Had a colony going fairly well, was just starting to set up a medium dome for my second one, and then a dust devil shows up that meanders a route through my colony such that it disabled (1) my MOXIE, (2) all pipe/power lines directly connected to the settled dome, (3) every drone, and (4) the rest of the casualties don't really matter at that point do they.
Would you like your possessions identified?
I figured I'd lose a colony to a disaster eventually but that was downright dwarfy.
Definitely going to be a bit better about redundant setups next time, though..
+1
DaimarA Million Feet Tall of AwesomeRegistered Userregular
Well, all of my domes were overpopulated so I set up a new small one for education that prefers non-skilled people and has a thumbs down to all trained professionals. Has two housing blocks, a nursery, a farm, a school, a university, an infirmary and...I think a diner so there is a little bit of employment, but is mostly there to take in all the homeless and untrained. I'm hoping people move in and out as they get educated and move to domes that need them since I'm really short on engineers and geologists.
I shouldn't have been surprised by my population problem in my latest colony. I had gotten the Forever Young breakthrough that lets seniors work and reproduce, which would have increased birthrates in itself, but then I got the Phoenix Project, which has a 50% chance of reconstructing a colonist as a youth after they die. And then I got Stem Reconstruction which just generally prolongs the life of colonists. I think I first introduced people to the colony somewhere in the 20's, I think my last Founder finally died of old age in Sol 94.
Well, all of my domes were overpopulated so I set up a new small one for education that prefers non-skilled people and has a thumbs down to all trained professionals. Has two housing blocks, a nursery, a farm, a school, a university, an infirmary and...I think a diner so there is a little bit of employment, but is mostly there to take in all the homeless and untrained. I'm hoping people move in and out as they get educated and move to domes that need them since I'm really short on engineers and geologists.
I did the same thing, except for building a farm in the education dome, and I don't turn away specialists I just select which domes prefer them.
My food situation has been easily managed by 1 farm dome for this entire time. I set up with 2 farms - I have never bothered with hydroponics or fungal farms, they seem garbage by comparison - and set them to wheat until I had a small surplus, then turned one to alternate wheat and soybeans to improve the soil quality and thus future yields. Once that was up to 100% I did the same to the other and just had them set to soybeans. The optimal yield of a soybean harvest is something like 32 food after 5 Sols. I was pulling in 60-64 per harvest, per farm. Then I unlocked the ability to grow quinoa and forget about it. 40 food per farm every other Sol. I think the 1,200 surplus hasn't even been dented by a population of nearly 200 colonists, but I'm going to start another small agriculture dome just to be safe. Food is the hardest thing for me to keep track of, and I don't want a famine sneaking up on me.
Water is absolutely sorted, though. I researched Core Water after I got the ability to deep scan / deep extract resources, and found a 'very high' grade core water deposit that holds 500,000 water.
Dev stream from earlier today addressing several things about the game, including a very unfortunate buggy release on Mac/Linux. I believe they said they were going to compensate players by making some of the early planned DLC free for users, and reimbursing the season pass owners with additional content beyond what was originally planned, so they don't get screwed on DLC suddenly becoming free for everyone.
Among discussion were improved modding system, streamlining the UI, making colony information UI more comprehensive, additional difficulty options, and adding a tutorial.
Also, the DLC that just became a freebie for everyone in spring is passages. Connected domes
Content of stream video begins at 16:30
Edit: Passages were always going to be free content, it's just coming alongside paid content, as is Paradox tradition when releasing DLC.
Dev stream from earlier today addressing several things about the game, including a very unfortunate buggy release on Mac/Linux. I believe they said they were going to compensate players by making some of the early planned DLC free for users, and reimbursing the season pass owners with additional content beyond what was originally planned, so they don't get screwed on DLC suddenly becoming free for everyone.
Among discussion were improved modding system, streamlining the UI, making colony information UI more comprehensive, additional difficulty options, and adding a tutorial.
Also, the DLC that just became a freebie for everyone in spring is passages. Connected domes
Content of stream video begins at 16:30
Edit: Passages were always going to be free content, it's just coming alongside paid content, as is Paradox tradition when releasing DLC.
