If anyone has played Planetbase this is a more casual version of that, and cool. I keep restarting as I think of things I wanted to do more effectively. Phi230 posted:It's very bad that you have to manually maintain every building Unless I'm misterpreting what you mean, you can see your current resources and net oxy/water when you open the build menu CuddleCryptid fucked around with this message at 21:07 on Mar 16, 2018 |
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# ¿ Mar 16, 2018 21:05 |
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# ¿ May 16, 2024 01:43 |
Is it possible to be self-sustainable, or is it just "live til you die"? The resources do run out, after all.Anime Store Adventure posted:Not to derail too much but how is planetbase? I’ve had it on my steam wishlist for what feels like years but I keep getting this uneasy feeling that it sucks really bad from some of the reviews. I wouldn't play it on top of this. It's interesting, but the survival elements are pretty hard to balance at times. Food is the worst of it, you have an unspoken cap on food based on the number of biologists you have, but several factors (what you plant, how far away the plants are, etc) are abstracted enough that it's really easy to shut down your food supply by putting too many plants up and having the biologists half-tend everything rather than fully tending a few thing. It's just small things that add up to a sometimes frustrating experience. It's not bad, it's just not as smooth as something like Banished is. E. Actually banished might be a bad example because the UI for that was pretty rough too. CuddleCryptid fucked around with this message at 21:37 on Mar 16, 2018 |
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# ¿ Mar 16, 2018 21:26 |
Decided I was going to get gud at compartmentalized design and ordered a bunch of water makers right before I got a breakthrough for unbreakable, free piping. I mean, cool, but c'mon man.
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# ¿ Mar 17, 2018 02:11 |
If I put a casino in one dome will all the domes use it?
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# ¿ Mar 17, 2018 15:18 |
Gamerofthegame posted:No, domes are quite segregated. Cool, glad my idiot colonists won't travel thirty yards to satisfy their needs and would rather just go crazy.
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# ¿ Mar 17, 2018 15:32 |
^^^ I haven't checked the efficiency but making electric circuits with precious metals seems counterproductive. I just noticed that specialization has an effect on what things they like to do, so a dome of "+ gaming - luxury" only requires the one store to make them happy. Also thinking more about this, stores? Gambling? Are you telling me that this fourteen member colony on Mars is capitalistic?
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# ¿ Mar 17, 2018 21:09 |
canepazzo posted:- how can I reassign drones between hubs, RC and rockets? Other than single click each. Rockets will transfer to the nearest hub when they launch. Hubs can trade drones by disassembling them at the origin one and reassembling at the end point (both options in the top right context menu). Pretty sure the RC drones can't be transferred, since they are determined by research. Re pathfinding, have your tried summoning satan CuddleCryptid fucked around with this message at 22:33 on Mar 17, 2018 |
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# ¿ Mar 17, 2018 22:24 |
OwlFancier posted:I erm, don't think children work well in their own dome. You will have much better luck with more of a "procreation dome" setup where you make it comfortable and have a bunch of housing, then put a medical spire with the birth rate upgrade in it, and a bunch of nurseries schools and playgrounds. I think kids need adults around to look after them? If you stack up comfort you'll get people loving like rabbits and then the young unspecialized adults can move into a college dome with a bunch of universities/exercise fields to get them educated/fit, then they can move into specialist domes once they've qualified. Is there a way to get kids to move into a college dome on their own, or do you have to dump them over there individually?
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# ¿ Mar 19, 2018 00:04 |
Man, the mysteries do not gently caress around. Lost my colonies to the endless cold snap of the spheres, where I couldn't keep the water to run the heaters for the water so I can run the heaters for the plants so I can keep production going enough to sustain the water and heaters. People dying by the hundred. Eventually had to just quit because there was one of the fuckers just hanging around my base that refused to be trapped forever.
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# ¿ Mar 20, 2018 00:33 |
To be fair that is basically how I am too. I checked back on my FuckDome after a few sols and found around 35 homeless people there. I built a second dome full of farms just so I can put those bums to work feeding themselves.
