in polymers. Walton Simons fucked around with this message at 19:35 on May 27, 2019 |
# ? May 27, 2019 19:22 |
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Yeah the thing about raw inventory counts is it also counts "stagnant" inventory thats just sitting in your logistics chain doing not much for anybody. You can look and see you have 30 machine parts, but if you have 7 universal depots feeding into each other you have 9 parts that are in a good location and they're probably earmarked for central maintenance before they can propagate outward.
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# ? May 27, 2019 19:47 |
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I'm still trying to figure out layouts, logistics and especially power management. The official forums guide was very down on wind turbines but the solar panels and batteries solution it used isn't very disaster-resilient, seems like, since the batteries are all being used overnight and that doesn't leave any spare in case of e.g. midday dust storms. What I'm trying right now is hooking up enough windmills for the stuff that runs all sol (so the domes and such) and then, when I add something power-hungry like a factory, connecting enough solar panels to cover it and not running it at night. Not sure about redundancy and disasterproofing beyond not putting all my windmills in the same place, though.
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# ? May 27, 2019 19:48 |
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I like that guide, and how it gets people thinking about the game, but I think in its zeal to make its points it presents Generally Good Ideas as universal constants. Living Quarters are very efficient and can be made extremely good for their resource cost, but sometimes you just can't expand, and "just build more domes 4head" isn't really helpful in 100% of situations. like, quote:The above setup should lead to rather low maintenance using imported parts - basically you just pay some polymers and machine parts - and most of the maintenance is instead paid using metal which in the early game can be collected fairly easily on the surface using transport rovers. ...okay what if you are slim on surface deposits? Now you're screwed. Guess you shoulda built tall, early. Oh well. "this is incredibly space and resource inefficient the more the game goes on" well... yeah. Yeah thats a very efficient setup except for all the waste.
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# ? May 27, 2019 20:04 |
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Did a random start/random commander profile and got Japan/Futurist and was pretty happy with the synergy between the two. I think I got a pretty tame mystery (Dreamers) but I set myself up on a high hazard/high resource steep landing spot so I had to work to get access to the other parts of the map. Although with the new landscaping features it's a lot easier and less expensive than it used to be. I've been building around the rough terrain which I think is more interesting than just bulldozing everything in my way, but it does mean I have a snaking dome setup rather than a better, interconnected one. Oh well. Wasp drones are cool as hell and I like how everything drives you towards having tons of specialists. Kinda feel bad for my engineer bartenders, but thems the breaks. Just starting to get into terraforming and I love how gradual the changes are. Really good expansion. Dreylad fucked around with this message at 22:41 on May 27, 2019 |
# ? May 27, 2019 22:35 |
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Noooooooooooooooo my save keeps locking up at the start of Sol 131
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# ? May 27, 2019 23:33 |
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This game rules and terraforming is mostly very well thought out, with one GIGANTIC exception. Vegetation. I stubbornly wanted to get the full terraforming achievement and it took almost a full hundred sols of waiting around for the special project to keep popping after finishing everything else. There's literally no other way to get it past 40%, and each special project gives you... 5. It took FOREVER. Its not like forestation plants move particularly quickly, so stopping them at 40% is a real kick in the junk
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# ? May 28, 2019 00:28 |
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Yeah I got everything else to 100% some time ago but my vegetation is at 60 something percent and when the seeding project pops up like, once every 5 sols... it's just lame. I think all of those projects should be available on tap continuously, if you got the rockets and resources you can just shoot em off. Make them take longer to actually do if that's a concern but it's better than just sitting waiting around doing nothing.
