|
Arsenic Lupin posted:Why does this dome have no life support and no power? What isn't connected? E: and I'm not sure your cable is reaching the water thing
|
# ? May 24, 2022 21:45 |
|
|
# ? Jun 3, 2024 22:20 |
|
Arsenic Lupin posted:Why does this dome have no life support and no power? What isn't connected? Hard to say for sure, but it looks like your vaporator isn't connecting with a pipe. It can get a little fiddly if you build pipe and producer at the same time. Also overlapping two things that need pipe connectors can cause issues. Power wise you might be overdrawing what that circuit can handle. The game doesn't report very well when you have split power grids. There's a power grid view you can use to see. Nukelear v.2 fucked around with this message at 21:51 on May 24, 2022 |
# ? May 24, 2022 21:48 |
|
Nukelear v.2 posted:Hard to say for sure, but it looks like your vaporator isn't connecting with a pipe. It can get a little fiddly if you build pipe and producer at the same time. Also overlapping two things that need pipe connectors can cause issues.
|
# ? May 24, 2022 22:16 |
|
Arsenic Lupin posted:Aha! I've been wanting that view quite desperately, but didn't find it in the menus. Will look again. I know that's a ridiculously low power supply; it's just the starter motor to get the dome beginning. Go into the Command Center (Z key) and click Power Grids, it will show all the vital stats for each grid.
|
# ? May 24, 2022 22:59 |
|
Arsenic Lupin posted:Why does this dome have no life support and no power? What isn't connected? You'll want to add air, power and water storage to that so you have a buffer in the event of a storm or meteor strike.
|
# ? May 25, 2022 00:44 |
|
For the record, this is my first remote dome, there are two happy and well-supplied domes back where I landed. I'm bootstrapping up the one you see: some power, some water, some air, more power, more storage, lather rinse repeat.
|
# ? May 25, 2022 01:13 |
|
I've picked this game recently, did a tutorial and jumped straight into free build mode. It's extremely chill experience with default "no achievements given" option of getting a full supply dump of stuff every Sol. It also probably ended up giving me a lot of bad habits. I've got a couple questions: 1. how do you get enough seeds to run a bigger terraforming network? Also how to supply all those planters with seeds without reacting to alerts? 2. domes - should I keep building biggest possible ones or a network of small/medium connected with tunnels? Can I make "halway domes" that act just like a node in a tunnel network? 3. for all those metals and precious metals buildings I need a dome nearby. Is it ok to just have the smallest dome with basic amenities nearby? Will shuttle network keep my settlers not crazy, with their kids getting into school etc? Building a self sustaining decent habitat just to grab some metals seems like a chore 4. how far can workers go from their home to workplace? Do I need to care who lives and works where assuming they can get to their place? e: having read a bit of thread seems like I don't have trains expansion alex314 fucked around with this message at 09:45 on May 30, 2022 |
# ? May 30, 2022 09:42 |
|
alex314 posted:I've picked this game recently, did a tutorial and jumped straight into free build mode. It's extremely chill experience with default "no achievements given" option of getting a full supply dump of stuff every Sol. It also probably ended up giving me a lot of bad habits. I've got a couple questions: 2 & 3) Bigger is better, and two or three connected big domes are better again! Living space is itself a resource. That said you should absolutely have dedicated boarding school/college domes once your economy hits a certain point. 4) They can travel one dome away, or to an outside building within their domes area of effect (visible if you select the dome). People take a small hit to happiness if they have to commute to work or to an amenity and while it's enough to keep in mind when you plan your domes it's not enough to panic over. Splicer fucked around with this message at 10:21 on May 30, 2022 |
# ? May 30, 2022 10:19 |
|
Thanks, it's very helpful. For seeds I meant terraforming building that starts with planting lichen. They tend to run out of seeds constantly for me, I may have too many running.
|
# ? May 30, 2022 12:27 |
|
alex314 posted:Thanks, it's very helpful. For seeds I meant terraforming building that starts with planting lichen. They tend to run out of seeds constantly for me, I may have too many running.
|
# ? May 30, 2022 12:45 |
|
It's probably something like that. I usually start with transport drone supplying faraway stockpiles from the central one, but over time I switch them to other duties and forget until I get info about requiring some consumable. It would help if automated transports would just "top up" stockpiles for the desired amounts. I should probably start again, this time without magical supply dump, since getting free 20 of everything every Sol made me play terribly. I also never care about money since every time rocket comes it leaves with full load of precious metals. I take I should buy Martian Express for hot train action. How about Below and Beyond?