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# ¿ Mar 20, 2018 01:08 |
Is there any drawback to just pumping out research before you bring people in? I'm using a Europe/Politician run and I can run hot for a really long time without actually using any colonists. Or really anything.
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# ¿ Mar 20, 2018 02:11 |
NoNotTheMindProbe posted:If a dome has too many homeless people will stop having babies. It does tend to kill the mood.
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# ¿ Mar 20, 2018 12:25 |
Split Pea Superman posted:So the game reveals that one tile at the start. It seems pretty reasonable, at least to me, to assume that the game picks a tile with decent access to resources. If it does it's not doing a good job. Instead you should mouse-over tiles to see what resources they might have, and use your early probes to find a better start. Yeah that was dumb but I like your style
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# ¿ Mar 20, 2018 13:29 |
double nine posted:wait, how do you make money without rare metals? Unless you are dumping a ton into prefab buildings you can generally stretch out your special mats until you get a factory up and running. Only exception is electronics, of course. If you are desperate you can also research a few extra million.
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# ¿ Mar 20, 2018 15:42 |
Pirate Radar posted:I’m gonna try a run with random country/leader and random location and just roll with it, I think. Religious/politican/40 techs/wildfire
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# ¿ Mar 20, 2018 16:23 |
BitterAvatar posted:I had a pretty good balance for awhile but once I had like 6 medium dones constructed my colonists just started loving non-stop. Built a brand new Wonder Dome with an arcology and 6+ apartments and I'm still at 150+ homeless. It's a population boom I can't keep up with. Just do it like old school Dwarf Fortress Catsplosion. Herd them all into a dome, turn off the oxygen, turn their bodies into soylent green with the tech.
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# ¿ Mar 20, 2018 18:05 |
Anime Store Adventure posted:In the tradition of any game ever, apparently Reddit and the main forums are absolutely up in arms over dumb poo poo and getting the pitchforks over connecting domes. I hope they don’t unless they rework balance quite a bit. I'm with someone upthread that connected domes would make the game too easy. It makes for a better city builder, but unless you have big drawbacks for the connections there is no reason to tech into larger domes. Maybe make the connection explosively decompress when damaged like The airlock in The Martian, which the game *loves*
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# ¿ Mar 20, 2018 20:15 |
OwlFancier posted:I do think they could do connectivity as a service quality reduction, so you can use a service in another dome it'd just be less good, and I'd definitely like the ability to build roads the same way as cables, to speed up surface traffic and extend the range colonists can transfer. Both of those I think would fit well to allow you to build interconnected dome complexes. This works for long distances, but if you build your domes all in one place then it becomes a negligible amount of travel time. That said, we already have the shuttles being used to transport people to far away domes. Using those to transfer between close domes, or even better a dedicated shuttle that can only run five people at a time, would be great. I suppose you could run the shuttle on that rail system and artificially extend the loading/unloading time to balance it. It would basically turn into the subway system from Skylines
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# ¿ Mar 20, 2018 20:43 |
OwlFancier posted:It'd be nice if seniors could work in like, the university or the school or the research lab to increase their effectiveness. There is a breakthrough for that, but like all breakthroughs it's entirely random.
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# ¿ Mar 20, 2018 21:43 |
Clanpot Shake posted:So what do you do when the map is out of water deposits? Is the game just over? The evaporation spheres, I would assume.
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# ¿ Mar 20, 2018 22:42 |
How do fungal farms work, btw? They seem to put out a pitifully small amount of food compared to a regular farm.
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# ¿ Mar 20, 2018 22:50 |
OwlFancier posted:They output food constantly. That's food per day. It's per day, yes, but that means that it's 25 food over five sols, versus a potato farm that puts out 48 food. Hell, at 5 food a day you're barely feeding the workers.