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# ? May 28, 2019 00:49 |
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Forestation plants stopping at 40% is weirdly arbitrary. You'd think plants spreading around on their own would contribute to the vegetation rating but no... Trying out a run as Church of New Ark. I'm not even playing as Doctor and my guys are reproducing like crazy. I wanted that Sponsor Goal of "10 founders at 90 comfort" so I started off as something I never try, Ecologist, put a hanging gardens in my first dome. Worked like a charm. The Temple Spire is pretty great too. More easily staffed than an infirmary and is the only building besides a medical building that can restore sanity, so my guys working in out-dome buildings or doing night shifts recuperate much more easily. Getting around their low research point rate is not too hard as long as you just put that expanding population to use and build your own research buildings. It's just getting over that initial hump that is the problem. Right now my only problem is a rather weak economy, I don't have a lot of money to spare, but I did buy some prefab Machine Parts and Electronics factories so I can just make my own stuff now. Of course all the best stuff you need to expand are earth-purchase-only early on like Moisture Vaporators... Speedball fucked around with this message at 03:57 on May 28, 2019 |
# ? May 28, 2019 03:52 |
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I picked this up and have already lost way too many hours on my little martian suburb. I decided that I had 'finished' a non green-planet run with India and started a new one with an eye for being really efficient and getting more income, relying a little more on imports. It's hard to tell if I'm really doing any better, but it's certainly engaging to try! The strange housing differences (mentioned in that guide earlier in the thread) totally escaped my notice, so I am no longer chasing insane power upkeep for my apartments. I found that I differed a bit from the guide on the usefulness of smart-homes though, since they have the unique attribute of increased sanity restoration, along with the more reasonable power upkeep of 4. How are people generally keeping up with sanity damage for early game out-dome workplaces, heavy workloads, night shifts, ect? I've got a lot of clinics, but I find that colonists often won't visit them when injured or low on sanity. I noticed I'm generally not running night shifts for services, and was going to experiment with that to see if that will get people to see a doctor. I have the same issue with health as well, the gym seems to be better at keeping chronic colonists stable than my medics, but I suspect it's just because colonists have a higher priority for their interests than they do for medical checks... Frighteningly realistic, really. BurlapNapkin fucked around with this message at 03:31 on May 29, 2019 |
# ? May 29, 2019 02:20 |
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I just stick a clinic in each dome and it doesn't seem to be an issue? I very seldom use the heavy workload shift thing though And gently caress the haters, I still love apartments, apart from in the early game (when housing isn't really an issue anyway). Power is the easiest resource to get effectively infinite amounts of. One triboelectric scrubber will let you run a fuckton of windmills for a total upkeep of one unit of electronics, the sun wonder plus solar panels gives you loads, fusion generators do too. They may need a lot of manpower if you don't get the eternal fusion breakthrough but guess what apartments give you room for Wafflecopper fucked around with this message at 02:48 on May 29, 2019 |
# ? May 29, 2019 02:43 |
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Apartments all the way IMO. Like I said, most of the early game flaws aren't -that- bad - the problem ones are the ones that impact Sanity. Conversely, Composed is great and possibly the best positive trait (outside Sexy and Genius, etc.) you can get for your first few passenger rockets, until you get your services running smoothly. Apart from that, keep your schedules organized. Have most of your workforce active on shift 1, but focus your services on shifts 2 and 3. You should have food service available 24/7, and will probably want to double up on it before anything else that needs labor. Medical is a close second, have Cadet Blueshirt in sickbay during dayshift if you have no better choice. Don't combine outdome work with night shifts until you're established. Think about it - if you're planning the first colony on Mars, who do you want - the absolute best expert in the world in the field that is going to whine when not served a gourmet meal, or a still-competent one that could live in the middle of the farm for a month and not bitch. metasynthetic fucked around with this message at 04:24 on May 29, 2019 |
# ? May 29, 2019 04:20 |
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The Psychologist commander basically breaks even on sanity for outdome work, and when I tried it I got a story bit where a kid developed an imaginary friend with a worrying knowledge of quantum physics. I psychoanalyzed it out of him and he grew up into a genius scientist. Who wound up working in the circuit board factory, I think. I'm having weird issues with my games. Mostly I get choice paralysis when I want to expand, because there's a perfect spot for a science dome over here, but it's like fifty miles from anything else, but if I put a dome right next to my first one I'm not going to be getting any new deposits out of it... Do y'all think it's better to sprawl as hard as possible and manually balance passenger rockets for distant domes, or creep out via interconnected domes?
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# ? May 29, 2019 07:15 |
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You can set the camera to follow pets. This changes everything
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# ? May 29, 2019 07:17 |
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Dareon posted:Do y'all think it's better to sprawl as hard as possible and manually balance passenger rockets for distant domes, or creep out via interconnected domes? Creep out until you get shuttles, then build wherever. Daisychaining depots and hubs is really inefficient for long distance transport, and doing it with an RC transport is micro hell.
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# ? May 29, 2019 08:24 |
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Wafflecopper posted:One triboelectric scrubber will let you run a fuckton of windmills for a total upkeep of one unit of electronics
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# ? May 29, 2019 08:37 |
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Morholt posted:Use two overlapping scrubbers instead. Zero upkeep!
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# ? May 29, 2019 10:34 |
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I am playing a new game with Chaos Theory on and I would murder for the scrubber tech, I got too lazy just slapping them everywhere in my previous game. Of course CT is still super fun.