|
# ? May 30, 2022 12:54 |
|
alex314 posted:It's probably something like that. I usually start with transport drone supplying faraway stockpiles from the central one, but over time I switch them to other duties and forget until I get info about requiring some consumable. It would help if automated transports would just "top up" stockpiles for the desired amounts. The automated rover should supply stockpiles I think? But I think their priority is gathering stuff off the ground. You can also chain drone hubs around populated areas. If there's two drone hubs with overlapping areas and you put a stockpile in the overlap then they'll act as a distributed transport network. Trains are changing things up a bit around that.
|
# ? May 30, 2022 13:05 |
|
Splicer posted:If there's two drone hubs with overlapping areas and you put a stockpile in the overlap then they'll act as a distributed transport network. I haven't thought about that! Another thing for my next playthrough. Automated rovers have a grab materials toggle. Another question about starting site: is there something more to consider there than the description on a map with hazards/supplies? Like having solar panels give less energy when on a site near poles.
|
# ? May 30, 2022 13:15 |
|
alex314 posted:I haven't thought about that! Another thing for my next playthrough. Wind turbines give more energy the higher they are, and there's different map shapes so you might have a map that's basically all flat or a map that's full of little humps with not a lot of building area or a map that has a big mesa in the middle. Solar panels have static output but dust storms and such cause them to turn off.
|
# ? May 30, 2022 13:29 |
|
Splicer posted:Just to check, when you say you had rovers supplying the areas were they just dumping the seeds on the ground or did you have an actual seeds stockpile set up from the stockpile menu? I had universal stockpiles, with occasional one type one for stuff like concrete if needed. So transport rovers are using supply routes where I designate pickup point from my main area and dropoff point at new stockpile. Then drones pick up and feed seeders etc.
|
# ? May 30, 2022 13:37 |
|
alex314 posted:It would help if automated transports would just "top up" stockpiles for the desired amounts. Shuttles will do this. As long as you have the materials stored somewhere and not just laying on the ground shuttles will automatically move resources around to keep every depot at whatever number you set.
|
# ? May 30, 2022 18:01 |
|
alex314 posted:2. domes - should I keep building biggest possible ones or a network of small/medium connected with tunnels? Can I make "halway domes" that act just like a node in a tunnel network? 2. colonists will travel through a passage once from their home dome. colonists will not travel outside between domes unless they are resettling in the dome to make it their new home dome. clusters of domes are good but the optimal shape is a triangle arrangement of three domes, so that colonists can live in one dome and visit the other two for any reason. by the time you've fully settled a trio of the starting small domes, you will probably have medium sized domes unlocked. a trio of medium sized domes is itself a substantial colony 3. if you need to reach a remote metal deposit, the smallest sized dome will work. i think if you do something like 1 housing complex you get 14 housing slots, forbid children and the elderly, 8 of those residents will be miners and that gives you 6 spares for grocery and diner workers. also if you have the trains expansion you can just ship the workers there via train 4. it is vital in this game to pay attention to your domes, how many jobs are in each dome and how many residential slots are in each dome. it was noted upthread how colonists do job placement, the real way to tune your economy is to very strictly keep track of the balance between job/housing until your economy grows. in the late game you can safely run a leisure society where there are far more unemployed colonists than open jobs - unemployed colonists get a comfort bonus to reflect their ample free time! but in the early game it is very easy to overbuild and have way more available job slots than colonists. you want to think at each phase of economic development, "how many jobs do i need to build next? how can i get colonists to work those jobs? how can i ensure these colonists are fed, housed, and happy?" luckily the micro is fairly low because domes don't tend to change much once you build them out for a certain balance of jobs/residents
|
# ? May 31, 2022 06:57 |
|
Thanks for all the advice! I've started another free play with all achievement disabling options turned off and I'm doing ok so far.
|
# ? May 31, 2022 09:42 |
|
I like to make a horny dome where I put a dome next to a vista and fill it with people with the sexy trait, and forbid children and elders from living there. Just make sure you have a lot of school capacity, or be ready to forbid births quickly, because they will make a lot of babies.
|
# ? Jun 1, 2022 04:54 |
|
I went for the achievement to get 10k research, got it 1 sol before time limit (at least I think, because it completed same sponsor goal), but it didn't count because that's an achievement from DLC I don't have. It's great that GOG shows achievements you cannot get
|
# ? Jun 1, 2022 18:51 |
|
commando in tophat posted:I went for the achievement to get 10k research, got it 1 sol before time limit (at least I think, because it completed same sponsor goal), but it didn't count because that's an achievement from DLC I don't have. It's great that GOG shows achievements you cannot get did you have fun?
|
# ? Jun 4, 2022 12:26 |
|
Renegades - how do I get rid of them. I'd rather not put the police building in every dome. Can I get them brainwashed in the therapy spire? They don't seem to obey orders.