For those who are playing this that haven't played Stellaris, these guys have been really good about regular updates improving their games. They are also good about balancing paid DLC vs free content patches as well. So when a Stellaris DLC launches, free players get some of the new content to keep some parity.
I have faith they'll get this game to a great place.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Dome interaction not being a thing was basically the main "what were you thinking?" issue I had with the release. That'll go a huge way towards making it feel like a colony rather than a bunch of small colonies sharing a utility grid.
For those who are playing this that haven't played Stellaris, these guys have been really good about regular updates improving their games. They are also good about balancing paid DLC vs free content patches as well. So when a Stellaris DLC launches, free players get some of the new content to keep some parity.
I have faith they'll get this game to a great place.
The game is only being published by Paradox, the developers are Haemimont Games(Makers of Tropico) so they may not follow PDS's dlc philosophies; on the other hand they may like the Cities Skyline devs are.
For those who are playing this that haven't played Stellaris, these guys have been really good about regular updates improving their games. They are also good about balancing paid DLC vs free content patches as well. So when a Stellaris DLC launches, free players get some of the new content to keep some parity.
I have faith they'll get this game to a great place.
The game is only being published by Paradox, the developers are Haemimont Games(Makers of Tropico) so they may not follow PDS's dlc philosophies; on the other hand they may like the Cities Skyline devs are.
Oh? Hmm. Well, from the discussion in the livestream they seem to want to emulate at least some of it. At they very least it seems like a good roadmap that addresses a lot of the issues with the game.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
The livestream were Paradox staff, or at least one of them was a producer for Paradox. Either way, I'm pretty confident that Surviving Mars will be following Paradox's routine of free content coming out parallel to paid DLC packs despite the game itself being developed by the Tropico team; I think the low-content avalanche of paid DLC was foisted on them by Kalypso.
The description of this game makes it sound like the sci fi video game version of a Euro board game. Iiiinteresting. That means I'll either love it or bounce off of this hard.
TOGSolid on
0
Gennenalyse RuebenThe Prettiest Boy is Ridiculously PrettyRegistered Userregular
I started a new colony and ended up getting Cryosleep as my first breakthrough and Apartments as a tier 1 tech, so I rushed them both and my first dome started with a population of 23. It was very nice to have so much available labor so early.
DaimarA Million Feet Tall of AwesomeRegistered Userregular
I think I'm going to run into a problem with senior citizens. I noticed a lot of vacant employment slots in a dome that was full and then saw that 90% of the population were seniors who weren't working.
0
Zavianuniversal peace sounds better than forever warRegistered Userregular
I think I'm going to run into a problem with senior citizens. I noticed a lot of vacant employment slots in a dome that was full and then saw that 90% of the population were seniors who weren't working.
Time for some brain drones
Old Age Brain Robot Mod Please!
Zavian on
0
Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
Oh, my colony has started hallucinating. The entire map turns green for a bit and people have visions of 6-fingered aliens who live in giant trees.
Yes
"Hallucinations"
(I've only played one game so I've never seen that Mystery but my guess is that they're like, psychic visions of a Mars gone past or something)
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
I think I'm going to run into a problem with senior citizens. I noticed a lot of vacant employment slots in a dome that was full and then saw that 90% of the population were seniors who weren't working.
Time for some brain drones
Old Age Brain Robot Mod Please!
If they don't add it, there needs to be a mod where Seniors can help with schools or something. That's generational knowledge of survival that needs to be preserved.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
OSX,Linux: Added OpenGL mods' shaders support
Linux: fixed occasional crash when loading savegames
Window: fixed white borders on some UI elements
UI: Research dialog now scrollable with mouse wheel and camera controls, saves last position on close
UI: Colonists with special traits are pinned to the menu bar, only when there are less than 100 colonists in the colony
UI: Voice notification for Pipe leaks/Cable faults disabled for colonies with over 100 colonists
UI: Tourist trait shown in "Review Applicants" UI
UI: Fix for cancelation of change of display settings
UI: Fix for senior colonists workplace display after the research of "Forever Young" tech
UI: Fix for Automation Upgrade Icon (displayed inconsistently in Fungal Farms)
UI: Fix for Custom anomaly icon disappearing from time to time
UI: Fixed missing sounds when some Mods are active
UI: Martian University infopanel now does not show colonists which are not part of the workforce (senior, child, tourist, stressed, etc.)