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# ? May 29, 2019 10:42 |
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Sulphagnist posted:I am playing a new game with Chaos Theory on and I would murder for the scrubber tech, I got too lazy just slapping them everywhere in my previous game. Actually my last run was chaos theory with no scrubber tech for quite a while too, but I got that one event where you pick from like 4 rewards and i windmill slammed the 1 scrubber option
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# ? May 29, 2019 10:50 |
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I’d like scrubbers to not be a thing. Completely trivialising game mechanics is a thing this game does a lot and it’s kind of annoying. Overlapping scrubbers just cost a bit of power and now you’re never paying for outdome maintenance again, but what should happen is that you experience a mid to late game resource crunch and the breakthrough that lets empty deposits produce a trickle should be default. This way you’d be able to go for a boom-maintenance cycle where each new deposit you mine lets you expand and the trickle you get when it’s empty lets you maintain the buildings you made from the deposit.
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# ? May 29, 2019 10:57 |
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That would be fine if they also reworked maintenance. It irks me that things just stop working (with potentially disastrous results) because the drone AI isn't good at prioritizing. If I set something at three chevron priority the drones should drop everything else and take care of it. Abstract maintenance into a resource drain directly from supplies or something. Or make the drone AI better. Or make it so that you can do maintenance more often but at a smaller cost, so if 100% maintenance costs 4 polymers, you can also set maintenance procedure to trigger at 50% and if it's done at 50% it costs 2 polymers instead. Heck, I'd pay a resource premium to be able to do maintenance at 50%. You could also increase the power drain on scrubbers so you can't spam them but can only put them in places where they are really useful, like solar panel arrays. Even maybe something arbitrary like scaling the power cost up logarithmically the more of them you have. Sulphagnist fucked around with this message at 11:33 on May 29, 2019 |
# ? May 29, 2019 11:31 |
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Okay I figured out how to get past the lockup at sol 131 (reload an earlier save and hope whatever does that thing doesn't happen again) lemme just lay some early terraforming down and call it after this one sol.... [HOURS PASS] oh goddammit....
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# ? May 29, 2019 12:07 |
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Open farms seem really buggy for me. Here's my experience with them at 100% all terraforming: 1. Soil quality 100% 2. I pick a crop 3. Water is preposterously overproduced by like 75/hr, seeds are amply provided, no power outages, good maintenance, etc etc. 3. There are 200 drones standing by doing nothing so its not a priority issue 4. The projections are 2800 food for a three sol harvest cycle (!!!!) 4.5. Except sometimes given the exact same conditions, the projections are for 5 or 15 food for the entire farm. 5. Regardless of projections: nothing happens. Occasionally the drones will take a load of food but for the most part the animation on the swivel arm plays and and sometimes a patch of crop reaches maturity but for the most part the farms do nothing. 6. The legacy farms in my now-open domes still work perfectly, though. Willie Tomg fucked around with this message at 12:27 on May 29, 2019 |
# ? May 29, 2019 12:17 |
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Demiurge4 posted:I’d like scrubbers to not be a thing. Completely trivialising game mechanics is a thing this game does a lot and it’s kind of annoying. Overlapping scrubbers just cost a bit of power and now you’re never paying for outdome maintenance again, but what should happen is that you experience a mid to late game resource crunch and the breakthrough that lets empty deposits produce a trickle should be default. This way you’d be able to go for a boom-maintenance cycle where each new deposit you mine lets you expand and the trickle you get when it’s empty lets you maintain the buildings you made from the deposit. I'd be happy with this, but you'd need to dramatically lower maintenance costs overall to balance it, which would put the early game of whack. You could increase the trickle instead, but that reduces the expansion incentive. Dome buildings can't be scrubbed though, so you could achieve something similar by just putting more functions into a dome.
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# ? May 29, 2019 12:41 |
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oh my word its SEEDS. I had a weird hunch and gave it a shot this morning and seeds are why open farms are not good. Or rather, they're EXCELLENT, but: you can't have any seeds laying around outside of storage which... gets tough, if you don't know this is a behavior. See; harvesting is the lowest priority for the drones automatically. Which means that the next highest task is seed collection from your forests--because why would you take your Forestation Plants offline?--and if there's no empty seed inventory to fill the drones just shrug it off and wait for some to open up before they touch that dirty, filthy human food. I threw down literally a dozen seed deep storages across the map and now a relatively reliable 2500-3000 food per sol is getting raked in, drones and shuttles leaping into action because they finally don't have to look at seeds anymore. hahaha thats a Dwarf Fortress level bug if I ever saw one e; turning off forestation plants doesn't help. Every single one of these trees kicks off a seed on the regular, and there is no way to make them stop or make drones stop threatening famine on the colony if there is but ONE seed uncollected somewhere in the hub's radius. Every. Single. Tree. They Are Billions has nothing on this terror Oh well, it's not like I can say it wasn't a good run with that one colony. Willie Tomg fucked around with this message at 13:35 on May 29, 2019 |
# ? May 29, 2019 12:56 |
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There's a storage building/depot for seeds? I didn't seem to be able to build one, which seemed like a ridiculous oversight because any seed-importing rockets will take ages to unload.