|
# ? Jun 4, 2022 12:34 |
|
Wafflecopper posted:did you have fun? Achievements. If you never experienced them you'd think they were invented by George Orwell https://twitter.com/AlexBlechman/status/1457842724128833538?t=bhc-RXcGZUYz1KkJSU6OnA&s=19
|
# ? Jun 4, 2022 12:41 |
|
alex314 posted:Renegades - how do I get rid of them. I'd rather not put the police building in every dome. Can I get them brainwashed in the therapy spire? They don't seem to obey orders. You can't unfortunately, generally you can ignore them. If you have so many that you need to take action... Dome filters work on the Renegade trait. Set it so they are only allowed in one particular dome, give them a few sols to filter into it. Then you can just police that one dome or go Total Recall on them and turn their air off.
|
# ? Jun 4, 2022 15:42 |
|
So, I was given a copy of this game a while back, just the base game, and I finally booted it up. I've completed the tutorial and poked around a little bit in creative mode, but I do like earning achievements. Is there a handy beginners' guide for things I should be doing/not doing and what I should be looking for? Edit: For reference, here's what I have so far, restarting in regular game mode. I don't know if I'm ready start moving in colonists or if there's anything else I need to be aware of right now. I'm International Mars Mission/Inventor, and on a whim picked Inner Light as my mystery, which I know nothing about. Cythereal fucked around with this message at 20:55 on Jun 4, 2022 |
# ? Jun 4, 2022 18:45 |
|
My main advice: have life support storage hooked directly to your domes to include power and have isolation switches/valves to cut them off from the rest of your networks. Once you learn to never ever cut corners or put off taking precautions with the three life-critical resources you've given yourself several sols to address any problem which comes up before colonists start dying.
|
# ? Jun 4, 2022 22:06 |
|
Well that was fast. About three sols after the first colonists landed, the first Martianborn happened.
|
# ? Jun 5, 2022 14:45 |
|
If the rocket's a rockin'
|
# ? Jun 5, 2022 14:53 |
|
Wafflecopper posted:did you have fun? Yes, but it would be nice if the thing didn't show stuff I cannot get. It's like netflix suggesting movies in search bar, then I click on it, and it shows me the message "gently caress you, we don't have that". Though it is more of a gog problem, the list in game only shows what can be earned...
|
# ? Jun 6, 2022 08:56 |
|
Been playing this the past few days, just the base game. It's fun, but am I right in my impression that electronics are an enormous and possibly slightly unbalanced bottleneck? Once you have a solid foundation almost every new building or tech just seems to hunger for them to a ridiculous degree. Despite knowing this and thinking I'll prepare in advance, my second game kinda spiraled out of control because I couldn't really make any meaningful advancements or expand beyond three domes, being constantly starved for advanced resources. Tried to rescue it with a university but eventually got absolutely wrecked by the spheres (I had no idea what was going to happen); entire colony perished, everything frozen, etc. Maybe it's salvageable if I slow-research my way to the Decoy Building but I don't know, there are like 16 of the things floating around now. My first game was pretty comfy and I retired it after only six domes cause I felt kinda done (having built a wonder and finished a mystery), but in hindsight I think as the US I just bought my way out of trouble all the time. I was India this time around. Sway Grunt fucked around with this message at 20:26 on Jun 10, 2022 |
# ? Jun 10, 2022 20:07 |
|
I wouldn't say electronics are an unbalanced bottleneck, but they're definitely major. Honestly both Electronics and and Machine parts are huge and are used for different things. If you run out of either, things kind of fall apart. If you run out of Machine Parts you can't run your resource extractors and your wind turbines fall apart so they're just as important, but I find some people run straight for Machine Parts which is a huge trap because you can't sell Metal. I'd say focus more on rare metals than electronics at the start. Exporting rare metals is a solid way to make money. At the start it's more important to be profitable than it is to be self sufficient. Normal metals are scattered around the surface so it's easier and cheaper to get them via scanning + a transport rover for several sols. Thus saving the Machine Part upkeep and workforce a mine would require for the first 5-600 units of metal. As a side note, this is why Blue Sun is my favorite sponsor: their unique unit is a Transport Rover that can harvest concrete, meaning you can save a lot on early Machine Parts upkeep, and power costs (and upkeep for said power) since you no longer need concrete extractors. Once you've got yourself settled you can start focusing on mining up normal metals and processing both. 1 metal = 1 machine part. 1 rare metal = 10 electronics. So you can (and should) still keep exporting rare metals for a good, long while. Alkydere fucked around with this message at 20:45 on Jun 10, 2022 |
# ? Jun 10, 2022 20:41 |
|
Alkydere posted:At the start it's more important to be profitable than it is to be self sufficient. Maybe this is where I went wrong. I was definitely gunning for the latter, it didn't really occur to me to lean on selling to Earth more heavily, I thought of that option more as backup. The metal extractor was one of the first things I built. I have a save from before I woke up the sphere though it's a long, long way back, before I even built a third dome. But it's a chance to course-correct, maybe, I think I made a mistake building a micro dome as my third, just a basic one would've been better (but I was trying to save on precious resources...). And I might move all food production to fungal farms to free up in-dome space for more services because I didn't have room for a casino or the open-air gym and I couldn't maintain proper comfort levels as a result.
