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I need help: the Rubicon Rocket has landed and is demanding 200 metal. I can't supply 200 metal so I'm basically being starved of metal until it's full, which is going to be a very long time. Can I make it go away or unload it or just ignore it until I'm in a position to supply 200 metal? e: Yup, my colony is dying due to lack of metals for repair and I can't stop my drones from loading the rocket instead of repairing things that keep my guys alive and I've already hosed with the priority settings. This is obnoxiously dumb. Walton Simons fucked around with this message at 23:09 on May 29, 2019 |
# ? May 29, 2019 23:03 |
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# ? Jun 5, 2024 06:01 |
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Can you set the rocket priority to Low?
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# ? May 29, 2019 23:28 |
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Already done, but even then, the drones will fill the rocket so I don't have anything left when poo poo breaks. e: Turns out I have an autosave from about 20 minutes before I called the rocket in so I'll just go from there. Walton Simons fucked around with this message at 23:49 on May 29, 2019 |
# ? May 29, 2019 23:31 |
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Newb here. I am making rare metals but they are going in my rockets I guess? And then the rocket doesn't want to launch. What am I supposed to be doing? They are shown as 'waiting to export'. What does that mean?
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# ? May 29, 2019 23:43 |
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Mayveena posted:Newb here. I am making rare metals but they are going in my rockets I guess? And then the rocket doesn't want to launch. What am I supposed to be doing? They are shown as 'waiting to export'. What does that mean? By default your rare metals will be loaded on to rockets for export yeah, you can disable that with a button at the top near the launch button. If it's not launching it's probably not got enough fuel, you need 50 by default to launch.
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# ? May 29, 2019 23:54 |
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I feel like I'm fighting with the game a lot rather than playing it. I've had the rocket issues, I'm forever manually ordering stuff from full stockpiles around when there have been drones idling for days (it's not like there's a cost to distributing stuff, my stockpile is well over the desired quantity I set so just do it) and the absolute loving dumbest thing is that earthsick colonists will only get on rockets that land after they've become earthsick. So I've made a newb mistake and not fitted my dome out enough, fair enough, I'm happy to take a hit for my mistake. It's pretty annoying that I need to get comfort up to 70 in order to cure them since I need manned buildings for that and these doofuses are taking up all my space/food. It feels very catch 22-ish but whatever, I should have planned better. I need these guys off Mars because they're just eating food and doing nothing. There's a fueled rocket leaving for Earth any minute and I can't put them on that. It's so dumb.
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# ? May 29, 2019 23:57 |
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One thing I missed when I was new is that you start with two rockets, the second one is chilling on Earth at the start. You could send that one in if you haven't already so your earthsick colonists will jump on when it lands, faster than waiting for the rocket you have on Mars to get to Earth and back. Your resource issue sounds like wherever your materials are supposed to go is out of range of the drone hub(s) that are in range of the materials. Make sure you have drone hub coverage over both and that they have some overlap, and put a depot down in the overlap. The drones at the stockpile should drop some to the new depot, and the drones at the construction or maintenance site should come pick them up. Wafflecopper fucked around with this message at 01:28 on May 30, 2019 |
# ? May 30, 2019 01:22 |
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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? Going through my first Chaos Theory game right now and while certain basic techs like farms are out of reach (whyyyy) I did get a Space Elevator very early on, and since I'm playing as Blue Sun I'm freaking cleaning house money-wise. (the money achivement somehow has not poppped for me yet, though....)
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# ? May 30, 2019 03:29 |
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I've been playing with most of the difficult rules, so max disasters, no new colonists after your initial batch, chaos theory, renegades everywhere, 3x rocket travel time, increasing resource import costs, no food imports from earth...oof it is rough. Cold waves are my mortal enemy because half the time you do not get subsurface heaters for ages. This means your power supply has to be able cope for the whole time. It takes a long time for your colony to ramp up out of the risky initial phase because you only have natural birth rates and it's hard to get the manufacturing base up in time before you run out of credits to cover your missing advanced resources. My only concession to myself has been that I gave myself the prefab colony to set up. I might play a slightly easier set of rules soon just to actually get to see the new stuff! The Project Laika ranches are great though, as you can get decent food production if you are unlucky with your farm tech placement in the biological path.
