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My first prefab Stirling Generator as non-IMM had an event that make it go bang. Luckily it was just double maintenance but polymers. ;_; But yeah, if you can afford to maintain the batteries (or turn off lots of stuff on night shift, worker take Sanity damage from night shifts apparently anyway) Solar power can go a long way. I think Large Panels are cheaper in the long run? Also have to say I'm glad having to recharge RCs was removed.
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# ? Oct 20, 2019 15:52 |
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# ? Jun 4, 2024 10:32 |
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I'm playing that Aftermath game. It is pretty much the most generic "colony builder" ever and there really doesn't seem to be anything remotely new or unique about it. The games it reminds me the most of are Frostpunk and that one where the worlds been invaded by demons (I forget the name). It's much, much closer to those than something like Rimworld. There's possibly some old Micropose(?) thing it reminds me of as well, but I can't recall what exactly. It is *very* early access. There's a lot of missing functions both in terms of tools for managing the colony and the information being supplied to you. There's some major balance issues with regards to a couple of resources to the extent that it feels like some ways to generate them might not be in the game yet. There are also game-breaking bugs and I've been forced to restart more than once. I'd recommend steering well clear, at least for now, if you have a low tolerance for early access jank and bugs or are looking for something new and original or a challenge* (* It does have a fairly neat customisable difficulty level, but at present it feels like, especially in the early game (which is all I've played, see game-breaking bugs) there's not really that much choice with regards to what you're going to be doing so harder difficulties probably tend more towards luck and frustration rather than challenge.) Doesn't sound like particularly positive first impression, but I do like the look, feel and pace of it. On low difficulty it's actually pretty chill and I'm enjoying it on a lazy Sunday afternoon (which was all I was really looking for) and I'm hoping it lives up to what it could be.
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# ? Oct 20, 2019 15:53 |
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Alkydere posted:Okay I know this is a game where we full on do soylent green builds and elder euthanization domes but I think that's a bit extreme. Let's agree to disagree about terraforming techniques in this sphere. (Checked that post three times for content and readability, poo poo never once caught my eye) Platonicsolid posted:I had bad luck (ie: poor planning?) with the fusion generator in an early game so I've mostly stuck to spamming solar panels for power, with a few wind turbines for carry-over. Is that...wrong? As long as you're not running out of Metals for maintenance and your Accumulators are recharging every day this is viable. Keep an eye on solar power output as you build up the atmosphere though. I tend to use fusion generators as worker sinks once my population growth starts to outpace job growth; without techs to upgrade them their output feels pretty anemic.
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# ? Oct 20, 2019 16:03 |
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Newbie report : I got three domes up, self sufficent with rare metals to send back to Blue Sun. Then the event that starts with meteors showed up you know the drill and I got merrily distracted by that. I've one Hawkings Research Center in a +40% research dome running which is fun, but I get the feeling I shouldn't be having 50 people standard domes. But eh, with farms give comfort tech they go get earthsick mostly when I've got homeless. Got the fun breakthrough that lets you scan -3% research needed across the board nodes. Haven't quite deep scanned the whole map but chugging away. Like, Sol 87 or whatever. Had a bunch of fun trying to make the flatten tool work. if your starting splat is uneven, the result is too or something. In the end I used landing pads to find a properly flat area and change the brush size with R,T,mousewheel. And got the landscaping nanomachines breakthrough. Now if only I had a use for waste rock. Do buildings and domes pass cables/pipes through them? Passages seem really hard to use otherwise (and feel kinda short but I guess that's fitting.) EDIT : A lot of the shops and casinos and later stuff look like they eat a lot of advanced materials from use? Tylana fucked around with this message at 18:10 on Oct 20, 2019 |
# ? Oct 20, 2019 18:07 |
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Tylana posted:Do buildings and domes pass cables/pipes through them? Passages seem really hard to use otherwise (and feel kinda short but I guess that's fitting.) Yes, you can have cables and pipes attach too one end of a dome and come out the other just fine, in fact if I remember right if you have a building touching another building that's powered it doesn't need a cable, but water buildings and domes always need pipes. And yes, certain shops needed materials on top of their maintenance the art shop needs polymers and electronic stores need electronics, Casinos don't sell anything though so they just need maintenance.
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# ? Oct 20, 2019 18:39 |
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A handy tip for people starting out: wind turbines produce more power the higher up they are, which is a factor of altitude on a map rather than absolute. This means that hilly maps are actually easier than flat maps, despite their rating, as you can start up high and get lots of free power. This doesn't mean you should only use wind, however; machine parts are tight early on so solar and batteries are important too. An early balance across generation types is very important, as well as actually counting up how much power you need during the day and minimising night time use. For 25hr power nights, six solar panels plus one battery will provide 20 power continuously.
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# ? Oct 20, 2019 18:46 |
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I actually beeline for a machine parts factory early on, so wind turbines are what I mostly use, rarely solar. Because parts are just metal through the factory 1:1 and solars use more metal than turbines do parts, while also being less effective on the whole.
