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Strabo4
Jun 1, 2007

Oh god, I'm 'sperging all
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Gaj posted:

So started a new game... and my colonists wont enter a dome for some reason. They just sit outside dying. The dome has ample housing, food, power etc, but they do nothing. Specifically these are my colony founders and only one will come out of the ship and just stand there until death.

EDIT: ok so I despite having the dome accept all colonists and having no filter restrictions... I have to manually assign each colonist to a home and a job or else they just stand outside to die. Great patch

I ran into this myself and I think it was a bug related to a mod I was using that they just recently patched into the base game, I had to clean my mod list a little and then land the rocket again from an autosave and they got in the dome properly. I think it might've been the old workplace force-specialisation mod.

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Strabo4
Jun 1, 2007

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Mein Kampf Enthusiast posted:

A fun way to weed out Idiots is to send a ship full of them and just let them die in space

Username/post combo. Also, good lord that's cold.

Strabo4 fucked around with this message at 03:44 on Apr 17, 2018

Strabo4
Jun 1, 2007

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There's a short new video showcasing some new dome sizes, hinting at a tutorial, and some more detailed colony info.

https://www.youtube.com/watch?v=aObm_AcyBmY

Highlights:



There's also a couple-seconds glimpse of some weird purple aurora that must be another mystery or set of anomalies and a "There's more on the horizon!" message.

Strabo4
Jun 1, 2007

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drat, they're being pretty thorough with addressing the things a lot of people were complaining about after launch! I think with this update they'll have taken care of pretty much all the issues that were keeping me from playing another 300+ hours (this game is so much my jam).

Strabo4
Jun 1, 2007

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Here's a few coordinates that I ended up liking enough to write down. I think they've all got decent building space and concrete/metals, and no dust devils or cold waves. Ditto for meteor or dust storm danger, I play with the level 5 rules for each.

28s101w
19n165w
15n131e
13n110e
24n111e.

My favorite is my current map though: 9N90E. Lots of open flat space. As long as you avoid the death spiral when the metals run dry...

Strabo4 fucked around with this message at 01:21 on Sep 8, 2018

Strabo4
Jun 1, 2007

Oh god, I'm 'sperging all
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They said in one of the videos they've uploaded that they're including 3-hex versions of factories and one-hex shops amongst the other new buildings. I'm pretty psyched!

Strabo4
Jun 1, 2007

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They also made it a lot better for long pipes and cables since they don't have breakdowns anymore unless they've been caused by a disaster of some sort, when they break frequently and lose more resources. It makes the 5-day long great dust storms a serious threat and it made me build switches and valves for the first time ever!

Strabo4
Jun 1, 2007

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There's a new devblog out detailing the expansion and update releasing tomorrow, I'm pretty excited!

Edit:

It sounds like everyone without the DLC will get everything but the stuff regarding rival colonies and the new and improved sponsors. Hell yeah Paradox!

Strabo4 fucked around with this message at 21:20 on Nov 14, 2018

Strabo4
Jun 1, 2007

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I do spoke and hub style layouts with big high-density population domes in the center with the medical facilities and then attached domes around the sides as needed for children, production buildings, or universities. Then I'll build entertainment domes that connect the population domes to each other. I usually try to keep all my domes interconnected just to keep down on the amount of breakable cables and pipes during disasters, too.

I like domes.

Strabo4
Jun 1, 2007

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The art book mentions people using the gyms to show off how swole they are in a low-G environment. :v:

Strabo4
Jun 1, 2007

Oh god, I'm 'sperging all
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Also, if you're in a big resource crunch and there's a meteor storm smacking your base up it can be a good idea to delay repairs until the sky is no longer falling. I've wiped a colony because my drones were repairing the same buildings over and over. That was pre-Sagan, though. It's much better now that the epicenter moves around the map as you don't really get punishing "gently caress you get off the planet" base smashing storms. At most you only eat half a dozen meteors, it isn't too bad as long as you're spread out a bit. The armageddon rule is pretty fun and the meteors sometimes leave behind metals and even anomalies.

Strabo4
Jun 1, 2007

Oh god, I'm 'sperging all
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Also, if you have multiple populated domes you can quarantine them to prevent people moving between them and spreading the disease. The function seems to have no use except for that specific mystery.