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# ? May 30, 2019 05:08 |
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GuardianOfAsgaard posted:By default your rare metals will be loaded on to rockets for export yeah, you can disable that with a button at the top near the launch button. If it's not launching it's probably not got enough fuel, you need 50 by default to launch. I have enough fuel. The game tells me I’ll lose the metals if I launch. I want $ for my metals, how do I do that?
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# ? May 30, 2019 05:09 |
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Mayveena posted:I have enough fuel. The game tells me I’ll lose the metals if I launch. I want $ for my metals, how do I do that? If it's saying that cargo will be lost when you click the launch button, it means something other than rare metals and fuel is loaded onto the rocket. Usually it's leftovers from a previous supply mission that haven't been offloaded yet. Check and see what's loaded, build an appropriate depot and offload whatever cargo is waiting, then it should be able to launch normally and will give you the funding for the rare metals once it reaches earth.
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# ? May 30, 2019 05:26 |
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Mechanical Ape posted: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. Done and done. That's not as ridiculous as it seems, I got the Heirloom event early on which gave me Superior Pipes and Cables. Now, what is ridiculous is that big empty area with no resources or deposits. That used to be a canyon network full of jagged rocks.
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# ? May 30, 2019 07:48 |
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So I got the dark breakthrough technology, CLONING in my last game and decided to try it out. Takes a hell of a lot of staff to pump out clones regularly, but the result is manually making your own Martianborn who mature rapidly (and sadly die of old age by 45 sols). I'm not sure but I think they graduate school faster than other Martianborn do even with Ingenuity researched. Eventually I got Soylent Green as well and let me tell you, combining that with a short-lived high-turnover population meant that I had quite some good food, haha.
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# ? May 30, 2019 08:31 |
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Does calling down a meteor storm give more nice things than a regular meteor storm?
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# ? May 30, 2019 11:38 |
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Yes, a decent spread of metals and polymers spread over the impact area, which is hopefully not your base. I think the tool tip mentions rare metals but I never saw any.
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# ? May 30, 2019 11:58 |
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Speedball posted:So I got the dark breakthrough technology, CLONING in my last game and decided to try it out. Takes a hell of a lot of staff to pump out clones regularly, but the result is manually making your own Martianborn who mature rapidly (and sadly die of old age by 45 sols). I'm not sure but I think they graduate school faster than other Martianborn do even with Ingenuity researched. Is there a better combination of breakthrough techs than those two?
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# ? May 30, 2019 12:29 |
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Sanguinaire posted:Yes, a decent spread of metals and polymers spread over the impact area, which is hopefully not your base. I think the tool tip mentions rare metals but I never saw any. It is totally worth having your MDS up and running before calling the meteors, especially if you have a spreadout base as the meteors arrive over a wide area and can really ruin your day. Source: day ruined.
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# ? May 30, 2019 12:32 |
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Boksi posted:Is there a better combination of breakthrough techs than those two? Eternal Fusion and Superconducting Computing, but that's just boring good and not "Rimworld-level psychopathy" good.