UI: Rockets have correct (default) skin on game start
Gameplay: Removed exploit for endless export from the Space Elevator
Gameplay: Refugees are now immune to Earthsick condition
Gameplay: New dome fractures should be repaired properly (this unfortunately does not affect already fractured domes from previous saves)
Gameplay: "Vocation-Oriented Society" tech performance bonus now works as intended
Gameplay: Fix for drones not to be abandoned by RC Rover
Gameplay: Fix for maximum drones allowed to work on trade rocket
Gameplay: Resource stockpiles now properly marked as 1-hex large object - should fix drone behavior to move stockpiles adjacent to construction sites rather then underneath them
Gameplay: RP cost of repeatable techs now increase after each research
Gameplay: "Alien Imprints" tech effect reduced
Gameplay: Fix for Fuel Extractor upgrade effect in the Concrete Extractor building (now 30% increase instead of 50%)
Gameplay: Fix for stuck drones when picking up resources from destroyed farm
Gameplay: Fix for resource count when interrupting drone after picking up resource cube from RC Transport
Gameplay: Fix for RC Transport when changing skin while loading resources
Gameplay: Fix to properly treat RC Transport as resource depot when adding new drone controller (Rover/Hub/Rocket) or changing active radius of drone controller
Gameplay: Fix for Rocket take-off in some cases
Gameplay: Fix for RP calculation to allow modifiers to have effect in cases of little RP production
Gameplay: Workers properly select workplace based on their specialty
Gameplay: Fix for workplace and training buildings requiring maintenance when turned off
Gameplay: Easy start now always starts with a Mystery
Gameplay: Scanning que increased
Gameplay: Shielded combination of incompatible traits (e.g. Genius/Idiot combo)
Gameplay: Biorobot gurus no longer create biorobots
Gameplay: Fix for replacing existing techs by using mods
Visuals: Dome glass has correct self illumination
Visuals: Meteorite craters no longer appear over and next to objects
Visuals: NVIDIA 1050s family now loads "High" setting preset
Visuals: Fix for proper positioning of newborn child colonist at spawn
The mystery this time involves... weapons. I have some defenses built but the attackers broke all my rovers (ALL of them), and most of my drone hubs. I don't think I have enough electronics to repair the hubs in time and not a lot of funds to buy more. Not to mention half my other buildings being trashed now.
This is depressing.
I have access to ALL the water if I go back though.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Okay I managed to survive because I was able to scavenge a bunch of electronics. I basically rebuilt half my base multiple times in the process though. Mystery complete! Time to start modding because goddammit these people won't work in their specialization.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Okay I managed to survive because I was able to scavenge a bunch of electronics. I basically rebuilt half my base multiple times in the process though. Mystery complete! Time to start modding because goddammit these people won't work in their specialization.
Colonists ignoring their specialisations when it comes to work slot priorities is a known issue since the dev stream, so I should imagine it'll be in the next round of fixes.
Zavianuniversal peace sounds better than forever warRegistered Userregular
Heres the dev stream btw, I have faith since Paradox seems to usually have excellent post-launch support and content over the long-term https://youtu.be/zB7xeQp0TRA
I grabbed a couple workforce mods to make people filter into their jobs more accurately. They seem to be helping a lot, but they seem to lead to problems when I try to filter Seniors into their own dome. Hopefully they nail down the issues soonish.
I also got a mod that makes the rock stockpiles hold like 5000 stone. Because I got tired of spamming waste rock stockpiles.
Finally, I accidentally got The Watney Challenge achievement when I messed up and imported a bunch of geologists (instead of botanists) and there was basically zero food. 11 of them got Earthsick and boarded the next cargo rocket.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
I grabbed a couple workforce mods to make people filter into their jobs more accurately. They seem to be helping a lot, but they seem to lead to problems when I try to filter Seniors into their own dome. Hopefully they nail down the issues soonish.
I also got a mod that makes the rock stockpiles hold like 5000 stone. Because I got tired of spamming waste rock stockpiles.