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# ? May 29, 2019 14:31 |
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Sulphagnist posted:There's a storage building/depot for seeds? I didn't seem to be able to build one, which seemed like a ridiculous oversight because any seed-importing rockets will take ages to unload. You can't build seed storage at start, you need a specific tech for it, iirc the one that unlocks forestation plants
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# ? May 29, 2019 15:02 |
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It’s frustrating that seeds can never end up in universal depots.
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# ? May 29, 2019 15:31 |
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Willie Tomg posted:harvest problems Last night I was having this problem and it seemed like having dedicated RC commanders sitting in the middle of the field with a command radius just big enough to cover a food depot was enough.
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# ? May 29, 2019 17:03 |
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Willie Tomg posted:oh my word its SEEDS. I had a weird hunch and gave it a shot this morning and seeds are why open farms are not good. Or rather, they're EXCELLENT, but: you can't have any seeds laying around outside of storage which... gets tough, if you don't know this is a behavior. I had given up on my save for this after making the capital city for this same problem. Holy crap I may be able to finish now. My farm was well on it's way to famine because I was supplying my colony from open farms that just stopped working.
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# ? May 29, 2019 17:32 |
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Dareon posted:Do y'all think it's better to sprawl as hard as possible and manually balance passenger rockets for distant domes, or creep out via interconnected domes? Creeping is the simpler strategy before you get shuttles, but sometimes necessity wins out, like if you don’t have a metal or rare metal deposit in your starting area. So it depends.
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# ? May 29, 2019 18:16 |
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metasynthetic posted:Apartments all the way IMO. Like I said, most of the early game flaws aren't -that- bad - the problem ones are the ones that impact Sanity. Conversely, Composed is great and possibly the best positive trait (outside Sexy and Genius, etc.) you can get for your first few passenger rockets, until you get your services running smoothly. The service drone breakthrough is really awesome early game for me so far. True I have to spend a bit to get all the electronics (10 for each conversion), but freeing up early workers for other projects and being able to run a bunch of vital services 24/7 for no sanity risk is groovy.
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# ? May 29, 2019 18:24 |
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DOCTOR ZIMBARDO posted:It’s frustrating that seeds can never end up in universal depots. This is probably for technical reasons, like the reason why Black Cubes don't go in Universal. Seeds are separate from the eight primary resources the game was built around.
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# ? May 29, 2019 18:59 |
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Jimmy4400nav posted:The service drone breakthrough is really awesome early game for me so far. True I have to spend a bit to get all the electronics (10 for each conversion), but freeing up early workers for other projects and being able to run a bunch of vital services 24/7 for no sanity risk is groovy. Also useful for idiot containment domes.
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# ? May 29, 2019 19:19 |
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Started a Chaos Theory game as Brazil. On sol 5 I got the invention event that reveals a wonder tech with a 50% discount and well now I'm looking at a sol 7 mohole and I think this might be easy mode?
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# ? May 29, 2019 21:13 |
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Sometimes it is, sometimes it isn't. I started a Winter is Coming game as Russia and I have no idea where the heater tech is going to be. If it's at the end I'll be pretty hosed.
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# ? May 29, 2019 21:27 |
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metasynthetic posted:Sometimes it is, sometimes it isn't. Unless you just over-build your power supply. I'm doing Winter is Coming, Chaos Theory Japan and my solution was a mixture of MORE solar panels (and a handful of wind generators) with atomic accumulators. Oh and turning off my automatic metal extractors because they go from 10 to 30 power when a Fimbulvintir hits. Like I don't care if I'm -200 power at night when my total storage is around 45K power.
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# ? May 29, 2019 21:50 |
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# ? May 31, 2024 16:29 |
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Vando posted:Started a Chaos Theory game as Brazil. On sol 5 I got the invention event that reveals a wonder tech with a 50% discount and well now I'm looking at a sol 7 mohole and I think this might be easy mode? Chaos Theory giveth, Chaos Theory taketh away. For every game with 1000 research Martian Copyrights, there's a game where both machine parts and electronics factories are 40,000 at the end of their respective trees.
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# ? May 29, 2019 22:23 |