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# ? May 30, 2019 13:51 |
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Boksi posted:Is there a better combination of breakthrough techs than those two? Cloning and Forever young - loses any drawback of clones Positronic brain and Printed Electronics - robot colonists, mass produced from scrap metal
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# ? May 30, 2019 14:33 |
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I'm scraping the bottom of the barrel in my game but still chugging along. I'm making electronics and machine parts but not fast enough so I have to import them for maintenance, but I'm just earning enough money to go broke getting supplies and having to wait until the next export of rare metals to be able to buy another shipment. I am just now starting to get my poo poo together w/r/t domes though after reading that guide on reddit. I made an old folks/kids dome and suddenly discovered I had like 50 people in my colony that were out of the workforce and clogging up my working domes. Seriously that thing filled up so fast with geriatrics. I also just started being able to plant grass so I don't really want to start a new game but it might be better at this point to start anew with the knowledge I now have. Edit: I know you eventually get a factory that uses them as a resource but before then do people generally just build dozens of rock formations to get rid of their piles of waste rock? explosivo fucked around with this message at 15:34 on May 30, 2019 |
# ? May 30, 2019 15:30 |
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# ? May 30, 2019 16:04 |
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Guildencrantz posted:Eternal Fusion and Superconducting Computing, but that's just boring good and not "Rimworld-level psychopathy" good. Pyromancer posted:Cloning and Forever young - loses any drawback of clones Sure, mechanically those are great, but you can't have them eat each other that way.
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# ? May 30, 2019 16:10 |
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explosivo posted:Edit: I know you eventually get a factory that uses them as a resource but before then do people generally just build dozens of rock formations to get rid of their piles of waste rock? Just leave them in a storage lot until you get the Carbonate burner terraforming doodad or the concrete converter. No need to actually do anything with the stuff.
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# ? May 30, 2019 16:12 |
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Aethernet posted:Just leave them in a storage lot until you get the Carbonate burner terraforming doodad or the concrete converter. No need to actually do anything with the stuff. The problem I have though is all of my storage lots get filled up over time because I haven't been able to research the Carbonate burner tech yet. I am close now though so I'll probably just make a beeline towards that so I don't have to keep using the rocks up to clear up more space in the storage lots.
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# ? May 30, 2019 16:21 |
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Dareon posted:Done and done. That big empty area could be a good place for a wind or solar farm. Or for lichens and other terraforming plants, maybe, I dunno, I haven't gotten far into terraforming myself. I don't see any grocers in your domes -- one or two might be a good investment since those are cheap to build, easy to staff, and the only way in the early game to scratch colonists' shopping itches. Seriously, peeps just love their grocery shopping.
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# ? May 30, 2019 17:01 |
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explosivo posted:The problem I have though is all of my storage lots get filled up over time because I haven't been able to research the Carbonate burner tech yet. I am close now though so I'll probably just make a beeline towards that so I don't have to keep using the rocks up to clear up more space in the storage lots. Just make more storage lots
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# ? May 30, 2019 17:45 |
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I like Mars slowly filling up with trash and garbage, I don’t even like reclaiming broken buildings or rovers. Although it would obviously run counter to the generally utopian aesthetic of the game (which is a nice breath of fresh air in the dreary twenty-teens), I would be intrigued by mechanics that made sustainability more of a concept. Give buildings hard levels of depreciation, include waste air and water (helpful or indifferent to terraforming at first but capable of tilting things the wrong way if you go too far). All those little boxes that the colony resources fit in have to be made somewhere...
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# ? May 30, 2019 17:54 |
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DOCTOR ZIMBARDO posted:I like Mars slowly filling up with trash and garbage, I don’t even like reclaiming broken buildings or rovers. Although it would obviously run counter to the generally utopian aesthetic of the game (which is a nice breath of fresh air in the dreary twenty-teens), I would be intrigued by mechanics that made sustainability more of a concept. Give buildings hard levels of depreciation, include waste air and water (helpful or indifferent to terraforming at first but capable of tilting things the wrong way if you go too far). All those little boxes that the colony resources fit in have to be made somewhere... One of my games I didn't clean up any garbage, rock piles, abandoned/dead structures, etc. I'd like to think I was just emulating Detroit.