Finally, I accidentally got The Watney Challenge achievement when I messed up and imported a bunch of geologists (instead of botanists) and there was basically zero food. 11 of them got Earthsick and boarded the next cargo rocket.
Even more true to the Watney Challenge than just bringing one guy by himself. Well done!
I grabbed a couple workforce mods to make people filter into their jobs more accurately. They seem to be helping a lot, but they seem to lead to problems when I try to filter Seniors into their own dome. Hopefully they nail down the issues soonish.
I also got a mod that makes the rock stockpiles hold like 5000 stone. Because I got tired of spamming waste rock stockpiles.
Finally, I accidentally got The Watney Challenge achievement when I messed up and imported a bunch of geologists (instead of botanists) and there was basically zero food. 11 of them got Earthsick and boarded the next cargo rocket.
Even more true to the Watney Challenge than just bringing one guy by himself. Well done!
I feel like I should have gotten extra points because she was working in the Hydroponics Tower. Not sure what kept her working when she had failed at growing Wheatgrass like 15 times in a row.
I didn't even realize how many people had left until the achievement came up.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
0
That_GuyI don't wanna be that guyRegistered Userregular
I grabbed a couple workforce mods to make people filter into their jobs more accurately. They seem to be helping a lot, but they seem to lead to problems when I try to filter Seniors into their own dome. Hopefully they nail down the issues soonish.
I also got a mod that makes the rock stockpiles hold like 5000 stone. Because I got tired of spamming waste rock stockpiles.
Finally, I accidentally got The Watney Challenge achievement when I messed up and imported a bunch of geologists (instead of botanists) and there was basically zero food. 11 of them got Earthsick and boarded the next cargo rocket.
I just unlocked a tech that allows drones to turn waste rock into cement. I have so freaking much waste rock around my settlements that I don't think I'll need to build another extractor.
I grabbed a couple workforce mods to make people filter into their jobs more accurately. They seem to be helping a lot, but they seem to lead to problems when I try to filter Seniors into their own dome. Hopefully they nail down the issues soonish.
I also got a mod that makes the rock stockpiles hold like 5000 stone. Because I got tired of spamming waste rock stockpiles.
Finally, I accidentally got The Watney Challenge achievement when I messed up and imported a bunch of geologists (instead of botanists) and there was basically zero food. 11 of them got Earthsick and boarded the next cargo rocket.
I just unlocked a tech that allows drones to turn waste rock into cement. I have so freaking much waste rock around my settlements that I don't think I'll need to build another extractor.
I was about to suggest that as well, I got that tech over the weekend and it is amazing how fast the drones empty out the waste piles and turn it into cement. 5 pieces of rubble turn into one piece of concrete so once the tech is researched you can just detonate all of the spare piles you've accumulated.
I need to either use those mods that put people in the correct building or wait until they patch it in since my electronics production and research are garbage at the moment so the game is harder than it needs to be.
I tend to stall out because of lack of machine parts and especially electronics. I've started rejecting any map where I don't have rare metals in 1-2 domes distance from my start. Getting a tunnel and dome farther away and managing resources to that dome just end up being hell, at least initially.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Watching a tips video earlier and the guy is using his initial cargo rockets as maintenance-free drone hubs, which I hadn't thought to do.
Drone hubs need maintenance? And power? Oh right inventor perk.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Posts
If anyone wants to follow in my footsteps, try 10N 176E - it's right next to Elysium Alpha and Beta.
I began my colony in Sector D8
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
Would you like your possessions identified?
I figured I'd lose a colony to a disaster eventually but that was downright dwarfy.
Definitely going to be a bit better about redundant setups next time, though..
I did the same thing, except for building a farm in the education dome, and I don't turn away specialists I just select which domes prefer them.
My food situation has been easily managed by 1 farm dome for this entire time. I set up with 2 farms - I have never bothered with hydroponics or fungal farms, they seem garbage by comparison - and set them to wheat until I had a small surplus, then turned one to alternate wheat and soybeans to improve the soil quality and thus future yields. Once that was up to 100% I did the same to the other and just had them set to soybeans. The optimal yield of a soybean harvest is something like 32 food after 5 Sols. I was pulling in 60-64 per harvest, per farm. Then I unlocked the ability to grow quinoa and forget about it. 40 food per farm every other Sol. I think the 1,200 surplus hasn't even been dented by a population of nearly 200 colonists, but I'm going to start another small agriculture dome just to be safe. Food is the hardest thing for me to keep track of, and I don't want a famine sneaking up on me.