And if you do manage to get the research done, the cure-tatos you have to produce from farms drain like 50% soil quality with each crop of them so be prepared to do an emergency switch to hydroponics when you realize that all your farms have become useless and you have to grow only clover for the next 8 sols.

90k science does seem like a bit much though, I think I remember it only costing like 15-20k when I played through it. If you don't mind cheesing it a little bit there is a mod called "Expanded Cheat Menu" you could install and use to finish that research.

Strabo4
Jun 1, 2007

Oh god, I'm 'sperging all
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FWIW, once you start increasing population density in domes through mods (there's one mod building that you can upgrade to hold 14 people on a 3x3 footprint, letting you get 500+ people in larger domes) all the services and everything start falling apart because their capacity is just so low. The game is definitely designed to encourage you to sprawl through many lower-pop domes, especially since they added passages which make it possible to have a larger work/research/services dome surrounded by small population domes.

That being said, I think the arcology limit of 32 is absurdly small and should at the least be 48, I never bother using them because a med center or hanging gardens are such a better alternative and the apartments are almost as good.

Strabo4 fucked around with this message at 19:20 on Jan 2, 2019

Strabo4
Jun 1, 2007

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Yeah I just did the Spheres mystery as Russia and I could see it really loving you over if you aren't ready for cold waves, especially when they start trying to terraform Mars by absorbing all the heat and creating a permanent cold wave (until you do research and create buildings to deal with them). The bonus at the end that cuts the subsurface heater power usage in half is pretty sweet if you're running the level 5 cold waves game rule, though!

I really wish they would do mysteries as a checkbox so you could avoid the more "gently caress you" difficult ones but still not know which one is coming - a friend of mine got this game over the holidays and asked if he should do a random mystery to start with and I was all, "Oh god no!" I think I recommended the Inner Light mystery for him to start with, that one is pretty cool and fairly harmless.

Strabo4
Jun 1, 2007

Oh god, I'm 'sperging all
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If you're tired of constantly having to move poo poo around and redesign domes after your miners burn through the paltry <1k deposits you may want to check out Deposits Resource Multiplier to make them a bit more reasonably sized, or Deposit Auto Refill if you're tired of dealing with it altogether.

Another interesting mod that's a bit less immersion-breaking is Martian Ice Melt, which replenishes water deposits after cold waves end and the surface ice melts. It's good to have at least some kind of reward after surviving 6 1/2 sols during a single cold wave. :suicide:

Edit: About the game having heart, some of the events are pretty hilarious including this one that Haemimont must've patched in fairly recently. I didn't expect them to take a swing at Michael Bay.



I also got one earlier where a colonist asked me to spend $10M on fireworks to make a romantic display during which they'd propose. :3:

Strabo4 fucked around with this message at 10:10 on Jan 8, 2019

Strabo4
Jun 1, 2007

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Groetgaffel posted:

That's a reference to upcoming movie Mortal Engines, directed by Peter Jackson. Got nothing to do with Michael Bay.

:doh: I'd watched a review of it about a week before, guess my memory is going faster than I thought.

In other news, I've been trying out China to get the achievements for playing them (200 colonists by sol 100 and 10 Tai Chi gardens by sol 100) and I wasn't expecting their RC Generator Commanders to be of much use but they generate 30 power from the dinky little solar panel mounted on the roof. :o: I now have 9 of them and haven't bothered to build a single drone hub so my only electronics consumption are my research centers and machinery factories. And without having massive fields of solar panels to maintain I've found myself with a metals windfall, which is a weird place for me to be because I generally build a solar farm early on so I'm not spending a bunch of machine parts that would be better used for tunnels or keeping my extractors and vaporators running. It's nice being able to close down the metal mine to run triple shifts in the rare metal mines, which has been very useful with the 3x slower rocket travel game rule. Chairman Strabo needs his spacebux!

Tai Chi gardens are also pretty rad - their comfort bonus is 70 iirc, and they recover a bit of health and have the same "Visitors may become fit" modifier that the large gyms have but they only cost concrete like the other decorations.

Strabo4
Jun 1, 2007

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Dust devils are the only disasters I hate and refuse to play with since it's just such a colossal pain in the rear end to have to be continuously repairing your rovers all the goddamn time.