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# ¿ Mar 20, 2018 22:59 |
OwlFancier posted:In-dome farms are better generally, yes. The benefit of the fungal farm is that it's out-dome which makes it a very good way of hoovering up stray workers, and it uses minimal water. Colonists eat far less than 1 food per day so you're definitely doing more than feed the workers at 5 food per day. I have 415 people and my consumption is listed as 64 units. Hmm putting them between domes would be good, to share pop. I'll give it a shot.
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# ¿ Mar 20, 2018 23:08 |
Today I almost subjected an old man to death by suffocation by watching him try to return to earth on the rocket and then lifting it right out in front of him. Dejectedly he returned to his life on the streets in the Food Den, only to almost run out of oxygen on his way there.
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# ¿ Mar 21, 2018 04:14 |
That does make me wonder if you can close the first shift on a factory and open the second to move them between the same building. It would be horrific to micro but it might be technically possible.
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# ¿ Mar 21, 2018 17:26 |
Groetgaffel posted:I did the Watney challenge achievement last game. If we're looking at actual Sols on mars they are only 2.7% faster than ours. One sol is 24.5 hours earth time. These colonists go to work six times then die of old age, just like The Sims
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# ¿ Mar 22, 2018 01:36 |
metasynthetic posted:Aww. Regardless, Project Men Are From Mars is a go: Yknow the pool of applicants doesn't decrease on natural death. As long as you kept shipping dudes over your man-o-calypse doesn't have to end!
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# ¿ Mar 22, 2018 02:21 |
Man the special buildings really does break the game over your knee. It really does just end after you do your mystery.
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# ¿ Mar 23, 2018 00:00 |
Alkydere posted:By default it does have "Idiot" turned off as far as I'm aware. The big issue is that I really don't know how to keep them from popping up in your colony later...and you really don't get a way to deal with them until you can afford a separate dome with a faulty life support system. Does giving children schools and playgrounds actually reduce the chance of them developing the trait? Can't you use a spire to remove those bad traits?
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# ¿ Mar 23, 2018 00:45 |
It is hilarious that the difficulty ramp is less of a ramp and more a vertical cliff.
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# ¿ Mar 23, 2018 20:37 |
^^ I meant more pre/post mystery activationOwlFancier posted:Sanity is brain hitpoints. Morale is motivation to work, comfort is how happy people are about their environment. They are sort of similar but they function differently. Morale affects your work performance and good morale makes you work harder, sanity makes you acquire flaws or kill yourself if it falls too low, comfort is a metric of people's immediate environment while morale and sanity tend to be more long term. i think. One big thing is that people take huge hits to their comfort/sanity/morale when they can't go use a service when they want to use it, especially housing. However, housing is only considered "functional" if it has electricity and water. So if their house briefly loses power on shift change they are going to take a -20 hit for being homeless. CuddleCryptid fucked around with this message at 23:12 on Mar 23, 2018 |
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# ¿ Mar 23, 2018 23:10 |
Chadzok posted:So, not that I'm looking at duplicating the hideous hate crimes of others in this thread, but if I create an idiot isolation dome how do I stop them from hopping a shuttle to somewhere that's offering them the workspace that they need to bring my colony to its knees? If you mean that you want them to constantly flow in then ban them from all other domes and they will move there as long as there is room. If you want to move a set group over and then slam the door closed you can move them and then quarantine the dome
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# ¿ Mar 24, 2018 00:52 |
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# ¿ May 16, 2024 01:43 |
OwlFancier posted:I feel like they're possibly a bit overpowered if I'm honest, given that they eliminate all maintenence costs. I think they'd be better if things still needed maintenence regardless of dust but dust makes it tick up a lot faster. I agree with this. My understanding of Mars tech is that you can make it go a long way if you just brush off the dust on a regular basis. Unlocking the "damp rag" tech should make the stuff going a lot further. It makes more sense for the stuff to be breaking down naturally, as all things do when they are constantly running.
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# ¿ Mar 24, 2018 18:22 |