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# ? May 30, 2019 18:03 |
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CLAM DOWN posted:One of my games I didn't clean up any garbage, rock piles, abandoned/dead structures, etc. I'd like to think I was just emulating Detroit. The only reason I research decomisison protocols is because I can't clear stuff out of domes without it. I do wish it didn't auto-default to clearing the shells though, I love having the ruined remnants of my early concrete extractors hanging around and I build monuments near them.
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# ? May 30, 2019 18:11 |
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You people are weird. Remember, a Green Mars is a Clean Mars!
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# ? May 30, 2019 19:29 |
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I mean technically you're just polluting mars to make it more like earth.
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# ? May 30, 2019 19:34 |
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OwlFancier posted:I mean technically you're just polluting mars to make it more like earth. Better than polluting Earth to make it more like Venus.
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# ? May 30, 2019 19:39 |
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Yeah this expansion is lacking mechanics for if you keep running your GHG plants/thickening the atmosphere/diffusing more moisture. Turn Green Mars into a 100% smogged-in waterworld!
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# ? May 30, 2019 19:41 |
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Demiurge4 posted:The only reason I research decomisison protocols is because I can't clear stuff out of domes without it. I do wish it didn't auto-default to clearing the shells though, I love having the ruined remnants of my early concrete extractors hanging around and I build monuments near them. Just press delete (the hotkey) and it will only trigger the salvage. The script that auto-deletes the shell as well when you press the button was added later.
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# ? May 30, 2019 19:42 |
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Speedball posted:So I got the dark breakthrough technology, CLONING in my last game and decided to try it out. Takes a hell of a lot of staff to pump out clones regularly, but the result is manually making your own Martianborn who mature rapidly (and sadly die of old age by 45 sols). I'm not sure but I think they graduate school faster than other Martianborn do even with Ingenuity researched. oh my god I had access to this combo for like 4500 research early on and it never even crossed my mind lmao welp time to rework some of the older domes. e; Also I guess there was a patch overnight which fixed a lot of the weirdness, including the stuff surrounding Open Farms. So that's nice. Willie Tomg fucked around with this message at 19:51 on May 30, 2019 |
# ? May 30, 2019 19:43 |
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Mechanical Ape posted:That big empty area could be a good place for a wind or solar farm. Or for lichens and other terraforming plants, maybe, I dunno, I haven't gotten far into terraforming myself. My earthsickness problem was partly that (Although most of the complaints were about a lack of luxury), and partly the old Tropico problem where all my nonspecialists were in college and afterward no one would go back to tending bar.
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# ? May 30, 2019 20:32 |
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Goddamn. I got some green crystal mystery, as a Japanese inventor run. sweet, free rare metals! My drones and power supplies are getting killed daily by dust devils.
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# ? May 30, 2019 23:09 |
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confirmed: The new patch whips rear end and everything works more or less like you'd think it should except for forestation plants stopping at 40% (which I'd echo: is odd. that's an odd place for forests to stop pollinating the planet without space rocket aid).
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# ? May 31, 2019 01:08 |
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Willie Tomg posted:confirmed: The new patch whips rear end and everything works more or less like you'd think it should except for forestation plants stopping at 40% (which I'd echo: is odd. that's an odd place for forests to stop pollinating the planet without space rocket aid). The moment I found out about that, I went and got a mod for it.
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# ? May 31, 2019 01:26 |
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# ? Jun 5, 2024 06:01 |
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I've got this weird problem that made the children's dome seem to stop working. I have multiple domes and a children's dome. I made the children's dome only want children and seniors (thought it would be a good place for them) and made all other domes not want children or seniors. I have free space in both the nurseries and homes in the children's dome but children won't go there and I can't figure out why. It got to the point where I just said to hell with it and built a school and playground in every dome. Talk about inefficient but I don't want a colony of idiots. Also, I have the children's dome set to not prefer any specialization including "no specialization" but the youths won't leave the children's dome and go to my university dome. Thing is, this used to work so I don't know what the problem is. Any ideas?
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# ? May 31, 2019 04:57 |