If you don't get Subsurface Heaters early game (or you're playing Chaos Theory and get really unlucky to have it at the end of the tech tree) cold waves can be pretty rough if you don't have a water extractor setup anywhere - it's very possible to have a cold wave and a dust storm at the same time and if you don't have any water extractors it's a potentially colony-ending combination. The Lakes Contain Water mod makes this survivable though, you just have to dedicate a bunch of space in your domes for them (and ideally remember to turn off your water towers so the lakes get filled up first).

I find myself really enjoying the challenge of having to selectively turn things off at certain times of the day so I can stagger my power juuuust enough to keep things running often enough so they don't freeze and stop working altogether. Level 5 cold waves and the 3x power requirements they bring are intense - they can last up to 6 1/2 Sols, too.

Strabo4
Jun 1, 2007

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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.

Strabo4
Jun 1, 2007

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I'm very much looking forward to this expansion's release and I'm loving these dev blogs, hooray for being published by Paradox! Can't wait for the 16th!

Strabo4
Jun 1, 2007

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With the new "Capture Meteors" planetary mission you can adopt a hilarious but effective high-risk high-reward strategy of constantly summoning meteors onto your colony to get those sweet, sweet resources. It's actually pretty dang handy at times, especially if you happened to have settled the only area in the map without any metal deposits. The meteor storms are usually pretty mild (but can last around 2 sols at worst) and don't fall on your base that frequently but they produce more resources than regular storms.

It is slightly heartbreaking when they land on a forest you don't have MDS coverage over, though. :smith:

Also with the Terraforming Initiative it's pretty handy being able to capture ice asteroids right from the beginning since the bonus for water is pretty strong on the vaporator production and frees up a few of your early mechanical parts consumers if you don't have to build all those extractors.

Strabo4
Jun 1, 2007

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I had a lot of fun playing as the Terraforming Initiative (gives you the tech for capturing ice asteroids and importing greenhouse gasses) when I had a really rough start and the only metals near where I'd landed near were about half the map away, I survived by constantly summoning meteors onto the map and capturing as many ice asteroids as possible to get my water % up as quickly as I could since I was relying on vaporators and the terraforming bonus is nice. With level 5 cold waves/dust storms/meteors it was very frantic but enjoyable to barely eke out a living under the falling rocks while desperately polluting mars as quickly as possible to make the disasters stop.

Strabo4 fucked around with this message at 23:06 on Jun 2, 2019

Strabo4
Jun 1, 2007

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That production bonus is great but I've found that workaholics have a hidden downside - because they aren't as inclined to seek entertainment or other things that'll recover their stats they'll work themselves insane a lot quicker than normal colonists would if you're having to run overtime, night, or outdoor-during-disaster shifts. Kinda like how hypochondriac is actually a great trait to have since more medic visits = happier colonist.

Strabo4 fucked around with this message at 06:08 on Jun 14, 2019

Strabo4
Jun 1, 2007

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Guildencrantz posted:

Yeah, the music is excellent, but the radio hosts' lines are terribly written. Just awful. It's embarrassing that they gave them to a real live person to read out loud.

I dunno, they all felt fairly natural to me. Haemimont could've added more variety though as it does get a bit repetitive after the 5th consecutive hour hearing the same lines again and again. Being able to shuffle between the stations would also be very nice since I usually forget about it and end up listening to just one during a session, it'd really break up the monotony of each station only having like eight lines for the host.

I would buy the gently caress out of a "Greatest hits from Tropico" DLC though! The soundtracks from Haemimont's entries to the series were loving excellent. They could add some tropical-themed parks and maybe a few skins for some buildings (plantation skin for the farm :getin:) and I could finally build my ultimate banana republic on Mars. I think I'm gonna have to finally get the Watney Challenge achievement with El Presidente.

https://www.youtube.com/watch?v=sGLomkqW5rg
https://www.youtube.com/watch?v=tFC7ouHpQ2s
https://www.youtube.com/watch?v=vuJq9VLOe2g

Strabo4
Jun 1, 2007

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You could try changing your landing pads over to trade pads and offering food/concrete for metals since they'll send a rocket to pick up the resources you're offering, as well as contacting the other nations directly in case they have a trade route available. However, you'll need a rocket landed on Mars to do the latter. I've been able to get myself out of some pretty close shaves with the help of the other colonies.

The more desperate option is to use that next rocket coming in to summon meteors onto the map using the "Capture Asteroids" project - the mission only costs fuel and most of the time they won't hit your base! You'll get a pretty decent amount of metal (40-50ish iirc) and a few polymer every time you do this. I've sustained colonies that had no metal mines at all using this and it's pretty drat viable.

