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CuddleCryptid
Jan 11, 2013

Things could be going better

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

And also no way to see how many resources you have

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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CuddleCryptid
Jan 11, 2013

Things could be going better

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

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

If I put a casino in one dome will all the domes use it?

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

^^^ 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?

CuddleCryptid
Jan 11, 2013

Things could be going better

canepazzo posted:

- how can I reassign drones between hubs, RC and rockets? Other than single click each.
- how do I make pathfinding use tunnels?

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

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

E: also yea maybe you need shuttles? I built all my domes right next door to each other and I get a lot of movement though so it might be distance related.

This is my gently caress dome, you can see it basically exploded my population:



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?

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

NoNotTheMindProbe posted:

If a dome has too many homeless people will stop having babies.

It does tend to kill the mood.

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

Don't be like me and go with the suggested tile or else you might end up in a wasteland, and have to expand much further than is practical.

Yeah that was dumb but I like your style

CuddleCryptid
Jan 11, 2013

Things could be going better

double nine posted:

wait, how do you make money without rare metals?

I've been examining the open air gym and it really doesn't feel worth the size investment? The smaller lakes seem to serve the same exercise purpose and get visited far more often seemingly?

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

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 :getin:

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

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 generally more in the “bonsai garden” city builder camp, but this game clearly doesn’t want that and it shouldn’t try to be that. It needs to be good on its own merits.

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*

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

Add a new kind of wire-like object that you can stack on top of pipes/cables that functions as a road and uses concrete. Drones use them to move faster and colonists can use them to travel between domes that are connected by a short distance.

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

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

How do fungal farms work, btw? They seem to put out a pitifully small amount of food compared to a regular farm.

CuddleCryptid
Jan 11, 2013

Things could be going better

OwlFancier posted:

They output food constantly. That's food per day.

They don't have harvest cycles, they just flat output between about 3 and 5 food per day depending on workers, that's a bit less than a basic farm especially with soil quality, but you can build them out of dome. They also use only 0.5 water which is much less than a farm, though they do use oxygen.

You can get a breakthrough to make them output more food but use significantly more oxygen, but oxygen is honestly a lot easier to produce en masse, moxies are dirt cheap to build and run and oxy tanks can't freeze.


The upgrade is added on, you have to click the button at the top right when you select the vaporator, it costs about 2 polymer per, if you control and click it'll schedule them all for the upgrade.

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

Groetgaffel posted:

I did the Watney challenge achievement last game.
Poor German woman had to spend 10 years alone on Mars before she got some company.

Speaking of though, the way time is abstracted is a bit odd. 1 sol = 1 year lines up with colonist lifespans, but for harvests it's more like 1 sol = 2-3 months.

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

CuddleCryptid
Jan 11, 2013

Things could be going better

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!

CuddleCryptid
Jan 11, 2013

Things could be going better

Man the special buildings really does break the game over your knee. It really does just end after you do your mystery.

CuddleCryptid
Jan 11, 2013

Things could be going better

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?

Also, the idiot flaw seems so hilariously out of balance with the rest of the flaws (hell I view "hypochondriac" as practically a perk since it makes doctor visits restore sanity/morale). I'd be fine with it dramatically reducing the dude's productivity at a job but "10% chance to break the building he's working in" seems way to steep. Especially when the response isn't "discovered in back alley with a 'self inflicted' set of stab wounds in back, cause of death determined to be suicide" considering how fragile your colony is played up as (which it really is).

Can't you use a spire to remove those bad traits?

CuddleCryptid
Jan 11, 2013

Things could be going better

It is hilarious that the difficulty ramp is less of a ramp and more a vertical cliff.

CuddleCryptid
Jan 11, 2013

Things could be going better

^^ I meant more pre/post mystery activation

OwlFancier 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

CuddleCryptid
Jan 11, 2013

Things could be going better

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?

I think that mechanic needs a revisit. Maybe it could just reduce or eliminate materials production for that Sol or something. One loving idiot unchecked can easily destroy any hopes of colonisation.

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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CuddleCryptid
Jan 11, 2013

Things could be going better

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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