Water is absolutely sorted, though. I researched Core Water after I got the ability to deep scan / deep extract resources, and found a 'very high' grade core water deposit that holds 500,000 water.
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
The harder the rain, honey, the sweeter the sun.
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
Among discussion were improved modding system, streamlining the UI, making colony information UI more comprehensive, additional difficulty options, and adding a tutorial.
Also, the DLC that just became a freebie for everyone in spring is passages. Connected domes
Content of stream video begins at 16:30
Edit: Passages were always going to be free content, it's just coming alongside paid content, as is Paradox tradition when releasing DLC.
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
Connected domes. Yesssss.
The harder the rain, honey, the sweeter the sun.
I have faith they'll get this game to a great place.
The harder the rain, honey, the sweeter the sun.
The game is only being published by Paradox, the developers are Haemimont Games(Makers of Tropico) so they may not follow PDS's dlc philosophies; on the other hand they may like the Cities Skyline devs are.
Oh? Hmm. Well, from the discussion in the livestream they seem to want to emulate at least some of it. At they very least it seems like a good roadmap that addresses a lot of the issues with the game.
The harder the rain, honey, the sweeter the sun.
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
Time for some brain drones
Old Age Brain Robot Mod Please!
Yes
"Hallucinations"
(I've only played one game so I've never seen that Mystery but my guess is that they're like, psychic visions of a Mars gone past or something)
That's my assumption. I never figured out how to finish it before I moved on to my current playthrough.
The harder the rain, honey, the sweeter the sun.
If they don't add it, there needs to be a mod where Seniors can help with schools or something. That's generational knowledge of survival that needs to be preserved.
The harder the rain, honey, the sweeter the sun.
I couldn't bring myself to research the soylent green.
The harder the rain, honey, the sweeter the sun.
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
Notably, the ability to queue up to to 10 sector scans, instead of the old 5.
Also I think the notification that a building has run out of resources (mostly concrete) is changed or new from before. Not 100% sure on that.
The harder the rain, honey, the sweeter the sun.
The mystery this time involves... weapons. I have some defenses built but the attackers broke all my rovers (ALL of them), and most of my drone hubs. I don't think I have enough electronics to repair the hubs in time and not a lot of funds to buy more. Not to mention half my other buildings being trashed now.
This is depressing.
I have access to ALL the water if I go back though.
The harder the rain, honey, the sweeter the sun.
The harder the rain, honey, the sweeter the sun.
Colonists ignoring their specialisations when it comes to work slot priorities is a known issue since the dev stream, so I should imagine it'll be in the next round of fixes.
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
I also got a mod that makes the rock stockpiles hold like 5000 stone. Because I got tired of spamming waste rock stockpiles.
Finally, I accidentally got The Watney Challenge achievement when I messed up and imported a bunch of geologists (instead of botanists) and there was basically zero food. 11 of them got Earthsick and boarded the next cargo rocket.
The harder the rain, honey, the sweeter the sun.
Even more true to the Watney Challenge than just bringing one guy by himself. Well done!
I feel like I should have gotten extra points because she was working in the Hydroponics Tower. Not sure what kept her working when she had failed at growing Wheatgrass like 15 times in a row.
I didn't even realize how many people had left until the achievement came up.
The harder the rain, honey, the sweeter the sun.
I just unlocked a tech that allows drones to turn waste rock into cement. I have so freaking much waste rock around my settlements that I don't think I'll need to build another extractor.
The harder the rain, honey, the sweeter the sun.
I was about to suggest that as well, I got that tech over the weekend and it is amazing how fast the drones empty out the waste piles and turn it into cement. 5 pieces of rubble turn into one piece of concrete so once the tech is researched you can just detonate all of the spare piles you've accumulated.
I need to either use those mods that put people in the correct building or wait until they patch it in since my electronics production and research are garbage at the moment so the game is harder than it needs to be.
The harder the rain, honey, the sweeter the sun.
Drone hubs need maintenance? And power? Oh right inventor perk.