Also, since you said you're new to the game and it doesn't mention it in the UI, the priority function for buildings includes employment and not just resource allocation. If you do a bit of micromanagement with service buildings and get those seniors into their retirement dome those factories should be able to start producing again.

Edit: Turning off the multiple extractors on one deposit and just leaving one running on each will also massively cut down on your machine parts maintenance usage - the dust from the other nearby operating extractors makes them degrade about 2-3 times as quickly as they would otherwise. The circle around an extractor that shows it's working radius is also how far the dust will travel. That being said, I do like to build extra extractors just in case I end up getting the Nano Refinement breakthrough (extractors keep producing at small amounts when a deposit is emptied) and I never completely demolish extractors since if you roll that breakthrough you can just spin the mines back up!

Strabo4 fucked around with this message at 11:02 on Jul 29, 2019

Strabo4
Jun 1, 2007

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Agreed about Silva's mods, his buildings are pretty well-balanced and tend to fit their niches quite well. Another good modder to check out is ChoGGi, most of his stuff are tweaks you can add to adjust the difficulty however you like.

Strabo4
Jun 1, 2007

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You can salvage a dome and remove it, you just need to get rid of everything inside first.

Strabo4
Jun 1, 2007

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A lot of that stuff only comes in handy situationally or when you start cranking up the difficulty, like the Plasma Rockets make a hell of a difference if you're using the Long Ride rule where rockets take 3 Sols to get to/from Earth.

I do agree that the fungal farms are mostly useless - unless you need food right now, but then it's also pretty easy to slap down a few trade pads and start begging for food.

Strabo4
Jun 1, 2007

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There were a couple events at PDX Con for Surviving Mars, two of them were just discord things but there was one twitch stream which is fairly interesting:

https://twitch.tv/videos/1031438250

Strabo4
Jun 1, 2007

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Demiurge4 posted:

Lol so further along the entire DLC patch has broken the game to a ridiculous degree. A bunch of game rules straight up don't work, if you play with max disaster rules you get no disasters. Drones get stuck and can't pathfind on asteroids. This is Leviathan all over again.

Yeah I'm 100ish sols into my new playthrough with 5-star disasters and I haven't gotten a single cold wave or dust storm. I still do get random meteor showers, but nothing like the bombardments it should be dropping on me.

Also emigration was messed up but there were a couple of SkiRich mods that fix that for now.

Strabo4
Jun 1, 2007

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It's in a pretty good place right now - they've fixed just about all the new bugs and the two new commander profiles are actually strong enough to let you change your playstyle to take advantage of asteroids/the underground earlygame for rare metals and other resources. That said, there's some events that need another pass (there's one where your first asteroid lander needs 20 electronics to repair that just about ended that playthrough - I ended up cheating past it). They also need to add an option to the scanning building to NOT store all my goddamn electronics. I hope they add some more exotic metal upgrades, though!

It's fresh and interesting and gives you a couple more tools to gather resources that uncouple you even more from mines.

Strabo4
Jun 1, 2007

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Neat! Not much info yet, just a teaser and price list.

https://www.youtube.com/watch?v=fME_26QzIqA

GameSpot posted:

Red planet tourism simulator Surviving Mars will have three content creator packs added to it, which all launch on April 28. The first one, Martian Express, gives players the resources to build trains anywhere on the Martian surface and was created by modders Lucian "LukeH" Hada and Sylvain "Silva" Maupetit.

The second content drop, the Future Contemporary Cosmetic Pack, adds 10 terrestrial building skins that can be applied to your colony. The final drop is Revelation Radio, which adds approximately 70 minutes of music from four different artists across 16 songs.

Martian Express -- $7
Future Contemporary Cosmetic Pack -- $5
Revelation Radio -- $4

https://www.gamespot.com/articles/surviving-mars-adds-trains-cosmetics-and-music-on-april-28/1100-6502548

More radio stations is always welcome, their new additions have all been good so far. The cosmetic pack sounds a little light on content, hopefully it'll be some things that don't have variants yet. And here's hoping the trains don't break too many things! :v:

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Strabo4
Jun 1, 2007

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Splicer posted:

Is there a way to change your default skins?

Not in the base game afaik, I had to download a mod to change the default apartment skin. It would probably be pretty trivial to duplicate that mod and adapt it for other buildings, though.

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