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# ? Oct 20, 2019 18:47 |
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Wind Turbines have the benefit of becoming much more powerful as you improve the atmosphere, too. More atmosphere = more wind, obviously. hmmm...I wonder if Surviving The Aftermath will have its own variation of Green Planet where you try to clean up all the radiation and pollution.
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# ? Oct 20, 2019 22:29 |
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After playing with the hell disaster rules I try to minimise my reliance on turbines. They're good but early on the machine parts are too valuable and it's too easy to run into situations where your drilling buildings break and you can't repair them at all. Stirling Generators are my go to because while they're expensive, their cost vs. materials is actually much better than it initially looks. Keeping them closed means no upkeep unless a dust devil runs through your base and you can open them up for emergency boosts in cold waves. For standard maps though it's better to start off with more solar panels than turbines. Just be aware that the metal upkeep for solar panels can trip you up once you have cleaned up all the free surface deposits and before you have got enough mining going to keep up. Early machine parts factories are good but they're not very efficient without about 2 full shifts of workers and they cost electronics for upkeep which makes running them at a low staff level very expensive.
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# ? Oct 21, 2019 02:53 |
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I generally spend nearly all my money on electronics imports, with everything else being producable on site.
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# ? Oct 21, 2019 02:56 |
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HiKaizer posted:After playing with the hell disaster rules I try to minimise my reliance on turbines. They're good but early on the machine parts are too valuable and it's too easy to run into situations where your drilling buildings break and you can't repair them at all. Stirling Generators are my go to because while they're expensive, their cost vs. materials is actually much better than it initially looks. Keeping them closed means no upkeep unless a dust devil runs through your base and you can open them up for emergency boosts in cold waves. For standard maps though it's better to start off with more solar panels than turbines. Just be aware that the metal upkeep for solar panels can trip you up once you have cleaned up all the free surface deposits and before you have got enough mining going to keep up. Have you heard about our Lord and Savior, Triboelectric Scrubber? The description says something about dust removal, but it actually eliminates maintenance for everything in its radius. Lets you run a massive windfarm at some plateau without spending machine parts ever.
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# ? Oct 21, 2019 18:55 |
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And if you build two you don't have to maintain the scrubbers either!
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# ? Oct 21, 2019 21:04 |
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Triboelectric scrubbers are great, but not available early game unless you get lucky with chaos tech tree.
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# ? Oct 21, 2019 21:57 |
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I saw a hilarious idea of putting solar panels in a dome to keep them dust free. Now I want to put wind turbines in one
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# ? Oct 21, 2019 23:09 |
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Tylana posted:I saw a hilarious idea of putting solar panels in a dome to keep them dust free. Now I want to put wind turbines in one solar will work in a dome, turbines will not
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# ? Oct 21, 2019 23:10 |
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Also, annoyingly, it doesn't keep the panels dust free, they still need maintenence.
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# ? Oct 21, 2019 23:18 |
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luxury handset posted:solar will work in a dome, turbines will not I assumed turbines wouldn't, but something about the image appeals.
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# ? Oct 21, 2019 23:28 |
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Run them in reverse and make a big dome sized tornado blender for your old colonists.
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# ? Oct 21, 2019 23:37 |
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OwlFancier posted:Run them in reverse and make a big dome sized tornado blender for your old colonists. CAROUSEL! RENEW! RENEW!
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# ? Oct 22, 2019 00:05 |
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It is the final duty of every colonist to step into the Shredder and become one with all the people.
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# ? Oct 22, 2019 00:24 |
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My first serious playful is a Doctor, who got Cloning Vats early (and a bunch of Officers, how useless). Never actually built them though. I wonder how the Stem Tech plays with Clones.
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# ? Oct 22, 2019 00:30 |
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Tylana posted:My first serious playful is a Doctor, who got Cloning Vats early (and a bunch of Officers, how useless). Never actually built them though. I wonder how the Stem Tech plays with Clones. I just started a game today and got that event. I'll have to get them reeducated.
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# ? Oct 22, 2019 01:22 |
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Just discovered that peeps won't work in domes other than the ones they live in, so there goes basically my entire game lol Did feel really good to get a meteor shower though, and it blew out my life support systems BUT I had set up redundancies for o2 and water storage. Only 1 person suffocated in front of their friends!
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# ? Oct 22, 2019 04:25 |
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You can build tunnels connectors to have them walk to the next dome over, but they take a mood hit
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# ? Oct 22, 2019 04:28 |
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winterwerefox posted:You can build tunnels connectors to have them walk to the next dome over, but they take a mood hit All my domes are connected, but I have a dome of unemployed assholes whining at me. No locks on specialists or anything either. Do they only move 1 dome?
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# ? Oct 22, 2019 04:33 |
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They will only go one dome over from their residence, yes.
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# ? Oct 22, 2019 04:35 |
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They will walk 1 dome for work apparently. Shuttles let them change where they live but not commute. Or so a google/reddit poke says.