|
# ? Jun 10, 2022 21:12 |
|
Sway Grunt posted:Maybe this is where I went wrong. I was definitely gunning for the latter, it didn't really occur to me to lean on selling to Earth more heavily, I thought of that option more as backup. The metal extractor was one of the first things I built.
|
# ? Jun 10, 2022 21:29 |
|
Comfort isn't something you really need to concern yourself with for the first 2-3 domes. Your only goal is to establish sufficient resource production to survive at that point. Just try to provide as much as you can cover in the space left over once your food and advanced resource production needs are met. If people get earthsick, oh well. See ya. As long as they aren't dying you should have plenty of replacements queued up. I usually filter out anyone with the gaming trait early on because it's too much of a pain in the rear end to meet that need.
|
# ? Jun 10, 2022 21:34 |
|
Sway Grunt posted:Maybe this is where I went wrong. I was definitely gunning for the latter, it didn't really occur to me to lean on selling to Earth more heavily, I thought of that option more as backup. The metal extractor was one of the first things I built. I'd hold off on a lot of expensive things, like that Casino. Casinos are large, power-hungry, and Electronics hungry. Honestly early on most domes and needs can be satisfied with a bare minimum of: -Grocer (Food, shopping) -Diner (Food, Social, Dining) Yes, having multiple places to sate the Food need is a good idea, even in a smaller dome -Infirmary (Medical Checks, reduces the comfort needed to reproduce) -Amphitheater (Social, Relaxation, Luxury) This was added in a later free update, part of the tourist update, and is nice because it provides some rather nice bonuses in return for minor polymer upkeep. No resources, no staff requirement. If I have space I'll add: -Parks and gardens (Relaxation, Exercise, Playing) Keeps the kids happy. Honestly any of the indoor buildings from the Decorations tab will work fine: they all give the same bonuses and same service quality -Open Air Gym (Exercise, Social) Goes great if you're playing as China and have Tai-Chi Gardens to give your colonists the "Fit" status which means they now want Exercise. If I have spare workers I'll add: -Spacebars (Relaxation, Drinking, Social) -Security Station The only things the Casino really covers that I haven't covered with these is the Gambling and Gaming needs. 15 Electronics up front and 2x Electronics for an upkeep is just not a price I'd pay early on and I'd rather tell my colonists to Suck It Up, Buttercup until I get to a point where I can comfortably afford those Electronics. I'd rather use said Electronics for education purposes, Machine Part factory upkeep or more advanced power plants. There's also the Art Store (Luxury, Shopping) and Electronics Store (Gaming, Shopping) but those actually consume Polymers/Electronics respectfully as upkeep, they consume those same resources every time a colonist drops by to visit which makes them even more expensive resource-wise.
|
# ? Jun 11, 2022 00:53 |
|
Thanks for the replies! I rolled back to the earlier save and am doing much better now, getting electronics and machine parts from Earth but making polymers locally. I have three basic domes and I think short-term I'm going to work on getting research up more. After that I'd like to build a medium dome near another rare metals deposit and that's when I'll start working to become self-sufficient and also put down a university etc so I can focus on specialists. Once all that is stable then I can start thinking about waking up the sphere again, cause I do wanna do the mystery. Hopefully I'll be in better shape to deal with it.
|
# ? Jun 11, 2022 09:29 |
|
Sway Grunt posted:Thanks for the replies! Machine Parts are slightly less expensive than Electronics to import and you can make three Electronics out of each Rare Metals. Due to this I try to get Mars-side Electronics production rolling first and keep buying my Machine Parts for a bit longer.
|
# ? Jun 19, 2022 23:33 |
|
My general approach has actually been to forego money entirely and just be purely self sufficient. The way I look at it is that metal can be got in large amounts for free with rovers, you can scrape it off the surface. Then you can process it into machine parts with a machine part factory. Electronics require rare earths and an electronics factory, and become significantly less important once you get triboelectric scrubbers, because they can scrub each other and thus make buildings maintenence free.
|
# ? Jun 19, 2022 23:45 |
|
OwlFancier posted:once you get triboelectric scrubbers, because they can scrub each other and thus make buildings maintenence free. I still can't believe they let this be a thing. It's even worse because you can't blueprint them, so you have to plink them down one by one and then manually adjust their radius to be larger.
|
# ? Jun 19, 2022 23:53 |
|
|
# ? Jun 3, 2024 22:20 |
|
It is kind of weird yes that it utterly obliterates the concept of maintenence which is massive and it's entirely unclear that they can do that unless you try it.
|
# ? Jun 20, 2022 00:03 |