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# ? Oct 22, 2019 04:36 |
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Essentially you need to put your houses one dome over, or in the same dome, as your jobs and services. Colonists can relocate between domes that are close enough without a connection but they need a tunnel to commute to work or services, shuttles allow them to relocate over the whole map if necessary but they still obey the one connection rule for work/services when they move into their new house. I generally find, therefore, that it is helpful to build domes in groups of three and connect them all to each other, which allows everyone to work and live in any dome. Alternatively you can do a hub and spoke design with interconnectors where necessary. Depending on what dome types you have available you can use different geometric arrangements. OwlFancier fucked around with this message at 04:41 on Oct 22, 2019 |
# ? Oct 22, 2019 04:37 |
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People always said that you can specialize one dome for homes, one for services and education, and one for production, and connect the three in a trifecta of success. I was annoyed at the micro it required compared to simply calculating each dome work spaces and putting in a mishmash of everything in each tailored dome, like a fine bonzai tree.
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# ? Oct 22, 2019 06:12 |
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There are benefits to both, keeping stuff all in one dome confers fewer penalties, but typing your domes together lets you better exploit things which affect the whole dome, such as the water reclamation spire or the farm comfort bonus to residences.
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# ? Oct 22, 2019 06:14 |
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Sandwich Anarchist posted:Just discovered that peeps won't work in domes other than the ones they live in, so there goes basically my entire game lol Along these lines, as I grabbed this a little while ago but hadn't dug too deeply in yet, but this isn't a problem for outdoor stuff like rare metal extractors, right? Can anyone from any dome potentially fill out the work roster of a staffed exterior structure so long as it's in a dome's influence radius (That's the blue hex field, right?). Or is there some "First dome to staff it has dibs" effect I'd be better of knowing ahead of time before getting any wild ideas? I'd probably like the idea of connectors more if I wasn't constantly forgetting they are loyal to the hex grid "We've got power, air, and water. We've got food. We've got infirmaries and the first baby born on mars... So how did you gently caress up the basic concept of a hallway. commander?"
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# ? Oct 22, 2019 06:35 |
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Section Z posted:Along these lines, as I grabbed this a little while ago but hadn't dug too deeply in yet, but this isn't a problem for outdoor stuff like rare metal extractors, right? Yeah, so far as I know all buildings within a dome's influence hex count as being part of that dome for work slot purposes. You are still eating a Sanity hit for working outside on top of a Comfort hit from...having to ride a slidewalk. Sets of mixed domes are in my opinion the best intersection between organization, specialization, quality of life/work, and logistics. I tend to have domes which are mostly residential with parks and some in-dome services as the ones which own outdoor jobs, connected to at least two other domes which are mostly production and services with housing where slots are required. It also produces a fairly pleasing downtown/uptown/midtown air for spaces which get fairly samey after your ninth or tenth dome which I enjoy.
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# ? Oct 22, 2019 19:57 |
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Exterior jobs can be filled by residents of any dome in range of the job as far as I'm aware.
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# ? Oct 22, 2019 20:35 |
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After several games i have become a fan of the tying 3 domes together strat, but it does mean you have to plan from the first dome where the others go, and you have to fiddle with housing and work numbers a lot. then you get spires and everything becomes much easier.
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# ? Oct 22, 2019 21:22 |
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yeah, triangles of three domes when you have small domes, then you can go to three medium domes, then when you have large domes if you have the flat space for it you can set up a triangle of glorious housing domes and then just attach a bunch of smaller factory/lab domes off those. though by the point you're doing a large dome triad the game is basically over you can also set up a hexagon of small domes so long as you alternate work/live/work/live domes, or work/play/work/play with housing in all domes
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# ? Oct 22, 2019 21:36 |
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I am a strong believer in basically generalized domes but connections can still help in case one of your service buildings is getting hammered or something. But I’m an even bigger fan of multiple domes in range of out-some buildings like mines and reactors.
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# ? Oct 22, 2019 21:55 |
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OwlFancier posted:Exterior jobs can be filled by residents of any dome in range of the job as far as I'm aware. I was speaking towards the question of whether a colonist who lives in Dome A crossing a passage to Dome B, then leaving Dome B to go dig for shiny rocks at an extractor within Dome B's service are but not within Dome A's, to be a little less rambly and more cogent.
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# ? Oct 22, 2019 23:10 |
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LonsomeSon posted:I was speaking towards the question of whether a colonist who lives in Dome A crossing a passage to Dome B, then leaving Dome B to go dig for shiny rocks at an extractor within Dome B's service are but not within Dome A's, to be a little less rambly and more cogent. Can they do that? I thought they had to live in the dome.
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# ? Oct 23, 2019 01:03 |
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OwlFancier posted:Can they do that? I thought they had to live in the dome. I'm pretty sure that it works, I have a memory of running extractors off of a small all-service-and-park dome in a weird place before landscaping tools. I smoke a nontrivial amount of weed daily, though, I freely admit I might be wrong!
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# ? Oct 23, 2019 04:47 |
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# ? Jun 4, 2024 10:32 |
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citizens only work externally within the radius of their home dome, but one of the advantages of dome clustering is that you can have an external job site within the radius of multiple domes
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# ? Oct 23, 2019 05:29 |